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Beleaguered defense - round 7

Started by tomcat, Aug 16, 2014, 05:00 PM

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tomcat

Aug 16, 2014, 05:00 PM Last Edit: Aug 22, 2014, 08:11 AM by tomcat
Situation: The company is engaged in combat on the banks of the Gwathlo.

Situational Modifiers:
• Dirnhael is Winded -1
• Nain is 21/102 Dazed -0, Winded -1
• Edrahil is 40/54 Incapacitated -7
• Durgil is 15/36 Injured -3
• Berserker 1 is 56/66 Near Death -7; 11 HP per level, DEF 12
• Berserker 2 is 8/66; 11 HP per level, DEF 12
• Berserker 4 is 0/66; 11 HP per level, DEF 12

Physical Modifiers:
• Darkness penalty of -2 will apply to all PC's  that do not have Night-eyed

Initiative:
Celdrahil (+6) - 13
Nain (+2) - 13
Berserkers (+4) - 13
Dirnhael (+5) -12
Fengel (+3) - 9
Durgil (+2) - 9
Edrahil (+2) - 2


Quote from: For Mass Combat:arrow: OOC: COMBAT RULES:

1. Each combat round will be 1/4 hour. Roll 1d3 to determine number of opponents around the character for that round. This number will change every round giving the feel that enemies are constantly moving about the character - some may attack, some may not. This allows the characters to interact and also be wounded, as they might be in battle. The kills will count in the main melee and for XP, but it is also there to give the character a bit of bragging rights. I may introduce a captain or lieutenant or some other semi-major NPC that steps up to fight you. If that happens, I will let you know. In this case, we would revert to standard combat for your character.

2. Enemies will roll 2d6 per attacker and will hit on each die result of 1 or 2 for 2d6+3 damage minus any armor protection

3. The number of Enemy attackers above does not imply that that is all of the soldiers the character may attack on his turn. It implies that in the fray of combat, that is how many attackers took a swing at the character.

4. Characters then may roll 3d6 per round and will kill one enemy soldier per die based on the results of each die roll and their current Health/Weariness (consult the chart below)




Healthy/Hale: 1-5
Dazed/Winded: 1-4
Injured/Tired: 1-3
Wounded/Weary: 1-2
Incapacitated/Spent: 1
Near Death: Cannot combat
For the Hardy Edge:
Healthy/Hale: 1-5
Dazed/Winded: 1-5
Wounded/Weary: 1-4
Injured/Tired: 1-3
Incapacitated/Spent: 1-2
Near Death: 1 ... at this level he is Near Death but still swinging his axe. He literally would go down fighting

5. The characters will skirmish one time for each Battle round and must make a Weariness Test TN 10 at the end of the attack. Skirmishes are considered simultaneous combat in regards to results. If a character wishes to get out of the heat of battle, you must announce it and I will then determine what it takes for him to retreat.

MODIFIERS (all that apply will be illustrated here and included in stats below)
Terrain effects by area:
Woods - cause a -5 to movement and reduce Ranged Combat modifier to 0
Light Fortification - units within gain a +2 to Toughness and +3 to Ranged Combat and Support
Mud- units combating within have a -2 penalty to movement and -1 to Command
Dark - all units suffer -2 to any actions due to darkness, except Orc units


[tabular type=4 caption="Free Peoples: Defenders total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
4
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - trained[/data][data]
4
[/data][data]
8
[/data][data]
5
[/data][data]
10
[/data][data]
10
[/data][data]
5
[/data][data]
6
[/data][data]
1,760
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-1
[/data][data]
---
[/data][data]
---
[/data][data]
+7
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee - untrained[/data][data]
0
[/data][data]
7
[/data][data]
10
[/data][data]
5
[/data][data]
9
[/data][data]
5
[/data][data]
9
[/data][data]
1,800
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-3
[/data][data]
-1
[/data][data]
-1
[/data][data]
+5
[/data][data]
-1
[/data][data]
-1
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]

[tabular type=4 caption="Enemy: Wild Men total strength 110 (11 units)"]
[row][head]
Unit Type
[/head][head]
Quantity
[/head][head]
Command
[/head][head]
Ranged
[/head][head]
Melee
[/head][head]
Toughness
[/head][head]
Support
[/head][head]
Movement
[/head][head]
Effective Value
[/head][head]
Special
[/head][/row]
[row][data]Archers[/data][data]
2
[/data][data]
7
[/data][data]
9
[/data][data]
7
[/data][data]
11
[/data][data]
5
[/data][data]
8
[/data][data]
940
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[row][data]Melee [/data][data]
6
[/data][data]
7
[/data][data]
5
[/data][data]
11
[/data][data]
12
[/data][data]
5
[/data][data]
8
[/data][data]
960
[/data][data]
n/a
[/data][/row]
[row][data]
modifiers
[/data][data]
◙◙
[/data][data]
-7
[/data][data]
---
[/data][data]
---
[/data][data]
-2
[/data][data]
---
[/data][data]
---
[/data][data]
◙◙
[/data][data]
◙◙
[/data][/row]
[/tabular]
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]

