Situation: Holed up in the Millfort, the company plans to deal a wicked sting to the Spiders of Mirkwood!
Attercops (https://dl.dropboxusercontent.com/u/52987685/spiders.jpg)
Hunters (https://dl.dropboxusercontent.com/u/52987685/spider_hunter.jpg)
Tauler (https://dl.dropboxusercontent.com/u/52987685/tauler03.jpg)
Combat Advantage dice:•
Esgalwen 0 / 2•
Rorin 0 / 2Situation Modifiers:• The Company has initiative
• Front door is at 20/60
• Back door is at 26/60
• The Floor is at 6/20
Physical Modifiers (complications): The Millfort is impregnable save for five locations.
A) Each door has been successfully repaired and has 60 END points each (FRONT 60/60; BACK 55/60). No spiders can get in them until they reduce the doors to 0 END
and then roll a Piercing attack that overcomes a 3d armor rating.
B) Each window is a vantage point that allows an attack out (and in). Ranged weapons may be fired out and the defending archer gains the Rearward DEFENSE, but may use the Open ATTACK TN. Overwhelming numbers of enemies do not affect ranged combat while the defenses hold. Melee weapons may be used to attack out (and in) but the defenders gain the Defensive DEFENSE TN rating, but may use the Forward ATTACK TN. Attackers from the outside may return a melee attack through a window, but may NOT enter the fort.
C) The hatch has been successfully repaired and has 40 END points. No spiders can get through it until they reduce the hatch to 0 END
and then roll a Piercing attack that overcomes a 2d armor rating.
D) The floor has been successfully repaired and has 20 END points. No spiders can get through it until they reduce the floor to 0 END
and then roll a Piercing attack that overcomes a 1d armor rating.
E) The stone roof of the fort is compromised - there is a large hole here. The second floor offers little defense and any PC that decides to fight on the second floor will not be eligible for vantage defenses once spiders come through the hole in the roof. Ranged combat WILL be affected by overwhelming numbers, if the archer positions themselves here, instead of on the first floor.
IF the first floor defenses are compromised, vantage benefits are lost as the spiders enter the room. There will be NO opening volleys, as the things coming in the night are invisible in the trees.
PC/NPC | PARRY | ARMOUR | | HOPE | | ENDURANCE |
Arbogast Bandy Esgalwen Grimbeorn Rorin Bofri | 6 (shield +3) 9 (shield n/a) 6/9 [skirmisher] (shield n/a) 6/9 [giant strength] (shield +4) 4 (shield n/a) 4 (shield +2) | 2d (headgear +1) 1d (headgear n/a) 1d (headgear n/a) none (headgear +1) 5d (headgear n/a) 3d (headgear n/a) | • • • • • • | 11/16 16/18 10/12 8/12 7/10 n/a | • • • • • • | 4/26 [Weary - 1,2,3 on success dice are considered a 0] 6/22 [Weary - 1,2,3 on success dice are considered a 0] 27/27 3/31 [Weary - 1,2,3 on success dice are considered a 0] 18/34 0/21 [Unconscious] |
COMBAT STATUS by PCPC | ENEMY | PARRY | ARMOUR | END | HATE | NOTES |
Bandy | Hunter 4 | 6 | 3d | 20/25 | 2/3 | • on first floor, spiders must match stance |
Esgalwen | Hunter 3 | 6 | 3d | 25/25
| 3/3 | • on stairs of first floor, spiders must match stance |
Arbogast | Hunter 6 Attercop 16 | 6 4 | 3d 2d | 25/25 8/12 | 3/3 2/2 | • on stairs of first floor, spiders must match stance |
Rorin | Hunter 1
| 6
| 3d
| 2/25
| 2/3
| • on stairs of first floor, spiders must match stance |
Bofri | Hunter 5
| 6
| 3d
| 25/25
| 2/3
| • on first floor, spiders must match stance |
Grimbeorn | Tauler | 8 | 3d | 41/60 | 5/8 | • in melee on second floor with Tauler coming through roof, spider matches PC stance |
STANCE | TN (+parry) | PC / LMC | Options... |
Forward - action order 1 Close combat | TN 6+ | Esgalwen | Forward Stance maneuvers (https://dl.dropboxusercontent.com/u/52987685/forward.jpg) |
Open - action order 2 Close combat | TN 9+ | none | Open Stance maneuvers (https://dl.dropboxusercontent.com/u/52987685/open.jpg) |
Defensive - action order 3 Close combat | TN 12+ | Arbogast, Bandy Grimbeorn, Rorin | Defensive Stance maneuvers (https://dl.dropboxusercontent.com/u/52987685/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+ | none | Rearward Stance maneuvers (https://dl.dropboxusercontent.com/u/52987685/rear.jpg) |
Any Escape combat Must start in Rearward or roll TN 10 + highest attribute level of opponents Athletics roll | | none | May safely flee from the scene of combat |
Wham!
