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Post by Roland Cordwayner on Aug 25, 2020 18:09:39 GMT 1
[OOC: working through a "Dream sequence" for "Up the Walls" as suggested to test the mechanics here. A particularly interesting dream to write up, as Roland may well have ended up on the Fire side had things gone differently and can still be pushed neutral or to Fire.
Quick things to check:
- Sprint: normally imposes -1D on Marksmanship attacks, which would render them futile against some of the PCs until the ladder climb (. I haven't bought the new Chronicle rulebook, but from a post elsewhere think I saw that you lose Agility bonus to CD when sprinting now? Also, Sprinting and Defensive stance might work well (too well? As you can't attack anyway when sprinting. - Catch your breath: Sprinting to almost at the wall but not quite seems optimal but not entirely in the spirit of things? Then catch your breath to full health and climb.
Thanks!]
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Post by Father on Aug 25, 2020 19:49:00 GMT 1
I don't think it should be reasonable for that -1D to apply to arrows from what basically is a volley, either that or the -1D is baked into the marksmanship attack since sprinting is assumed. Or to marksmanship against people who are running straight towards you (or away from you) for that matter. Stopping to CyB because that makes sense within the game rules might also have consequences such as all the other soldiers clogging up the ladders which might have complications coming along, and maybe not only just amusing ones like Daeron getting the epithet of "The Late Dragon".
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Post by Roland Cordwayner on Aug 25, 2020 21:28:30 GMT 1
It was not an unusual thing for a man to dream of battle during a war. Nerves, anticipation and dread all fought their own conflict within a man's mind. But Roland did not dream of his own battles to come. Instead, he found himself a shade arrayed alongside the Bracken forces at Blackbuckle, reassured to see so many men faithful to the Seven rather than the sorts to pillage Septs or employ the vile tactics of Ironhand. This was not a dream of triumph, of standing atop conquered battlements unfurling a flag. This was a dream of suffering. Bolt, blade and boulder battered the young knight. The press seemed likely to claim him, this would not be among his days of glory. But what was temporary glory next to an enduring friendship? Each time the arrayed men at arms seemed sure to claim him some phantom strode forth and saved him. First Blackfyre himself, offering a word of advice just as he had at a previous meeting. "You faced worse odds at Highgarden Sir Roland." Then Wildfyre, burning scarce lest bright than his half brother, his characteristically fiery attack scattering a pack of spearmen. Then Ser Addam Velaryon, improbably having freedom some great destrier from the stables and riding it up the steps with typical ingenuity. The Ser Aubrey and even the infamous Ser Balon Blackbriar, perhaps the two finest swordsmen in the realm save Blackfyre, saving Roland by setting themselves a tally of foes to conquer. Next Fireball, risking an arrow by lifting his visor to bark advice to Roland. Here was a true knight, willing to give up his own wife for a white cloak! Finally, Redtusk, taking Roland's shoulder and reclaiming Alicent Yronwood's favour with it. "Let us get you back to your betrothed in one piece Ser. It would be a poor end to our song if some men at arms claimed your head and denied me the chance to reclaim this favour in a rematch." The words were playful but the tone matched the severity of Roland's injuries. But his heart felt light, eased by the roll call of heroes drawn to Blackfyre, where those who called themselves friends of the King seemed to have shifted from the heroes of Highgarden and Whitewalls to base curs. Where should his loyalties lie when the King's champions had shifted from Ser Donnel Blackbriar to the likes of Ironhand? When even his friends like Ser Mikel placed victory before honour?
Dream - Siege of Black Buckle v CD 18 (Tower Shield, Defensive): 50#6d6k3 11 18 13 15 10 10 13 9 18 16 14...- 3 hits v CD 18 = 3 Damage (piecing 1) - 9/12 health Dream - Siege of Black Buckle Climb Wall TN 8 Athletics: 4d6 15 - 2 DoS Dream - Siege of Black Buckle Climb Wall TN 8 Athletics: 4d6 16 - 2 DoS - Climbs wall in two rounds Dream - Siege of Black Buckle Chance TN7: 2#2d6 11 7- Two fatigue taken to ignore AP (a mistake with hindsight) Dream - Siege of Black Buckle Rocks v CD 14 (Fatigue + Defensive, no shield): 2#7d6k4 15 16- Two more damage from 1 Dos Each - 7/12 health Dream - Siege of Black Buckle Chance TN 7 ironhand: 2d6 2- Ironhand awaits at the top of the ladder! [Likely grim, moving past this for number crunching purposes] Dream - Siege of Black Buckle Attacked on push in round v CD 9: 8d6k5 28- 4 DoS = 7 Damage x 4 = 28 - 11 AR = 17 Damage = 3 injuries to reduce to 5 Damage (should be v CD 12, defensive but doesn't help, still 4 DoS) - 2/12 health Dream - Siege of Black Buckle Push in (extra +1D) TN 18: 6d6k5 23- Pushes in - Next up - men at arms Roland at this stage: Health: 2/12 AR: 11 I/W/F: 3/0/2 [OOC: work in progress] Dream - Siege of Black Buckle Men at arms attack v CD 15: 20#7d6k5 21 24 23 19 19 20 19 25 23 18 17...- 6 Damage per DoS - Should be CD 16 with aim and LBF -3B, whoops. Applied CD 16 for the sake of testing - 1/1 (Injury, go to 4 health due to house rule)/1/0/0/0/0/1/1/0/0/1(wounded)/0/7 (would be wounded again if he'd risked fighting on subsequently greater action to effectively withdraw here or earlier) Dream - Siege of Black Buckle Attack men at arms v CD 12 LBF -3B, aim: 20#8d6k5 21 26 28 22 23 26 25 20 25 20 24...- +1 bonus (talented and superior weapon) until end of R2 boosts those rolls to 23 and 28 v CD 12 and AR 10 - Damage Done: 5/10/10/5/5/5/5/0/5/0/5/0 - 3 Men at Arms defeated.
