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Post by Robyn Redwolf on Sept 20, 2019 19:52:19 GMT 1
Robyn is helpless as he watches his Lord get pelted, arrow after arrow, the cut on his arm sending a shiver down Robyn's spine. As he falls, Robyn lets loose a scream of anger and rage, yelling to the others, "I need two others here, protect our Lord!" He reaches forward, towards the looming figure above him, and with a mighty heft, attempts to pull him from his horse. Pulling Marq off his horse: 5d6k4+1 22
If that doesn't work I don't know what will, and Robyn is trying to get as many people near him so that he can use this person's disadvantageous position against him. Robyn: 12/12 CD: 13 AR: 3
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Post by Father on Sept 20, 2019 20:39:39 GMT 1
Would require that you drop either sword or shield as you'll need a grab weapon (and talented doesn't quite work like that without any bonus dice, as you roll 4D and then chose if you want to do the reroll, with bonus dice you wouldn't have kept the lowest one anyway, in this case you'd get 22 right off the mark and presumably not re-rolled, or got that 1 and definitively re-rolled).
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Post by Robyn Redwolf on Sept 20, 2019 20:58:41 GMT 1
Ok, for next time I will remember that, I am sorry. I would drop my sword then, because arrows are a thing that he still has to worry about, and next turn he will just pick up his sword
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Post by Father on Sept 20, 2019 22:00:48 GMT 1
Robyn manages to get their leader to the ground, though the mystery knight gets back on his feet, and the guards keeps falling around him. Ser Zachary leads most of those guarding the rear to bring the fight to the archers, felling a few of them in the process, but leaving the ladies mostly unprotected.
Zachery->Bandits->Robyn->Marq->Guards->Hedge Knights. Get up from prone (fatigue to ignore AP): 3d6-2 5Spends full round to do that. Aim+Attack and charge Hedge Knights: 2#6d6k4 23 20 2#5d6k3 16 133*3-7=2 on both, and then 2*5-7=3 on the first one. Guard charges Marq: 5d6k3 12 No damage. That's 5 guards engaged, 2 does shield other on the women. 4 remaining, gotta turn the tide somehow: 4x charge Bandits: 4#5d6k3 13 10 17 14That's 3x 2*5=10, and 1x 1*5, 3 bandits down. Hedge Knights 2x divided attacks: 4#4d6 11 14 17 180, 2x6-1=5, 12-1=11. Another 2x Guards are down. Targets: Zach, Robyn, 2x ladies, 9x guards. 4 of which have waded into melee, so let's say 9 (was 12) Bandits now has to switch to sidearms and engage those. Leaving 24 arrows and 9 targets. One extra arrow for the knight and the boy who pulled dear leader off the horse, and because I'm messing it up... Zachary move+Attack bandit: 6d6k4-1 19 He kills one bandit and attracts fighting attacks from three more. 1x draw club and attack, 8x draw club while moving and attack: 4d6k3 17 8#4d6k2 12 6 9 9 7 12 10 91 damage to one Guardsman. Arrows for Robyn: 3#5d6k3 9 15 14Zach takes 3-2=1 damage. Arrows for Falyse, Zia: 2#5d6k3 14 7 2#5d6k3 14 123 and 3 First 7 Arrows for Guards: 7#5d6k3 16 13 17 16 10 13 17Second 6 Arrows for Guards: 7#5d6k3 12 15 15 17 12 12 That's 3 down. 3x Bandits near Zachary draws their clubs and does caution. Falyse, Zia CyB: 2d6 2 2d6-1 5Allies: Lord Vardis X Ser Zachery 8/9-2 injuries. CD: 13 AR: 2 Ser Norren X Ser Willem X Guard with knights 4/9 1x Guards 5/9 2x Guards 5/9 (engaged with bandits) 1x Guards 4/9 (engaged with bandits) 1x Guards 2/9 (engaged with bandits) 12x Guards X CD: 13 AR: 1 Enemies: Marq Warren 12/12-2 fatigue CD: 11 AR: 7 2x Hedge Knights 4/9 and 4/9 CD: 10 AR: 7 31x Bandits 9/9 (3 near Zach with cautious, 8 near guards) 1x Bandits 4/9 (near guards) 4x Bandits X CD: 8 AR: 0 Noncombatants: Zia 2/6-1 injury Falyse 4/6 CD: 8 AR: 0 2x ladies in waiting XX
