GM Tarondor |
The Black Helms
The mock fight will be run this way:
1) At the beginning of every round, the company’s champion may make a roll of Awe to intimidate or demoralise his opponents. The TN for this test is equal to 10 plus the highest Attribute level among all remaining contenders. A success grants him 1 bonus
die to use on his Athletics test during the round, a great success grants 2 dice, and an extraordinary success grants 3.
2) Companions who are watching the fight may assist their champion by flinging mud on a specific opponent. They do this by making a roll using the Dagger skill against TN 16. In order to be effective, however, they must achieve a great or extraordinary success. A great success causes the target to become moderately hindered (all rolls TN +2) while an extraordinary success makes him severely hindered (all TNs +4). Failing with an "Eye of Sauron means that mud got in their companion’s eyes instead, and he becomes severely hindered!
3) The Loremaster makes a single roll for the entire tribe to sling mud at the company’s champion against TN 14. He does this using a Feat die and 2 Success dice. A great success leaves the player-hero moderately hindered and an extraordinary success leaves him severely hindered. Failing with a "Gandalf Rune" means that one random Loremaster character is now severely hindered instead.
Ready?
Waylon Stanmore |
I am terrible at this so we can safely assume I would not win the daughter's hand or any information unless you all do some massively good mud slinging and the GM rolls lots of 11's. Lets roll!
Waylon takes of his cherished armor and weapons and joins the challengers while attempting to look as fierce as possible.
Lack of Awe: 1d12 ⇒ 10
Tilly Appledore |
Tilly attempted to fling mud at Waylon's opponent.
Mud Fling: 1d6 + 1d12 ⇒ (6) + (7) = 13
Morwenn |
Yup...Apologies
Morwenn watches the drama unfold before her, then with a sigh, resolves to assist with the muddy endeavour as much as she can. ...
Mud Fling, TN16: 1d12 + 1d6 ⇒ (4) + (4) = 8
... but her skills with damp dirt leave much to be desired.
GM Tarondor |
The Tribe flings mud: 1d12 + 2d6 ⇒ (6) + (1, 1) = 8
All the mud-flinging is in good fun, but has no effect so far other than to soil everyone involved. Everyone is laughing and shouting and the sounds echoing off the ancient stones almost make you forget where you are.
The glowering young man (evidently named Fráech, from the shouts of his name) charges straight at Waylon.
Another, Bedwyr charges Taredd, puts him in a tight head-lock, and pops off his helm with a terrible squeeze!
Okay, Waylon! Opposed Athletics checks, now! The TN for both sides is 18!
Fráech Athletics: 1d12 + 3d6 ⇒ (11) + (6, 3, 2) = 22 Because this band is not evil, the Eye of Sauron result is equal to a 0. Thus Fráech rolled an 11, a failure.
Waylon, go!
Waylon Stanmore |
WooHoo...I actually have this skill.
Waylon tries to flip Freach over his shoulder.
Athletics vs Fraech: 1d12 + 2d6 ⇒ (7) + (2, 2) = 11
GM Tarondor |
New round! Everyone give me new checks!
Bedwyr stands there, arms crossed over his chest, while Waylon and Fráech grasp and grab for each other's helms. Mud all over both of them, they slip and fall, stand and fall again as they wrestle in the mud.
The Tribe Flings Mud: 1d12 + 2d6 ⇒ (7) + (6, 5) = 18
That's a Great Success for the tribe, meaning some mud gets into Waylon's eyes. He is Moderately Hampered (All rolls at +2 TN).
Tilly Appledore |
Giving a soft gasp when she saw the mud get into Waylon's eyes, Tilly scrambled to fling more mud at his opponent, in order to help the Woodman, but, alas, her aim was rather poor and she failed in the endeavour.
Mud Fling: 1d6 + 1d12 ⇒ (2) + (3) = 5
Waylon Stanmore |
Waylon tries to growl through the muck to scare his competitor.
Laughable Awe: 1d12 ⇒ 3
And then tries to take the helm off his head.
Athletics: 1d12 + 2d6 ⇒ (5) + (4, 3) = 12
Morwenn |
Despite herself, Morwenn face transforms as a wide smile spreads across it. Heaving mud with great abandon, she joins in with the frivolity!
Mud Fling, TN16: 1d12 + 1d6 ⇒ (12) + (1) = 13
Waylon Stanmore |
Seems like it.
GM Tarondor |
Sad. Okay, on we go!
The mud is flung fast and furiously, but to no avail. Fráech and Waylon claw at each other, scrabbling chest to chest in the mud, but cannot get a good grip on each other's helm.
