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Year 2950: Secrets Buried


Vladim

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Idunn of Firienseld [Mom: 5 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


The sight of so many scattered scrolls seemed daunting to the huntress. She had hoped that the expedition was drawing towards its conclusion, and she was more than eager to return to fens and woods. They were still full of foes and perils, but they seemed almost welcoming by comparison. Even Uthred thought so: she had never before seen him so shaken.

She rubbed his furry head and whispered a few reassuring words into his ear. Then she got to work at once, and her fellow Woodmen friends did the same, each one aiding the other to the best of their ability.

 

OOC

I'll try and use the "warband" to cover more ground in this search.

Edit: A weak hit. I'll take -1 momentum (the delay for searching through the scrolls). Stats updated.

I'll roll randomly for the Woodman who finds it.

1-Beran; 2-Cilderic; 3-Evoric; 4-Idunn

One more milestone:

Investigate Dol Guldur

Extreme vow

Progress: ■■■■■■□□□□

I'll try to make another IC update later today...

Name
Face Danger +strength
9
1d6+4 5
Challenge Dice
14
2d10 9,5
Woodman
4
1d4 4
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spacer.pngspacer.pngLong minutes passed with the company searching through the documents. Many were written in the common tongue-a crude version of it. "It was for the benefit of the orcs...", Radagast told them as he joined their efforts, "...who speak a corrupted form of Westron as a lingua franca."

The parchments held the exchanges between orc chieftains and their subordinates, and all seemed to be from a long time ago, from the years in which the Necromancer reigned from Dol Guldur. Perhaps some insights could be gained by studying those at length, but they did not have the time for it, and Radagast discouraged them from tarrying on them, or taking them back home.

He was looking for something else-something that might inform him of the Necromancer's plans of old. But when once pressed to provide specific information, he had no answer. Such things were as much a mystery to him as to the rest of them.

At length, when in their eagerness to find something-anything-they had turned their search into a ransacking, luck smiled on Olwinne. She had been composed and methodical, and seemed, unlike some of her comrades, less hasty in her search: she was not driven by the same need to flee the High Keep.

At once the wizard perceived that she had found something noteworthy. He drew closer, and others crowded around him, eager to see what had been discovered.

A large map of Lake-Town was depicted on that parchment, which Olwinne held unrolled with both hands. The detail on it was striking, with all defenses noted and extensive notes in the margins about its resident military forces. This was, of course, old Lake-Town: the previous incarnation of the stilted city, that had been destroyed by Smaug almost a decade prior. Still, to find information that seemed so credible at a place like this... it sent shudders down the wizard's spine.

"Let us keep looking." he remarked plainly as he took the map and rolled it and placed it in his satchel.

 

OOC

@BlueTrillium I think Discord's policy has changed and it does not support image hosting any longer, so I picked up Olwinne's pic from your character sheet/thread.

I checked the sourcebook (Darkening) and there seem to be only 2 clues remaining, so let's not continue with Gather Information; instead let's try to Fulfill our Vow and handle it as follows:

  • On a strong hit, the PC resolving the vow discovers both clues before we (are forced to) flee.
  • On a weak hit, only one clue is discovered before we (are forced to) flee.
  • On a miss, we are forced to flee now (I can write the scene).

After dealing with the vow, we can attempt Escape the Depths from Delve to see if we can safely flee Dol Guldur. I know that we're technically not in a Delve, but let's just use our vow progress (6) as the equivalent Delve progress.

Since this will be near the end of the adventure, I'll let someone else attempt Fulfill your Vow. Whoever it will be, good luck!

Investigate Dol Guldur

Extreme vow

Progress: ■■■■■■□□□□

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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)

Edited by BlueTrillium (see edit history)
Name
Fulfill Your Vow Challenge Dice vs Progress 6
5; 6
1d10;1d10 [5]; [5,6]
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spacer.pngThe spear struck the walls aimlessly: there was nothing there save darkness and old stone. Tthe sound of the impact echoed through the corridors. It was that sound that returned the Beorning to his senses.

He found himself in a separate side-room, with no memory of how he had gotten there. There was feeble noise behind him: the noise made by the rest of the companions, who were still searching through the parchments. He was not far from them: of this he was certain.

In his hand he held a still-rolled scroll. He had not read it, but something told him with certainty that its contents were important. There was a weight to the thing: not physical, but... something else, something impossible to articulate with words. He did not recall where he had found it, or when: but he knew that he ought to take it with him.

