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Spider Siege! - round 5

Started by tomcat, Dec 26, 2016, 09:05 PM

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tomcat

Situation: Holed up in the Millfort, the company plans to deal a wicked sting to the Spiders of Mirkwood!

Attercops
Hunters
Tauler

Combat Advantage dice:
Esgalwen 0 / 2
• Rorin 2 / 2


Situation Modifiers:
• The Company has initiative
• The hatch is covered with webs - TN 10 to hit and 20 END to clear
• Front door is at 39/60
• Back door is at 45/60

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)
12/16
16/18
10/12
10/12
7/10
n/a
14/26
22/22
27/27
31/31
28/34
9/21 [Weary]
COMBAT STATUS by PC
PCENEMYPARRYARMOURENDHATENOTES
BandyAttercop 1
Attercop 12
Attercop 14
4
4
4
2d
2d
2d
DEAD
DEAD
DEAD
2/2
2/2
2/2
• firing arrows through 1st floor vantage, spider must attack with Rearward stance
EsgalwenAttercop 2
Attecop 13
Attercop 15
4
4
4
2d
2d
2d
DEAD
DEAD

5/12
2/2
2/2
2/2
• firing arrows through 1st floor vantage, spider must attack with Rearward stance
ArbogastAttercop 3
Attercop 6
Hunter 1
Attercop 16
4
4
6
4
2d
2d
3d
2d
DEAD
DEAD

18/25
8/12
2/2
2/2
3/3
2/2
• in melee on second floor with two spiders coming through roof, spiders match PC stance
RorinAttercop 4
Attercop 8
Attercop 9
Hunter 2
Hunter 5
Hunter 6
4
4
4
6
6
6
2d
2d
2d
3d
3d
3d
DEAD
DEAD
DEAD
DEAD

25/25
25/25
2/2
2/2
2/2
3/3
3/3
3/3
• in melee on second floor with spiders coming through roof, spiders match PC stance
BofriAttercop 5
Attercop 11
Hunter 3
Hunter 4
4
4
6
6
2d
2d
3d
3d
DEAD
DEAD

25/25
25/25
2/2
2/2
3/3
3/3
• in melee on second floor with spiders coming through roof, spiders match PC stance
GrimbeornAttercop 7
Attercop 10
4
4
2d
2d
5/12
DEAD
2/2
2/2
• in melee on second floor with spiders coming through roof, spiders match PC stance
STANCETN (+parry)PC / LMCOptions...
Forward - action order 1
Close combat
TN 6+noneForward Stance maneuvers
Open - action order 2
Close combat
TN 9+Grimbeorn,
Rorin,
Arbogast
Open Stance maneuvers
Defensive - action order 3
Close combat
TN 12+BofriDefensive Stance maneuvers
Rearward - action order 4
Ranged combat
Must be 2 other PC's in Close Combat
May not use if outnumbered 2:1
TN 12+Bandy,
Esgalwen
Rearward Stance maneuvers
Any
Escape combat
Must start in Rearward or roll
TN 10 + highest attribute level
of opponents
noneMay safely flee from the scene of combat
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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: front door should be at 21 right?
THE GAME MUST GO ON!

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

Eclecticon

All around Arbogast sounds the clangor of battle - the grunts and cries of Men and Dwarves, and the inhuman hisses and screams of wounded and dying spiders.  The Fire-watcher hears also the wild drum-beat of his own heart, yet still strong, but racing.  The strength of his arm will not last forever, and though he had, he thought, a reckoning of the spiders' numbers, they now seem without end.  The battle has become like a fever dream - ceaseless and strangely repetitive. 

Then, as if bidden by his half-formed thought, the fort begins to quake.  Mold, stones and yet more spiders are shaken from the shattered roof to the uncertain floor as something vast and terrible begins its ascent.  It has returned, Arbogast manages to think.  The great beast with which we held parley has come to avenge its insult.

There is little time to have wit of the goings-on, but this he knows: Rorin and Bofri fight on, though each is hurt.  Grimbeorn stands behind him, not to be seen without turning his back to their foes, but his cries of frustration do not augur well.  All are touched, to some extent, by pale and viscid strands of web. 

It is enough.  Their stand here has been made.  Now is the time to seek the shelter of their redoubt, and reap the benefits of the labourious hours that have gone before.  With a frantic bellow, he pushes forward a pace, driving the spiders back with shield and weight of Man-flesh.  Then, in the precious half-second before the creatures respond, he hacks desperately at the webs covering their escape route. 



:ooc: Taking a leaf from Grimbeorn's book (though hopefully picking an easier target), Arbogast will shift into Open stance and make a twin strike at the webs. 

Attack 1
:00: 1d12 : 1, total 1
Rolled 1d6 : 6, total 6


Attack 2
:00: 1d12 : 5, total 5
Rolled 1d6 : 2, total 2
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: Well, shit.  I'm beginning to think that the twin strike maneuver is pretty useless unless you've got five or six dice in your main attack skill. 

