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Vale attack - Round 1

Started by tomcat, Apr 18, 2006, 07:41 PM

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tomcat

Apr 18, 2006, 07:41 PM Last Edit: Apr 23, 2006, 07:22 PM by tomcat
The clop of the horse hooves echoed hollowly in the vale as the companions rode south. The path had taken a upward grade and they crested it by noon, although the sun travelled behind the thick blanket of clouds. Still, the downward slope of the vale before them allowed for a beautiful view. The green of spring seemed to have come out of nowhere the last few weeks and it draped the land before them like a blanket. A crisp, foamy stream flowed far below, run-off from the snow-melts and rain. The Company would certainly need not worry about water to drink.



This was the gates of Hollin and the wind seemed to whisper a calling... a calling for a people long gone; a time past; and a beauty that had been betrayed. The Company each felt and heard it in different ways, as if there were long lost voices singing to them, and a welcoming presence drawing them forward. The friends each experienced a feeling of their own - excitement, wonderment, and even dread.

Lulled by the beauty, the Company was almost caught unawares, but Durgil, Edrahil and Nain saw it - movement along the treeline before them - five great loping forms appeared, riders upon their backs and they were charging up the slope towards the companions.

OOC:

Situation: The Company are atop their horses and six warg-riders are coming up the slope at them, it will take 1 full round before contact can be made for melee... only ranged combat is allowed until Round 2

Situational Modifiers: Company holds advantageous position while they are above the Orcs coming up the slope, -2 to Enemy attack rolls; Characters will need to use one Action each round that they stay mounted to control their horses and maneuver them in combat, unless the horse has the Ability Steady; Nain will suffer his Animal Aversion penalties towards combat if he stays mounted.

Creature Stats: Minor Orcs will be 3 HIT creatures with 1 Courage each; Wargs are 5 HIT creatures with 1 Courage each; Graush and the Shaman will be standard hit points - damage to Mook creatures will be based on DOS as follows: Failure 1 HIT, Complete Failure 2 HITS, and Disastrous Failure 3 HITS

Physical Modifiers: None

Initiative:
Durgil 13
Orcs/Wargs 11
Nain 8
Edrahil 7
Dirnhael 6
Fengel 6
Seriand 6

*remember to include the next round's initiative at the end of your post
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]

sdrotar

* Initiative Roll:
Roll(2d6)+2: 1,3,+2 Total:6
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

Palandil

Initiative:
Roll(2d6)+3: 2,1,+3 Total:6

GandalfOfBorg

Apr 19, 2006, 04:10 AM #3 Last Edit: Apr 23, 2006, 07:18 PM by tomcat
OOC: Who is D1/D2?

Initiative - (6+5)+2=13

1) Maneuver Rochithuin in a manner to maneuver around to the flank of the charging force (our left side/their right side)
[Rochithuin] Run - (3+2)+9=14 (if needed)
2) Ranged Combat
RC +11, Specialty +2, On Horseback -4, Target moving at Run -6
(4+2)+11+2-10=9 FAILED
3) TN 5 Nimbleness (to reload) - (2+1)+2=5 (unless this is covered by Quick-draw, don't remember the ruling)

Initiative - (1+1)+2=4 :( Uh oh...
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16

Stefan

"Wargs coming up the hill."

Nain, as quickly as possible, drops from Jethro's saddle and slaps the horse on the rump.

"Go hide, ye foul beast, before the wargs dine on yer innards."

He then turns back toward the slope and draws his axe in preperation for the charge.

Initiative:
Roll(2d6)+3: 3,3,+2Total:8

Dismount (not sure if it requires a roll but...)
Roll(2d6)-2: 5,2,-2Total:5



Wiseman

Apr 19, 2006, 05:05 AM #5 Last Edit: Apr 23, 2006, 07:12 PM by tomcat
Initiative: Roll(2d6)+2:  2,2,+2 Total:6

With speed and grace the elven scout drew the bow from across his back and strung an arrow, the lead rider was his target and his death would hopefully cause a panick amongst the orcs.