Fráech Athletics: 1d12 + 3d6 ⇒ (9) + (2, 1, 3) = 15
Waylon no longer suffers from the mud in his eyes.
Everyone, go!
Tilly Appledore |
Tilly once again attempted to fling mud at Waylon's opponent; alas her attempt was as terrible as her previous one.
Mud Fling: 1d6 + 1d12 ⇒ (4) + (1) = 5
Morwenn |
Really getting into the spirit of things, Morwenn matches Primrose's mirth and launches a clod of mud!
Mud Fling, TN16: 1d12 + 1d6 ⇒ (6) + (6) = 12
Waylon Stanmore |
Waylon goes for a backwards suplex hoping to throw the helmet off with the sudden shifting move.
Athletics: 1d12 + 2d6 ⇒ (11) + (6, 6) = 23
And slips at the worst possible time!
GM Tarondor |
Wow! One higher or lower on the Feat die would've won the contest!
Fráech Athletics: 1d12 + 3d6 ⇒ (9) + (4, 3, 3) = 19
With a supreme effort, Fráech wrenches away from Waylon as the latter slips in the mud and seizes Waylon's helmet, tearing it away in triumph. Fráech bellows out his victory and the hill-folk shout in joy.
Cynbal smiles at Waylon. "Do not be angry. Fráech has practiced the Black Helms for many years. You did well to last so long. Come, let us..."
At that moment, the people begin to murmur and gasp as a dense fog begins to roll in from all sides, quickly shrouding the city streets in shadow. The hillfolk are obviously terrified. "Run! Run for the dens!" The tribe begins to scatter, jostling and shoving as they go.
Color drains from Cynbal's face. "“This fog is the work of sorcery! It is dangerous to stay outside. Please, come and stay the night under the earth with us. We’ll eat and finish our ceremonies there.”
But before you can respond to Cynbal, a distant scream is heard. It is a woman crying out in absolute terror. Her voice is sustained and echoes throughout the hills, increasing to its highest pitch before suddenly being cut off, leaving only the sound of the cold wind.
An old man speaks in a scolding growl to the chief. “That was your woman! You should not have welcomed these outsiders!”
Ignoring him, Cynbal begins to run. "Come!" he says one last time, and flees.
What do you do?
Waylon Stanmore |
Waylon follows them.
Morwenn |
Morwenn's initial instinct is to plunge into the mist in search of the woman whose scream ended so abuptly.
However, when two of her friends rush to follow Cymbal's command, she nods at their wisdom and runs to safety with the woad-painted hillmen.
GM Tarondor |
After a short run in the fog, thick smoke suddenly fills everyone’s nostrils. Flames can be seen rising from the Hill-men refuges, rough shelters of piled rocks built around the entrances to their tunnel network under the hills. One warrior stands there coughing and choking and the sound of yelping puppies can be heard in the lick of flames. Two dogs race into the flame to find their offspring.
Deathly afraid of the fire, the Hill-men are frantic and bewildered. They can go no further, except Fráech, who reluctantly proceeds, disappearing into the smoke. Essylt is crying and looks to you companions for help.
“Please, please. I am too scared to go! My mother and sisters and brothers are in there. They are all I have.”
Waylon Stanmore |
Waylon moves to follow Fraech and says, "We will help everyone we can!" as he sucks in one last breath and holds it before going in to the smoke.
Morwenn |
Morwenn grabs Essylt by the shoulders and makes the panicked woman meet her eyes, "Tell me where!" she demands.
Morwenn |
Morwenn shakes her head at Essylt's lack of information, but nonetheless plunges into the smoke with her friends.
Coughing, eye's watering from the smoke, she casts about the burning village...
Search: 1d12 + 1d6 ⇒ (2) + (5) = 7
Waylon Stanmore |
Search: 1d12 + 1d6 ⇒ (4) + (5) = 9
Tilly Appledore |
Lifting her sleeve to her nose, so as to not breathe more of the thick smoke, Tilly did her best to help her companions with the search, but her eyes became sore and watery from the smoke.
Search: 1d12 ⇒ 6
GM Tarondor |
Everyone who entered the burning village loses 2 points of Endurance automatically in the first round due to smoke and flame. Please mark it off.
In addition, each character must make a Protection Test to avoid being wounded by falling timbers and searing flames. The TN is 16.
Players make a Protection Test by rolling the Feat die (GM: the d12) plus a number of Success dice (GM: the d6's) equal to the Protection value of their character's suit of armour, taking into consideration the bonus provided by any headgear.
On this first turn of searching, you find only the blackened bodies of Hill-women lying dead on the ground, pierced with arrows, broken blades sticking out of their lifeless bodies, hands tied behind their backs with ropes.
