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Year 2950: Secrets Buried


Vladim

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

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

As soon as the option was put forth, Tarric knew his preferred choice and stated as such -- running would only ensure orcs both ahead and behind them, surrounding themselves with foes. Hiding, even if successful, would leave the orcs on alert that someone had been in their territory. Thus, their best chance was -- "Ambush," he said decisively. "It's the only option that gives us a chance at the best outcome of Dol Guldur remaining unaware of our presence, at least a bit longer."

He outlined his idea - his bear self and any chosen companions would try to camouflage themselves with muck, to blend better with the environment, then endeavor to pick off any orc stragglers that ventured too far from the main group for as long as possible. Then, when the orcs inevitably became aware, the baiters would lead their foe on a chase to an advantageous spot where the remainder of the group could ambush, trap, and - if fortune was with them - take down the rest.

His own course already chosen, Tarric gave Olwinne a quick embrace and then moved aside to shift to bear and begin disguising himself.

OOC/Mechanics

Updated Delve progress per Idunn's post.

Gonna attempt Aid your Ally for Idunn's Battle roll, with Secure an Advantage + shadow for his disguise & bait tactics/plan... well that's a Miss, and neither talisman nor shadow walk will change that. Updated Tarric's failure track to 5/10.

Pay the Price for the miss for Tarric -- perhaps the orcs get a lucky hit in on him as he tries to lead them into ambush/Idunn's Battle move. -1 Health, now 4/5 Health. And Endure Harm... Miss again. Another update on Tarric's failure track, now 5.25/10, and -1 momentum, now 4/10. Stats updated.


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)

Edited by BlueTrillium (see edit history)
Name
Aid Ally -- Secure Advantage + shadow
5
1d6+2 3
vs Challenge Dice
7; 10
1d10;1d10 [7]; [7,10]
Endure Harm + health
5
1d6+4 1
vs Harm Challenge Dice
5; 9
1d10;1d10 [5]; [5,9]
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Recognizing that he was out of his depth, Bróin hides within the bough of a nearby tree in anticipation of the battle to come. Like as not he would be more of an obstruction than an asset in any battle with the orcs, but all told the Dwarf was in no mood for a fight; loathe as he was to let an enemy such as this escape retribution, now was not the time to be picking fights when stealth would better serve them.

Vara for her part had volunteered to serve as bait, flying ahead to draw any orcs in by hurling obscenities and insults at them. Once properly riled she had no doubt of their desire for blood, or that they would easily fall into any trap set for them. Such was the plan at least...

OOC

Current Momentum: +7

I'm gonna try and Secure Advantage +Shadow here. Raven and Trickster would apply to bring my total bonus to +5.

And... that's another Miss.

Pay the Price: A friend, companion, or ally is put in harm’s way (or you are, if alone) - Seems straightfoward, Vara stars getting shot at by the Orcs.

Vara's Endure Harm: Alrighty, so with a Weak Hit Vara presses on, though she's now at 1/5 Health.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
10; 9
1d10;1d10 [10]; [10,9]
Secure Advantage +Shadow
6
1d6+5 1
Pay the Price
95
1d100 95
Vara Endure Harm
4
1d6+1 3
Endura Harm Challenge Dice
2; 6
1d10;1d10 [2]; [2,6]
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(Art: Shadows of Esteren RPG)

 

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Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11]


The decision was made, and the battleground quickly chosen. They lacked the luxury of time, and thus had to act swiftly and decisively, taking a great risk. For the orcs knew these woods far better than any of them, and even Radagast could offer little by way of counsel.

Perhaps their numbers would give them an advantage in the fight. Before they had set out, they had decided on a company of eight; a choice that sought to balance strength against stealth. Whether that had been a wise choice remained to be seen, but now Idunn commanded her fellow Woodmen to hide and to strike quickly, sparing no-one and giving no quarter, not even to the fallen. Grim were her words, but they could not place their mission in jeopardy, or allow the scouting party of the enemy to hunt or hinder them.

