[HQ Ignorance] Re : Scene 86: Rotterex versus The Crimson Bat (Part III): A Furry Situation

Loran aillet_l at yahoo.fr
Fri Apr 17 11:41:22 UTC 2009


Azhur considered his position in the battle. In front of the giant flying demon, he was feeling powerless and demoralized. Wondering how he could help his allies and friends, contemplating for a while the craziness of the situation, he took his decision.
- “Take the red banner as high as you can hold it, Othor, we have a sacred duty here!”

Riding in the direction of his “death-brother” the mostali Kalen who seemed in difficulty, Azhur guided the squadron of western heavy knights and called every group of soldiers he met on the way.
Choosing deliberately weak, scattered survivors, he tried to rally them by telling always the same words with a strict equality of treatment.
- “Are you a human being fighting for the Creation or are you a demon follower fighting for oblivion? Rally my banner and fight for life or die on the spot!”
And all were asked the same question: orlanthi, mercenairies or lunars alike.

Hoping to gather a growing band of half-crazed fighters shaken in their beliefs to the core (whatever it could have been before the battle), Azhur tried to build a force able to fight the Purple Bat before it ate the world.
If this plan failed at least he would have tried to save Kalen by killing a maximum of his enemies surrounding him and hopefully joining him before the mostali defeat.

[OOC]
Azhur trying to rally:
-    Command Inferiors 18 (to rally them to his western banner)
-    Convince others 15/+2 (to get their trust)
-    Riding 17/+2 (to get enough movement possibilities and join Kalen in time)
-    Scan for danger 17/+2 (to avoid too numerous group of enemies)
-    Bring Justice in remote areas 13/+1 (to find convincing arguments)
-    Military History 17/+2 (to get inspiration from historical precedents)
-    One against several tactics 19/+2 (to avoid being catch by stronger opponent on the battlefield)
-    Mounted combat 20/+2 (to get rid of those who refuse)
-    Sword & Shield 8W1/+3 (to get rid definitively of those who oppose Azhur’s band)
-    Touched by Death 13/+1 (for a desperate hopeless reaction against obvious  defeat)
-    Questing  17/+2 (for still searching for a solution)
-    Honorable 17/+2 (to inspire rallying people)
-    Loyal 17/+2 (To keep his role anyway in front of the Bat)
-    Disciplined 17/+2 (to order his troop as it grows)
-    Intrepid 19/+2 (to counter demoralization)
-    Combative 17/+2 (to find the strength to continue the fight)
-    Dedicated to Talor's Fellowship 15/+2 (to save Kalen at all costs)
-    Try Harder 17/+2 (to find another way for success)
-    Elected King of Seshnela 16/+2 ( to be the natural commander of the rallied force)
-    Red Banner’s power: truce and negotiation 14/+1 (to rally fleeing or opposing soldiers)
-    BlackMane’s power: trample foot soldiers 3W1/+2 (to eliminate opposing soldiers)
-    Othor’s Talent: Support Master in Battle  3W1/+2 (to help Azhur in the Battle)
-    SwordSinger’s Magic: Saint Humact Magic 3W1/+2 (to eliminate enemies)
-    Endless Warrior 15/+1 (if the spell is still on)
-    Before moving Azhur tries to cast “Joyous fighting”on him 15 (to get rid of fear and demoralization, use 1 HP if necessary)
-    Effect of demoralization?

So a maximum of 1W3, if everything counts… (I doubt, but let’s try). Azhur may use a second HP if necessary to raise the biggest strength possible.

My target here is to rally human beings against the chaotic demon, whatever their belief.
At a meta-game level, I try to find ‘virtuous’ lunars who will help me to curve Azhur trajectory against Lunar religion, this to keep possible future relationships with Aalmon.

Loran still in Montreal for a couple of hours





________________________________
De : Dougie <dougiepunk at gmail.com>
À : HeroQuest Glorantha <ignorance at mimesisrpg.com>
Envoyé le : Lundi, 13 Avril 2009, 22h09mn 57s
Objet : Re: [HQ Ignorance] Scene 86: Rotterex versus The Crimson Bat (Part III): A Furry Situation

Clinging to the fur on the back of Wolf, Karala bent her will towards the recalcitrant spirits..

OOC: Karala has lots of HP's is let them burn...

-:)

Dougie.




2009/4/12 Lev Lafayette <lev at mimesisrpg.com>

On Sat, 2009-04-11 at 18:25 +1000, Damien Bosman wrote:
> Ever the perfectionist, Rikku curses and backs away to gather his
> thoughts. He knows he must wait for the grenade to explode and fan the
> flames to damage the bat as much as possible, but he also feels he
> could use his considerable talents to hinder the priests even further.
> Grinning, he concentrates, open his eyes, and directs the forces of
> chaos (Chaos Sight 19) towards the priests hoping for mass confusion
> and making them attack friend & foe alike.
>

With no fear of using Chaos, unlike other sensible god-fearing folk of
Glorantha, Rikku taps the chaotic runes he spies from around the demonic
bat and directs them towards the Lunar Priests. This was most
unexpected; and the effect is successful beyond expectations [1]. Four
powerful Rune Priests in the frontline against the Telmori start to
distort; their faces, their arms, their legs. Body parts twist, englarge
and shrink is the most grotesque manner.

Taking the opportunity, Karala [2] turns her Wolf, leaving the Telmori
to deal with the ragged Lunar forces, releasing spirits [3] as she
charged towards The Crimson Bat, brandishing the Axe of Talor as she did
so. Spectral forces of deer appeared beside the White Wolf, jumping and
leaping about; but some proved stubborn that day and remained within
their fetch


1] Use of a spell against mass targets is at a negative (see page 275 of
HQ rulebook). The most Rikku would probably risk would be 4 (i.e., -9 to
his ability). Just so happened I rolled a '1' a critical success! In
response to the four priests I have rolled 14; a success. This means a
minor victory for Rikku against the 4 Lunar Rune Priests; they lose 10%
in all movement based abilities as a result.

2] Yes, I had almost forgotten;

http://mimesisrpg.com/pipermail/ignorance_mimesisrpg.com/2009-March/001855.html

Release Evade Predator spirit, ability 7W1, roll 5, critical success.
Resistance of Evade Predator spirit, friendly, 14, roll 8, success.
Victory. Release Uncoling Ancestor spirit, roll 16, failure bumped to
success, resistance friendly, roll 8 success; marginal defeat remains
bound to fetish. Release Survival Spirit roll 14, failure, bumped to
success, versus resistance roll 20, critical failure; spirit released.
Release fire spirit, 17, failure, bumped to success versus neutral
spirit resistance roll 1, critical, defeat remains bound.

Hmmm.. A couple of misses there, you might want to spend some HPs..





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