|
Post by Father on Jul 1, 2020 22:31:53 GMT 1
What Lord Bracken had been talked out of allowing Ser Otho to unleash upon Blackwood lands, Ser Ulbert has visited upon the Bracken lands south of Blackbuckle, the villages Ser Balon's men march past have all been put to the torch, any men who resisted slaughtered, the women raped, meat, livestock and other things of value seized, grain stores that could not be carted away has been scorched. Riverthorn times a dozen, just far more thorough. Anything edible that the Blackwoods could not carry has been destroyed, crops burned, carcasses thrown down wells to foul the water. Years of labor all undone over the span of just weeks. And then there are the tales, of the prettier women being dragged away by the invaders, of The Ironhand driving his blade into the belly of a pregnant girl and telling her mother to send his regards to Ser Balon Blackbriar. Motivating the men comes easily when the atrocities of such a monster comes to light. At the appearance of the Bracken forces, Ser Ulbert steps out of the gate to taunt the leader of the opposing army, spouting insults and profanities. Calling out to the fool knights sent by Stone Hedge to die, are they all cravens like Lord Bracken, cowering in his own filth, or are there any among this motley assortment of fools brave enough to face him and die like a man rather than die like sheep on Blackbuckle's walls?Mission structure:-There are three components to this mission: 1. Siege Commander, organize the siege, command the main forces during any assault/sally. 2. Ancillary Commander, command the secondary force attacking the reinforcements, may perform one of the other two roles starting from siege round 2. 3. Hero, engage Ser Ulbert Blackwood during assault/sally. -Accepting Ser Ulbert's challenge can be done prior to riding off to attack the reinforcements, each siege round is considered a week's worth of healing (but does not count for any unhealed injuries/wounds sustained in earlier missions). Best healing available is at 3D+1B. Making any event related tests are considered at least moderate activity. Narrator Note: Presently, only the challenge to single combat can be answered, this is mostly to get the duel out of the way if Daeron goes for that option. Answer The Ironhand's challenge:-A character may respond to Ser Ulbert's challenge to single combat (Daeron gets dibs). -Defeating Ser Ulbert: +5 glory, +3 to all allied morale tests, +2 to all command tests during sally/assault. -Being defeated by Ser Ulbert: +1 to all Bracken morale tests. -Hold Ser Ulbert to a draw: +2 glory. -If defeat comes in the form of fleeing, -1 to all allied morale tests (-3 if Ulbert flees). -Defeat may come in the form of a yield. -The siege commander may instead order him peppered with crossbow bolts, taking -1 Chivalry and test warfare (command) TN 9. This option counts as Ser Ulbert winning for the purpose of morale. If this option is taken after Ulbert has won or drawn (but not if fleeing), this instead imposes -5 Chivalry, and adds the morale bonus again (stacks with previously won). -The archer unit does a number of attacks equal to DoS+2 against Ulbert with maximum extra time taken (his squire brings a tower shield for that eventuality and he goes cautious and takes fatigue to ignore AP), archers gains +1 damage and powerful +2. Consequences:-Force the surrender of the Blackwood forces: +2 glory. -A sally is expected, throwing it back would grant an additional +1 glory -Hero action possible during assault/sally (Defeating Ser Ulbert in single combat is worth +5 glory, likely reduced if he is weakened by the rain fire action). -Defeating the reinforcements: +1 glory. -Capturing Blackbuckle: 10 Victory Points. -Capturing Ser Ulbert: 10 Victory Points. -Kill Ser Ulbert: +2 Fire (Executing him cancels the VP for capture and inflicts -3 Chivalry). -Kill or capture Ser Ulbert: +20 Bracken strength (morale) Considerations for qualities:Vainglorious: Attempts to compel answering Ser Ulbert's challenge, but gain +1D to resist given the danger involved. Furious: Enough Status for a Taunt: 4d6+2 15 Doesn't get past anointed.
|
|
|
Post by Daeron Wildfyre on Jul 5, 2020 17:41:47 GMT 1
For the first time since he stepped foot in the Riverlands, Daeron saw the true cost of war. Ser Ulbert and his raiders apparently shared none of his qualms about needless cruelty and violence against smallfolk, apparently his time in Essos had destroyed what was left of his knightly values. Such dangerous men must be destroyed, but like other blackguards they couldn't be relied upon to fight with honor.