Bows were strung and arrows were readied. Axes were drawn and shields were equipped. And at the first sight of the orcs missiles flew to greet them-perhaps too quickly, but their fear had made them too impatient. Yet the orcs were not caught unawares... and as the melee was joined, they were answered by cruel cries of alarm, and spears that awaited the Woodmen's onset.

 

OOC

Let me attempt Battle +strength before I write any more details about the progress and outcome of the fight. Please feel free to give your PCs' POVs, including descriptions of your Pay the Price(s). @Maester1216, please make the companion endure harm move for Vara.

Edit: A strong hit, thankfully. Objective achieved unconditionally, so total victory. Maybe the two parties are evenly matched, allowing the Woodmen to prevail quickly. I'll write a description too, but you guys can go first.

+2 momentum for Idunn-stats updated.

Name
Battle
7
1d6+4 3
Challenge Dice
10
2d10 4,6
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

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

The mud was smelly and weighed down his fur uncomfortably. And while the area was more open here, it was still difficult to navigate stealthily when one's feet sank deeply into the ground at any step -- deeper, if one was careless.

And so it was - with Vara overhead to also bait and distract, Tarric approached the party of orcs as stealthily as he could, but it was of little use. The orc he was attempting to lure away noticed him sooner than anticipated and called out to its allies, starting the chase early. The transformed Beorning gave up stealth and roared defiance, rising upright and swiping threateningly before dashing off towards the pre-assigned ambush spot only moments ahead of the orcish pursuit.

The treacherous footing betrayed him halfway there, one leg sinking into the slop nearly to his belly. He struggled to pull free -- just in time for the leading foe to reach him and strike with its weapon, opening up a fresh slash along one flank. Only Vara's timely contribution distracted the rest of the band long enough for Tarric to wrest himself free and complete his mission -- setting off the trap. Just as he reached the appointed area, Bear-Tarric swerved aside to expose the orcs to his allies' line of fire and set himself, claws out, ready to fight.

The orcs cried out at the sight of the Woodmen and the sudden flight of arrows in their midst, and readied themselves, but the battle was joined. The berserker threw himself upon his erstwhile attacker and viciously returned the favor.

OOC/Mechanics

The results of his Pay the Price and participating in the ambush!


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)

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Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11]


They charged with long-hafted axes and swords raised, and ready shields for those who carried them. Tarric, in his beast-shape, was the first to enter the fray, but the Woodmen followed quickly behind him. Idunn was at the rearguard, accompanied by Uthred, but soon they were all locked in a formation-less melee. They lacked any strategy save for one: to end this skirmish swiftly, and to prevail unconditionally, so that they could maintain what secrecy they still held onto.

In that fortune or fate was with them, for the orc-patrol was small and equally disorganized. And the element of surprise had not been squandered entirely. The fear their sudden onset and ferocity had inspired in the end proved the decisive factor, and the adversaries fell to blade and claw and arrow within a few chaotic moments. Not one of their enemies was spared or allow to flee. There was no place for mercy here, as any survivors would easily alert their kin.

(A little later)

Idunn dragged one of the bodies towards the others. Without the warband hot on their heels, the need for urgency had become less pressing... and they needed to dispose of these orcs as best they could to retain any chance at secrecy. Now the boggy soil that had so hindered their long march proved a blessing. In a pool of muddy and fetid water, they discarded the dead. A grim task, but necessary. This trick would not withstand much scrutiny, but perhaps it could buy them a few hours or days-enough to fulfill their quest before the orcs of Fenbridge sought vengeance.

 

OOC

I took the liberty of deciding that we can hide the bodies effectively given the strong hit on the Battle. I think this deserves another milestone-we dealt with the warband, and managed to maintain stealth, which brings us closer to our objective.

Investigate Dol Guldur (Extreme): ■■□□□□□□□□

Next, I'll try to end the delve; that's a Locate your Objective move with an action score of 10 (our progress in the delve). Fingers crossed!

