Chapter 3: In the Deep Places of the World

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ChubbyPixie
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Re: Chapter 3: In the Deep Places of the World

#101 Post by ChubbyPixie »

Seeing the tunnel in front of her filling up with melee combatants and fearing to fire into them, Gilwennen instead turns dramatically and mutters a brief prayer, causing starlike illumination to blossom down the eastern hallway.
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Re: Chapter 3: In the Deep Places of the World

#102 Post by OGRE MAGE »

Folco curses himself under his breath after pulling his sword out further than he intended, revealing his position. He resheaths and stays put all the same, picking up a rock to throw, waiting to see what might be coming from the eastern passage.
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Re: Chapter 3: In the Deep Places of the World

#103 Post by Inferno »

The Lost Halls of the First ElvenKing, Mountains of Mirkwood, Rhovanion, Middle Earth
Night. March 22, Year One of the Fourth Age
Day Four. Damp, cold





From the pitch blackness emerge hideous frightful faces from out of darkest nightmare.

The abhorrent children of Morgoth fire another spiteful volley of barbed arrows that whistle past Glasik the dwarf and through the burning apparition!

Deep in the company's ranks, Gilwennen the elf maiden summons forth the light of a sacred star!



Its purest radiance illuminates the eastern shaft, casting back the shadows, revealing more living embodiments of evil cravenly advancing upon their flank! (G7-9)

At Gilwennen's side, Therone looses two arrows west and one grazes the cheek of a hateful malefactor (G3), drawing blood! Then the elf maiden's sword whispers from its sheath as she readies for the iniquitous wretches to the east!

Behind her, Naruthirdor tends to Elbenarin's wounds. (+1hp)

At the western front, Glasik's ax cleaves an orcish shield in twain! Elbenarin and Gilly charge in beside him, each smiting a heinous villain dead! (G1 and G4!)

Rumil tries to enter the fray but cannot join the crush at the front line! Then his fellow elf, Therone calls out: "Ware behind! They attempt an ambush!"


Actions?!


Map:

Lighter areas are visible. All else is from memory.


Non-required Reading (rolls and rulings):
Initiative: Good: [1d6] = 3, Evil: [1d6] = 4 Evil wins.
Arrows fired at Glasik [1d20] = 14, [1d20] = 11, [1d20] = 11, [1d20] = 6 All miss!

In a 10 foot wide tunnel like this, two medium sized, four small sized, or one medium sized and two small sized characters can fit across. Elbenarin's Dex is higher than Rumil's, so the Dunedain joins the front line, leaving room enough only for Gilly. Sorry, Rex!


PC Status:
  • Elbenarin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 20/30
    Elbenwin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
    Folco Boffin: Male Hobbit Thief 3: Move: 9", AC: 3, HP: 21/21
    Gilda 'Gilly' Ironfoot: Female Dwarvish Fighter 2: Move: 9", AC: 4, HP: 28/28
    Glasik Ironfoot: Male Dwarvish Fighter 2: Move: 9", AC: 4, HP: 24/24
    Gilwennen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 8/8, Spells: 1/1 1st lvl
    Naruthirdor Nowe: Male Elvish Magic-User 2: Move: 12", AC: 10, HP: 8/8, Spells: 1/4 1st lvl
    Rumil: Male Elvish Fighter/Magic-User 1/1: Move: 12", AC: 4, HP: 7/7, Spells: 3/3 1st lvl
    Therone: Female Elvish Fighter 2: Move: 9", AC: -1, HP: 22/22
    Tinuwen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 7/7, Spells: 3/3 1st lvl, Torch
    Red: Guard Dog: Move: 12", AC: 6, HD: 2+2, HP: 11/11, AT: 1, D: 2-8, THAC0: 16
PC Magic:
  • Bless (Naruthirdor): The Company receives +1 to hit on all attack rolls. Duration: 2 rounds
    Dancing Lights (Naruthirdor): Duration: 2 rounds
    Light (Gilwennen): Duration: 69 rounds
Player Resources:
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Re: Chapter 3: In the Deep Places of the World

#104 Post by Scott308 »

Glasik Ironfoot

Unsure how he managed to run through the barrage of arrows unscathed, Glasik will accept that Fate apparently shined on him for that moment. However, Fate doesn't seem interested in helping his axe strike true.
Battle Axe (17): [1d20] = 1; Damage: [1d8+4] = 7+4 = 11
Glasik is getting good damage results if he could just get even a half-way decent attack roll. Good thing there are no fumbles!
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Chapter 3: In the Deep Places of the World

#105 Post by hedgeknight »

Black blood spatters her face, but all it does is bring a snarl to Gilly's face...as she swirls the pick over her head and attacks again, hoping to fell another of the dark race.
Footman's Pick: [1d20] = 12 Damage: [2d4+1] = 5+1 = 6

While the "two-legs" are cleaving and dying, Red gets in on the battle, helping Gilly by taking a bite out of an Orc.
Red Attacks: [1d20] = 19 Bite Dmg: [1d4] = 4
Winter is coming...
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Re: Chapter 3: In the Deep Places of the World

#106 Post by Rex »

Rumil of Mirkwood

Rumil turns from the press and charges back to aid in protecting the flank.