Astride his armored destrier, he stands fast despite the Ironhand's taunts. Holding a hand out to the rest of the line as a warning against their own vanities, he gravely intones. "I will deal with the Ironhand, but in due time. We're here to stop a monster, not to satisfy our own egos, especially not within the range of Blackwood arrows." Pointing at the parapets of Blackbuckle he notes the archers who could pepper any challenger, win or lose. Siege of Blackbuckle—Vainglorious TN 16 +1D: 7d6k5 24 (Success) He will also provide an assist to any other Vainglorious fools who might try to challenge Ulbert.
|
|
|
Post by Balon Blackbriar on Jul 13, 2020 6:15:49 GMT 1
[Phase 3] Blackbuckle, Ser Ulbert's Challenge, Vainglorious, Will (Dedication) +1D: 5d6k4 15, Success"Fuck that." Balon muttered. Even he wasn't that stupid. The temptation to ride out and duel was there, it always was but he was a leader. A commander of men. His job was to devise clever tactics and lead the host to victory, not run headlong into the Ironhand's axe. That's what Wildfyre and Ser Aubrey were for. Ser Ulbert was in range of Balon's archers but he didn't give them the order to fire. The advice of Fireball had (mostly) stuck with Balon and he wanted to win the right way. As fate would have it the Blackwoods had been the villains in the campaign so far and he had no plans to change that narrative.
|
|
|
Post by Father on Jul 13, 2020 18:04:56 GMT 1
Attacking the reinforcements: Bracken forces: -2 Squads of Seasoned Men At Arms. -2 Squads of Seasoned Scouts. -10 Squads of Seasoned Freeriders.
Blackwood forces: -5 squads of Seasoned Guards. -5 squads of Seasoned Archer Militia -2 Squads of Seasoned Scouts. -2 Squads of Seasoned Freeriders.
Notes: -Casualities and experience gains for Blackwood scouts and Men at Arms will factor into their "parent units" when merged upon return. -The battle will mostly be handled by narrator fiat, though Daeron could tag along to help, this would risk being absent should the Blackwoods opt for a sally.
Opposed Warfare (Tactics) TN 9 and Warfare (Strategy) TN 9 against Bracken commander. -Critical failure counts as -3 DoS. -Each DoS of difference will deal 3 damage at the start of the battle (which cannot be recovered) to each of the opposing scout squads and introduce terrain features and battle conditions favorable to the character with the highest number of DoS. If this damage brings the scouts down to negative health, they are treated as instantly destroyed (and annihilated if their side loses the battle).
Answer The Ironhand's challenge: -A character may respond to Ser Ulbert's challenge to single combat. -Defeating Ser Ulbert: +5 glory, +3 to all allied morale tests, +2 to all command tests during sally/assault. -Being defeated by Ser Ulbert: +1 to all Bracken morale tests. -Hold Ser Ulbert to a draw: +2 glory. -If defeat comes in the form of fleeing, -1 to all allied morale tests (-3 if Ulbert flees). -Defeat may come in the form of a yield. -The siege commander may instead order him peppered with crossbow bolts, taking -1 Chivalry and test warfare (command) TN 9. This option counts as Ser Ulbert winning for the purpose of morale. If this option is taken after Ulbert has won or drawn (but not if fleeing), this instead imposes -5 Chivalry, and adds the morale bonus (stacks with previously won). -The archer unit does a number of attacks equal to DoS+2 against Ulbert with maximum extra time taken (his squire brings a tower shield for that eventuality and he goes cautious and takes fatigue to ignore AP), archers gains +1 damage and powerful +2.
