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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

Tarric hung back in faint shame at his yelp and the concern of his companions. The other orc, already dying, had barely glanced him before passing on - yet he had called out like some green youngling. It was a relief when the group's attention turned to Idunn and Bróin's discoveries. He poked around in the scrolls, but everything seemed more of the same.

Even Olwinne, with her calm and steadfast search, had found something significant now, he saw. The Beorning moved close and looked over his wife's shoulder. What such a detailed map could mean, he didn't know. But it meant something, and given the location, it was nothing good for Lake-town.

It reminded him yet again that there were more fates at stake here than their own. True, the Lake-town map was old, but it was accurate. What other plans or maps of such unnerving detail might they find? Was there some other threat that yet remained?

If more information was here, he would find it. Or -- he took a deep breath and steeled himself as he looked at the disorganized mess of scrolls -- at least, he would try his best.

~~~

There was something... something here. Tarric bent to pick it up. Strange...

But suddenly a half-familiar feeling overcame him. The shadows pressed close, so close he could hardly breathe. Were they coming from the clue? From the walls? His eyes went wide and he gulped air, trying to convince himself it was nothing, that he was just seeing things (again). It was nothing... nothing... But no. There! A tendril was reaching for Idunn! And another snaked along the ground, reaching for Olwinne... More and more... "No," he gasped, then louder -- "No! Radagast, look! Flee!!" Still grasping his find, he scrambled back and away, swiping desperately at the shadows with his spear.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur (now 6).

Roll to Fulfill Your Vow on Investigate Dol Guldur vs our Progress... Weak Hit. Vow is complete (mark 3 experience and move the vow to completed). One more clue is discovered before we are forced to flee.

I'm kinda treating this also as maybe some of Tarric's reaction to the double-10s miss a bit ago. xD Now, whether anyone besides himself can actually see the shadows... I'll leave that up to question.


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: name (rank)
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), Investigate Dol Guldur (E)
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: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3
Tarric - Shaken

Tarric hung back in faint shame at his yelp and the concern of his companions. The other orc, already dying, had barely glanced him before passing on - yet he had called out like some green youngling. It was a relief when the group's attention turned to Idunn and Bróin's discoveries. He poked around in the scrolls, but everything seemed more of the same.

Even Olwinne, with her calm and steadfast search, had found something significant now, he saw. The Beorning moved close and looked over his wife's shoulder. What such a detailed map could mean, he didn't know. But it meant something, and given the location, it was nothing good for Lake-town.

It reminded him yet again that there were more fates at stake here than their own. True, the Lake-town map was old, but it was accurate. What other plans or maps of such unnerving detail might they find? Was there some other threat that yet remained?

If more information was here, he would find it. Or -- he took a deep breath and steeled himself as he looked at the disorganized mess of scrolls -- at least, he would try his best.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur (now 6).

Roll to Fulfill Your Vow on Investigate Dol Guldur vs our Progress... Weak Hit. Vow is complete (mark 3 experience and move the vow to completed). One more clue is discovered before we are forced to flee.


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: name (rank)
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), Investigate Dol Guldur (E)
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: 1 (10/2) | Health: 4 | Spirit: 0 | Supply: 3
Tarric - Shaken

Tarric hung back in faint shame at his yelp and the concern of his companions. The other orc, already dying, had barely glanced him before passing on - yet he had called out like some green youngling. It was a relief when the group's attention turned to Idunn and Bróin's discoveries. He poked around in the scrolls, but everything seemed more of the same.

Even Olwinne, with her calm and steadfast search, had found something significant now, he saw. The Beorning moved close and looked over his wife's shoulder. What such a detailed map could mean, he didn't know. But it meant something, and given the location, it was nothing good for Lake-town.

It reminded him yet again that there were more fates at stake here than their own. True, the Lake-town map was old, but it was accurate. What other plans or maps of such unnerving detail might they find? Was there some other threat that yet remained?

If more information was here, he would find it. Or -- he took a deep breath and steeled himself as he looked at the disorganized mess of scrolls -- at least, he would try his best.

OOC/Mechanics

Updated latest progress on Investigate Dol Guldur (now 6).

Roll to Fulfill Your Vow on Investigate Dol Guldur vs our Progress...


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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