More shocking was the sight before him: a dead man, lying sideways, with a cloak caked with dry mud and blood. His garb signified him as a Northman, perhaps of Lake-Town, and with his right hand he held a grievous wound, his stiff fingers pressing against it. He had tried in his final moments to staunch the bleeding, but it had been in vain. A few paces from him was the instrument of his death: a jagged orc-knife, curved and rusty, with a bloodied blade, abandoned on the floor.

spacer.pngBefore Tarric had a chance to inspect closer, that ever-familiar feeling of dread again reared its head. Out of the corner of his eye, he caught the vague shape of that very shadow that had so unnerved him previously. It moved swiftly against the walls. At the same time, Olwinne entered the room. She gasped at the sight of the dead man, and then turned towards that very direction that Tarric was looking at: she had seen it too. The thing was no figment of the imagination.

They both saw it move along the walls and through the corridor, headed towards the room where Radagast and the company were gathered.

 

OOC

Art by Matheus Graef.

I'll leave the discovery of the additional clue-the scroll that Tarric is holding-for later, as there are more pressing concerns.

At this point, any action except Escape the Depths will impose an Endure Stress (-5 Spirit) suffer move as the shadow-thing is very real and a thing of terror. If someone wants to attempt a stand against it, I am good with that too, but it will be a very tough (probably suicidal) fight.

Feel free to take the narrative where you want from here-for example, maybe Tarric/Olwinne warn the company before the shadow-thing comes, or maybe the rest of the company (e.g., Broin) encounter it.

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

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

It wasn't real, not real... He tried to assure himself when the spear clanked on nothing. The tendrils were suddenly gone, and he was... where? Not far, fortunately, since he could still hear the others. And also fortunately, evidently his shout hadn't been real either. Imagine the shame if he had called out so uselessly, pitifully, a second time...! Radagast's company did not need a coward dragging them this way and that with false alarms.

This scroll, though... that was real, and felt important. He tucked it securely inside his tunic. And the dead man -- man, not orc -- that was real, too. And worrisome. Tarric was just bending down to inspect the body when Olwinne found him. He turned at her gasp, the fear crawling his spine again -- and saw the shadow.

Not tendrils this time, but a creature... he glanced at his wife, the most steadfast woman he knew -- and she saw it too. This time, it wasn't an hallucination. This time, his shouts must be heard. "Go, go, go!" Corpse forgotten, the Beorning ran, urging Olwinne ahead of him in the direction of the others from whence she had come. "This we cannot fight! We must run! Warn them!"

OOC/Mechanics

Running back to warn the others!


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)

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Idunn of Firienseld [Mom: 5 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


The huntress and her Woodmen kinsmen turned to look upon Tarric and Olwinne as they returned to the library. They could tell from the expression of their faces that something had happened, something that would make matters worse, and quickly. As soon as the company had been warned, they all set the scrolls aside, and made ready their weapons, but Radagast dissuaded them, placing his hand on Beran's sword-arm.

spacer.png"The rangers spoke of this..." he explained grimly. "Such a foe cannot be destroyed with sword or spear." He paused for a moment, but he quickly spoke again, and this time his voice was fill with an urgency most dire.

"We must fly. Now! We have what we came here for, and now is the time to fall back. Come!"

And without further word, he begun to hasten towards the exit and the exterior along the same path that had brought them here.

 

OOC

It's probably time for one of us to help Radagast and make the Escape the Depths move, unless we want to confront the shadow-spawn.

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Idunn of Firienseld [Mom: 6 (10/2) | Health: 5 | Spirit: 2 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


Idunn clutched her spear. Despite of what the wizard had said, she felt safer with it at hand and ready. The others were ahead of her, and she stood in the rearguard, but she was not looking back. With hushed words she urged them forward with all haste, while at the same time doing all that she could to ensure that theirs would not be a panicked retreat.

Uthred barked loudly. The thing was coming: she could tell, because she felt a sense of dread and despair threaten to overwhelm her. Looking towards the depths, she thought she caught sight of one of the shadowy tendrils: or was it a hand, outstretched and long-fingered, extending unnaturally towards her?

"Run! Find Radagast!" she cried to her hound, commanding him in a manner that she had not before, and leaving him no choice but to obey.

 

OOC

Ok, I'll attempt Escape the Depths +edge to get us out as quickly as possible.

Edit: Strong hit. We make our way safely out of the site. +1 momentum to Idunn. Stats updated.