Siege Mechanics: -During the first round, the battle against the reinforcements occurs, the secondary force is expected to return at the beginning of the second round. -Each round, the siege commander may make a new roll for digging in and take further actions. -Each round, the siege commander and the Blackwood commander makes Warfare (Strategy) TN 9 tests, each DoS granting +1 to morale tests that round. Critical failure counts as -3 DoS. -Each round, the scouts makes a survival (5d6k3) TN 9 test, with each DoS lowering next round's morale TN by 1 (negative allowed), but increasing the TN for next round's survival test by the same amount, on a critical failure, there is no more food to be foraged. -Refraining from doing any foraging for the entire mission grants +1 chivalry. -The scouts may be ordered to repay the Blackwoods in kind, by accepting 1 point of war crimes, they gain +1D to one test, by accepting 2 points, they gain +3D to one test. For each five full count of war crimes taken, gain +1 Fire, but suffer -1 Chivalry for count 1, 3, 6, 10 etc of war crimes accepted. -Each unit makes a morale test each round, starting at TN 0, increasing by a cumulative +3 per round. -On a failure, the unit takes an injury, if it has taken a number of injuries equal to it's endurance rank it takes a wound instead. -On a critical failure, the unit takes a wound. -If a unit takes a number of wounds equal to it's endurance rank, it is annihilated. -At the end of each round, a warfare (command) test with a TN equal to 3*Average number of injuries taken+6*Average number of wounds of his units, on a failure he suffers -1D to all warfare tests on the next round. On a critical failure, his men mutinies and surrenders/withdraws. -A commanders and heroes may take an Endurance (Resilience) Test TN 9 each round with the same TN increase as for morale tests to grant an assist bonus (based on will rank) to the morale tests of his men. The consequences are the same as for a failed morale test for a unit except that failure adds a point of fatigue (injury for critical failure), until one cannot take more fatigue (then it's injury for failure and wound for critical failure). None of this can be recovered before the resolution of the siege (treat any tests to recover these as automatic successes). -At the resolution of the siege, casualties are calculated as if there was a battle. -At the resolution of the siege, a chance test is made with a TN equal to the number of rounds it lasted, on a failure, no units involved may join at Battle Valley, on a critical failure, no characters involved may either. -It is possible at the start of the siege to resolve to a) Assault Blackbuckle in time to join at Battle Valley with the units. b) Leave the siege to an adjutant (Warfare 3D+1b) in time to join at Battle Valley. In this case, the chance test is made prematurely, triggering the specified action 2 rounds before it would fail or critfail as applicable. -Rolls for Brackens must be made every round, the Bracken commander may chose to assault, withdraw or continue at the end of each round. -Rolls for Blackwoods will be made once the Bracken commander have made the corresponding choice to determine if they surrendered prior to this happening.
Digging in. The siege commander tests Warfare (Strategy) TN 9, allowing him to take a number of actions per DoS+2 each siege round. -Actions may be used over multiple rounds in order to finish a project. -Critical failure: Counts as -2 DoS. -Vigilance (1 action), each time this action is taken, it reduces the number of +1D the Blackwood commander may take when attempting a sally. -Dig ditches around camp (2 actions), this will grant the benefit of ditches when defending against a sally. -Dig Trenches around Blackbuckle (6 actions), this will force a sally to attack at pre-determined chokepoint(s), and make escape for enemy units impossible without a successful sally. -Raise Palisades around camp, this will provide low palisade (4 actions) or high palisade (6 actions, or 2 actions upgrading from low palisade) high palisade can be upgraded to have battlements (2 actions), with gates as desired to defend against a Sally. -Craft ladders (1 action per ladder). -Prepare Rams (1 action for a standard ram, 2 actions for a capped) -Build Onager (2 actions) -Gather incendiaries (1 action allows incendiary arrows, 2 actions allows the rain fire action)
Assault Blackbuckle or defend against a sally
Bracken Forces: -1 Unit of Seasoned Men at Arms (at 3/5 strength until the secondary force returns) -1 Unit of Seasoned Scouts (at 3/5 strength until the secondary force returns) -2 Units of Seasoned Freeriders (Unavailable until the secondary force returns) -4 Units of Trained Militia with equipment upgrades -1 Unit of Trained Archer Militia with equipment upgrades. -1 Unit of Trained Engineers
Blackwood Forces: Commander: Ser Harwyn Rivers. Hero: Ser Ulbert Blackwood. -1 Unit of Elite Freeriders with equipment upgrades. -2 Units of Seasoned Freeriders with equipment upgrades. -1 Unit of Trained Archer Militia.
Battlefield conditions: -If the Blackwood forces sally forth, they may do so mounted, and the battle is resolved before any siege actions (other than vigilance) is taken that round. -If the Blacwood forces sally forth, their commander may attempt a warfare (tactics) test against the passive warfare (strategy) result of the siege commander, extra time allowed, a success allows all Blackwood units to reach the Bracken units (or position themselves as they please, ready to charge, for example), each DoS allows one unit to make an attack test (but max one attack for each unit). -If the village is assaulted, all units will be dismounted. -Blackbuckle is surrounded by a high palisade wall with battlements, it has a single gate. -Blackbuckle's walls can be assaulted with ladders or grapnels at two points. -Assaults/Sallies will be resolved using event-style mechanics.
