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BlueTrillium

BlueTrillium

unknown.png

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

Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric - Shaken

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will for the benefit of the party. If he could. Tarric took a deep breath and pulled on the elusive memories. The shadows seemed to gather around him, blocking his vision. Screams, cruel laughter, all the terror and despair from his nightmares beat upon him, crumbling his resistance, and buried him until he could no longer see or hear the others around him.

His spear fell to the ground. Clutching both hands to his head, Tarric slowly sank to his knees, mouth open in a silent scream of his own.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress. (update Failure track, now 6/10)

Endure Stress -- Miss. And double-10s against him, too. This could be troublesome. -1 Momentum (now 3) and since his Spirit is at 0, he is now Shaken. He cannot regain Spirit until he clears the debility. Update Failure track, now 6.25/10. For the double-10s...

Ask the Oracle for ideas -- 21 - "a secret alliance is revealed". Alternatively by swapping numbers 12 gives us "a trap is sprung". There's a few things we could do with that... most likely something about calling the shadows to him either alerts something in Dol Guldur to his presence or triggers some other physical or mental trap for him (if 'alliance' perhaps the enemy can use him somehow - see through his eyes, or try to control some of his actions or something).


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

BlueTrillium

BlueTrillium

unknown.png

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

Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric - Shaken

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will for the benefit of the party. If he could. Tarric took a deep breath and pulled on the elusive memories. The shadows seemed to gather around him, blocking his vision. Screams, laughter, all the terror and despair from his nightmares beat upon him, crumbling his resistance, and buried him until he could no longer see or hear the others around him.

His spear fell to the ground. Clutching both hands to his head, Tarric slowly sank to his knees, mouth open in a silent scream of his own.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress. (update Failure track, now 6/10)

Endure Stress -- Miss. And double-10s against him, too. This could be troublesome. -1 Momentum (now 3) and since his Spirit is at 0, he is now Shaken. He cannot regain Spirit until he clears the debility. Update Failure track, now 6.25/10. For the double-10s...

Ask the Oracle for ideas -- 21 - "a secret alliance is revealed". Alternatively by swapping numbers 12 gives us "a trap is sprung". There's a few things we could do with that... most likely something about calling the shadows to him either alerts something in Dol Guldur to his presence or triggers some other physical or mental trap for him (if 'alliance' perhaps the enemy can use him somehow - see through his eyes, or try to control some of his actions or something).


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

BlueTrillium

BlueTrillium

unknown.png

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

Mom: 3 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric - Shaken

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will. If he could.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress. (update Failure track, now 6/10)

Endure Stress -- Miss. And double-10s against him, too. This could be troublesome. -1 Momentum (now 3) and since his Spirit is at 0, he is now Shaken. He cannot regain Spirit until he clears the debility. Update Failure track, now 6.25/10. For the double-10s...

Ask the Oracle for ideas --


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

BlueTrillium

BlueTrillium

unknown.png

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

Mom: 4 (10/2) | Health: 5 | Spirit: 0 | Supply: 3
Tarric

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will. If he could.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows -- Miss, despite a really nice roll. I think the most logical thing here is his Spirit drops again. So -1 Spirit (now 0 again) and Endure Stress.

Endure Stress --


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

BlueTrillium

BlueTrillium

unknown.png

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

Mom: 4 (10/2) | Health: 5 | Spirit: 1 | Supply: 3
Tarric

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will. If he could.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead -- Weak Hit, so he has earned a future re-roll on an ambush, hide, or sneak move. However, the shadows try to lead him astray, so...

Face Danger to deal with the shadows --


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

BlueTrillium

BlueTrillium

unknown.png

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

Mom: 4 (10/2) | Health: 5 | Spirit: 1 | Supply: 3
Tarric

"Ready your weapons," Idunn said. And while she wasn't speaking specifically to him, the Beorning did so, making ready his seldom-used spear. At least for the moment (and with that narrow bridge before them), his bear form did not seem wise. He also felt that here, so close to their goal, he needed what reminders of humanity he could gather. From here on in, everyone would need to be on their utmost guard, and Tarric moved forward through the group, sharing nods, clasping hands and arms and shoulders of the companions gathered here.

For in this place, while his memory was not yet clear, he would need to make use of every tool at his disposal. Somewhere inside, he knew things, and it was time to leash them to his will. If he could.

OOC/Mechanics

Updated Investigate Dol Guldur progress per Idunn's post (now 3/10).

Gonna try a Shadow Walk to prep for what's ahead --


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:
Vow: name (rank)
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)
Completed Delves: Haunted Tanglewood (T), Fortified Shadowfen (D)

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