Again the doors were slammed from without, as the spiders tried to break through the sturdy defenses. The need was no longer there since Tauler had led her minions up to the top and through the roof. Now the hunter spiders were pressing the attack in the lower chamber of the Millfort.
Bandy was taken by surprise when one of the things appeared at the hatchway and then leapt at him, biting as it did. The hunter's companion followed suit and the Hobbit heard the crashing sound of Bofri, as the Dwarf hit the floor underneath a mass of legs and hair. The new road warden gave a cry when fangs entered him and then he said no more.
Rorin, too, felt the pain of the terrible fangs penetrating his armour. Arbogast and Esgalwen were next to him on the stairs, but their attackers could not find a weakness to capitalize upon.
To her horror, Esgalwen watched the hatch become covered once more with the strong silky web, after the last of the Hunter spiders had passed through. Grimbeorn was alone to stand against the monstrosity that was Tauler. The Beorning gave out a cry as the giant spider pushed more of its form through the roof to deliver a terrible bite.
The horses and ponies that had been stabled within began to whinny and rear with terror. The chamber was filled with a terrible din and the chaos of battle.
The night was stretching on and the companions now wondered if there would be a dawn.
:ooc:
So, mechanically speaking, if I were to attack the second story floor from the first story to try to destroy it or just poke a man-sized hole in it, how would that work? What's the TN to hit?
2 maneuvers specifically that I'm looking at. Open Stance Twin strike to maybe do the END damage then get a piercing blow in the same round. And Forward Stance Smash Shield, if it smashes a wooden shield, could it work against a wooden floor?
:ooc: What is going to be needed to get Grimbeorn through the hatch to the next level down? Will it take multiple rounds? I'm sure he can clear the webs but not sure on whether he'd be allowed to open hatch and get below before being attacked again.
The spiders were upon them. The Hobbit could no longer use his bow with so many of the beasts upon them and with a spider upon him the Hobbit no longer was afforded the luxury to view the battle. For him the combat closed in to a personal battle with a single foe. The dirty hand of the Hobbit fell to his belt and it gripped the hilt of the blade he had received from Mountain Hall. The gilt wire wrapped hilt provided a sure grip and the bright blade swung smoothly from the scabbard, hungry to be part of the battle. The little Hobbit knew that he had no armor, he knew that his skill was not so great, but he also knew that his friends needed him.
"FOR THE SHIRE!" Yelled the diminutive Hobbit as he swung the ancient blade at the Hunter Spider.
:ooc: Moving to a defensive Stance and attacking. I'll spend the point of hope on a great success to inflict a piercing blow if I get it.
Rolled 1d12 : 12, total 12
Rolled 3d6 : 3, 5, 3, total 11
Quote from: GandalfOfBorg on Jan 03, 2017, 02:48 PM:ooc: What is going to be needed to get Grimbeorn through the hatch to the next level down? Will it take multiple rounds? I'm sure he can clear the webs but not sure on whether he'd be allowed to open hatch and get below before being attacked again.
:ooc: TOR is not very good at describing an action economy like other games we've played. I have been interpreting the rules as move or attack rather than attack and move. Thus the need to have someone else sweep the webs away to get through. That said, I have been open to you guys adding some simple actions into your rounds (i.e. change weapons, pick something up and run, etc.)
So in keeping with what we have been doing, the best thing would be for Rorin to sweep the webs for Grimbeorn and then the Beorning moves. Understand that Grimbeorn will need to make an Athletics roll to get out of combat with Tauler per the Escape Combat rule.
Steve - the floor is too sturdy for you to bust it with one hit. The webbing would be the easier path - but understand if you attack it, you cannot also attack a spider (unless you perform a Twin Strike - or another combat maneuver).
If anyone disagrees with my interpretation of the rules, feel free to chime in - I like everyone's input.
:ooc: I'm good with that.