Rain Fire. -If having an onager and sufficient incendiary materials, one may decide to burn Blackbuckle to the ground to force The Blackwoods to sally. -This option is treated as if targeting each Bracken unit once with the onager with maximum extra time just as the battle begins (It will generally only be useful against walls/gates otherwise). -Taking this option halves the victory points for capturing Blackbuckle, it also inflicts 10 points of war crimes and -5 chivalry.
|
|
|
Post by Balon Blackbriar on Jul 15, 2020 6:31:22 GMT 1
[Phase 3] Siege of Blackbuckle, Morale, Warfare (Strategy) + Aubrey Assist TN9: 5d6k4+1 19, 3 DoS, +3 to Morale Tests[Phase 3] Siege of Blackbuckle, Balon's Morale Assist, Endurance (Resilience) TN0: 6d6k4 16, +1 to Morale TestScouts: Skip foraging Round 1 Morale Test Round 1 TN 0: Auto Pass Warfare (Command): 3*0 + 6*0 = Auto Pass [Phase 3] Siege of Blackbuckle, Digging In, Warfare (Strategy) + Aubrey Assist TN9: 5d6k4+1 18, 2 DoS2+2 = 4 Actions for Round 1 -Dig ditches around camp (2 actions) -Dig Trenches around Blackbuckle (2/6 actions) I think that's all I need for Turn 1. If I've missed something or rolled incorrectly please let me know.
|
|
|
Post by Father on Jul 15, 2020 9:59:43 GMT 1
At BlackbuckleIf the enemy knew what the Brackens had planned, the sally would surely come now, if indeed it would come, having picked the countryside clean, they might calculate that they would outlast the besiegers, or that the enemy would go reckless and storm the town. Or perhaps they expect two hundred men to arrive to reinforce them? Whatever the case, the only sorties Balon has to contend with are minor sorties with almost no casualties on either side, nuisances mostly, aside from the one time that a squad of archers must have been lowered down the walls at night to sneak in close enough to release a few volleys before retreating into the safety of being covered by their compatriots on the wall. North of BlackbuckleIt might be difficult to understand The Red Lion's skepticism, most of Daeron's fellow officers thinks everything is going well, but Ser Robb grumbles that maybe they are going too well, either the Blackwoods does not know that they are here, or they are pretending not to. The other knights appears to be of the opinion that it must be the former, the contrary view being someone mentioning Bloodraven's sorcery, but if he truly sees everything, the Blackwoods would have advance warnings of where the Brackens would commit forces and there would be some very heavy defeats, would there not have been? The scouts reports that the enemy appears to have realized what is coming for them, and have taken up a defensive position at a village an hours ride away, it would appear that they have stored the grain meant for Blackbuckle within the village holdfast, a modest structure that cannot possibly hold their force, the women and children may or may not be sheltering in the holdfast, but the men have been commanded to join the Blackwood host behind their makeshift barricades, nothing impressive, but enough to make a massed charge knee to knee impossible. Ser Robb Reyne dislikes this turn of events, it seems rather too fortuitous for the enemy to have been able to fortify in a place like this, but by now most of the Reacher knights have written him off as some timid man of the hills, whose valor in tourneys surely must be mostly luck. The Riverlanders are itching for Blackwoods to kill, though the older and more experienced among them speak of the wisdom of caution. But the sentiment appears to mostly turn to demand an immediate attack against The Red Lion's desires, and Daeron appears to find himself as the man who might tip the balance between the two camps forming, a clear majority prefers to saddle up to attack, but enough are reluctant to resort to outright mutiny. Robb does Tactics, Strategy, with Assists.: 2#5d6k4+1 13 21Opposed rolls, with special bonuses: 2#7d6k5+2 17 174 DoS vs 4 DoS. Daeron might do the following: -Simple Intrigue (Intimidate) TN 14 (with +2 assist) vs crowd to back Ser Robb and make the other officers fall in line. (Success: +2 Disposition from Robb Reyne). -Engage in intrigue with Robb to attempt to make him agree to an attack. -Simple Intrigue (Convince) TN 14 vs crowd to "relieve" Robb of his command and lead the attack himself (-5 Disposition from Robb Reyne, may have other consequences). -Simple