Each of you witnessing this gruesome scene must also make a Corruption test or gain 1 point of Shadow. The TN is 14.
A Corruption Test is made using the Feat die plus a number of Success dice equal to the character's Wisdom rating.
Characters may continue their search for survivors or they may run out of the flames at any time. The flames are intensifying.
Primrose Bunce |
Primrose coughs and stumbles trying to find anyone alive. She is unable to avoid the sight of dead women on the ground, and finds herself feeling dark.
She stands tall, and keeps looking.
Protection Test TN 16: 1d12 + 2d6 ⇒ (1) + (6, 3) = 10
If it's piercing damage I get to roll twice for my lucky armour.
Protection Test, Just in Case Piercing TN 16: 1d12 + 2d6 ⇒ (11) + (2, 5) = 18
Corruption Test TN 14: 1d12 + 2d6 ⇒ (9) + (1, 1) = 11
Search: 3d6 + 1d12 ⇒ (3, 3, 2) + (1) = 9
Tilly Appledore |
Tilly, with sleeve against her nose and mouth, remains by Primrose's side and continues to look and help, if she can.
Protection Test TN 16: 2d6 + 1 + 1d12 ⇒ (6, 6) + 1 + (12) = 25 (Tilly has a cap of Leather and Iron which gives her additional protection: +1. I hope I added that right in the check. Sorry, if I didn't.)
Corruption Test TN 10: 2d6 + 1d12 ⇒ (6, 2) + (8) = 16 (Bree-blood: When making a Corruption test for any reason, the difficulty is reduced by two levels (TN -4).)
Search: 1d12 ⇒ 8
Waylon Stanmore |
I have the helm on but not the rest of my army sadly, This would be a lot easier otherwise.
Protection: 1d12 + 1d6 ⇒ (3) + (4) = 7
Resist Corruption: 1d12 + 2d6 ⇒ (6) + (2, 5) = 13
The hot air sears at Waylon but he keeps up the search.
Morwenn |
Protection Test, TN 16: 1d12 + 2d6 + 1 ⇒ (1) + (5, 4) + 1 = 11
Try as she might, Morwenn can't avoid some burning timbers that fall from out of the smoke.
Hissing from the pain, she continues on, coming across some that had already succumbed to the smoke and flames...
Corruption Test, TN 14: 1d12 + 2d6 ⇒ (3) + (1, 6) = 10
... for some reason the sight of the burned bodies disturbs Morwenn greatly, making her pause in her search as feelings roil within her.
Shaking her head to clear the dark thoughts that had risen up within, Morwenn plunges deeper into the inferno...
Is this temporary or permanent Shadow ?
GM Tarondor |
Everyone loses a further 3 points of Endurance. Please mark it off. Let me know if your Endurance falls below your Fatigue score.
Those who failed the Protection Test (everyone but Tilly) are WOUNDED. This is a serious injury. A second wounding means unconsciousness, so those characters should definitely consider leaving off the search and exiting the flames.
Those who failed the Corruption Test gain a point of Shadow. This is not the "permanent shadow" which Morwenn asked about. So far as I know, "permanent shadow" only arises from madness, and this is instead a wearing away of your morale by exposure to tragedy.
Waylon and Morwenn, give me Search checks, please!
Waylon Stanmore |
Waylon is forced out of the flaming area but continues to scan as he goes but cannot see anything in the smoke and flame.
I will back out if I am that close to going down. But here is a search check as I go.
Search: 1d12 + 2d6 ⇒ (5) + (3, 2) = 10
Morwenn |
Morwenn winces from the pain the burning timber had inflicted on her, but her mouth sets with resolve as she decides to continue looking...however another large timber falls right in front of her, showering her with sparks.
See the futility of continuing on, Morwenn gets her bearings and makes her way out of the inferno...pausing now and then to look into or under the burning abodes...
Search: 1d12 + 1d6 ⇒ (7) + (1) = 8
... but she finds nothing and no-one.
Emerging from the smoke and flames, she stumbles over to Essylt, her injury plain to see, "I'm sorry, I could find no-one alive in there..."
Tilly Appledore |
(Sorry, I wasn't aware you were waiting on me.)
Noting, through watery eyes, her companions leaving the flames, Tilly, with arm still up to shield her nose and mouth, followed them out as she was the least capable of the four when it came to searching for things.
She emerged beside Primrose and gulped in the fresh air between bouts of coughing.
Tilly shook her head in acknowledging she, too, had found no survivors. Only those poor Hill-women, bound; slain by arrow and blade and burned black by flame.