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BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 5 (10/2) | Health: 2 | Spirit: 3 | Supply: 5
Tarric

His sleep while Idunn stood first watch was restless and uneasy, leaving him no less tired when he woke up than when he had laid down. As Tarric stood his turn for second watch the heavy feeling did not ebb and he found himself tensely scrutinizing every shadow -- for what, he did not know. There was never anything there but more shadows. Nothing seemed to threaten them at all.

Afterward as he laid back down near Olwinne, it was with the defeated attitude of uselessness -- doubtless he'd still be awake when the sun rose. The Beorning rolled onto his side and...

Blind. Was he blind? He turned his head this way and that, blinked repeatedly, but there was nothing but blackness. He tried to move, and his arms resisted. He could feel no rope or shackles, but they were held in place as firmly as if they'd been sunk into stone.

Stone... As if the thought brought it into being, he suddenly felt rough stone press into his back, the soles of his feet. So he was standing, then. But he still could not see; he still could not move. His breath caught, and when he could inhale again...

Pain. For all he could not see it, it felt like the shadow solidified and poured into his nostrils, down his throat, choking him. Pain blossomed in his torso as he struggled for breath that wouldn't come, feeling the blackness close in on him like a solid thing. He panicked and thrashed what little he could against whatever was holding him. A loud noise sounded, and though he knew that sound, recognized the presence of words; he could not understand them, only that they brought terror even above the fear of suffocation.

Fear -- And suddenly he was moving, running... darkness still clouded his vision, but not completely any longer, and he could see a dim light ahead. The shadow was dragging at his heels, but this was his chance...

OOC/Mechanics

Marked progress on Investigate Dol Guldur per earlier post, cleaned up completed tracks, started Haunted Tanglewood Delve track as per above.

 

For the nightmare - will also try Face Danger + heart... Weak Hit. Endure Stress (-1 Spirit), Spirit is now 3. Another Weak Hit, so he presses on.


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Delve: Haunted Tanglewood (Troublesome)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 5 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

His sleep while Idunn stood first watch was restless and uneasy, leaving him no less tired when he woke up than when he had laid down. As Tarric stood his turn for second watch the heavy feeling did not ebb and he found himself tensely scrutinizing every shadow -- for what, he did not know. There was never anything there but more shadows. Nothing seemed to threaten them at all.

Afterward as he laid back down near Olwinne, it was with the defeated attitude of uselessness -- doubtless he'd still be awake when the sun rose. The Beorning rolled onto his side and...

Blind. Was he blind? He turned his head this way and that, blinked repeatedly, but there was nothing but blackness. He tried to move, and his arms resisted. He could feel no rope or shackles, but they were held in place as firmly as if they'd been sunk into stone.

Stone... As if the thought brought it into being, he suddenly felt rough stone press into his back, the soles of his feet. So he was standing, then. But he still could not see; he still could not move. His breath caught, and when he could inhale again...

Pain. For all he could not see it, it felt like the shadow solidified and poured into his nostrils, down his throat, choking him. Pain blossomed in his torso as he struggled for breath that wouldn't come, feeling the blackness close in on him like a solid thing. He panicked and thrashed what little he could against whatever was holding him. A loud noise sounded, and though he knew that sound, recognized the presence of words; he could not understand them, only that they brought terror even above the fear of suffocation.

Fear -- And suddenly he was moving, running... darkness still clouded his vision, but not completely any longer, and he could see a dim light ahead. The shadow was dragging at his heels, but this was his chance...

OOC/Mechanics

Marked progress on Investigate Dol Guldur per earlier post, cleaned up completed tracks, started Haunted Tanglewood Delve track as per above.

 

For the nightmare - will also try Face Danger + heart... Weak Hit. Endure Stress (-1 Spirit)


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Delve: Haunted Tanglewood (Troublesome)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)

BlueTrillium

BlueTrillium

unknown.png

Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

Mom: 5 (10/2) | Health: 2 | Spirit: 4 | Supply: 5
Tarric

His sleep while Idunn stood first watch was restless and uneasy, leaving him no less tired when he woke up than when he had laid down. As Tarric stood his turn for second watch the heavy feeling did not ebb and he found himself tensely scrutinizing every shadow -- for what, he did not know. There was never anything there but more shadows. Nothing seemed to threaten them at all.

Afterward as he laid back down near Olwinne, it was with the defeated attitude of uselessness -- doubtless he'd still be awake when the sun rose. The Beorning rolled onto his side and...