Ride: Roll(2d6)+9: 5,5,+9 Total:19
Ranged Combat:
RC +7, Specialty +2, On Horseback -4, Target moving at Run -6, AA -5
Roll(2d6)-1:  3,4,-6 Total:0 FAILED

OOC: I presume that I'm at -5 for the RC?  Draw weapon (Quickdraw) string arrow (action 1?) and maneuver horse (action 2) YEP ;D

Palandil

Apr 21, 2006, 05:31 AM #6 Last Edit: Apr 23, 2006, 07:12 PM by tomcat
Hearing Nains warning, Fengel looks and sees the foul orcs.  "Great, wargs too!"  He draws his bow as well and noks an arrow, preparing to fire upon the lead rider.

Action 1: Draw bow
Action 2: Load arrow(if this is under draw bow then Action 3 will be Aim so add to my roll accordingly) No, it is a seperate Action...
Action 3: Fire
RC:+8; Specialty(Shortbow)+2, Fell-handed (vs. Mt. Orcs) +1, On Horseback -4, Target moving at Run -6
Roll(2d6)+1: 5,1,+1 Total:7 FAILED

tomcat

Apr 23, 2006, 06:55 PM #7 Last Edit: Apr 23, 2006, 07:19 PM by tomcat
OOC: Matt and Shawn, to clarify, we will label Dirnhael as D1 and Durgil as D2 on the combat map. Also to clarify my above rule, staying on horseback for combat will require an Action cost but not a roll of the dice, unless I ask for it. In the case of the latter, it will still only require one Action cost per round. Lastly, to clarify for Matt - yes, Quick Draw does allow the free re-load of a bow, so let me know if you will be using that action as a bow shot - I will edit any orc/warg posts. Finally, you guys need to take into account the Ranged combat modifiers for being on horseback and for moving targets. I made some changes to the combat info in the first post as well as to some of your posts... see the red text.

Based on Initiative Durgil went first, but no need to defend:


The Orcs, also armed with bows, attack, firing arrows ACTION 1 and then using ACTION 2 to reload:
Ranged Combat +8, Specialty +2, -4 on Wargback, Moving targets -4 = +2
Orc 1 v. Durgil TN 12
Roll(2d6)+2: 4,2,+2 Total:8 FAILED
Orc 2 v. Dirnhael TN 11
Roll(2d6)+2: 4,5,+2 Total:11 SUCCESS - Damage = Roll(2d6)+1: 2,4,+1 Total:7 (If defense is not successful, victim must make a Stamina test versus poison TN 9 or suffer an additional Roll(2d6)+1: 6,6,+1 Total:13 damage this round and Roll(1d6)+1: 5,+1 Total:6 at the onset of next round (1 stage)).
Orc 3 v. Nain TN 12
Roll(2d6)+2: 1,1,+2 Total:4 DISASTROUS FAILURE due to double 1's - Orc is pitched off his mount due to the awkward shot taken and breaks his weapon as he lands
Orc 4 v. Edrahil TN 12
Roll(2d6)+2: 3,3,+2 Total:8 FAILED
Orc 5 v. Seriand TN 13
Roll(2d6)+2: 1,2,+2 Total:5 FAILED
Orc 6 v. Fengel TN 11
Roll(2d6)+2: 3,5,+2 Total:10 (1 Courage) SUCCESS Damage = Roll(2d6)+1: 5,4,+1 Total:10 (If defense is not successful, victim must make a Stamina test versus poison TN 9 or suffer an additional Roll(2d6)+1: 5,5,+1 Total:11 damage this round and Roll(1d6)+1: 1,+1 Total:2 at the onset of next round (1 stage)).


Edrahil casts Lightning at his attacker Orc 4, TN 12
Willpower +6, The Art +2
Roll(2d6)+8: 2,2,+8 Total:12 SUCCESS Damage = Roll(4d6)+0: 4,6,4,1,+0 Total:15*


Orc 4 attempts to evade TN 15
Swiftness +1, AA -5
Roll(2d6)+1: 1,2,-4 Total:-1 FAILED - using the damage* above as the opposed number, I am going to call this a DISASTROUS FAILURE and score 3 HITS against the orc for a KILL.