Edit: Weak hit. Objective is located, but we face an unforeseen hazard or complication. Hm... will need to think about it (suggestions welcome). But this deserves another milestone:

Investigate Dol Guldur (Extreme): ■■□□□□□□□

Name
Locate your Objective
16
2d10 6,10
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(Art credit: Germán Orozco)

 

Scene 9: The fens

Location: The fens of Dol Guldur

Time: Morning. Thirteen days after setting out from Rhosgobel

 

spacer.pngThe journey continued uneventfully after they had dealt with the orc patrol. As they continued navigating through the thinning forest and marshy ground, they found more traces of them: boot-prints here, or a felled tree there carrying the marks of their axes. But they did not encounter them directly.

By nightfall they found a place to camp-miserable and marshy, just like the rest of their surroundings, but at least it featured a few trees-enough to offer a modicum of secrecy. They lit no fire, but instead they gathered around Radagast, who wished to speak to them.

"We will reach Fenbridge tomorrow." he explained to them. The castle was once the northernmost outpost of Dol Guldur. It had started as a mere gatehouse in times immemorial, but it had grown into a sprawling and ever-changing fortress over the centuries. The garrison of orcs was much diminished in these years. Their kind had suffered from a devastating defeat at the Battle of the Five Armies, and from the raids and reprisals of both Elves and Men that followed it. At least, that is what Radagast's animal spies told him, though they also mentioned new towers being raised of late.

The castle guarded the Fenbridge proper: a chaotic path of ramshackle crossings built between hillocks, and the only safe road into Dol Guldur. Safe, that is, if one discounted the orcs. For the former fortress of the Necromancer was surrounded by marshes on all other sides. The path snaked its way for about twenty miles through the fens; a more indirect route would almost certainly prove harder and longer. After some discussion, they decided against the Fenbridge. Instead, they would brave the marshes as best they could, thinking that though that way was harder, it would at least ensure continued secrecy.

Radagast warned them of the dangers they might face: there were many. Slithering swamp-serpents and orc patrols. Waters festering and fetid that spoiled everything they came into contact with. Sucking sink-holes that could swallow a man. Black leaches thirsty for blood. And, if they indeed made it that far, the grasping hands of the dead that guarded the outer moat of Dol Guldur. At the prospect of so many perils, spirits sunk. But they had come too close to give up the task now.

They posted sentries and tried to rest as best they could for the night. An important way awaited them tomorrow. But their sleep was once again plagued by nightmares, and by morning a heaviness hang over the camp.

 

OOC

As morning breaks on the thirteenth day of the expedition, let's continue with the theme of nightmares. Everyone should make a Face Danger +heart to represent this. Feel free to describe them or not-it's up to you.

Then, let's resolve the final approach into Dol Guldur as a new Delve: let's make it a Fortified Shadowfen, and make it Likely (26+) that it is Dangerous; otherwise just Troublesome. It would be one step higher (Formidable), but Radagast's presence makes the journey easier.

Edit: Dangerous it is.

Fortified Shadowfen

Dangerous Delve

Day: 0 (out of maybe 3-5)

Progress: □□□□□□□□□□

Name
Ask the Oracle
26
1d100 26
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Idunn of Firienseld [Mom: 1 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11]


Idunn awoke with a startle. The night's sleep had offered no respite. She knew that this was some evil that lingered in Dol Guldur and the marshes about it. Some trick of the Necromancer, whose sorcery remained even though he had been vanquished. But such knowledge did not make her task any easier...

She would have preferred to dream of wolves and wargs again. Those, at least, she knew how to deal with. But this new dream, though it had not been violent, was much worse. It pulled treasured memories from her mind and twisted them into something foul and tainted.

She chose not to speak of it. Saying it aloud would only validate such fears. And she was confident enough not to doubt herself in this. It was only trickery: nothing else.

As she prepared breakfast, her eyes turned towards the others. They seemed as weary as she. "Bad dreams?" she asked, curious if the haunted woods and marshes also affected them in the same manner.

