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Post by Father on Oct 17, 2018 21:36:48 GMT 1
One way or another, the vile scum that assaulted Ser Aladore had slipped up, witnesses perhaps, someone recognized one of their number and remembered the secluded spot in the woods they once frequented in their youths, the hound picked up their trail, or simply blind providence and luck. Perhaps some entirely different reason. In the end it did not matter, and swords are headed their way, but what will await the heroes coming to the rescue? A deadly trap? A corpse telling them that they came too late? Cowards throwing down their weapons in immediate surrender? The seven stays as silent as the trees on such matters.Restricted event: Generally it is a chivalrous knight's only affair, other characters will be strongly discouraged to join in, ladies can expect penalties to virtue, all non-chivalrous knights will be pushed in the back ranks and thus cannot really have a meaningful participation in this event, the knights of the Reach are far too hungry for glory to allow those not of their number to diminish their victory in any way (but mostly they are jealously guarding their share of it) Special considerations: As Addam Velaryon burned a DP, he may chose a variant of "Time is of the Essence" where only he is considered to have discovered the trail and allowed to invite others to pursue it. Option one: Time is of the Essence: Any character who discovers the trail through the Manhunt event may invite themselves and other characters (ladies and the likes may invite knights without themselves going). However, only characters not jousting on day 8 are eligible to join if this option is taken. Any character discovering the trail may trigger this option. Option two: We must gather the full strength of the Reach: Every character may go, but as this essentially will be a small army of knights that will outnumber a group of outlaws by a two-digit multiple, there likely isn't much glory to be won. Plus, it will take more time and the villains are likely to have plenty of advance warning. Not available if a smaller party already went to save the day. It is possible to invite NPC's to join, but the total number of characters actively taking part in the event cannot exceed 4 unless they are all PC's. Any NPC's in excess of this number would be guarding the rear, circling around to cut off escape routes or the like. (1 PC can take 3 NPC's with him, 2 PC's can take 2, 3 PC's can take 1, if there are 4 or more PC's, there will not be any NPC participation). Selected NPC's that may be invited: Lord Willem Starling Lord Ulbert Starkwood Ser Symon Starkwood Ser Robyn "The Mauler" of the Prince's Pass Ser Garth Redwyne Ser Aegor Rivers (Bittersteel) Ser Brynden Rivers (Bloodraven) Lord Leo Tyrell Lord Reynald Florent Ser Patrek Florent Lord Walgrave Oakheart Ser Jasper Flowers Lord Gormon Peake Ser Samwell Rowan Ser Sebaston Rowan Ser Aubrey Ambrose Ser Quentyn Ball Ser Desmond Bridges Ser Farman Flowers Lord Armond Caswell Lord Owen Roxton Lord Karl Willum Ser Robb Reyne
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Post by Addam Velaryon on Oct 17, 2018 22:15:02 GMT 1
I will be taking my special variant.
Those that will be joining me: Ser Balon Blackbriar Ser Aegor Bittersteel Lord Gormon Peake
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Post by Father on Oct 17, 2018 22:56:52 GMT 1
"Good work!" Bittersteel comments as they are under way. "Quick thinking, too. Let us hope fortune smiles upon so that we might return Ser Aladore to his father. The meaning of his words being clear enough, that only knights known for having the proper allegiance could be relied upon to deliver the king's justice where things had gone so far that the Iron Throne could not protect the sons of Lords such as Thaddeus Rowan and Reynald Florent.
Waiting for Balon, Addam gains +3 Disposition from Gormon and +1 from Bittersteel (the latter effect is diminished as it's already high).
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Post by Balon Blackbriar on Oct 17, 2018 23:09:27 GMT 1
"Out of my way idiot,"
Balon sat upright and reached for his sword before he realized it was Ser Addam. As Balon followed, Addam realayed what he had discovered and who he was going to inform. "Well done lad." He nodded with a predatory grin to Lord Gormon and Bittersteel as Addam told them the whereabouts of Aladore.
"Let us make haste." Balon was ready for a fight.
What are our gear restrictions. I basically put on Breastplate in the Manhunt thread.
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Post by Father on Oct 18, 2018 10:17:27 GMT 1
The trail is not hard to follow, some sort of cave in the woods, fairly defensible by Addam's recollection, though he only saw one man with anything resembling proper armor and an assortment of weapons.
No restrictions, but do state what you're going for.
One of you can make stealth for the whole group to try and get there without them getting to be prepared in full, TN 9 if bringing horses, TN 6 if leaving them a bit back with the squires. The terrain will be such that fighting from horseback is at -1D.