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]

sdrotar

Apr 23, 2006, 11:22 PM #8 Last Edit: Apr 23, 2006, 11:24 PM by sdrotar
Upon hearing the warning cry of his comrade, Dirnhael readied his shield upon his left forearm.
Of course, he wouldn't really be able to do much with it as his hand held the reins, but if he were dismounted somehow, he could have it in his hands almost instantly.
Vorandur leapt from its scabbard; almost as of it's own accord, and Dirnhael marveled at how naturally the blade felt like an extension of his arm - Arwen's smiths had done brilliant work in it's creation.

*OOC: Doug, since we have camped at a somewhat fortified and defensible location, can Dirnhael's Siegecraft (Unit Leadership) skill play some role in this battle? Perhaps grant the Company some confidence or tactical advantage?
If so, here's a roll: Roll(2d6)+9:1,5,+9 Total:15


*Dodge roll (TN 11), +2
Roll(2d6)+2: 5,5,+2 Total:12

The Orc's arrow whistled by Dirnhael's ear - too closely, he thought.
He gripped Vorandur more tightly as the Orcs and Wargs climbed the hill...
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

tomcat

Quote from: sdrotar on Apr 23, 2006, 11:22 PM*OOC: Doug, since we have camped at a somewhat fortified and defensible location, can Dirnhael's Siegecraft (Unit Leadership) skill play some role in this battle? Perhaps grant the Company some confidence or tactical advantage?
If so, here's a roll: Roll(2d6)+9:1,5,+9 Total:15

OOC: Hey Shawn, no... the fortified position in which you camped is 4 hours behind the party. Per the story narrative above, you guys broke camp and set off again on the trail. By noon, you guys crested a steep grade and now look down into the lands of Hollin. You just now have to climb down out of the mountains. Unfortunately, the Orcs are there to block the way.
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]

Wiseman

Apr 24, 2006, 09:09 AM #10 Last Edit: Apr 25, 2006, 10:30 AM by Wiseman
Seeing his ineptness while firing mounted Seriand quickly dismounts, with a quick hand he stows the bow away on his back and draws forth the keen elven blade from its sheath.

Standing tall and steady Seriand prepares to receive the fearsome beasts...

Initiative: Roll(2d6)+2: 3,1,+2 Total:6

Palandil

Fengel aimed as best he could at the fast approaching orc.  Just before he releases his arrow he sees one coming at him.

Dodge:
Swiftness +3; Evasion
Roll(3d6)+3: 3,4,5,+3 drop the 3 Total:12


He quickly dodged the arrow but his own shot suffered from the action.  Seeing that there is no room for another shot he slings his bow and draws Cerduil for close combat.

Initiative:
Roll(2d6)+3: 6,6,+3 Total:15 Roll(1d6)+15: 6,+15 Total:21 Roll(1d6)+21: 2,+21
Total:23 UNBELIEVABLE 3 SIXES IN A ROW!!!

GandalfOfBorg

OOC: Ahh thanks, I always missed those modifiers when looking for them... dern annoying I must say.

Fortunately their bow shots caused a bit of confusion with the enemy line spreadin itself out.  Seeing as he won't get another good chance with his great bow, he stows it and unsheaths the icy Silivren, the dwarf blade given him not long ago, and prepares for a charge by a nearby enemy -- the sword burns within as it knows the blood it seeks to drink is nigh at hand.

Action 3) Stow the bow
Free Action) Draw sword
Gwaithlim Weapons
Great Bow  Atk: 2d -- Dmg (0h): 7/13/19 -- Edge: 10 -- Injury: 16
Swords       Atk: 2d -- Dmg (1h): 5/11/17 -- Edge: 10 -- Injury: 16
                                    Dmg (2h): 7/13/19 -- Edge: 10 -- Injury: 16