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Post by Daeron Wildfyre on Aug 27, 2020 4:58:50 GMT 1
Blackbuckle-Healing: 7#4d6k3 12 13 15 11 15 16 11 (Healed up in 2 days) Looking out over the trenches that surrounded their camp and at the mean little village of Blackbuckle, Daeron couldn't help but wonder, why should so many men die for this strategically useless town? A few days earlier he would have had a perfect answer to that question, something involving glory or justice or vengeance, but after the unsatisfying victory north of his current location, he wasn't so sure anymore. Especially now that they knew that this was all a clever trap laid out by some Blackwood commander, what use did some town have to them? The Ironhand is who we're really here for. Kill him and we can maybe escape the jaws of this trap.Even Daeron wasn't excited about the prospects of facing the brutal mercenary, but if, *if* he could kill the man then perhaps he could spare these men the brutal battle that was sure to come to take these walls. Sending a runner to Ser Balon, his message was simple. Be ready.
Mounting his destrier, Wildfyre approached the no-man's land between the Bracken trenches and the Blackwood palisades and in a booming voice commanded, "Ser Ulbert Blackwood, if you still consider yourself a knight that is, come and face me."
Blackbuckle-Taunt: 4d6 20
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Post by Father on Aug 28, 2020 9:53:38 GMT 1
The Ironhand appears on the battlement, surveying what the enemy is doing. Glory he cares not for, only dead Brackens. He knows enough of Daeron's reputation to not take a victory in such a duel as assured, not without resorting to tactics that would enrage the enemy and it would probably be best if they did not storm Blackbuckle, even if he himself would not even contemplate giving that order if the roles were reversed. Glory is for young and bold men, and there are no old and bold men fighting in the disputed lands. But the challenge must be replied, he snorts and replies with a powerful voice carrying across the field, a commander's voice. "Come on up and I shall happily oblige your wish for an early death!" Ulbert declares, omitting the courtesy of addressing Daeron as is proper towards another knight, an insult if deliberate, probably it is. "Or is climbing a ladder first too much effort?"
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Post by Daeron Wildfyre on Aug 31, 2020 3:54:11 GMT 1
Daeron waits for the jeers of the Bracken camp to settle down before he gives his response. It seemed to him that he doubted that he could convince the Ironhand to come fight him, but he couldn't help but toss barbs right back at the man. Who knew, perhaps one of them would get under Ser Ulbert's skin enough to enrage him into a fight? Such a fight could even help avoid a larger battle altogether if Daeron could emerge victorious.
"It seems men that the 'legendary' Ironhand is little more than hot air when it comes to facing someone other than unarmed women and children. Perhaps you'd prefer to send a champion to fight in your stead? Is there any man behind those walls who will stand in for him?
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Post by Father on Aug 31, 2020 10:38:49 GMT 1
Ser Ulbert makes some comment that causes laughter on the walls, though perhaps not so much as he had hoped for.
Daeron's taunts appears to have little effect, the Riverlands, and Brackens and Blackwoods espescially so, appears far more cynical and jaded than what most Reacher knights are used to. In the Reach, there would have been a clamor for the right to pick up Daeron's glove. Here? They don't seem to care.
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Post by Balon Blackbriar on Sept 4, 2020 5:35:34 GMT 1
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Post by Father on Sept 5, 2020 14:13:50 GMT 1
Since it's Balon's dream, the opposition can be as skilled as he likes. But would ordinarily be 4k3.
