Anariel |
Question, LM- you mentioned that the ability is tied to the creatures. Since I am not currently engaged, when my turn rolls around, could I utilize the Rally Comrades task without spending a point of hope?
Hanar |
I am just going to count that first attack as a swing and a miss. It happens. Do your worst! (Not really.)
Anariel |
Cool deal. Also, profile is updated with Parry as well as Valour and Wisdom
Hanar |
Protection: 5d6 + 1d12 ⇒ (6, 3, 4, 6, 2) + (7) = 28
mattock, open stance: 3d6 + 1d12 ⇒ (1, 1, 5) + (11) = 18
Hanar's armor protects him from the worst of the creature's blow, but unbalances him just enough that his next swing misses.
"By Thorin's axe, I'll end you yet!"
For a guy specialized in a weapon at 3, I suck at hitting things. :P
Brandoch 'Brandy' Marigold |
Haha, yeah. It feels like your dice REALLY like the number '11'.
CircadianRythms |
Okay! Shepherd, you are still faced by one. Hanar, Mar and Gaelderon still face two each.
Attack at Shepherd: 2d6 + 1d12 ⇒ (1, 5) + (2) = 8
Attack at Hanar: 2d6 + 1d12 ⇒ (3, 6) + (3) = 12
Attack at Hanar: 1d6 + 1d12 + 4 ⇒ (6) + (10) + 4 = 20
Attack at Mar: 2d6 + 1d12 ⇒ (4, 3) + (2) = 9
Attack at Mar: 1d6 + 1d12 + 4 ⇒ (4) + (9) + 4 = 17
I'll also post an attack for Mar.
Attack: 2d6 + 1d12 ⇒ (3, 6) + (9) = 18
So that should be a Great Success for Mar. I'll go ahead and have that have hit the creature that hit you, killing it and negating the attack.
Attack at Gaelderon: 2d6 + 1d12 ⇒ (6, 5) + (3) = 14
Attack at Gaelderon: 1d6 + 1d12 + 4 ⇒ (3) + (11) + 4 = 18
So! That's 9 damage to Hanar, and 4 to Gaelderon.
Anariel |
Anariel will use 2 Bonus Dice to take a Rally Comrades action using Inspire.
"Do not let them daunt you! We are thinning their numbers...they cannot stand against us!"
Inspire: 3d6 + 1d12 ⇒ (6, 5, 6) + (5) = 22
The Companions are heartened, and all that can hear Anariel regain 5 points of Endurance.
Brandoch 'Brandy' Marigold |
Oh, is it the third round? Okay,
Brandoch raises his bow again, focusing this time, and aims at one of the creatures attacking Hanar. He looses his arrow with an audible 'twang!'
"I've got your back, Hanar!" he shouts to him.
Rearward, normal attack.
Feat Die 1: 1d12 ⇒ 4
Feat Die 2: 1d12 ⇒ 8
Attack (Bow of the North): 3d6 + 3 ⇒ (2, 6, 4) + 3 = 15
8+15=23, and a Great Success.
Anariel |
I assumed, as the bad guys attacked
Galadhon |
RECAP: Galadhon- Lore roll to determine whether or not you know of this place, dropping the Corruption test TN to 12.
Corruption Test, TN 12 :)
Athletics to try to stop Hanar.
Explore or Search to see what Anariel saw; the path into the ruins.
You now have a path into the ruins.
You have explored the ruins; this once was a place called Summerholdt, brought low by the Shadow exploiting the greed of Men. You could roll Lore for some Advancement Points if you wish.
You are now in a large underground chamber; you are entitled to an Awareness roll to have detected the odor and the golden radiance from behind the gate.
A TN 12 Corruption Test is now required or you will be dazed by the sight of wealth.
END RECAP
Galadhon Lore check : 1d12 + 4d6 ⇒ (12) + (5, 4, 3, 4) = 28 Gandalf Rune! Automatic, but normal, success
Galadhon TN 12 Corruption Test (Sound): 1d12 + 2d6 ⇒ (2) + (2, 1) = 5 Hard Failure. The sound fills Galadhon's heart with foreboding. (Gain 1 Shadow).
Galadhon Athletics Check : 1d12 + 2d6 ⇒ (8) + (4, 6) = 18 A great success! 1 Advancement Point.
Galadhon Explore Check : 1d12 ⇒ 8 A failure.
Galadhon Lore check : 1d12 + 4d6 ⇒ (8) + (5, 3, 6, 6) = 28 An extraordinary success! 1 Advancement Point.
Galadhon Awareness check : 1d12 + 2d6 ⇒ (11) + (6, 6) = 23 Weird Roll. Would have been an extraordinary success, but the Sauron rune means that it is an automatic failure. Galadhon is distracted, thinking about the doom that he knows took this place.
Galadhon TN 12 Corruption Test (Sight) : 1d12 + 2d6 ⇒ (12) + (4, 2) = 18 Gandalf rune. Automatic Success!
Brandoch 'Brandy' Marigold |
Galadhon, I think you can spend a point of Hope to turn that Awareness check into a success AND get your Advancement Point. Am I right, Loremaster?