Long Sword [1d20+3] = 4+3 = 7 to hit [1d8+3] = 5+3 = 8 damage
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Re: Chapter 3: In the Deep Places of the World

#107 Post by wolfpack »

Elbenwin continues to press against the orcs

[1d20+1] = 6+1 = 7
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Re: Chapter 3: In the Deep Places of the World

#108 Post by SocraticLawyer »

Dropping her torch on the stones outside, Tinuwen rushes inside towards the sounds of battle. She looks left, then right, before firing off two arrows at the foul orcs along the eastern passage assuming she can do all that this round.

To hit with bow [1d20+5] = 11+5 = 16

To hit with bow [1d20+5] = 1+5 = 6

Damage from arrow [1d6] = 1
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Re: Chapter 3: In the Deep Places of the World

#109 Post by Urson »

Therone
Therone steps into the mouth of the eastern tunnel, ready to hold the line there. She's off to the left as much as she can manage.
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Re: Chapter 3: In the Deep Places of the World

#110 Post by OGRE MAGE »

Being right handed, like most of his kind, Folco doesn't risk stepping out into the passage to throw his stone with arrows flying in every direction.

Instead, he does something foolishly brave for a hobbit. He begins moving further into the tunnel he is currently trapped in, hoping to find a way around these passages where he might be able to come up behind either group of wicked orcses.

He keeps to the side of the tunnel and crouches as low as he can get, moving as silently as possible in case there are hidden threats in this tunnel as well.

Once he can no longer see in the darkness, he uses his enhanced hearing skills that will hopefully alert him to possible danger ahead.
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Re: Chapter 3: In the Deep Places of the World

#111 Post by rredmond »

Naruthirdor draws his magic dagger and moves backward to rescue the torch. "Hmm, I should have obtained a spare flask of oil," he muses out loud, "in case we have to make a hasty retreat." He moves to just inside the cave, so that he is close enough to help the others, but can ensure no enemies sneak in behind them, through the broken door.
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.
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Re: Chapter 3: In the Deep Places of the World

#112 Post by ravenn4544 »

Elbenarin sees this new threat revealed and knows the group - and his brother - fight with their flank undefended. He clutches his sword, and with a yell of 'Dunedain!" attacks the approaching foes!

Long Sword Attack [1d20+1] = 10+1 = 11 (THACO=19)
Long Sword Damage = S/M: [1d8+1] = 5+1 = 6 / L: [1d12+1] = 2+1 = 3
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Re: Chapter 3: In the Deep Places of the World

#113 Post by Inferno »

The Lost Halls of the First ElvenKing, Mountains of Mirkwood, Rhovanion, Middle Earth
Night. March 22, Year One of the Fourth Age
Day Four. Damp, cold



Image

Gilwennen summons starlight into this darkest of places and the company discover with alarm they are surrounded!

Cursed repulsive horrors that had once been elves before they were tortured and perverted, mind, body and soul by the primordial power of Evil on Middle Earth, leer with murderous anticipation. All grace, wisdom and beauty has been lost, replaced by wickedness, malice and venom.



They attack with cruelty and hate, but the pure radiance brought forth by the virtuous elf maiden must have momentarily blinded these hellish subterranean fiends! For none can land a blow with arrow or spear!

Folco creeps deeper south into the blinding darkness until he feels a dead end of cold rock and stone before him!

Tinuwen charges into the dank cave and looses an arrow down the eastern spur! It flies true and bites into the shoulder of a malformed malefactor! (G8) Naruthirdor enters the dead silence of the ravine to rescue Tinuwen's torch and reenters the din of the cave, dagger drawn!

Therone stands with her elf sisters holding the line at the crossroads. Elbenarin and Rumil charge past them, eastward into the fray where the Dunedain ranger slays a malicious wretch with a terrible stroke of his shimmering blade! (G7) The two heroes discover in the darkness beyond that more ghastly offspring of Morgoth amass!

On the western front, the weapons of Elbenwin and Glasik crash against fierce orc-spears! But with the sacred blessings that Naruthirdor had conferred, Gilly's iron pick smites another vile inhuman monster! (G2) And Gilly's faithful hound Red nearly slays one more! (G5)

In the sudden silence that always follows death, Gilly can hear dread voices in the unlit tunnels to the northwest!
"BRIARK!... BRIARK!"



Actions?!


Map:

Lighter areas are visible. All else is from memory.