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Post by Addam Velaryon on Oct 18, 2018 17:43:06 GMT 1
Addam has his mail, shield, and longsword. Heros Stealth No Horses: 2d6 4 fail
Addam took the group down the trail he had found early. As they reach closer to the camp, he recommended that they should dismount and continue. As they move into position, Addam heart sank as he heard the unmistakable snap of a stick.
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Post by Father on Oct 18, 2018 18:47:01 GMT 1
As they approach, the clatter of steel and men getting ready can be heard, through the trees they see what must be Ser Aladore being carried into the cave and the outlaws forming up two lines in defense, large axes in front, crossbows behind, they do not look all that disciplined or impressive, but there seems to be a dozen of them thinking that they can handle four knights, only the two men taking up positions on the flanks have shields and what looks like proper armor. Bittersteel suggests charging straight through the center to shatter their ranks, one should remember to keep one's shield up against those bolts.
Gormon and Bittersteel goes with Full Plates, since Addam has the better initiative dicepool, let's just have that roll count for both so we can do PC's and NPC's all at once. Bittersteel does Warfare(Tactics): 6d6k4 21 Giving his team +3b on iniatives. Iniatives: Addam+Balon ?? Opposition: Initiative: 3d6-2 11Gormon: Initiative: 6d6k3-3 7Bittersteel: 0 Opposition: 2x hedge knights. Morningstars, Large Shields CD: 11 AR: 7 5x Brigands, Medium crossbows, Hand Axes CD: 9 AR: 1 5x Sellswords, Mattocks CD: 7 AR: 4
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Post by Balon Blackbriar on Oct 18, 2018 18:51:08 GMT 1
Breastplate: AR 5, AP -2, Bulk 1 Long Sword LH Dagger Large Shield Courser _____________________________________________________________________________________
When Balon heard of the abduction he'd decided on a compromise between protection and sustainability while searching. He didn't want to be unarmored in the event he found the kidnappers and stomping around all day in full plate wasn't feasible. He settled for his arming doublet, cuirass, and pauldrons.
The group followed Ser Addam until it became unwise to progress on horse. Leaving Ghaston behind with the retainers the group advanced. With Addam in the lead the slowly approached until Addam snapped a rather large twig. Balon closed his eyes and sighed. They'll hear that for sure.
Balon looked to Lord Gormon and Bittersteel for orders.
CD: 15 AR: 5 HP: 12/12 Passive Fighting: 23
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Post by Addam Velaryon on Oct 18, 2018 19:25:26 GMT 1
Heros Initative: 7d6k4 22Cautious attack: 6d6k3 17 3 DoS 15 dmg (12 after AR) Health 9/9 CD: 10 (13 til next round) Ar: 7
Following Bittersteel's orders, Addam advanced dead center into the line of Sellswords. He plunged his sword deep into the man's chest before raising his shield, ready for the first volley of bolts.
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Post by Balon Blackbriar on Oct 18, 2018 19:43:44 GMT 1
As his heavily armored comrades charged the center Balon charged the hedge knight on the right to protect the flank. He hoped to make short work of him so he could get to the crossbowmen, who in Balon's opinion were the real danger. Day of Heroes, R1, Charge Hedge Knight #1, CD11: 8d6k4 16, 2 DoS, 14 damage - 7 AR = 7 Damage to Hedge Knight #1CD: 15 AR: 5 HP: 12/12 Passive Fighting: 23 To Hit: 8d6k5 Damage: 5
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Post by Father on Oct 18, 2018 20:37:23 GMT 1
Steel clatters, the outlaws strike back and crossbow bolts fly, Gormon and Bittersteel charges in, the latter grunting at Balon being an idiot picking out one of the knights, foolish, route the enemy by hitting his soft spots, then run his strong warriors down.