 

OOC

Let me roll Face Danger +heart for the nightmares...

Edit: A weak hit. Let's make it -1 momentum. Stats updated.

Name
Face Danger
3
1d6+1 2
Challenge Dice
10
2d10 2,8
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Not all had left the battlefield in sound state. Even as the company collected itself Bróin found Vara lying at the spur of a tree, wounded; though only a graze against her breast, the fierceness of orc weaponry made it an altogether deep graze. The wound had not dampened Vara's spirit at least, as obscenity and insult against their slain foes poured out of her beak.

With his companion in no state to fly at the moment, Bróin placed her in one of the larger pockets of his coat for the time being and fed her what crumbs and rations he could spare. Not the most noble of abodes for a daughter of Ravenhill, but Bróin had made his point rather insistently. With that the Dwarf helped move the orc bodies into the bog before continuing onward with the company.

After another night besieged by nightmares, Bróin tooks his breakfast with the others. "Indeed, though not near as bad. Perhaps we grow inured to this Shadow?" Bróin eats only half his breakfast, giving the rest to Vara.

Finally, the company began to brave the marshes around Fenbridge. Progress was slow but uneventful for much of their journey... until the grasping hands mentioned by Radagast make their move. Worse, the undead forms attached to those hands begin to rise as well...

OOC

Current Momentum: +7

Finally, some good luck. +1 Momentum from that strong hit on Face Danger.

I'll take a crack at the Delve check. Gonna use Shadow, but I'll forgo the Raven Asset until Vara's in a better state.

So we Mark progress and Reveal a Danger.

Check the theme card is the result. Not sure what that means in this context. And with that we've got an ambushing coming up.

Vara's Health: 1/5

Edited by Maester1216 (see edit history)
Name
Face Danger Challenge Dice
6; 2
1d10;1d10 [6]; [6,2]
Face Dancer + Heart
7
1d6+2 5
Delve Challenge Dice
2; 10
1d10;1d10 [2]; [2,10]
Delve the Depths + Shadow
4
1d6+3 1
Weak Hit Result
28
1d100 28
Reveal A Danger
4
1d100 4
Themecard
13
3d10 5,4,4
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(Art credit: Theodor Kittelsen)

 

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Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11]


Idunn had thought that luck had turned to their favor again. The way that Bróin led them through showed no signs of orcs present, despite the gloomy shadow of Fenbridge-disorderly and almost crumbling-looming at the distance. Perhaps in their eagerness to sent out patrols, they had left their castle unguarded. Or perhaps rumours of their growing strength had been exaggerated. She was, after all, not certain that she could fully trust Mogdred, no matter how fair-spoken he might be. The lord of Tyrant's Hill had every reason to exaggerate the threat, if only to extract as much as he could from Black Tarn and Rhosgobel and the Woodmen in general.

Occupied by such thoughts, she was slow to react when Radagast gave a cry of warning. All too late he was also: he had not even finished his sentence before three slumbering shapes rose from the waters, with more behind them, in the process of doing the same.

Idunn backed away in fear, and she lowered her spear. What had these dead folk once been? Men? Orcs? Or Marsh-dwellers, tales of whom she had heard of? It was impossible to say. Whatever they had been in the past, the flesh had long fallen from their faces, but now at least she understood why the orcs had left this pool be.

Radagast cried to them to flee, but the dead were almost upon them, and Uthred growled as they approached the company.

 

OOC

Good danger. I tried to add some more fluff to it, building on what you already provided.

I think at this point we should all Face Danger +heart to see how well the PCs react: we can take the Endure Stress (-1 spirit) on a weak hit, and in a miss we can have a choice: Endure Stress (-2 spirit) or Enter the Fray (you can determine the enemy's rank as you wish) or Battle +strength (with the warband). On a strong hit, we can get away unscathed, which will probably save resources.

Edit: A strong hit for Idunn. +1 momentum. Stats updated.