Stefan

Aug 19, 2014, 05:22 AM #1 Last Edit: Aug 20, 2014, 06:27 AM by Stefan
Nain panted a little as he swung his axe at the mass of men and orcs swarming up the beach.  He was bleeding from several cuts and feeling his age.  This was definitely a job for younger men.  The wildmen in front of him were falling to the blades of the militia but his companions on the wall were still embattled by the berserkers.  He turned and ran to their aid just as he saw Edrahil fall to the ground.  Standing over his fallen companion he swings at the berserker just to keep the bastard from landing a killing blow.

Round 7

1st action: move to aid Edrahil (Jog?)

2nd action: attack Berserker 2 (2d6+9, -1 winded)
Roll(2d6)+8:3,1,+8 Total:12

3rd action: attack Berserker 2 (2d6+9, -1 winded, -5 MAP)
Roll(2d6)+3:2,4,+3 Total:9

Nain's Weariness Test (TN10; 2d6, Stamina +4, Hardiness of Body +2, Weariness -1 = 2d6+5):
:00: Roll(2d6)+5:6,3,+5 Total:14 - Success

:arrow: Nain's condition is Dazed and Winded -21/102

:ooc:  Ok, revised post. I guess I was confused when you said that the only group facing foes was Dirnhaels.

tomcat

:ooc: Just so you know, you can move out of an arena, Stefan to engage another if you want. It will cost one STANDARD action.  SO, Nain can climb onto the defense if he wants, to aid Edrahil. If you do decide to re-do your actions, it is fine with me.
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]

tomcat

:ooc: Waiting on Tom before I make any Enemy actions. I read one of his posts on Facebook - he may be out of town - we shall see.
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]

GandalfOfBorg

 :ooc:  Ok, just hope that Durgil survives this ugly ordeal.   ;D
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

Telcontar

Celdrahil finally got the drop on his opponent. The dancing circle of blow counter blow finally moved the knight into a position to take the initiative.
Attacks: +16+2+2-12= 18
Attack 1
Rolled 2d6+18 : 2, 1 + 18, total 21

DMG 1
Rolled 2d6+7 : 2, 4 + 7, total 13


Attack 2
Rolled 2d6+18 : 4, 6 + 18, total 28

DMG
Rolled 2d6+7 : 3, 1 + 7, total 11


Attack 3
Rolled 2d6+18 : 5, 5 + 18, total 28

DMG
Rolled 2d6+7 : 3, 2 + 7, total 12


:ooc: If he goes down early I may spend my actions differently.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

:ooc: Berserker 1 attempts to defend against Celdrahil (I will roll all three, but if he dies prior to all actions being conducted, you may re-do an unneeded action)

TN 21,28,28 Armed clubs (mattock)  +19 (2d6+6), +2 specialty, -2 darkness, Near Death -7
:00: action 1 2d6+12 : 2, 6 + 12, total 20

:00: action 2 2d6+12 : 6, 6 + 12, total 24

:00: action 3 2d6+12 : 6, 5 + 12, total 23

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]

tomcat

:ooc: GREAT ROLLS! I LOVE MY DICE ROLLER!  ;D  ;)

He misses first parry which does 13 damage -4 = 9 --or-- 65/66 Near Death -1

He rolled double sixes on #2, so he makes a cascading dice roll:
Roll(1d6)+0: 4,+0 Total:4 which allows a parry of # 2

Final dice roll parry is a miss, which is a KILL.

Sorry, Tom, you will need all three actions to put this guy down.
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]

tomcat

Aug 24, 2014, 08:09 AM #8 Last Edit: Aug 24, 2014, 08:13 AM by tomcat
The large wild man's name was Okar, and he had led many of his people out of the hills along the Misty Mountains in summons to the Gibbet King. He was a warrior and his heart held no fear of any living man, but the Gibbet King was no living man - and so he paused at his decision. The riverbank was strewn with the dead of his kin who now lay among the foulness of orcs, and now there was but a shadow of the force he had led across the river. As his eyes and mind assessed the situation, Okar watched as another of his champions was driven back from the flashing blade of one of these men of Tharbad - men the Gibbet King had said were beaten! Beaten by disease, famine, and war!