Also, I'll be sure to do that in the future, LM. I need to brush up on my combat rules to make sure I'm calculating things right in that regard though. I just add my Body to the damage when I get a Great Success, right? And I potentially have a Piercing Blow when I roll my Edge or higher?
CircadianRythms |
Awesome, Galadhon. You may now roll Battle to determine bonus combat die, and you may choose a stance and roll an Attack twice. Two Marsh-dwellers will combat you.
Brandy, you are correct about the Hope expenditure and A.P.
You also have the right of it regarding the Great Success; your Bow does +3 Endurance Damage though, correct?
EDIT: Just read it, it's +3 to Attack that you've already been factoring in.
You're correct re; Edge as well.
Galadhon |
Given the LM's ruling, I will retroactively spend a point of Hope to make that previous Awareness check a success and take the Advancement Point.
Battle: 1d12 + 3d6 ⇒ (10) + (3, 1, 6) = 20 Not really sure what that does, though it is a Great Success. I'd love it if someone could give me a page number to look up what this does.
Galadhon strides forward, revealing himself to the enemy. "Behold! Galadhon is come among you! Flee while you yet live, spawn of the Shadow!"
Galadhon is in Forward Stance and spends a point of Hope to use the Intimidate Foe action. Let me know if my Lordly trait does anything here.
Awe: 1d12 + 3d6 ⇒ (3) + (6, 6, 5) = 20 Extraordinary Success! The Enemy loses 4 Hate points. I gain an Advancement Point.
1st Turn Longsword: 1d12 + 2d6 ⇒ (7) + (5, 1) = 13
2nd Turn Longsword: 1d12 + 2d6 ⇒ (9) + (6, 2) = 17
Hanar |
mattock, open stance: 3d6 + 1d12 ⇒ (3, 3, 5) + (3) = 14
"I owe you an ale, Master Hobbit! Raaaargh!"
Hanar redoubles his efforts, driven on by the splended shot Brandy made and Anariel's words, and slams his mattock into the creature left in front of him.
CircadianRythms |
Galadhon, I'm not sure which version you have, but if you have The One Ring Roleplaying Game (the 300+ page one that has both the Adventurer's and LM's Books), it's on page 151, under Preliminary Rolls. Basically you exploit the battlefield to give yourself advantage in the form of bonus Success Die. A Great Success gives you two bonus Success Die for the coming combat
Fell indeed are the Elf-lords of old! The creatures in front of you are cowed, and fear to approach you, yet their hate drives them forward.
The two enemies in front of you are bereft of their Hate, and are considered Weary.
First Turn Attack: 2d6 + 1d12 ⇒ (4, 5) + (11) = 20
First Turn Attack: 1d6 + 1d12 + 4 ⇒ (3) + (7) + 4 = 14
One of them hits, reducing your Endurance by 4. The other, with it's 3 counted as a 0, surely misses. Your sword strikes true, biting into the one to the left! On your next attack, you switch to the one to the right, ending it's miserable life! You now face only one foe, and it is in awe of the might of the Noldor.
Second Turn Attack: 2d6 + 1d12 ⇒ (3, 2) + (2) = 7
It cannot bring itself to attack you fully.
Hanar, your blow is successful, and your foe is heavily damaged!
Galdhon, it is the third round, so feel free to take another attack. Shepherd and Mar still have actions. I'll give Mar a few hours (I know you're traveling!).
Hanar and Galadhon face one foe each, Anariel faces none, Gaelderon and the Shepherd still face two. Several have been brought low by your mighty deeds.
Brandoch 'Brandy' Marigold |
Right, the +3 is to attack, not damage. Bow of the North just means I'm more accurate, not that I hurt enemies more. I'm very accurate, so I can bring down singular opponents really well with Called Shots, but I don't do much with my bow.
So it looks like I add 4 damage (my body score) onto my bow's 5 damage whenever I get a Great Success, and then 4 more if I get an Extraordinary Success? I think I'm understanding this right.
Galadhon |
So as I understand it, I have two success dice I can add on any roll in this battle? Does it have to be prospectively, or can it be after the fact? If it can be retrospective, I'll spend a d6 any time I miss.
3rd Turn Longsword (Forward Stance): 1d12 + 2d6 ⇒ (3) + (3, 5) = 11
CircadianRythms |
Yes, Gaelderon, so go ahead and do so if you wish.
Galadhon, the ability of the description says you may add a bonus Success Die when you are ABOUT to roll, so I think it must be prospective.
Of note, you can give bonus Die to other players; however, it appears that a roll may only utilize one Success Die per roll.
Galadhon, your sword cleaves the creature in twain, and you are unengaged!
Gaelderon, you are unable to hit your foes. Shepherd,your axe finds purchase, crunching into the foe that Brandy had previously shot! It drops, and you wrest your axe free.
So Anariel, let's not bother retconning, but in the future only 1 Success Die per roll unless something says otherwise.
Mar is up, then the baddies.