Rorin finished his swing against his assailant and saw that his fury had taken a huge toll on the beast. Looking down he saw that the fight was starting to turn against the company, and looking up through the webbed hatch Rorin saw Grimbeorn locked in deadly conflict with the massive Tauler. Hoping that one of the others could finish off the wounded spider Rorin turned towards the hatch and began poking at it with his hammer, trying to clear the way for his friend to escape to relative safety.
:ooc:
Rorin switches to Defensive Stance and will sacrifice one die to add to his parry while he clears the webs.
TN 10 Defensive Fighting - Hammer
(http://rpg.avioc.org/boards/Themes/default/images/dice_warn.gif) This dice roll has been tampered with!
Rolled 1d12 : 6, total 6
Rolled 3d6 : 6, 1, 2, total 9
In a last ditch attempt to escape the hordes pressing down on him, Grimbeorn rolls attempts to roll through the opening made by Rorin.
:ooc: Will use Hope to succeed if necessary.
:00:
Athletics - 1d12 : 5, total 5
Rolled 3d6 : 4, 3, 2, total 9
:ooc: A Hope point puts you just over the line, and I suggest it's a point very wisely spent.
Arbogast barely has the strength to keep his shield raised, while the Fellowship's foes attack tirelessly. He hears cries from Bandy and Bofri as the hunters fall upon them, from Grimbeorn and Rorin as the Dwarf clears a path for the son of Beorn to escape, from Esgalwen as she desperately tries to keep the fire in her friends alive. All about him there is cacophony and confusion, but through it all, he hears the deep, chittering voice of Tauler. "
FEEEAAASSST OOONNN YOOOUUU!"
Dire is the hour indeed for the Fellowship of the Helm, but he has pledged his strength to his companions, and will not have it said that his oath was broken. As he descends the stairs, he passes the half-crushed spider that, a heartbeat ago, stood against Rorin. Summoning what strength remains, he aims a swift strike, hoping to once more cut through one spider and end another.
:ooc: Arbogast will attack the spider that's up against him, and will Cleave the one wounded by Rorin, if possible.
:00: 1d12 : 11, total 11
Rolled 4d6 : 5, 3, 3, 4, total 15
:ooc: Guess not. :( In the books, this would be about when the eagles showed up. Not that they'd be much help to us in our current position. And if there are some sort of mole-eagles living in Mirkwood, I would suggest that we disregard them as potential allies.
:ooc: There is always a Wizard to appear as well, but they only come when they want to.
:ooc: You guys - someone is getting into the GM's notes!! (-D
I will have a post up in a bit.
OOC: Deus Machina is usually only used when the dire straits are not of the PCs making, we pretty much signed up for this one. Bandy promises not to egg everyone on into a battle...for at least the rest of this season.
And we have a new record for longest battle....
:ooc: So, to recap, Bofri is down and his current status is unlikely to be good. Arbogast and Grimbeorn are Weary and will go down with a direct hit from a peashooter. Rorin and Bandy are both fighting like bosses, but both will be Weary with another good hit or two and Bandy isn't exactly in his element in hand-to-hand combat. It looks like Esgalwen's going to have to do most of the heavy lifting from here on in.
My idea of using Bandy's magic gem as a distraction when Tauler smashes his way in here still stands. We don't even need to let him eat it - there may be some weak spot in his carapace that he'll expose accidentally...
:ooc: I was saving this post for when things were down to the most desperate hour, but you guys already picked up on the cues... anyway. ;)
This was a clue that I had placed in the game back in the Shore Up the Defenses thread:
QuoteFrom his vantage, the forest looked pristine. Arbogast was moved by the wood that he called home, but still, he knew something was off. The Fire-watcher knew there were eyes looking back at him...many eyes. He was also shaken by the fact that there were no sounds of animals, only the wind through the trees. Arbogast scanned all around, looking up into the fading day, as he did. The only thing he saw was a hawk - or maybe it was an eagle - hanging high, high above on the winds.
Gwaihir the Windlord had hung on the thermals that rose from the earth for the better part of the day and into the early evening. The Misty Mountains were home to the eagle lord but oft did he like to look upon the Greenwood of old. His eyes were keen and he could see much from his height, even though there was a canopy of leaves below. There was a darkness moving in the forest, seeming to be focused on one point - an old Dwarven fortress. Gwaihir knew this small castle and the road that had once ran alongside it. As keen as his eyes were so, too, was the memories of the Eyrie - the home of Eagles through generations back to Thorondor.
Atop the broken fortress was a man and Gwaihir wondered at what mischief might be afoot to cause the Shadow to be drawn to the ruin.