Addam's sellsword is down. Readied Volley (Addamx2, Balon, Gormon, Bittersteel): 5#5d6k4 20 15 15 20 11Addam: 2 DoS, 1 DoS, 2 damage (piercing) Balon: 1 DoS, 1 damage (piercing) Gormon: 2 Dos, 1 damage (piercing) Bittersteel: 1 Dos, 1 damage (piercing) Vs Balon: Knockdown: 4d6k3 9 fails. HK+2 sellswords(they do aim) vs Balon : 6d6k4 22 2#7d6k4 18 192 DoS for 3 damage+1 shattering, 1DoS for 2 damage, 2 DoS for 9 damage Vs Addam: Knockdown: 4d6k3 17 success HK+2 sellswords (they do aim) vs Addam: 7d6k4 19 2#8d6k4 17 172 Dos for 3 damage+1 shattering, 1 DoS for 1 damage, 2 DoS for 9 damage Gormon Charges Sellsword: 8d6k4+1 25 Dead Bittersteel charges sellsword: 8d6k4+1 20 Dead Another Volley (Addamx2, Balon, Gormon, Bittersteel): 5#5d6k4 17 16 16 18 16Addam: 1 DoS, 1 DoS, 2 damage (piercing) Balon: 1 DoS, 1 damage (piercing) Gormon: 2 Dos, 1 damage (piercing) Bittersteel: 2 Dos, 1 damage (piercing) In sum: Balon's Hedge knight has taken 7 damage 3 Sellswords are down (2 dead, Addam gets to pick consequences for his) Addam takes 17 damage, -1 defense from shield, is prone Balon takes 16 damage, -1 defense from shield Gormon takes 2 damage Bittersteel takes 2 damage Addam and Balon is up. Iniative order: Addam+Balon Hedge Knights and Sellswords Gormon+Bittersteel Brigands Narrator note: I'm playing faster and looser with spacing on the tactical map than I would if there were PC's on both sides, and allowing you to do the same. Basically assuming that everyone can get into melee with everyone else without moving around.
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Post by Balon Blackbriar on Oct 18, 2018 21:16:12 GMT 1
Balon instantly regretted his decision in wearing only his cuirass and pauldrons. The last blow with a mattock had definitely made it through his armor and he winced as he felt blood trickle down his side. As long as they were outnumbered Balon was going to be more cautious in his actions. His focus was ending the knight he was facing. He held his shield in a position to best block all possible attacks before striking at his opponents throat. Day of Heroes, R2, Maneuver, Hedge Knight #1, CD11: 8d6k5-2 24, +5 Damage next attack, -1D to HK#1Day of Heroes, R2, Cautious Attack, Hedge Knight #1, CD11: 8d6k4-2 22, 3 DoS + LBFII, 20 - 7 AR = 13 Damage
If 13 damage on top of the 7 he has leads to defeat the consequence is death. _____________________________________________________________________________ CD: 17 (-1 Shattering, +3 Cautious Attack) AR: 5 HP: 5/12 F/I/W: 0/2/0 Passive Fighting: 23 To Hit: 8d6k5 Damage: 5
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Post by Addam Velaryon on Oct 19, 2018 5:07:30 GMT 1
Consequence of defeat will be death for the Sellsword from round 1 (and will be for all other defeats unless otherwise noted Taking an injury from Hk and a wound from SS that did 9 damage stand back up: 4d6k3-1 13 vs tn 6 2 DoS its a free action standard attack against SS: 6d6k3-1 13 2 DoS 6 dmg after AR I will spend a point of fatigue remove AP CD 12 Health 4/9
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Post by Father on Oct 19, 2018 7:28:40 GMT 1
The resistance already began to thin out, though Addam and Bitterstel takes another blow from the Mattocks each that surely would have killed them if not for their shields and armor. Their defensive line not only shattered, but gone altogether, two of the men in the back ranks try to make a run for it, only to be cut down by Bittersteel, the others throw down their weapons. HK on Gormon KD: 4d6k3 16 success HK on Gormon Attack: 7d6k4 22 3 DoS for 5 damage+1 shattering KD Addam/Bittersteel: 2#5d6k3 10 15 Fail, success. Sellswords attack Addam, Bittersteel: 6d6k4 20 7d6k4 212 DoS on Addam for 7 damage 3 Dos on Bittersteel for 14 damage, 2 injuries taken. Gormon: Divided Attack, damaged sellsword;sellsword: 3d6+1 14 5d6+1 18Damaged sellsword is dead. Other sellsword takes 8 damage. Bittersteel: Divided Attack, sellsword;brigand: 2#4d6-1 15 9Dead sellsword 3 damage to brigand. Morale TN 9+1 per fail: 3d6 12 5#2d6 3 11 6 8 4They all break, two runs for it and gets cut down.
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Post by Addam Velaryon on Oct 19, 2018 14:43:51 GMT 1
(I will be taking 2 injuries to allow only 1 damage to go through)
Addam was bruised, but not beat. The Sellsword's Mattock had almost certainly crack a few and a bolt had lodged itself deep in his shoulder. Addam closed his eyes in relief as he saw the bandits throw down their weapon. For a second he had thought the worst. This was his first taste of real combat, and it had pushed him to his edge. Part of him wanted to lay down right here with the bodies and rest, but Ser Aladore had not been found yet. Limping into the cave, he hope their recklessness hadn't cost the heir his life.
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