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Post by Balon Blackbriar on Sept 8, 2020 3:35:05 GMT 1
*No boons for either side (8 vs 8 DoS) [Phase 3] Blackbuckle, Phase 1, Warfare (Command) + Assist TN6: 4d6k3+2 18, 3 DoS, +2 to Attack[Phase 3] Blackbuckle, Phase 1, Attacking the Ram vs CD13: 12#5d6+2 22 25 22 19 24 18 24 22 15 16 23 161: 22 v 13 = 2 DoS, 2*7 - 5 AR = 9 2: 25 v 13 = 3 DoS, 3*7 - 5 AR = 14 3: 22 v 13 = 2 DoS, 2*7 - 5 AR = 9 2: 25 v 13 = 3 DoS, 3*7 - 5 AR = 14 3: 22 v 13 = 2 DoS, 2*7 - 5 AR = 9 4: 19 v 13 = 2 DoS, 2*7 - 5 AR = 9 5: 24 v 13 = 3 DoS, 3*7 - 5 AR = 14 6: 18 v 13 = 2 DoS, 2*7 - 5 AR = 9 7: 24 v 13 = 3 DoS, 3*7 - 5 AR = 14 8: 22 v 13 = 2 DoS, 2*7 - 5 AR = 9 9: 15 v 13 = 1 DoS, 7 - 5 AR = 2 10: 16 v 13 = 1 DoS, 7 - 5 AR = 2 11: 23 v 13 = 3 DoS, 3*7 - 5 AR = 14 12: 16 v 13 = 1 DoS, 7 - 5 AR = 2 Total Damage 130/10 = 13 HP lost by Bracken forces by the time the Gates are open. Bracken Statistics: Attack: 4D Damage per DoS: 5 CD: 9 AR: 5 Health: 63/76 Morale: 3D+2B Warfare TN modifier: 0 Blackwood Statistics: Attack: 5D Damage per DoS: 6 CD: 9 AR: 6 Health: 24 Morale: 4D+1B Warfare TN modifier: -3
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Post by Father on Sept 9, 2020 22:51:42 GMT 1
So with siege abandoned, the following options presents themselves:
A) Withdraw, no rewards (but Robb and Daeron's minor victory will count for something), Warfare (Strategy) TN 9 will suffice to make it so. B) Aim to give battle to the Blackwoods at a place of one's choosing: Warfare (Strategy) TN 9, each DoS will improve one's odds (but even 4 DoS is unlikely to swing them in your favor). C) Leave the bulk of the force under Robb Reyne's command (he then tests for them as per option A), while taking a mounted force to try and do ambush/harassment:
1. Warfare (Strategy) vs special TN. -The TN will be the opposing commander's Warfare (Strategy) test, likely better than 3D+1B. -The Blackwoods will roll after, thus you will not know in advance what the TN is, or how good their commander might be. -Each DoS grants delays the enemy commander's hit and run response (cat and mouse) for three rounds. -Per critical failure, test twice for Cat and Mouse, automatically taking the results and then move on to regular hit and run choices and tests.
2. Hit and Run. -This part offers two options per round:
A: Wreak Havoc: Warfare (Command) TN 9 and Warfare (Tactics) TN 9, each Dos results in one unit having worsened condition for casualties. -Succeed on both tests: Affected units does not receive any experience gains (but they might do so in later rounds, must succeed on all tests involving a unit to keep it from gaining experience). -Per critical failure: Suffer one step worsened condition for all Bracken mounted units. -For this purpose, there are 10 units of trained militia, numbered 1 to 10, #1 is affected first, then #2 and so on, #1 is then again affected after #10 and so it goes.
B: Pull Back: Forego the tests under A to roll twice and take the best result on the Cat and Mouse test.
3. Cat and Mouse. -Eventually, the Blackwoods will react and their forces are stronger.
-Test Warfare (Command) and Warfare (Tactics) where the TN's are the results of the opposing commander, as above. -Succeed on both tests: May withdraw without difficulties or continue with another round of Hit and Run. -Per simple failure: Unit condition of Bracken cavalry units worsened by one step, may withdraw or continue with another round of Hit and Run. -Per critical failure: Unit condition of Bracken cavalry units are worsened by one additional step, may withdraw or continue with another round of Hit and Run. Rearguard action: -Non-commanders may perform hero actions to prevent damage to the Blackwood forces. -They must commit to five rounds of combat action at a time, they can only yield (and presumably be taken prisoner) or take defeat (which may result in worse fates) in order to quit until those five rounds are done. -For every five rounds of combat between them that they spend to hold the enemy at bay, they improve the condition of one Bracken unit by one step. -This combat is mounted, each hero faces 2 attacks of 5D+2b+1, 6 damage per DoS, each turn. -Each time you defeat an enemy (CD 12, AR 10, Health 12) you add a round to the total tally for improving conditions. -Every 10 rounds of combat, the number of attacks faced per round increases by one. -Which units gets their condition improved is determined by random draw (but everyone gets 1 increase before anyone gets the second and so on).
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Post by Balon Blackbriar on Sept 16, 2020 6:39:56 GMT 1
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Post by Daeron Wildfyre on Sept 16, 2020 15:33:49 GMT 1
*Daeron will assist if able and grant a +1*
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Post by Father on Sept 16, 2020 22:03:16 GMT 1
Yeah, you get +2. Robb leading the footmen out: 5d6k4 21No Sweat. Ulbert leading the chase: 6d6k4 17, so 0 DoS for Balon, meaning no delays or extra Cat and Mouse stuff. Cat and Mouse: 2#6d6k4 20 21Simple Failure and 1 Dos Unit condition of Bracken cavalry units worsened by one step, may withdraw or continue with another round of Hit and Run.
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Post by Daeron Wildfyre on Sept 17, 2020 17:40:32 GMT 1
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