Men, the Eagle thought,
always finding trouble for themselves. Still, the moving darkness was great and the Windlord could now see it was a host of spiders - many spiders and all led by the foul one named Tauler. No matter what their actions, the Men of Mirkwood could not possibly deserve or know that they would be assailed so, by such a host.
With a twitch of his pin feathers, Gwaihir changed his course so that he would fly in a large arc back towards the mountains so that he might summon aid along the way.
The battle at the Millfort was all but won. Tauler knew that he and his brood would feast this night upon the remains of these Men and Dwarves. The one that had challenged him now stood low. It would only take one more stab of the giant spider's fangs and the Beorning would know oblivion. Once done, they would draw the bodies to the center of Mirkwood and display the husks - murderers! Killers! The pleasure it would create within the parliament of spiders would make for a massive feeding spree across the forest, as the spiders would celebrate with death.
Tauler re-positioned for another attack on the weakened man.
Though he was weary, Grimbeorn found the means to move quickly from Tauler's new attack. The Beorning dove for the hatch, rolling as he did through its opening and down onto the the steps. Esgalwen reached for the handle and pulled down the hatch, which shut with a bang, even as Tauler made to bite her.
The giant spider was now no longer an immediate threat, but still the chamber was active with melee.
(https://dl.dropboxusercontent.com/u/52987685/tauler_maw.jpg)
:ooc: Okay ... PC results...
• Bofri is unconscious
• Grimbeorn rolls through the hatch with the use of a Hope :csu:
• Rorin cleared webs for Grimbeorn
• Esgalwen closed the hatch
• Bandy stabbed Hunter 4 with a :g: success for 5 END loss
• Arbogast may spend a Hope if he wants to make his attack a success
Now... the spiders get to go
:ooc: Much as I would usually say that there's no point dying with Hope still left, my total was only 9 due to Weariness. Spending a Hope point won't bring that up to something useful.
Also, did I miss something, or does Bandy's hunter need to make fail a Protection roll?
:ooc: Darn - I forgot to check again.
I also forgot your weariness making the 1-3 rolls a zero, so yea, that makes sense to not use Hope
Lastly, I did forget that Bandy got a piercing blow...
spider attempts to defend
TN 14 armour 3d:00: 1d12 : 10, total 10
Rolled 3d6 : 1, 3, 5, total 9
:ooc: Spiders attack...
Spider outside attacks the front door (basically leaping and smashing its mass against the doors):
TN 10 2d:00: 1d12 : 7, total 7
Rolled 2d6 : 6, 6, total 12
Spider outside attacks the back door (basically leaping and smashing its mass against the doors):
TN 10 2d:00: 1d12 : 3, total 3
Rolled 2d6 : 5, 2, total 7
Hunter Spider damages:
:dmg: 6 edge: :~~: injury: 15
Hunter 4 and 5 move to attack Bandy
TN 21 beak 2d6+4:00: hunter 4 1d12 : 9, total 9
Rolled 2d6+4 : 5, 6 + 4, total 15
:00: hunter 5 1d12 : 7, total 7
Rolled 2d6+4 : 4, 5 + 4, total 13
Hunter 3 attacks Esgalwen
TN 15 beak 2d6+4:00: hunter 3 1d12 : 2, total 2
Rolled 2d6+4 : 3, 5 + 4, total 12
Hunter 1 attacks Rorin
TN 16 beak 2d6+4:00: hunter 1 1d12 : 3, total 3
Rolled 2d6+4 : 4, 3 + 4, total 11
Hunter 6 attacks Arbogast
TN 21 beak 2d6+4:00: hunter 6 1d12 : 2, total 2
Rolled 2d6+4 : 2, 1 + 4, total 7
Tauler attacks the damaged floor repairs
TN 10 3d:00: 1d12 : 11, total 11
Rolled 3d6 : 2, 4, 6, total 12
:ooc: Spider attack results...
• Front door takes 11 END loss
• Back door takes 5 END loss
• Tauler smashes the floor for 14 END loss
• Arbogast is missed
• Esgalwen is missed
• Rorin is missed
• Hunter 5 misses Bandy
• Hunter 4 hits Bandy with a 24 great success for 10 END loss
Quote from: tomcat on Jan 03, 2017, 10:53 PM:ooc: Darn - I forgot to check again.
I also forgot your weariness making the 1-3 rolls a zero, so yea, that makes sense to not use Hope
Lastly, I did forget that Bandy got a piercing blow...
Not a problem. There's lots and lots of moving parts for you to keep track of in this fight.