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Orcs, Wargs and Stones - Round 3

Started by Eclecticon, Feb 20, 2024, 02:49 PM

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Eclecticon

Feb 20, 2024, 02:49 PM Last Edit: Feb 20, 2024, 05:12 PM by Eclecticon
Situation: The Fellowship has run a raiding party of orcish warg-riders to ground, only to find that they have Beorning captives in their midst. 

Combat Advantage dice:
• Esgalwen 0/1
• Gwaithlim 0/0
• Hathcyn 1/2
• Luindîs 0/0

Situation Modifiers:
• The enemy has the initiative.

Physical Modifiers (complications):
• The stony ground rises up to the orcs' position several score paces away.  Ranged attacks against the orcs are at +2 difficulty. 
• The orcs are shooting from amid their captives.  Any :~~: on a ranged attack against them will hit a captive.

PC/NPC  :+~:PARRY  :<>:ARMOUR  :vv:HOPE  :<3:END  :-X-:STANCE  :##:STATUS
Esgalwen
Gwaithlim
Hathcyn
Luindîs
• 6 (:<|: n/a)
• 7 (:<|: n/a)
• 7 (:<|: n/a)
• 5 (:<|: n/a)
• 2d+1 (:C|: n/a)
• 3d (:C|: n/a)
• 3d (:C|: +4)
• 1d
• 14/15
• 10/13
• 10/14
• 9/12
• 17/27
• 30/30
• 27/29
• 20/27
Defensive
Defensive
Defensive
Open
WOUNDED



ENEMY  :+~:PARRY  :<>:ARMOUR  :@:HATE  :<3:END  :csu:NOTES
Sprinting warg
Scar-nosed warg
Large-eared warg
Silent warg
Gnashing warg
Slope-shouldered warg
Whooping orc
Torn-mouthed orc
Black-helmed orc
Thick-muscled orc
• 5
• 5
• 5
• 5
• 5
• 5
• 4
• 4
• 4
• 4
• 2d
• 2d
• 2d
• 2d
• 2d
• 2d
• 2d+4
• 2d+4
• 2d+4
• 2d+4
• 0
• 0
• 0
• 0
• 0
• 0
• 3
• 2
• 2
• 3
• 12
• 0
• 0
• 0
• 5
• 0
• 16
• 16
• 16
• 16
fleeing, WEARY
DEAD
DEAD
DEAD
fleeing, WEARY
DEAD
Engaged
Engaged
Engaged
Engaged

STANCES
:-X-:Forward
- action order 1

Close combat
TN 6+ parry
Forward
Maneuvers
:-->:Open
- action order 2

Close combat
TN 9+ parry
Open
Maneuvers
:<|:Defensive
- action order 3

Close combat
TN 12+ parry
Defensive
Maneuvers
:<->:Rearward
- action order 4

Ranged combat
TN 12+ parry
Must be 2 other PC's
in Close Combat; May not
use if outnumbered 2:1

Rearward
Maneuvers
:<>:From any Stance

Escape combat
Must start in Rearward or roll
TN 10 + highest attribute level of opponents Athletics roll.
On success, may safely flee from the scene of combat
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

Though several of their number lie slain upon the slope of the hill, the fight is not gone from the warg-pack.  Both Gwaithlim and Luindîs find themselves fending off jaws hungry for Elf-flesh.


:ooc:
Sprinting warg (TN 14)
:00: 1d12 : 6, total 6
Rolled 2d6+3 : 1, 1 + 3, total 5


Gnashing warg (TN 19)
:00: 1d12 : 4, total 4
Rolled 2d6+3 : 4, 6 + 3, total 13
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

Bright steel and willing sword-arms, however, prove more than enough to keep even the fiercest of beasts from coming near.  Luindîs holds her sword high and gives a great cry: "Lacho calad! Drego morn! Flame light!  Flee darkness!" 