Blind. Was he blind? He turned his head this way and that, blinked repeatedly, but there was nothing but blackness. He tried to move, and his arms resisted. He could feel no rope or shackles, but they were held in place as firmly as if they'd been sunk into stone.

Stone... As if the thought brought it into being, he suddenly felt rough stone press into his back, the soles of his feet. So he was standing, then. But he still could not see; he still could not move. His breath caught, and when he could inhale again...

Pain. For all he could not see it, it felt like the shadow solidified and poured into his nostrils, down his throat, choking him. Pain blossomed in his torso as he struggled for breath that wouldn't come, feeling the blackness close in on him like a solid thing. He panicked and thrashed what little he could against whatever was holding him. A loud noise sounded, and though he knew that sound, recognized the presence of words; he could not understand them, only that they brought terror even above the fear of suffocation.

Fear -- And suddenly he was moving, running... darkness still clouded his vision, but not completely any longer, and he could see a dim light ahead. The shadow was dragging at his heels, but this was his chance...

OOC/Mechanics

Marked progress on Investigate Dol Guldur per earlier post, cleaned up completed tracks, started Haunted Tanglewood Delve track as per above.

 

For the nightmare - will also try Face Danger + heart


Assets

Tarric and Olwinne both have +1 talisman vs orcs.

Berserker - (Combat Talent)
When you Secure an Advantage or Compel by embodying your wild nature, add +1, and take +1 momentum on a hit.
When you Strike or Clash by unleashing your rage (decide before rolling), inflict +1 harm on a hit. Then, choose one:
------ Push yourself: Endure Harm (1 harm)
------ Lose yourself: Endure Stress (1 stress)
When you Endure Harm in a fight, and your Health is above zero, you may let the pain inflame your wildness (decide before rolling). If you then score a strong hit and choose to embrace the pain, take +momentum equal to your remaining Health. A weak hit counts as a miss.

Wayfinder - (Path)
When you Undertake a Journey, take +1 momentum on a strong hit. If you burn momentum to improve your result, also take +1 momentum after reset.
When you Secure an Advantage or Gather Information by carefully surveying the landscape or scouting ahead, add +1 and take +1 momentum on a hit.
When you Swear an Iron Vow to safely guide someone on a perilous journey, you may reroll any dice. When you Fulfill Your Vow and mark experience, take +1 experience.

Talisman - (Ritual)
When you fashion a charm, envision it and name the specific person or creature it protects against. Then roll +wits.
------ On a strong it, when the wearer opposes the target through a move, add +2. If a one is rolled on the action die while making a move using the charm, the magic is spent.
------ On a weak hit, as above, but the wearer adds +1 when making a move (instead of +2).
As above, and you may instead fashion a charm which aids the wearer against all supernatural threats, such as mystic rituals or horrors.
When you perform this ritual, add +1 and take +1 momentum on a hit.

Shadow-walk - (Ritual)
When you cloak yourself with the gossamer veil of the shadow realms, roll +shadow. On a strong hit, take +1 momentum. Then, reroll any dice (one time only) when you make a move by ambushing, hiding, or sneaking. On a weak hit, as above, but the shadows try to lead you astray. You must first Face Danger to find your way.
As above, and you may also travel along the hidden paths of the shadow realms to Undertake a Journey using +shadow (instead of +wits). If you do, Endure Stress (1 stress) and mark progress twice on a strong hit.
 When you perform this ritual, add +1 and take +1 momentum on a hit.

Progress

▥= 1 tick, ▦= 2 ticks, ▩= 3 ticks, = full

Vow: Investigate Dol Goldur (Extreme)
Failure:
Delve: Haunted Tanglewood (Troublesome)
Vow: name (rank)
Vow: name (rank)
Vow: name (rank)
Bonds:

Bond 1: Olwinne his wife
Bond 2: Rhosgobel villagers/friends
Bond 3: Idunn
Bond 4: Woodmen-town
Bond 5: Bróin/Vara
Experience: ◍ = have, = used





 


Completed Vows: Rescue the Missing Hunters (T), Deal with the Spiders (D), Defend the Woodmen (F)
Completed Scenes: Destroy the Spider Nest (F), Convince the Elvenking (D), Defend the Western Walls (T), Secure Hospitality (F)
Completed Combats: Boss Spider (F), Orc Warband (D), Stealthy Orc Infiltrators (T), Dagmar (D)
Completed Journeys: To Forest Gate (D), To Tyrant Hill (T)

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