Can I spend two points of Hope to turn both attacks into hits?
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

tomcat

Quote from: Telcontar on Dec 26, 2016, 10:36 PMooc: front door should be at 21 right?

 :ooc: it is, I just changed the damage count to a descending number the way I do all other END round stats. Instead of 21 and counting up, I made it 39 and counting down.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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

Yeah, twin strike isnt worth gamble, it's like having two first level attacks, and relies too heavily on the Feat die to succeed.
THE GAME MUST GO ON!

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

GandalfOfBorg

"Enough!" roars Grimbeorn and puts all his effort into one of the creatures.

 :ooc:  :00:
Axes 7 -  1d12 : 12, total 12
Rolled 4d6 : 6, 1, 4, 4, total 15
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

Bandy remembered one of the songs that the comapnions had heard in their travels. He knew that the big folk were invovled in the hard work of war upstairs. The smashing of weapons and the thud of hard objects against wood and soft tissue could be heard. The stout Hobbit stood to his post on the ground floor firing as fast as he could to render what aid he could to his friends. Seeking to let his friends know that they still fought below and to inspire them the tenor of the Hobbit rang out in song.

                 
We sleep no more; the horn blows—hark!         

        To arms! away!       

They come! they come! the knell is rung                     

        Of us or them;         

Wide o'er their march the pomp is flung               

        Of gold and gem.   

What collar'd hound of lawless sway,     

        To famine dear—     

What sinister slave of Mirkwood,           

        Leads in the rear?   

Come they from dark wilds afar,             

        Our blood to spill? 

But, dark and still, we inly glow,

        Condensed in ire!   

Strike, tawdry slaves, and ye shall know               

        Our gloom is fire.   

In vain your pomp, ye evil powers,           

        Insults the land;       

Behind, before, above, below,

        They rouse the brave;         

Where'er they go, they make a foe,       

        Or find a grave.

The bow string of the Hobbit releases another deadly dart at the beats that assaulted the Millfort.

Rolled 1d12 : 12, total 12
or
Rolled 1d12 : 5, total 5


Rolled 4d6 : 1, 1, 6, 2, total 10
THE GAME MUST GO ON!

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

Telcontar

 :tup: piercing blow, great success.  (>d  (>d
THE GAME MUST GO ON!

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

tomcat

:ooc: Paul - I can't find anything on how many hope can be spent in a single action (or in this case, double action). Unless you guys know something I don't, i am going to treat it like Star Wars Saga Force Points and say only one point per round. That being said, Esgalwen and Rorin have Bonus success dice from their battle rolls.

Esgalwen will give you her last dice.

I'll have another update shortly.
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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 want to say I read erratta that said one hope point per roll of the feat die, a feat die being an action, not if you can roll two and pick one. Simce twin strike is specifically two distinct rolls you may. I'll look into it. 
THE GAME MUST GO ON!

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

Eclecticon

:ooc: Thanks, Esgalwen!  I'll add it to the first roll.

Rolled 1d6 : 4, total 4
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

Eclecticon

:ooc: And I'll spend the Hope for the second strike.  
Reason is a tool.  Try to remember where you left it.  - John Clarke

The Warden's Axe: :dmg: 5/7, Edge 9, Injury 18/20
Woodcrafty - In wooded areas, Parry is based on favoured Wits score.
Character sheet

tomcat

Esgalwen watched as Bandy loosed another shot and she smiled when it struck deeply into the underbelly of a spider that covered the window. The thing had been trying to send tendrils of sticky web into the room and it quickly retreated when the missile penetrated its flesh.

Or maybe it perished, she thought. It was then that the Ranger noticed the hatch in the roof - it had become darker and she knew right away what was going on.

"Bandy, hold the creatures whil'st I aid our friends!"

Dropping her bow and drawing forth Nimronyn, Esgalwen raced up the stairs that led to the second floor and the hatch that gave access. She started back when the axe of Arbogast cut at the webbing from the other side, but the Dwarven axe did not break through. Her own sword slashed and the webbing began to yield.

:ooc:

Esgalwen attacks the webbing
TN 10 Nimronyn 3d
:00: 1d12 : 11, total 11
Rolled 3d6 : 4, 2, 4, total 10

:dmg: 5   edge: 9   injury: 16
Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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: Damn! She still did 5 END but I was hoping for something more.

Oh well - results thus far:

• Arbogast does 12 END damage to the webbing over the hatch [8/20];  :csu: for Hope point

• Esgalwen does 5 END damage to the webbing over the hatch [3/20]

• Bandy does 9 END to Attercop 14, plus piercing

• Grimbeorn kills Attercop 10 - I'd roll the piercing test, too, but there is no need.


Attercop 14 protection test
TN 14 armour 2d
:00: 1d12 : 5, total 5
Rolled 2d6 : 2, 2, total 4

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 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]