Non-required Reading (rolls and rulings):

PC Status:
  • Elbenarin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 20/30
    Elbenwin: Male Dunedain Ranger 2: Move: 9", AC: 3, HP: 30/30
    Folco Boffin: Male Hobbit Thief 3: Move: 9", AC: 3, HP: 21/21
    Gilda 'Gilly' Ironfoot: Female Dwarvish Fighter 2: Move: 9", AC: 4, HP: 28/28
    Glasik Ironfoot: Male Dwarvish Fighter 2: Move: 9", AC: 4, HP: 24/24
    Gilwennen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 8/8, Spells: 1/1 1st lvl, Light spell
    Naruthirdor Nowe: Male Elvish Magic-User 2: Move: 12", AC: 10, HP: 8/8, Spells: 1/4 1st lvl, Torch
    Rumil: Male Elvish Fighter/Magic-User 1/1: Move: 12", AC: 4, HP: 7/7, Spells: 3/3 1st lvl
    Therone: Female Elvish Fighter 2: Move: 9", AC: -1, HP: 22/22
    Tinuwen: Female Elvish Fighter/Magic-User 1/1: Move: 9", AC: -1, HP: 7/7, Spells: 3/3 1st lvl
    Red: Guard Dog: Move: 12", AC: 6, HD: 2+2, HP: 11/11, AT: 1, D: 2-8, THAC0: 16
PC Magic:
  • Bless (Naruthirdor): The Company receives +1 to hit on all attack rolls. Duration: 1 rounds
    Dancing Lights (Naruthirdor): Duration: 1 rounds
    Light (Gilwennen): Duration: 68 rounds
Player Resources:
DM:
The Horror at Briarsgate (1e): Lovecraftian Gothic Horror (N1, homebrew)
Lost City of Eternity (1e): Hyborian Age Sword and Sorcery (B4, JG102, homebrew)
Once and Future Earth (1e): Post-Apocalyptic Sci-Fi Dungeon Crawl (X1, B1, ASE1, homebrew)
Sauron Victorious (1e): Dire Saga for the Fate of Middle Earth (homebrew)

Player:
Agax Gryyg: Gamer of Urth, Ravenloft
Azoth Al-Aziz: Lovecraftian Cultist, Tamoachan
Blodget: Foolish Young 9th Level Hobbit, Dark Clouds
Dredd Doomsmith: Dwarven Deathtrap Engineer, Tomb of Horrors
Elijah Crowthorne: Marooned Prophet, Pirates
Jack in the Green: Ancient Child, Giants
P.T. Codswallop: Larcenous Impresario, Dimwater
Sir Ugghra: Bestial Half-Orc Aristocrat, Brotherton
Swilbosh: Savage Lizard-Warrior, Keep
Tantos Vek: Failed Paladin, Under Streets
Ulfang Chainbreaker: Barbarian Liberator of Slaves, Tharizdun

DM bio is here.
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Re: Chapter 3: In the Deep Places of the World

#114 Post by Rex »

Rumil of Mirkwood

Rumil strikes at the beast in front of him.

Long Sword w/Bless [1d20+4] = 2+4 = 6 to hit [1d8+3] = 3+3 = 6 damage
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Re: Chapter 3: In the Deep Places of the World

#115 Post by ravenn4544 »

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Re: Chapter 3: In the Deep Places of the World

#116 Post by rredmond »

Naruthirdor looks to see if there's a way to fix, or prop up the door in any way, as a barrier in case they have to make a quick exit. If not he'll ensure it's not in his party's way in case of said quick exit, that might hinder them in any way. Failing that (or after that) he'll move further into the tunnel, 10' maybe a wee bit less. He wants to stay out of the chaotic fracas, but will be available to yank anyone who falls out of harm's way if possible. He maintains the lit torch in his off hand, magic dagger at the ready. As he moves in he'll have the Dancing Lights man move behind the three G's before it winks out of duration-existence.
Torches provide 40' of light, correct?
This is a game about killing things and taking their stuff so you can become more powerful in order to kill bigger things and take even better stuff.
Alethan: I'm good with NOT pressing our luck this time.
mjulius: That's how I know I'm home.
Pulpatoon: The whole point of PbP is to take the scheduling pressure off the game. We're just chatty because we're so eager!
Scott308: ...everyone should be reminded of just how wonderful the people they play games with here can be in real life.
Leitz: Quality and quantity wise, I think US is the best I've seen.
Paladin: I can promise terror, glory, and riches...or a quick and brutal death.
Inferno: Come on! That's was Vicar's Head, a completely different doomed village!
Rex: I can move to the wait list to let someone else into the game.
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Re: Chapter 3: In the Deep Places of the World

#117 Post by Urson »

Therone
Therone moves forward to provide backup for the two warriors. She taunts and curses the Orcs.

Weak, pathetic spawn of a worm! You hide in the dark because you're too ugly to see the light of day! The best part of you dribbled down your mother's leg!
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Re: Chapter 3: In the Deep Places of the World

#118 Post by wolfpack »

Elbenwin

[1d20+1] = 6+1 = 7

we may need to retreat, perhaps out of the tunnels into the forest we can use the trees as cover and spread our enemy out.
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Re: Chapter 3: In the Deep Places of the World

#119 Post by Scott308 »

Glasik Ironfoot

Aided by the glorious light illuminating the foul creatures before them, the dwarf's axe finally strikes true! The blade bites deep into the shoulder of his opponent G3.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson
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Re: Chapter 3: In the Deep Places of the World

#120 Post by OGRE MAGE »

Folco pulls out his magic elven blade to illuminate the dead end in the passage. He searches the area over for any dangers or secrets, trying to determine how the battle behind him is going by listening intently as he works, not wishing to be trapped in this dreadful place all alone.
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