Name
Escape the Depths
6
1d6+2 4
Challenge Dice
7
2d10 2,5
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Epilogue: Return to Rhosgobel

Location: Rhosgobel

Time: Morning. Thirty-one days after initially setting out from Rhosgobel

 

They fled with speed through the same path they had followed. Before long, they were out of the High Keep, and past the inner gate. None seemed to follow them. Yet they kept their brisk pace, and before long they found themselves over the great bridge and through the moathouse.

They had escaped the depths of Dol Guldur, and done so with what evidence they had been able to unearth from the library. Having narrowly escaped greater perils, even Radagast was reluctant to return for a second look. They would have to be content with what they had learned, which the Brown Wizard made plain to them after safety had been secured. There must have been a traitor in Lake-Town, in times past, before Smaug fell upon it and burned it to cinders. Someone in a position of power: for who else could have provided that intricate map?

One thing remained yet: the scroll that Tarric had found resting in his hand, moments before he was forced to flee. As he unrolled it, new things were revealed. There, in the Common Tongue, were outlined the reports of scouting missions into the Vales of the Anduin and beyond, with detailed information about the various fortified homesteads of the menfolk that dwelled there, and all the villages of the Woodmen. Even Beorn's name was mentioned, though these reports were, once again, at least a decade old: before the Battle of the Five Armies, and before Beorn was raised by his peers to be a leader of Men.

More traitors then, and more spies... or was this the same one? Did they live yet? Were they a Lake-towner, perhaps? And had they survived the destruction of that city by the dragon? And why was the library unsealed just now, only a few days before the company had arrived? Clearly, the Necromanced had not intended this-the locked door, strengthened with steel, testified to this. Could it be the dead man that Tarric had found? And if so, why had he returned?


They pondered such questions throughout their return. Radagast led them, with counsel from the birds of the forest. He chose for them a different path, cutting through the darkest woods of Southern Mirkwood to emerge into the east Nether Vales a week later. That was the most grueling part of their homeward journey, but it came with advantages: in avoiding Fenbridge and Tyrant's Hill, they had no further ill encounters with either orcs or Mogdred's men.

The forest opposed them, much like before, but Radagast was well-suited to pathfinding, and they emerged weary but unharmed on the eaves. From there, they skirted around the edges of Mirkwood, heading a hundred miles northward bound to Rhosgobel.

It was mid-summer when the great hedge of the wizard's abode came into full view. At long last, they had found their way home.

 

OOC

Art: The One Ring, 1st edition.

I've fast-forwarded us to the Epilogue, so please feel free to include a closing post for your PC, if you want to. Moves like Advance and/or Forge a Bond (or maybe multiple ones) can be made individually. We can also Sojourn here, in which case one of us should make the move (this will help Tarric get rid of his Shaken status). Additionally, other narrative lose ends (like Broin's treasure reward) can be covered, if you want.

I'll provide a post from Idunn's POV in the next few days, and set us up narratively in a position to follow this adventure with a bit of Ironsworn: Reign. This latter one (Reign) will probably come later-after a few weeks' break-and I may discuss some things OOC with you to set up the details.

Good luck and have fun spending that XP!

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Upon sighting Rhosgobel, Bróin's worn and wearied spirit was invigorated just enough to carry him the rest of the way to the Woodman's holdfast. Only once inside the walls did the dwarf summarily fall onto his side while Vara circled about him, laughing and cawing.

Once the others had caught up and helped Bróin up to his feet, the company convened in the Great Hall to regale the Wood-men with tales of their journey (or rather the parts Radagast felt could - or should - be told). What followed was several days of rest and recuperation for Bróin and his comrades; Bróin himself received a great deal of trade goods in recompense for his service to the Brown Wizard and the people of Rhosgobel.

He also secures the elvish blade uncovered in the High Keep. The elves would pay good coin for the return of such a weapon, but so would the Men of Dale or even his kin in Erebor. An auction perhaps? Something to mull over.

It is during one such day that Bróin speaks on some of the information they uncovered in Dol Guldur. "I am not without friends amongst the Men of Dale and Laketown. Given time I am confident I can find our traitor. The question then becomes what should be done with such a person: execution? Exile? Or might they be bent to our advantage? A double agent perhaps, to appraise us of the Enemy's movements, or even feed them false information."

OOC

Current Momentum: +10

Vara's Health: 2/2

Alrighty! So that's +4 Wealth for having completed the Quest which - thanks to the sack of silver pennies - brings Bróin up to +5 Wealth. Think I'll hold onto two of those Experience Points for later.

