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BlueTrillium

BlueTrillium

unknown.png

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

Mom: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3
Tarric - Shaken

Searching. Right, that's why they were here. Clues and information... The possibly-elven-slain orc Bróin had found was... a curiosity. But here, the walls were more alive - albeit a malevolent life - than the corpse. Tarric wavered, torn between seeking out the sparse rays of light from the windows, and shrinking from them. Nevertheless, he had a job to do, and he clung to that imperative as he attempted to use the rays to guide his search.

On the edge of the shadows, Tarric noticed another dark, still form on the ground. Another body? He moved forward to examine it - only to feel a shock of pain accompanying a sudden shift from the shrouded creature as soon as he bent to examine it closer, still half-blinded from the darkness between the trickles of light. He couldn't help a cry and fell back in startled dismay.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur.

Gather Information + wits for the first search... Miss. Updated failure track. Unearths a threat or reveals a dire/unwelcome/contradictory truth. Hmm. Perhaps another 'corpse', but this one not quite dead, and catches him offguard? (harm?)

Endure Harm + health - suffer -1 health (now 4) - Miss. -1 momentum as well (now 1)


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

Searching. Right, that's why they were here. Clues and information... The possibly-elven-slain orc Bróin had found was... a curiosity. But here, the walls were more alive - albeit a malevolent life - than the corpse. Tarric wavered, torn between seeking out the sparse rays of light from the windows, and shrinking from them. Nevertheless, he had a job to do, and he clung to that imperative as he attempted to use the rays to guide his search...

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur.

Gather Information + wits for the first search... Miss. Updated failure track. Unearths a threat or reveals a dire/unwelcome/contradictory truth. Hmm. Perhaps another 'corpse', but this one not quite dead, and catches him offguard? (harm?)


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

Searching. Right, that's why they were here. Clues and information... The possibly-elven-slain orc Bróin had found was... a curiosity. But here, the walls were more alive - albeit a malevolent life - than the corpse. Tarric wavered, torn between seeking out the sparse rays of light from the windows, and shrinking from them. Nevertheless, he had a job to do, and he clung to that imperative as he attempted to use the rays to guide his search...

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur.

Gather Information + wits for the first search... result. info


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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