Situation: The Fellowship has followed the servants of the Shadow to their lair beneath Lake-Town.
Combat Advantage dice:• Arbogast 1/1
• Esgalwen 2/2
• Hathcyn 0/0
• Laeral 2/2
Situation Modifiers:• The unseen foes have the initiative.
Physical Modifiers (complications): • Footing is treacherous. Any character struck with a Great or Extraordinary success must make an Athletics roll (at TN 5 + Endurance lost) or fall. Characters on the raft receive a +4 bonus to their roll. Characters can also use a called shot (TOR p 178) to perform a Pummelling Attack (Adventurer's Companion, p 111) to automatically knock their opponent into the water.
PC/NPC | :+~: | PARRY | :<>: | ARMOUR | :vv: | HOPE | :<3: | END | :-X-: | STANCE | :##: | STATUS |
Arbogast Esgalwen Hathcyn Laeral
| | • 6 (:<|: +3) • 6 • 7 • 8 | | • 2d (:C|: +3) • 1d (:C|: n/a) • 2d (:C|: n/a) • 3d (:C|: n/a) | | • 13/16 • 10/14 • 8/13 • 10/12 | | • 26/26 • 27/27 • 21/29 • 28/28 | | Defensive Rearward (poling raft) Defensive Rearward | | normal normal normal normal |
ENEMY | :+~: | PARRY | :<>: | ARMOUR | :@: | HATE | :<3: | END | :csu: | NOTES |
Unseen bowman 1 Unseen bowman 2 Bowman 3 | | • ? • ? • 4 | | • ? • ? • 1d | | • ? • ? • 2/2 | | • ? • ? • 14 | | |
STANCES:-X-: | Forward - action order 1 Close combat TN 6+ parry Forward Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/forward.jpg) | :-->: | Open - action order 2 Close combat TN 9+ parry Open Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/open.jpg) | :<|: | Defensive - action order 3 Close combat TN 12+ parry Defensive Maneuvers (http://rpg.avioc.org/webimages/lotr/tor/defense.jpg) | :<->: | 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 (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 |
As the noise dies down, two more arrows follow the first.
:ooc: The bowmen are targeting Arbogast and Esgalwen.
vs Arbogast:00: 1d12 : 6, total 6
Rolled 2d6+3 : 6, 2 + 3, total 11
vs Esgalwen:00: 1d12 : 7, total 7
Rolled 2d6+3 : 1, 2 + 3, total 6
Both shots are well wide of the mark, one splashing into the dim water and the other lodging in a piling with a wet 'thunk'.
:ooc: Before you can take any hostile action in return, you'll need to find these guys with an Awareness roll against TN 16. Using a lantern grants a +4 bonus to the roll, but gives the bowmen the same bonus to their attack rolls. On the other hand, if the Awareness roll is a Great or Extraordinary success, you'll have shone the lantern directly into a bowman's eyes, temporarily blinding him. You pays your money, you takes your chances.
Once you've found your targets, one of the people on the planks will need to make an Explore roll to find a path to them. The pair on the raft can shoot from where they are, though you can't shoot and push the raft along at the same time.
:ooc:i'll take the risk with the lantern.
As the arrows whistle past Hatchyn lifts the hood on the lantern. Their foes know where they are already, but they must level the playing field. The beam if light flashes into the gloom.
Rolled 1d12 : 5, total 5
Rolled 3d6 : 1, 2, 4, total 7
:ooc: just make 16 with the +4.
Even as Hathcyn unhooded the lantern to light the pilings, Esgalwen toiled at her task of moving the boat ever closer - arrows be damned.
:ooc: I will let Laerel return fire and do my part. Let me know how many rounds need done until she can engage.
Arbogast, shield raised and ready to protect Hathcyn, follows the beam of the lantern as his comrade searches for the bowmen. The Longspear lets out an excited cry when he finds one, and the Fire-watcher is already tracing a path along the planks and beams...
:ooc: Explore roll to find Hathcyn's man:
:00: 1d12 : 3, total 3
Rolled 4d6 : 4, 2, 2, 2, total 10
Quote from: tomcat on Jun 03, 2021, 05:01 PMLet me know how many rounds need done until she can engage.
:ooc: That'll depend on the result of an Explore roll - it'll be three rounds with a basic success, two with a Great, one with an Extraordinary. Or, as with Arbogast's rather pathetic roll above, you might not be able to find a way there at all (though you can try again in following rounds).
Due to the different factors in play, Team Planks and Team Raft will need to roll separately.
EDIT: To be clear, anyone can shoot at the archer Hathcyn has found.
:ooc: Not sure if she is allowed one, too, but here is an Explore roll from Esgalwen.
TN 16 2d+4:00: 1d12 : 5, total 5
Rolled 2d6+4 : 5, 4 + 4, total 13
:ooc: She's absolutely allowed one. It'll take three rounds to get over into melee range of the archer.
In the meantime, take an AP out of petty cash.
Laeral takes aim at the bowman she immediately spotted (bowman #3). There is no time to waste in this gloom given the threat that announced itself. She steadies herself, easy enough with Esgalwen's steady hand.
:ooc:
Called shot - Bow
Bows - 1d12 : 11, total 11
Rolled 3d6 : 4, 5, 5, total 14
:ooc: what the...?! *sigh* nothing cool from the elf today.
Laeral's hand and eye are one as she draws back her bowstring. Just as she lets her shaft fly, however, the entire raft rocks beneath her feet as something roils beneath the surface of the water. It makes contact with the underside of the raft with a heavy thump that both she and Esgalwen feel through their boots.
For a heartbeat, all is quiet...
:ooc: Matt's :~~: has triggered another revelation episode, which in this case means that something I was holding in reserve has entered the fray early.
:ooc: "they have a swamp thing
:ooc: YEEEEEEEEEEESSSSSSSSS! (-D