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Idunn of Firienseld [Mom: 2 (10/2) | Health: 5 | Spirit: 3 | Supply: 3 | Uthred: 3 | Band strength: 4 | Fails: 13]


Throughout the entirety of their return, the huntress stayed focused. They had already witnessed the perils of Mirkwood, especially here, in its deepest and darkest parts. Even though they were moving away from Dol Guldur, that could not guarantee that they would not stumble upon orcs or spiders or other evils. And though their journey proved uneventful, she did not let down her guard, not even when they emerged out of the forest and into the Vales.

She hid her other thoughts well, but the company's discoveries troubled her. The possibility of treachery had never crossed her mind, for who of her peoples would ever do something as foolish as to align themselves with the Necromancer? They all knew the tales of terror about the deep and lightless pits of Dol Guldur. Perhaps, if it had been a Lake-Towner, it could have been someone naive or stupid, someone who, living far from the fortress, knew little of it. But Lake-Town was a great city: even if the traitor still lived, finding him would be like seeking a needle in a haystack.

Maybe Mogdred would know something. She had no wish to return to Tyrant's Hill, but Mogdred had been in the dungeons of Dol Guldur; perhaps he had seen things or heard rumours. It would make sense if the traitor had been a prisoner once.

As soon as they set foot in Rhosgobel, she sought out Banna, Radagast's young scout. The sparrow-as the Brown Wizard was so fond of calling her-had accompanied the others, and she quickly learned from her everything that there was to know about their journey. They had not yet returned... but that was not surprising, given the longer distances involved in their mission.

She confided in Radagast her thoughts about their findings, and she sought to write her friends a letter-one to be carried by Radagast's feathered friends.

 

OOC

Ok, so mechanically... let's Advance and purchase Wildblood II for 2 XP, to represent her growing experience and skills in the forest. 1 XP is left to bank.

Then, let her try to Forge a bond with Radagast as the two spend time discussing at length. I think for this we can get re-rolls given that we've just completed his quest.

Edit: Ok, so after re-rolls... it's a 5+1=6 vs. a 4, 4... strong hit with match. Marking the bond and taking +2 momentum. Stats updated.

Next, let her try to Forge a bond with her warband. No re-rolls allowed for that one...

Edit 2: Yeah, no... but I'll burn her momentum to make it a strong hit and take the +1 spirit. Stats updated!

Name
Forge a bond
3
1d6+1 2
Challenge Dice
13
2d10 9,4
Re-roll action & one challenge die
9
1d10+1d6 4,5
Forge a bond
2
1d6+1 1
Challenge Dice
8
2d10 2,6
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Ed: 1 | He: 3 | Ir: 2 | Sh: 2 | Wi: 1

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

It was a long journey home, Tarric anxiously watching their backtrail and checking the shadows nearly every moment. The discovery of more evidence of a traitor, old information or not, certainly did not help, sending his mind down increasingly darker paths of worry and speculation.

But over time, what did help was speaking with his companions. Time and again Radagast sought him out, helping him, both alone and with Olwinne, to talk through his fears and the events of Dol Guldur. Gradually he at least was not looking over his shoulder every other moment.

Getting back home, being able to rest in his own home, helped even further. He and Olwinne opened their home to those who needed it, and frequently invited the others for dinner. Things might not be wholly stress-free and back to normal, especially with the possibility of searching out the traitor looming on the horizon, but for now... for now life was good again.

OOC/Mechanics

Advance - let's spend 2xp to increase his Talisman asset so he can make general talismans. 1xp left banked for later.

Let's try a Sojourn upon getting back to clear that Shaken status... got a bond with Rhosgobel to add to that -- Weak Hit. Tarric (and allies if they want) choose 1 result, +1 more result for bond. Tarric will Hearten, clearing his Shaken debility and +1 spirit. Then for the second choice Consort for +2 more spirit.

And then Forge a Bond with Radagast -- Strong Hit. Add to bond track and take +2 momentum.


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
Bond 6: Radagast

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)

Edited by BlueTrillium (see edit history)
Name
Sojourn + heart + bond
7
1d6+4 3
Sojourn challenge dice
2; 7
1d10;1d10 [2]; [2,7]
Forge a Bond + heart
8
1d6+3 5
Bond challenge
5; 2
1d10;1d10 [5]; [5,2]
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