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Post by Robyn Redwolf on Sept 20, 2019 22:19:21 GMT 1
Robyn watches as this man stands up in front of him, and he realizes this is where he needs to shine. His Lord is on the ground, hopefully knocked out cold, not dead, and he is the only thing standing between this man and the rest of his compatriots. And Falyse. He looks and quickly sweeps up his sword, adjusting his stance, and swings cautiously at the looming presence before him, letting loose a long and powerful battle cry
Lesser action to pick up sword, other to swing at Marq catiously. Catiously swinging at Marq: 6d6k3+1 16
That is two degrees of success, so that should make the damage 10-7, correct? unless I am missing something? Robyn: 12/12 CD: 16 (13) AR: 3
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Post by Father on Sept 20, 2019 23:01:03 GMT 1
The enemy is all out of arrows it appears, and the guardsmen holds up better in close combat, but against the enemy knights there is no reprieve, Robyn finds himself alone, and one of the knights moves past him and cuts down the last defender of the wagon. A number of foes also converges on the wagon, Ser Zachary and the other guards are holding their own, but are surrounded and cut off.
Zachery->Bandits->Robyn->Marq->Guards->Hedge Knights. Marq Aim+Attack Robyn: 7d6k4 20 No damage. 4x Guards aim+attack vs Bandits: 4#6d6k4 12 19 12 19One Bandit down. Aim+Reckless on Hedge Knight: 7d6k5 23 If only two more...3*3-7=2 Aim+Attack guard, move+attack guard protecting the ladies: 8d6k4 13 7d6k4 13Both down...not looking good at all. Zachery move+attack other bandit: 6d6k4-1 142*4, now engaged with seven bandits. 4x Bandits attacks Zack: 4d6k3 154x Bandits attacks Zack: 3#4d6k3 14 14 14No effect, other 3 draws clubs cautiosly 8xaim+club against 4xGuards: 8#5d6k3 11 14 14 8 12 13 11 17Remaining 16...all out of arrows, draws their clubs, 8 converges on the guards, 8 moves towards the wagon. Robyn might want to chase after the Hedge Knight that moved past him.Allies: Lord Vardis X Ser Zachery 8/9-2 injuries. CD: 13 AR: 2 Ser Norren X Ser Willem X 2x Guards 4/9 (engaged with bandits) 1x Guards 3/9 (engaged with bandits) 1x Guards 1/9 (engaged with bandits) 14x Guards X CD: 13 AR: 1 Enemies: Marq Warren 9/12-2 fatigue CD: 11 AR: 7 1x Hedge Knight 2/9 (Near Robyn) 1x Hedge Knight 4/9 (Near Falyse) CD: 10 AR: 7 8x Bandits 9/9 (Near Falyse) 8x Bandits 9/9 (Near Guards) 3x Bandits near Zach 9/9 1x Bandit near Zach 1/9 3x Bandits near Zach with cautious 9/9 5x Bandits 9/9 (near guards) 2x Bandits 6/9 (near guards) 1x Bandits 3/9 (near guards) 5x Bandits X CD: 8 AR: 0 Noncombatants: Zia 2/6-1 injury Falyse 4/6 CD: 8 AR: 0 2x ladies in waiting XX
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Post by Robyn Redwolf on Sept 21, 2019 0:00:21 GMT 1
Robyn manages to bring his shield up just in time as a blow comes slamming down into it, causing him to shudder under the weight slightly. This is not how this is going to go down, he cannot beat him in a straight on fight. So instead, he decides that the horse that he just dismounted is the best option. He seizes the opportunity to rush past the swing of the foe before him, ducking beneath it to run and mount the horse. Steading himself, he pushes himself to urge the horse into a gallop, chasing after the knight that rode past him and giving him a swing harder than he has ever swung before.