But no, before him, the warrior made a feeble attempt at staving off one blow only to fail, parry another, and then have the sword of Celdrahil driven into his neck. Okar could see the gout of blood that erupted from his man's mouth and throat. He shook his head and thought to himself, it is enough this night!  The Wild Man leader brought his horn up and blew a low rumbled sound that caused all of the remaining warriors in his clan to pause... retreat?!

Okar cried out, "TO ME, OL-GHARI! LEAVE THIS RUIN FOR ANOTHER DAY!"

To the north of him and on the weak defense, his other champions hesitated but the desire on their faces was clear - there was no retreat. Again came the cry of Okar, "TO ME DOGS!"

The mountain folk began a hasty pull back away from Nain, Fengel, Dirnhael, and the soldiers they led. Durgil watched as the large warrior in front of him pulled away, as he spat. The final berserker, his mattock ready to smash Edrahil's head, sneered and cursed, as he too spat on his fallen enemy. "WEAK!" he cried and jumped down off the fortification.

Okar began to run in a loping fashion from the weight of his weapons and armor, north along the riverbank. The Wild Men that had followed him across the water, at least those that could, began to run with him. Their heinous war crys and threats filled the night, though it was in their own tongue, and none of the Free Folk could comprehend. The great wild man leader knew the night crossing had been the wrong plan. He could have come over by day, further north and his army could have then marched down the river smashing all that resisted them. But no, the Gibbet King had demanded this attack in his frightening, whispery voice. "Fear...that is what we must bring to them."

Okar wondered if these ragtag defenders were afraid now.

Dirnhael watched as the Wild Men took to flight and his own men were at the ready to follow them and try to destroy the retreating enemy, but then he saw the crumpled form of Edrahil on the wooden bastion. Did he dare leave his friend to lay here amongst the dying? Would a charge after their attackers achieve any more this night?




:ooc: I am leaving this narrative in the combat round in case you guys decide to continue.
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]

Telcontar

 :ooc: dice roller   :roll:

Celdrahil knew that despite the foaming wrath of the warrior in front of him he was on the ropes. Finally getting into a position where he could attack instead or react meant that he was not long for Arda. The knight had not faced this fighting style before and he now had a greater respect for the hillmen of Erigion.

As  his foe fell he scanned the battle field in the swirling chaos punctuated only by the burning light of still lit arrows and the braziers used to light them. His trained ear listened to the battle instead and with his immediate concern dealt with he tried to determine how his friends faired. The muttering of Nain could be heard, the "battle cry" of dwarves known to him. Absent however were the sporadic bursts of Quenya that had previously accompanied the music of the battle. Where was Edrahil, what was his fate?
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

tomcat

:ooc: We seemed to cross-post, Tom. Add more to your narrative/dialogue as you please.  :)
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]

Telcontar

 :ooc: i'm good. I'll let others chime in.
THE GAME MUST GO ON!

Hathcyn
Great Spear
2h.  4d :00: 9 :dmg: Edge 8 Injury 18

sdrotar

Dirnhael lifted his blade as the invaders turned tail. He was tempted to follow for only a moment -- but turned his attention to Edrahil; his oldest friend, who lay unmoving in the muck.
He ran towards his fallen friend, boots splashing through the mud, hoping that his nigh-immortal companion had not met his final fate.

:00: Treat Wounds +3
Rolled 2d6+3 : 2, 5 + 3, total 10
LOTR Characters:Dirnhael, Vári
ST Characters:Stonn, Ramos
SW Character: Caden Whitesun

GandalfOfBorg

Durgil held his gaze and bearing until he could see the wild man no more and then slumped forward to a knee, his blade driven into the muck to keep from falling further into it.  Exhaustion, pain, and more than a twinge of fear and yet relief as well flashed through him -- he had never encountered a man so brutal before!  This would not be the last time he thought of his love and life back in Arthedain.  "See to the wounded and dispatch any surviving orc filth.  I go to report to our Captain."
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

Nain stood over Edrahil's body holding his axe in both hands and panting as what was left of the wild men and their orcs ran back down the beach.  He considered following but knew he needed to make sure his fallen companion was safe first.  He only moved when Dirnhael arrived and started tending to the Elf's wounds.  He stepped aside and took a knee, leaning on his axe and watching to make sure none of the wildmen stayed on this side of the river.