Fortified Shadowfen

Dangerous Delve

Day: 0 (out of maybe 3-5)

Progress: ■■□□□□□□□□

Name
Face Danger
6
1d6+1 5
Challenge Dice
7
2d10 4,3
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

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

Tarric could only shake his head mutely at Idunn's question about dreams that morning. But it was not a negative answer, by far. He simply could not bring himself to speak. He ate almost nothing, pressing his portion upon the others instead. Vara, Uthred, everyone needed it more than him. And when they moved on, his feet followed blindly where the group led, but his mind only remembered...

This place... He felt the cold fingers stretching out across the sky, rooted in Dol Guldur. They had insinuated into his dreams, laughing in their soundless way against his simple nightmares of drowning in endless muck, and twisting them into round after endless round of seeing the muck drag down his companions, one after the other, while he could do nothing to help. Again and again they had struggled, reaching for him, calling for help, and he could not answer, could not move. Could not even trade places with them, for what little good it might do. He could only watch as their hope, their faith in him, dulled and died as the swamp closed over their faces.

But that was not the end, oh no. Once everyone had suffered and gone, down to the smallest squawks from Vara and the last gold strands of Olwinne's hair... they lifted again. Up, out of the mire, eyes dead and blank and staring, and reaching for him.

The shouts of Idunn and Radagast at first just seemed more of the same, but then with a start they penetrated. The Beorning blinked as his dreams cleared away -- only to find reality nearly mirrored it. The shock slowed his reactions, but he was nevertheless set to fight or flee as needed only a beat behind the rest.

OOC/Mechanics

Update Investigate Dol Guldur progress per Idunn's post earlier and updated new Delve.

Face Danger + heart vs nightmares -- Miss with Match. Very not good. Updated Tarric's failure track - now 5.5/10. Since even a weak hit would've been -1 spirit, let's go -2 spirit for the full-on Miss (spirit now 3/5).

Endure Stress + heart -- Miss. -1 momentum as well, now 3/10 momentum. Updated Tarric's failure track again - now 5.75/10.

Face Danger + heart vs the undead's sudden appearance -- Weak Hit. -1 more stress, spirit now 2/5.

Endure Stress + heart -- Weak Hit. Press 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 Guldur (Extreme)
Failure:
Delve: Fortified Shadowfen (Dangerous)
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)

Edited by BlueTrillium (see edit history)
Name
Face Danger + heart vs Nightmares
4
1d6+3 1
Nightmares Challenge
9; 9
1d10;1d10 [9]; [9,9]
Endure Stress
5
1d6+3 2
Stress Challenge
7; 5
1d10;1d10 [7]; [7,5]
Face Danger + heart vs Undead
7
1d6+3 4
Undead Challenge
4; 9
1d10;1d10 [4]; [4,9]
Endure Stress again
7
1d6+3 4
Stress Challenge 2
1; 8
1d10;1d10 [1]; [1,8]
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Bróin was horrified at the undead monstrosity that now assailed the Company. That such evil could exist even in a place as foul as Mirkwood... the fear in his heart seems to have locked Bróin in place as battle begins around him. Soon enough however he musters up the courage needed to regain his footing, and takes stock of the situation.

OOC

Current Momentum: +8

I'm gonna Burn my Momentum here, make that a Weak Hit. Then I might as well take that -1 to Momentum as well.

Might as well try a Secure the Advantage roll as well, using Wits.

Another Weak Hit, so that brings me up to the base of +2.

Vara's Health: 1/2

Edited by Maester1216 (see edit history)
Name
Challenge Dice
2; 8
1d10;1d10 [2]; [2,8]
Face Danger + Heart
7
1d6+2 5
Challenge Dice
6; 3
1d10;1d10 [6]; [6,3]
Secure the Advantage + Wits
6
1d6+2 4
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(Art credit: Germán Orozco)

 

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Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 4 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 11]


As the huntress fell back, heeding the wizard's counsel, her Woodmen kin stepped forth, placing themselves between her and her foes. But the dead moved slowly; their greatest weapon was the air of terror that surrounded them. As they marched towards the company, the company moved backwards, and the gap between them grew steadily, until Radagast at last pointed towards a thicket of blackened trees, small and misshaped, all of them either dead or dying. If they reached them quickly, then they could try and seek cover there, and hopefully disappear into the rising mists about them.

