Situation: The Company brought a raiding party of orcs to bay inside the longhouse in an isolated steading, but their attack has gone disastrously awry and escape is now being hard-won.
Combat Advantage dice:• Grimbeorn 0
• Hathcyn 0/1
Situation Modifiers:• The company has the initiative, as the orcs have had to scramble to arm themselves
Physical Modifiers (complications): • none
PC/NPC | | PARRY :+~: | | ARMOUR :<>: | | HOPE :vv: | | END :<3: | | STANCE |
Grimbeorn Hathcyn
| | 4 (shield +4) 4 (shield n/a) | • •
| 2d (helm n/a) 2d (helm n/a)
| • •
| 4/12 13/13
| • •
| 18/31 18/29 WOUNDED | • •
| Defensive Open
|
ENEMY | | PARRY :+~: | | ARMOUR :<>: | | HATE :@: | | END :<3: | | NOTES |
Orcish Chieftain Orc Soldier Goblin Archer Orc Soldier Orc Soldier
Goblin Archer Goblin Archer Goblin Archer Goblin Archer Goblin Archer Goblin Archer Goblin Archer Goblin Archer Goblin Archer
| • • • • •
• • • • • • • • •
| 7 4 2 4 4
2 2 2 2 2 2 2 2 2
| • • • • •
• • • • • • • • •
| 3d 3d 2d 3d 3d
2d 2d 2d 2d 2d 2d 2d 2d 2d
| • • • • •
• • • • • • • • •
| 5/5 1/1 1/1 1/1 1/1
1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1 1/1
| • • • • •
• • • • • • • • •
| 0/20 0/12 0/8 0/12 12/12
0/8 0/8 0/8 0/8 0/8 0/8 0/8 8/8 8/8
| • • • • •
• • • • • • • • •
| DEAD DEAD DEAD DEAD pursuing Grimbeorn
DEAD DEAD DEAD DEAD DEAD DEAD DEAD pursuing Grimbeorn pursuing Grimbeorn |
STANCES
Forward - action order 1 Close combat TN 6+ parry Forward Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/forward.jpg) | :<>: | Open - action order 2 Close combat TN 9+ parry Open Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/open.jpg) | :<>: | Defensive - action order 3 Close combat TN 12+ parry Defensive Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/defense.jpg) | :<>: | Rearward - action order 4 Ranged combat Must be 2 other PC's in Close Combat May not use if outnumbered 2:1 TN 12+ parry Rearward Stance maneuvers (http://rpg.avioc.org/webimages/lotr/tor/rear.jpg) | :<>: | 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 |
:ooc:
Stance: Defensive
Action: Escape
:00:
Athletics - 1d12 : 9, total 9
Rolled 3d6 : 2, 3, 1, total 6
:ooc: Nice work. Want to narrate how Grimbeorn escapes?
The numbers kept growing from what the men could see, the description of what was found crossing the river didn't do it justice. Worse, it was almost as though they were expecting resistance even though the Grimbeorn and his men caught them mostly unawares. Finding an opening, the Beorning heir gave a mighty swing to brush back the group around him and he hauled himself upon the horse. Grimbeorn and what remained of his men rode off in haste, repelling the hacking and hewing of any goblins that attempted to hinder their escape. His mind a whirlwind of what his father would think, what would his people think, and certainly of the men and the families they left behind.
:ooc: On that happy note, let's do some Corruption checks. The survivors have endured a terrible defeat.
Grimbeorn
DC 16 (because he was in charge) Wisdom 5:00: 1d12 : 10, total 10
Rolled 5d6 : 1, 6, 1, 5, 2, total 15
Hathcyn
DC 14 Wisdom 2:00: 1d12 : 11, total 11
Rolled 2d6 : 1, 1, total 2
Also, now that you've evaded pursuit, where are you heading? Your decision will inform the next bit of story.
:ooc: That's a point of Shadow for Hathcyn. Not a permanent one, as you're not in a Blighted place.
:ooc: back to the house I guess.
:ooc: Well darn, why couldn't I get that kind of roll myself? :\
:ooc: makes sense. His boon companion was just mutilated and all the men he encouraged to come on the sortie are dead.
"Grimbeorn, once we out pace these brutes we should see to our wounds. We can not endure a long hard ride in our present state."
Lost in thought, Grimbeorn only barely heard Hathcyn's request. He nodded in agreement but no more acknowledged anything until they were a fair distance from the devastated homestead. He could barely look at the men when the stopped and ignored his injuries for they weren't a bother to him and he'd rather live with it than feel the pain of the loss of his countrymen.
:ooc: Sounds good. Give me some Healing rolls - both Hathcyn and Harhold need attention fairly urgently. The TN will be 16, 'cause you're doing it by moonlight on an overcast night.
While you're at it, give me a Travel roll to make sure that you don't get lost on the way back to Beorn's house. I wouldn't normally ask for a roll, but darkness and urgency do not make for good navigation.
:00:
Travel - 1d12 : 7, total 7
Rolled 4d6 : 2, 6, 2, 5, total 15
:00:
Healing - 1d12 : 9, total 9
Rolled 1d6 : 4, total 4
:00:
Healing - 1d12 : 1, total 1
Rolled 1d6 : 3, total 3
Grimbeorn gets the men back to his home but the men are the worse for wear as he is no healer and going was in haste.
:ooc: Cool. Don't forget to mark an AP for the Travel result.
I'll begin a new chapter once I know what's happening in Stánford. In the meantime, have a think about what Grimbeorn and Hathcyn's next move might be. You still have men up north at the ruins of the Easterly Inn, and Rorin has pressed on to the Viglundings alone to try and negotiate the release of his kin. Due to the magic of split parties, Esgalwen and Tate won't yet have reached Stánford as dawn breaks the day after the skirmish, but you could link up with them as well, if you wanted.
Alternatively, hang back and wait for your followers to report in - it's not like Hathcyn and Harhold can't use some downtime.
:ooc: in the words of the Spellburn podcast, "dont split the party unless the party already split"
I'd like to be treated for my wound and as promised I would vote to assist The Roadmaker in his quest.