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Post by Father on Mar 24, 2020 10:41:44 GMT 1
Only you can assist, other NPC's are helping each other or something. No, can't deceive, no.
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Post by Mikel of Harroway on Mar 24, 2020 11:25:21 GMT 1
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Post by Father on Mar 24, 2020 11:38:50 GMT 1
Status end of turn 8: Mikel: On the walls. Robyn: 8 yards up Response: 1d6-4 -3Still no guards. Assist is here +2 to rolls as per standard rules.
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Post by Robyn Redwolf on Mar 24, 2020 14:49:15 GMT 1
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Post by Father on Mar 24, 2020 15:15:30 GMT 1
Status end of turn 9: Mikel: On the walls. Robyn: 10 yards up Response: 1d6-4 0
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Post by Robyn Redwolf on Mar 24, 2020 15:20:44 GMT 1
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Post by Father on Mar 24, 2020 15:22:55 GMT 1
Yeah, as long as there aren't any enemies showing up, that seems to be what Mikel would do. Status end of turn 10: Mikel: On the walls. Robyn: 12 yards up Response: 1d6-4 0These dices seems to be on a countdown routine.
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Post by Robyn Redwolf on Mar 24, 2020 16:43:23 GMT 1
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Post by Father on Mar 24, 2020 17:22:43 GMT 1
"The enemy is here! Everyone to me!" No sooner had Mikel pulled Robyn over the parapets than the absence of the defenders were a thing of the past. The first patrol consists of two men, not too threatening to proper knights, but more will now surely follow.
Turn 12: Response: 1d6-4 2Guards! Guards!: 1d4-1 2Excellent cinematic timing, guards are six yards away. Guards: CD: 6 AR: 7 Health: 9/9 Armed with Halberds. Tertiary characters. Mikel: 0 Yards Robyn: 0 Yards Guard 1a: 6 Yards Guard 1b: 6 Yards Block 1: 5 yards. Gatehouse: 16 Yards Initiative: 3d6-3 6Block initiative: PC's scoring better than guards acts.->Guards acts->All PC's acts->Guards acts->etc. Order of PC acting=order of PC's posting, better not to wait. -Guards arriving in later rounds are assumed to have a counterattack action prepared and be six yards away from the present position of the PC having come the farthest along, but no further away than at the gatehouse. -At least one guard from each "wave" must be defeated in order to move beyond the present position of the guards of that wave. -If a wave of which no guard has not been defeated moves during a round, the "blocked" position will move with it, up to the position of the PC having come the farthest along. -Blocks will move or be removed at the end of each round. -The layout of the battlefield is linear, position is measured in yard from the starting point. -The objective now is to reach the Gatehouse (16 yards away), scene parameters will change at that point.
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Post by Robyn Redwolf on Mar 24, 2020 18:08:04 GMT 1
TToWS: Challenge 2 Battlefield Tactics Warfare (Tactics): 5d6k3 12 I assume that is only 1 DoS, adding +1b to Mikel's initiative roll Since he will be going last in the round, he will use his two lesser actions to pull out his shield and Superior Ball and Chain and rush forward 4 yards. He will also be taking the Cautious Technique CD: 16 (13) AR: 6 Health: 12/12 Robyn climbs over the wall and gives a big smile to Mikel, his eyes alight with excitement, "Didn't think I would let you have all the glory for yourself, did you?" he lets out a howl and starts giving orders, "Alright men! Lets show these Brackens what it means to be real knights! Push through their weakness, we have to get to that gate!" he then takes out his shield and new Ball and Chain, a special weapon he had specifically made. As he held it at his side, shield up, he started to spin it round, causing it to whir. The Ball of the weapon was designed to have small holes in it, so whenever it spun, it almost sounded like a wolf's long drawn out howl, and Robyn was ready to show them just how hard it bit.
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Post by Mikel of Harroway on Mar 25, 2020 0:46:23 GMT 1
Initiative P3-TToTWS initiative - agility + 1b: 5d6k4 15LA 1: move/draw bastard sword 2h (-1D to attack) LA 2: Cautious Attack (-1D to attack +3 CD) P3-TToTWS initiative attack- (-1D move/draw, -1D CA,+1 talented, +1superior wpn)): 7d6k3+2 16 3 DoS = 24 - 7 AR = 17 damage Once on the wall Mikel looked around quickly, not seeing any immediate threats. He took one last look over the wall before sprinting to the gate - and saw Robyn climbing back up. Inside, Mikel felt a pang of frustration - climbing down and now back up would cost time they didnt have, despite it making only a handpull or two of distance. And if he hadnt checked, hed already be off to the gate and Robyn could well of been accosted without him knowing. Mikel pushed those thoughts away for another time and whispered for the men to keep a lookout while he helped Robyn up the rope, ultimately happy to be joined by him. And by some strange luck or misfortune, the guards hadnt found them until the moment Robyn was up. He whirled at the sound of them, two men with halberds shouting an alarm, as soon as he saw them he was moving, he ripped his sword out and placed his empty hand half way up its length, as if holding a short spear and stabbed it into the face of one man who crumbled. He pulled his sword free and stood ready to parry or move the heavy slash of the other mans halberd which was sure to come. With ine guard dead Mikel had created an open path for the others to use. "Go-Go-Go!" He urged the others, loud enough to be heard by them but without shouting it and giving anyone in earshot an idea of what they meant to do if they hadnt already figured it out. All that mattered now was the gatehouse. [OOC. In Mikel has greater then 4 yards movement (5) thanks to b die in running] CD: 15 (12) AR: 6 Health: 12/12 Movement: 5/20
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Post by Father on Mar 25, 2020 8:47:23 GMT 1
Guard 1a down. I did a typo when I wrote the block is removed at the end of a turn, should say round. Since that might have affected Robyn's choices, you are allowed to undo the tactics and roll initiative instead. (Won't affect Mikel).
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Post by Robyn Redwolf on Mar 25, 2020 14:39:07 GMT 1
TToWS: Challenge 2 Inititive: 3d6 7 So just barely If Robyn is able to combine movement and drawing his weapon, then he will spend his turn doing that and pulling out his weapons, same as in previous post, but instead now he will be 5 yards ahead, because of the block LA 1: Move/Draw Superior Ball and Chain LA 2: Move/Draw Shield CD: 16 (13) AR: 6 Health: 12/12 I/W/F: 0/0/0
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Post by Father on Mar 25, 2020 14:49:46 GMT 1
You can move to max 5 yards because of the block, can combine move and drawing stuff (For penalty to attack).
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Post by Robyn Redwolf on Mar 25, 2020 14:58:58 GMT 1
Wait, I just realized I could attack with a -1D with someone up to 1 yard out of range, and since the Ball and chain says you can have a yard away, would it just be -1 to swing if they are 2 yards away? Cus if so he would go reckless and swing at the guy, and hopefully do as Mikel did and take him out with one swing, however unlikely
Edit: Just realized it would be impossible to knock him out this turn, sticking with original plan. Sorry, all this stuff is still relatively new, trying to figure it out is difficult haha. Just stand threateningly in front of him with cautious technique
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