Thus, Idunn threw away the wariness that had previously guided her steps, choosing instead speed and haste as she led them exactly where Radagast had indicated. For the undead were slow, but they were tireless, and they would endure far worse than they mortals could. And while other terrors might lie ahead, none were as certain as those that followed them...

 

OOC

Short post, as I am short on time.

@Maester1216 you rolled a 7 vs a 2 and an 8 which is already a Weak hit (2 > 7 > 8), so no need to burn the momentum. Also, animal companions each have their own health, and in the case of the Raven asset that's 2 max, so Vara's at 1/2, not 1/5. Feel free to correct/adjust these stats.

@BlueTrillium no ideas on the miss with match for the nightmares... but if something terrible comes to your mind, feel free to use it!

Since Idunn's legging it, I'll roll Delve the depths +edge (with speed) and see what happens... rolling dice in progress...

Edit: Weak hit, and the d100 result (96) says mark progress twice and reveal a danger... 28, which is 'check the theme card', so... It's a trap!

Fortified Shadowfen

Dangerous Delve

Day: 0 (out of maybe 3-5)

Progress: ■■■■■■□□□□

I won't post a description of anything yet because (a) I don't have the time and (b) it gives you a chance to add your own posts if you want. But I'll try to have something up next week. Sooner if it works out.

Name
Delve the depths
5
1d6+2 3
Challenge dice
10
2d10 1,9
Weak hit result
96
1d100 96
Reveal a danger
28
1d100 28
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Location: The fens of Dol Guldur

Time: Noon. Fourteen days after setting out from Rhosgobel

 

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Idunn of Firienseld [Mom: 1 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 12]


They marched on at a quickened pace, far faster than they had before, pushing themselves to their limits. Whether it was for fear or wisdom mattered little now. All things urged them towards the same action, and they fled at great speed into the gloomy thicket, and did not stop even after reaching it, and not even after all trace of the dreaded dead was a distant (yet hardly forgotten) memory.

By nightfall they had left the dead thicket, and re-entered a bare and muddy marshland. Even though they wished to maintain their speed, here they simply could not. In fact, it was impossible to go faster than at snail's pace. Exhausted by the day's exertions, they finally gave up, and they made camp in a grey and featureless place, and they doubled their sentries out of a wariness that Radagast encouraged. The wizard himself seemed to not sleep at all that night, fearing the return of the dead. But that place was forsaken, abandoned not only by orcs but also the restless corpses. The night passed in quiet watchfulness, but without need for blade or bow.

They had a quick bite in the morning before continuing along the marshes. The hours passed slowly, their progress stymied by the nearly impassable terrain. On many occasions they had to wade knee-deep or waist-deep into a thick muck, and much time was spent to ensure the safety of every companion, with usage of rope and harnesses to tie everyone to everyone else.

By the noon they were a sorry sight, all brown and caked with dry mud and almost indistinguishable from one another. If they were now to suddenly cross the double doors of the Great Hall of Woodmen-Town looking like this, it was doubtful if even their closest friends would recognise them.

The only silver lining was the absence of foes. But that did not mean these swamplands were devoid of dangers. Snakes and fat, black-bodied leeches crawled in the mud, and sucking sink-holes were everywhere. Grim remains lurked beneath the blackened surface: unfortunate animals most of the time, but imaginations could run wild with speculation. Such things were best ignored or forgotten. And by noon-time it had become clear that it must have been the plan of the undead watchers all along to lure them into this bleak and dangerous place.