Ok, I am dividing this up into a lesser action to interact (mount) the horse, a lesser action I assume to get it to move (I assume it is trained for war? and my passive should be able to control it right?) and then take a point of fatigue to swing cautiously at the hedge knight that just rode past him? Attacking the Hedge Knight: 6d6k3 17
That would be 2 DoS, so damage should be 10-7=3? Robyn: 12/12 (1 fatigue) CD: 16 (13) AR: 3
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Post by Father on Sept 21, 2019 13:49:38 GMT 1
The hedge knight groans, but does not go down, Robyn holds his own against a swarm of foes, but among the trees, Ser Zachery is pulled down and relentlessly clobbered, and the remaining men at arms are similarly overwhelmed. Screams for help can be heard from the ladies as some of these scum have reached them and are laying their hands upon Lady Falyse and her mother.
Let's see, interact to get up on the horse, mounted combat works in the fashion that you take a move action and the horse does the hustling, so it probably would require 2 fatigue for 2 extra actions, get on horse->control horse->move->attack. Zachery->Bandits->Robyn->Marq->Guards->Hedge Knights. Marq charges the Horsestealer: 6d6k3-1 15 Miss 4x Guards aim+cautious vs Bandits: 4#6d6k3 17 14 16 173 Bandits down. Hedge knights CyB: 2#3d6 9 6Zia, Falyse CyB: 2d6-1 3 2d6 6Zachery aim+attack on uninjured: 7d6k4-1 167 Bandits on Zach: Knockdown+Grab: 3d6 12 4d6k3 13Knockdown success, +1b for prone: 1d6 4, Zachery is grabbed. 6x Aim+Reckless: 6#7d6k4 14 13 20 20 19 20Zachery is down. 13 Bandits vs 4 guards 1 does CyB: 3d6 134X Knockdown+Grab (+1b in case prone): 4#3d6 14 9 10 7 4#4d6k3 8 8 6 14 4#1d6 3...#1 Prone, #4 grabbed. Aim+grab #1, Knockdown, grab, +1b #2 and #3: 5d6k3 8 2#3d6 11 8 2#4d6k3 13 17 2#1d6 6 2+1b for prone: 1d6 2#1 Prone, #2, #3, #4 grabbed (2 actions remains on #4). Aim+Grab #1; Aim+Attack on #2, #3 and 2x#4: 6d6k3 18 4#5d6k3 13 18 15 18That's 2 guards down, and 2 pretty much done. 2x Bandits with 2x assists, reckless attack on Robyn: 2#5d6k4+2 24 162*2-3=1 damage other does nil. Bandits grabs Zia and Falyse: 2#4d6k3 12 12Allies: Lord Vardis X Ser Zachery X Ser Norren X Ser Willem X 1x Guards 4/9 Grabbed and Prone 1x Guards 1/9 Grabbed 16x Guards X CD: 13 AR: 1 Enemies: Marq Warren 9/12-2 fatigue CD: 11 AR: 7 1x Hedge Knight 4/9 (Near Vardis) 1x Hedge Knight 3/9 (Near Falyse) CD: 13 (10) AR: 7 8x Bandits 9/9 (Near Falyse), 2x Reckless. 5x Bandits near Zach 9/9 2x Bandit near Zach 1/9 12x Bandits 9/9 (near guards) 1x Bandits 7/9 (near guards) 8x Bandits X CD: 8 AR: 0 Noncombatants: Zia 3/6-1 injury, Grabbed Falyse 5/6, Grabbed CD: 8 AR: 0 2x ladies in waiting XX
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Post by Robyn Redwolf on Sept 21, 2019 14:18:42 GMT 1
Robyn takes the brunt of swings, one managing to slip past his armor and against his skin, causing him to feel the warm chill of blood; a relatively new and unpleasant situation. But something causes him to shift out of this hack and slash mode, the screams of Lady Falyse. She must not die, no one should. But if there is still a chance to save her, then his safety be damned. Robyn, in hearing the screams, pushes the horse past the enemies that surround him, charging at the one who is holding Falyse, attempting to cut him down as he shouts at Falyse, loud enough to be heard but gentle enough as not to cause immense fear, "My Lady, we must get out of here before it is too late, quickly! Hop on!"