CircadianRythms |
I am actually going to be out for a while (going to buy a Switch and play some Breath of the Wild!!!), so I'll post what the bad guys do;
The one in front of Shepherd attacks, as does the one in front of Mar, Hanar, and the two in front of Gaelderon. If Mar manages to down it with her action, then it's attack (if it hits) will be negated.
Gaelderon Attack: 2d6 + 1d12 ⇒ (6, 5) + (5) = 16
Gaelderon Attack: 1d6 + 1d12 + 4 ⇒ (4) + (1) + 4 = 9
Hanar Attack: 2d6 + 1d12 ⇒ (6, 6) + (12) = 24
Mar Attack: 2d6 + 1d12 ⇒ (2, 2) + (12) = 16
Shepherd Attack: 1d6 + 1d12 + 4 ⇒ (1) + (9) + 4 = 14
...well. 16 will, I believe, miss Gaelderon, since he has a Parry of 6, has a Buckler, and and is in Open Stance; that's a 17. So it JUST misses. The other attack misses by quite a bit.
The creatures 12's are, in fact, 0's, so I imagine a 12 and a 4 do not hit Hanar and Mar :P
The Shepherd, I believe, also manages to just barely avoid that attack.
With Galadhon revealing his power, these creatures of darkness seem to lose heart! Go ahead and take your turns; Mar, you can take two :)
Anariel |
Anariel, sensing the tide of battle beginning to turn, will leap over to Galadhon's side. He will lash out against both creatures, attempting to aid his harried ally.
Anariel will Engage the two foes that are currently in combat with Galadhon. He remains in an Open Stance. Called Shot- Swift Strokes.
Attack: 3d6 + 1d12 ⇒ (5, 6, 4) + (11) = 26
Ooof! That 11 is a 0...but 13 still might hit. If it does, both enemies take 10 points of Endurance damage. If I fail, I trigger a Called Shot from the enemies.
CircadianRythms |
Caught me right before I left :p
Anariel, a 13 is enough, and your sword flashes brightly twice; two creatures fall, having breathed their last. You and Gaelderon are unengaged, as are Galadhon and Brandy. Three creatures remain, one facing Hanar, one facing the Shepherd, and one facing Mar (though she might kill it with her pending attack)
Gaelderon |
Battle Dice: 2d6 + 1d12 ⇒ (1, 5) + (1) = 7
"Thank you Ranger. These are foul creatures indeed. May they find their final rest at last."
Gaelderon, if there are foes remaining after the next attack, will assist one of the Dwarves. Otherwise, he will find a light source and start bringing light to dark corners of the room.
Galadhon |
Sounds to me like that's done it. But if not...
4th Turn Longsword (Forward Stance): 1d12 + 2d6 ⇒ (3) + (3, 5) = 11
Brandoch 'Brandy' Marigold |
I could attack but we need more dwarven wrath on this battlefield! I'll make an attack and spoiler it, but Rearward attacks technically come after melee ones, so.
Rearward Stance, usual stuff...
Feat Die 1: 1d12 ⇒ 6
Feat Die 2: 1d12 ⇒ 6
Bow of the North: 3d6 + 3 ⇒ (6, 1, 6) + 3 = 16
16+6=22, which SHOULD hit (unless their parry is 10+, which I don't think it is). So, it's an Extraordinary Success: 5+4+4 for damage, right? So, 13 damage.
Brandoch draws his bow one last time, squints, and looses an arrow aimed for the center mass of the last monstrosity.
CircadianRythms |
The Dwarves get their actions, but if they fail, Brandy's shot ends the life of the last foe.
If I was running this IRL, this would be the end of the session. Any per-session abilities (like Foresighted) are expended. You do however gain some more experience; you all have 4 (except for Anariel), which will become relevant because-
At the demise of the creatures, the light coming from their hoard of gold seems to dim considerably. Looking at it does not inspire any special greed or lust from gold from you...
But you HAVE come across a treasure hoard.
The various gems, loot and gold come to 20 points of treasure and the hoarse has a rating of ** (roll the Feat die twice; on a roll of 12, you find something beyond the ordinary!)
Anariel |
Treasure Roll: 2d12 ⇒ (12, 3) = 15
This is functioning the same as last time, correct? Want to make sure your post did not denote something different
Anariel |
In that case, I will use 2 of my 3 remaining XP to see if I find any Magical Treasure;
Magical Treasure Roll: 2d6 ⇒ (6, 6) = 12
So...I pay 1 XP and find Magical Treasure...guys I swear I'm not a hacker
Brandoch 'Brandy' Marigold |
WE MUST EAT THE RANGER'S HEART! Also, on a roll of 11 we find tainted treasure, right?
Treasure Roll: 2d12 ⇒ (3, 7) = 10
CircadianRythms |
You lucky bastard...
Anariel, your keen eyes spy, buried deep in the pile, a bit of leather. Curious, you dig it out, and find that it is a scabbard, and it is not empty. Pulling it out, you find a Long Sword, and though the scabbard seems unremarkable, the blade is anything but. As you pull it out, it is covered by thick dust and grime, but you can tell that the blade underneath is as solid and sharp as it was when it was first forged. There's more to this blade than meets the eye.