:ooc: She's having a go at intimidating the foes (Awe, TN 14):
:00: 1d12 : 5, total 5
Rolled 2d6 : 6, 3, total 9
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: That's a nice little success, for a total of three Hate loss.  The two surviving wargs facing you are now Weary (as, it turns out, the Sprinting warg should have been since last round). 

Now seems like as good a time as any to make a Battle roll for Hathcyn to see how Gerold and his men have fared:
:00: 1d12 : 12, total 12
Rolled 3d6 : 5, 4, 6, total 15
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

Feb 20, 2024, 05:10 PM #4 Last Edit: Feb 20, 2024, 06:42 PM by Eclecticon
Like the vanishing of the moon behind a cloud, the bloodlust of the wargs melts away before the cold fury of their two-legged foes and, leaving the greater part of their number slain upon the hillside, the pack turns as one to slink away.  Even among the survivors, there are many wounds to be licked as the sun goes down on this day. 

The anger of the orcs higher on the hill, however, has only waxed while the companions and their allies have been about their sword-work.  Harsh throats spit harsher words as they begin, each in their own direction, to stomp toward their unruly former-thralls, and the sharp clanging of a stone against a black iron helm echoes loudly. 


:ooc: Here's how the next few moments are going to work: at a point determined by a die roll I have already made, the orcs' patience is going to end and they're going to decide that getting all their loot back to their lair is less important than killing people right now. 

Between them and you guys, though, is an expanse of open hillside - say about sixty paces (the Commonwealth citizen in me refuses to use yards).  That's going to take five rounds to cross (remember, it's uphill and there are some large stones to move around) plus one for being in Open stance or two for Defensive, minus one for every success on an Athletics roll. 

EDIT: Hathcyn's Swift trait counts as a single success here, but Tom can also roll.  Being notably fast has its uses when speed is called for.

Alternatively, if you want to stay where you are and vent your frustration on the nearby wargs (which I totally understand) you can do that. 
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

Athletics
Rolled 1d12 : 10, total 10

Rolled 2d6 : 4, 2, total 6
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

The wargs broke from the engagement and Esgalwen sagged once more in pain. Setting Nimronyn down, she grabbed the shaft that extended from her collar and snapped it in twain, to alleviate some of the pain of its jostling.

In the distance, she saw the orcs begin to move to their captives with ill-intent. The Ranger wanted to bring her bow to bear, but knew her left arm would not serve her. Instead, scooped up Nimronyn and breathed in deeply, as she stood and then ran after Hathcyn.

:ooc: based on her stance, Esgalwen will get to the orcs in 7 rounds minus how this roll turns out.
TN 14 athletics 2d
:00: 1d12 : 12, total 12
Rolled 2d6 : 6, 1, total 7
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Feb 21, 2024, 05:32 AM #7 Last Edit: Feb 21, 2024, 05:36 AM by tomcat
:ooc: Dude... this is too much! That is a :g: :%: success! I will be on the orcs in 5!  ;D

Although, with these rolls, I am wondering if I am racing off to Esgalwen's cinematic end? We shall see.


As fleet as a doe, the Ranger races behind her friend - Nimronyn shining in her hand, with a light of its own.

Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

Eclecticon

Feb 21, 2024, 02:52 PM #8 Last Edit: Feb 21, 2024, 02:57 PM by Eclecticon
:ooc: Just to be clear, here, you don't have to stay in your current stance! 

Hathcyn, for instance, will cover the distance in two rounds if he shifts into Forward, three if he wants to arrive in Open or four otherwise.  Gerold and his surviving followers, fighting to protect their kinfolk, are going to rush forward as quickly as they can:
Athletics (TN 14)
:00: 1d12 : 8, total 8
Rolled 2d6+4 : 2, 2 + 4, total 8
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: They'll get there in four rounds.
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Telcontar

Ok, hussle me up then. I dont want people talking sh%t about where Hathcyn was when the West Anduin fell.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

Eclecticon

Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: While Matt's dealing with more important things, I'll roll for Gwaithlim (who will shift into Forward stance to match Hathcyn).
:00: 1d12 : 9, total 9
Rolled 2d6 : 1, 4, total 5
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet