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Stories - PbP => Darkening of Mirkwood [Previous Chapters] => DOM-Chapter 6 => Topic started by: Eclecticon on Aug 29, 2018, 09:40 PM

Title: Trial By Combat - Round 4
Post by: Eclecticon on Aug 29, 2018, 09:40 PM
Situation: Grimbeorn is fighting a ceremonial duel to win the freedom of those he has come for. 

Combat Advantage dice:
• Grimbeorn 2/2

Situation Modifiers:
• None

Physical Modifiers (complications):
None

PC/NPC PARRY :+~: ARMOUR :<>: HOPE :vv: END :<3: STANCE
Grimbeorn4 (shield +4)
2d (helm n/a)

4/12
18/31

Defensive

ENEMY PARRY :+~: ARMOUR :<>: HATE :@: END :<3: NOTES
Thunar

7
3d+1
5/5
21/21

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
Title: Re: Trial By Combat - Round 4
Post by: GandalfOfBorg on Aug 30, 2018, 12:51 PM
Not thinking about his wound, Grimbeorn responds with his own ferocious blow.

:ooc:
Stance: Open, Action: Disarm (Sword)
Using last Bonus die

 :00: (https://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Axes -  1d12 : 12, total 12
Rolled 4d6 : 6, 2, 4, 3, total 15
Title: Re: Trial By Combat - Round 4
Post by: GandalfOfBorg on Aug 30, 2018, 12:52 PM
 :ooc: Wasn't tampered, someone posted when I did.
Title: Re: Trial By Combat - Round 4
Post by: Eclecticon on Aug 30, 2018, 04:25 PM
:ooc: Niiiiiice!  Just a side-note, you can't do a disarming called shot with an axe - axes are a bit too clumsy for that.  On the other hand, they're marvellous things when you want to shatter a shield.  I'll proceed on the assumption that that's what you were doing. 
Title: Re: Trial By Combat - Round 4
Post by: GandalfOfBorg on Aug 30, 2018, 06:20 PM
 :ooc: sure, ok
Title: Re: Trial By Combat - Round 4
Post by: Eclecticon on Aug 30, 2018, 06:53 PM
:ooc: Having finally looked at the numbers, sweet Flying Spaghetti Monster!  Thunar loses a whopping 18 points of Endurance and needs to make a Protection roll against a TN of 18:

:00: 1d12 : 3, total 3
Rolled 3d6+1 : 4, 6, 6 + 1, total 17
Title: Re: Trial By Combat - Round 4
Post by: Eclecticon on Aug 30, 2018, 07:47 PM
Matching strength with strength, Grimbeorn surges forward to lock his shield against Thunar's.  The two men strive against each other like a pair of stags locking horns, heaving, grunting and shoving in search of any advantage.  Finally, Grimbeorn throws Thunar backwards.  As the Viglunding desperately tries to keep his feet, Grimbeorn raises Bear Claw high and brings it down in a shattering blow that knocks Thunar to the ground and brasts his shield asunder.  Slivers of red and gold-painted wood fly into the crowd, who gasp and groan at this sudden reversal of their champion's fortune. 
Title: Re: Trial By Combat - Round 4
Post by: Eclecticon on Aug 30, 2018, 08:03 PM
Quote from: Telcontar on Aug 29, 2018, 11:09 AMHathcyn ... faded from the front of the crowd and tried to get a read on where the buildings were and from which direction the captives would run.
:ooc: Apart from a few outbuildings which are obviously granaries and a smokehouse, there's really only one large hall within the palisade, though it abuts one of the outer towers (and can be accessed by the door you saw inside).  That said, the hall is built on top of a fairly steeply-sloping mound, and there must be some supporting work to allow the hall to be as large and long as it is.  Hathcyn's no expert, but he's seen Beorning halls built on the same sort of terrain, and they usually include a cellar space built under, and supporting, the end of the hall that juts out from the earth.  It might also be dug into the side of the hill.  At a guess, you'd say that the thralls will be locked in there during the hours of darkness. 

If that's the case, they'll need to run out past where the duel is taking place, unless they fancy trying to climb over the surrounding palisade.