Robyn is going to do anything he can to make sure that Falyse gets out alive, and that means that he is probably willing to strain himself as far thin as he can to do so. First things first, he is going to cautiously swing at the guy who is holding Falyse, attempting to cut him down in one hit. Because I should only need two degrees of success to kill him flat out, right? Swing on Bandit holding Falyse: 7d6k3-1 16 2 DoS (5 Athletics + 2 Mounted x 2 = 14) If he needs to take another point of fatigue or two even to help her get on the horse and then ride off, he will do so, no questions asked. But if there is something else that needs to be done, he will stay. Robyn: 11/12 (2 Points of Fatigue) CD: 16 (13) AR: 3
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Post by Father on Sept 21, 2019 16:08:17 GMT 1
Since it now is relevant: Falyse iniative: 2d6 7That's after Marq, so there's a few ways this can go: 1. Take a greater action and make an Athletic (Strength) TN 9 test to pull her on the horse, this requires you to drop sword or shield (sword is probably more valuable in case the knights catch up) for a free hand, with three fatigue, one would go into being able to take that greater action, and the last two would let you sprint at 4x6=24 yards. (Regular movement is 8, but 6 because riding double). 2. Robyn passes, allowing Marq to attack him before he does his actions, will allow the strategy below if everything goes well. With three fatigue to blow, you can probably still pull that off even if he tries and succeeds at dragging you off the horse. 3. Robyn follows the below strategy without a pass, but there is a very real and probable risk that Marq then might prevent Falyse from Optimal strategy if Marq does not get to act in the meantime: 1. Robyn cuts down bandit. 2. Robyn takes fatigue for greater action: Sprint 20 yards. 3. Falyse blows her 2 fatigue on extra actions, move+sprint+interact gets her 20 yards away and then she can climb up on the horse. In either case, if you manage to get more than 12 yards away, it'll go into chase mechanics (assuming that they give pursuit).
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Post by Robyn Redwolf on Sept 21, 2019 16:38:04 GMT 1
Yes, that sounds good, so do I need to roll for the strength check? ANd I also would drop the shield, because that is the way that things are going to go. I want to do whatever means Falyse is safe, and at the least amount of risk, even if Robyn gets hurt in the process
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Post by Robyn Redwolf on Sept 21, 2019 16:54:02 GMT 1
Oh wait, my mistake, he would pass until she would get on the horse, allowing Marq to do as he does
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Post by Father on Sept 21, 2019 17:29:08 GMT 1
If doing the strength check and succeed at it, he can then speed along without waiting for her turn (as he's basically doing a variant of the grab action). Using his remaining fatigue to get the needed actions to get out of range of charge.
You can fail of course, and in theory Marq could pull something that will spell game over if you pass (although you're probably fine if he does what 99 out of a 100 knights would do in this situation). Hard to say what's the least risky.
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Post by Robyn Redwolf on Sept 21, 2019 18:26:50 GMT 1
To be honest, I think the fatigue might be a big detriment if it comes to the chase, he needs to be sharp for it, so I’ll risk it and wait
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Post by Father on Sept 21, 2019 19:17:27 GMT 1
Robyn cuts down the man accosting Falyse, she is at first slightly hesitant but a sharp command from her mother is all she needs. "Go!" Her eyes telling just about everything. Save my daughter or I will pursue you through the seven hells for your entire afterlife.The Mystery knight barks a command to his two companions to catch and bring the pair back. There is little time to survey the carnage they are riding away from, though it seems unlikely that those left behind will live. Aim+Attack Robyn: 7d6k4-1 13 Miss. So fast forwarding as per plan, 1 fatigue needed. Time for a little chase, all health refreshed to make it interesting should they overtake you. So how it goes: -Riding double is a -1D to Animal Handling tests. -A series of opposed Animal Handling (Ride) tests, if you score equal or better than an opponent, you gain one advantage over him, if the opponent scores better than you, he gains an advantage over you. -If you gain 3 advantage first, you shake them, if one of them gains 3 advantage first, combat happens, with the other one gaining one advantage and you loosing an advantage per combat round, he enters combat the round after he gains 3 advantage, if you defeat the first one quick enough, it is back to chase mechanics. Hedge Knights goes a chasing:: 5#4d6k3 10 14 11 16 9 5#4d6k3 18 14 9 17 12
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