 

OOC

For the trap, let's enumerate a set of choices to keep things interesting. You can choose any one for your PC, or even roll to randomly determine one:

  1. The march proves extremely taxing, physically or mentally, for your PC. Endure Harm (-2 Health) or Endure Stress (-2 Spirit).
  2. Your PC blunders into a sucking sink-hole and must be rescued by the others. Face Danger +iron to pull yourself up and out of it. On a miss, one possibility is to lose an item of worth-for example, a weapon, or anything that would disable the use of an asset until the end of the adventure (e.g., for Idunn, she could lose her spear, which would disable use of her Skirmisher asset until she replaced it).
  3. Your PC is infested by black leeches. Face Danger +heart or +wits to remove them; on a failure, Endure Harm (-3 health).
  4. Your PC finds something grim and terrible in the marsh: a corpse, or a vision of something (like a waking nightmare). Face Danger +heart. On a miss, Endure Stress (-3 spirit).

Fortified Shadowfen

Dangerous Delve

Day: 1 (out of maybe 3-5)

Progress: ■■■■■■□□□□

Edit: For Idunn, the march proves Stressful (-2 Spirit) and she fails her endure stress too (-1 momentum). Stats updated!

Name
Trap option
1
1d4 1
Health on 51+
45
1d100 45
Endure Stress
4
1d6+2 2
Challenge Dice
15
2d10 6,9
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Still shaken by the sight of the undead horror that assailed them, Bróin is silent as he slogs through the marshy muck alongside his comrades. This silence carries into the morning and for most of their continued trek, and seems poised to hang over the Dwarf for the rest of their journey... until a yelp of pain escapes from his mouth. Leaning down to assess his leg, a string of expletives pour out of his mouth in long suppressed rage.

It seems that a fat, bloated leech had latched onto a tear in his fine pants!

Gripping the little monster firmly, Bróin grits his teeth as he tears the creature off his leg. Motioning for some bandages he wraps the wound as best he can before continuing on.

Vara, nested in a pouch in his beg, speaks up haggardly. "To... hazard a guess Bróin... I'd wager you're... starting to regret this little adventure..."

Pausing as he looks down at his old friend, Bróin can't help but let out a much needed laugh...

OOC

Current Momentum: +8

Vara's Health: 1/2

I'll have a go at the Leeches.

So with a Weak Hit that's a -1 to Health.

Okay Strong Hit on the Endure Harm roll. I'll let it stand and take the +1 Momentum.

Edited by Maester1216 (see edit history)
Name
Challenge Dice
9; 5
1d10;1d10 [9]; [9,5]
Face Danger + Heart
6
1d6+2 4
Challenge Dice
4; 5
1d10;1d10 [4]; [4,5]
Endure Harm + Health
7
1d6+4 3
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

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

Fleeing from the undead was sufficient motivation to get the group moving quickly, for a time, but once they were no longer a factor, Tarric found himself falling back in to the grip of his dream again, his only consolation the fact that his companions were still beside him, and not being pulled down.

As the tedious, strenuous slogging continued though, his mood sunk lower and lower. It was all he could do to continue putting one muddy foot in front of the other. Responding to anyone - if he even managed to hear them in the first place - was a monumental effort, and most of the time it was an effort he couldn't find the strength to muster. Not even Olwinne's concerned glances or Bróin's laugh with Vara could stir him into any semblance of optimism in the face of all this.

He could continue, he would continue, because that was his duty and because the group needed him. But that was all he could manage at the moment. The Beorning was just... numb.

OOC/Mechanics

Updated Fortified Shadowfen progress per Idunn's post earlier.

Rolled for trap - Option 1. I chose Stress, since Tarric's already so sunk in despair here. Updated -2 Spirit to exactly 0 so no additional momentum loss.

Endure Stress + heart - Weak Hit. He presses on... for now.


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: Fortified Shadowfen (Dangerous)
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)

Edited by BlueTrillium (see edit history)
Name
Trap Option
1
1d4 1
Endure Stress + heart
9
1d6+3 6
Stress Challenge
10; 3
1d10;1d10 [10]; [10,3]
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