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BlueTrillium

BlueTrillium

unknown.png

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

Mom: 9 (10/2) | Health: 4 | Spirit: 5 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

And for once on this forsaken journey -- everything seemed to fall into place. After several hours padding carefully through the reek, avoiding grasping thorns and treacherous slurping mud, snuffling carefully at every scent that crossed their path, the bear found a safe place just as the sun rode high in the sky and even burned away a bit of the fog. Tumbles of rocks formed a ragged clear area that was solid and free from thorns.

Somehow it was not just a safe place - it was a good place. Here the weight of the journey seemed to temporarily fall away from their hearts and Tarric, at least, felt quite renewed. Brightness seemed to fall across each of his companions' faces as they entered the clearing, and Tarric, once more in human form, welcomed them in with gladness and a tight hug for Olwinne.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow... Weak Hit. +1 momentum (now 6 momentum) and he can reroll dice on his next sneaky move (hopefully Delve the Depths), but he must first Face Danger to get things moving.

So let's do that - Face Danger + heart, since he's fighting his own reluctance to go forward like this... Strong Hit. Yes! +1 momentum again (now 7) and he's overcome his reluctance, perhaps even gained some confidence in this task.

Therefore... Delve the Depths + shadow (+ option to reroll from Shadow-walk) to make some sneaky forward progress, and... Strong Hit with Match! And he did not use his Shadow-walk reroll, so I believe that leaves it available for a later + shadow move. Mark progress AND Find an Opportunity! Progress on Haunted Tanglewood delve = 6/10 (marked my progress bar).

For the Opportunity... I think in chat we discussed it would allow us to find a good spot to Sojourn, so if everyone's okay with that I'll go ahead and roll that as well - given Tarric has bonds with Idunn, Broin, and Olwinne (as well as his Rhosgobel friends in general) I think I can use that bond for the Sojourn move as well. And... another Strong Hit with Match! So I think that means that as a group, we can pick 3 items from the Sojourn list and we all get those 3 benefits. I am assuming Recuperate (+2 health to everyone - Tarric's health now 4), Consort (+2 spirit to everyone - Tarric's spirit now 5), and Plan (+2 momentum to everyone - Tarric's momentum now 9) and I'll update my tracks accordingly to that, but if we decide differently in chat I'll update to cover the change.

 

What shall we do for the two matches, though? One match on Delve the Depths, and one match on the Sojourn. xD


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 Guldur (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: 7 (10/2) | Health: 2 | Spirit: 3 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow... Weak Hit. +1 momentum (now 6 momentum) and he can reroll dice on his next sneaky move (hopefully Delve the Depths), but he must first Face Danger to get things moving.

So let's do that - Face Danger + heart, since he's fighting his own reluctance to go forward like this... Strong Hit. Yes! +1 momentum again (now 7) and he's overcome his reluctance, perhaps even gained some confidence in this task.

Therefore... Delve the Depths + shadow (+ option to reroll from Shadow-walk) to make some sneaky forward progress, and... Strong Hit with Match! And he did not use his Shadow-walk reroll, so I believe that leaves it available for a later + shadow move. Mark progress AND Find an Opportunity! Progress on Haunted Tanglewood delve = 6/10 (marked my progress bar).

For the Opportunity... I think in chat we discussed it would allow us to find a good spot to Sojourn, so if everyone's okay with that I'll go ahead and roll that as well - given Tarric has bonds with Idunn, Broin, and Olwinne (as well as his Rhosgobel friends in general) I think I can use that bond for the Sojourn move as well. And...


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 Guldur (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: 7 (10/2) | Health: 2 | Spirit: 3 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow... Weak Hit. +1 momentum (now 6 momentum) and he can reroll dice on his next sneaky move (hopefully Delve the Depths), but he must first Face Danger to get things moving.

So let's do that - Face Danger + heart, since he's fighting his own reluctance to go forward like this... Strong Hit. Yes! +1 momentum again (now 7) and he's overcome his reluctance, perhaps even gained some confidence in this task.

Therefore... Delve the Depths + shadow (+ option to reroll from Shadow-walk) to make some sneaky forward progress, and...


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: 7 (10/2) | Health: 2 | Spirit: 3 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow... Weak Hit. +1 momentum (now 6 momentum) and he can reroll dice on his next sneaky move (hopefully Delve the Depths), but he must first Face Danger to get things moving.

So let's do that - Face Danger + heart, since he's fighting his own reluctance to go forward like this... Strong Hit. Yes! +1 momentum again (now 7) and he's overcome his reluctance, perhaps even gained some confidence in this task.

Therefore... Delve the Depths + shadow (+1 from Shadow Walk) to make some sneaky forward progress, and...


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: 3 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow... Weak Hit. +1 momentum (now 6 momentum) and he can reroll dice on his next sneaky move (hopefully Delve the Depths), but he must first Face Danger to get things moving.

So let's do that - Face Danger + heart, since he's fighting his own reluctance to go forward like this...


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: 3 | Supply: 5
Tarric

Despite their and Radagast's best efforts, travel in this dreary place was wearing upon the party. Tarric appreciated Idunn's attempt to help, and the comment about the fight earned a brief upturn of his lips, but as the hours wore on it felt like this murk had seeped into his bones. He was used to bouncing back relatively quickly, but of late the stiffness of each morning had taken hours to work out of his joints.

Throughout, the Beorning had felt a lingering reluctance to take his bear shape. But now... the gloom. With limited sight and misdirected sound, scent seemed their best route forward. And hopefully, his larger ursine bulk would be easier for the party to see and differentiate from the skeletal wraiths and swirling shrouds the mist sent forth to unnerve them. After a brief consultation with the wizard, Tarric allowed his other self to step forward to help lead them, with all the stealth he could muster.

OOC/Mechanics

All right, gonna try out an asset I haven't gotten to use yet. Tarric's gonna try to use the obscuring mists and shadow to activate his Shadow-walk ability. Rolling + shadow...


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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