Intrige (Taunt) TN 13 to shame Robb into agreeing to an attack. (-2 Disposition from Robb Reyne). -Remain passive, Daeron can do nothing, offer an assist (for +1 disposition from Robb) to the intimidate test, or side with the crowd (making Robb's TN be Daeron's ID+3, suffering -1 disposition from Robb). If Robb is not relieved of command or compelled through intrigue to attack, the intimidate check is made (By Robb if Daeron picks another option), on a simple failure, Robb attacks to avoid mutiny, on a critical failure, a mutiny happens and if Daeron may put his name forward to lead the attack: Audience TN 12 Simple Intrigue TN 12 vs crowd. -Success on both test: Daeron is selected. -If Daeron did not take an option supportive of immediate attack (including neutral ones): +3 to TN's. -If Daeron took a stance supportive of Robb: -1D to the tests. Vainglorious triggers, attempting to compel Daeron to take a stance supportive of an attack (+1D on this self-control test), on a critical failure, he is compelled to attempt to lead the mutiny by relieving Robb of command outright. It triggers again to partake if there is an election to replace Robb as the leader (No bonuses applying here). -However, Daeron may make a warfare (tactics) TN 9 test, gaining +1b (+2b=+1D) to his self-control test to avoid supporting an immediate attack per DoS, on a critical failure, the self-control test is instead at -1D.
|
|
|
Post by Daeron Wildfyre on Jul 17, 2020 3:46:51 GMT 1
"Cowards!"
"Imbeciles!"The mood in the camp quickly went tense to outright hostile as the two soldiers began to push one another. Nobody knows who threw the first punch, but as blades were being drawn a sharp whistle split the air.
The whistler in question was none other than Daeron Wildfyre, sword already in hand and his foot resting on a stump. "Listen up you fuckers and listen well. Anybody who knows me knows that I'm not afraid to get some Blackwood blood on my sword, but recklessly pressing this attack is foolishness to the point of treason. We'd be outnumbered by defenders who hold the most advantageous ground and who are expecting our attack, and I for one am not willing to lose the chance to take out the Ironhand because some dumb bastards didn't see the carnage at Mudgrave or Pennytree. So if any of you are so eager to throw your lives away, save us the time and just go ahead and place your head on this stump. If not, then shut your traps and listen to your commander."
Blackbuckle-Vainglorious to Attack +1D-TN 16: 7d6k5 16Blackbuckle-Intimidate TN 14: 6d6k4+4 19
|
|
|
Post by Father on Jul 22, 2020 15:00:31 GMT 1
The alternatives are not too appealing, there is little hope in starving them out. The Red Lion and his men might simply leave, but keep the enemy under observation, in case it should keep marching on Blackbuckle. A conservative option, and probably wise. The locals argue heavily in favor of setting the village ablaze, for vengeance if nothing else, and it might just give an opening to attack. The reacher knights, spoiling for any sort of fight, suggests that they should sneak in under the cover of darkness to launch a surprise attack at first light of dawn, a dozen good men attacking the enemy flank where it is at it's most narrow should be able to give them enough trouble for the main host to close the distance and overwhelm them, better equipped and trained as the Bracken force is. A Bracken sergeant suggests that the ideas ought to be combined, one group to sneak in along the hedge that forms the right flank of the enemy, and another group to set the village that forms the left flank ablaze. The flames should offer enough light to separate friend from foe, but the darkness would make the enemy arrows have no targets to find before the distance had been closed. Once again it seems that Daeron is the one whose words will decide the strategy.
-Burning the village: 2 points of Bracken War Crimes, but will make a battle easier. -Special hero action of leading the surprise flank attack possible, with glory involved. -Leaving is less exciting, but probably the strategically sound thing to do.
|
|
|
Post by Daeron Wildfyre on Jul 24, 2020 3:55:00 GMT 1
Now with the threat of mutiny abated, Daeron had more room to push for a plan with greater nuance than simply deciding to attack head on or not. Calmly weighing the options he saw the merits in all three possibilities before finally speaking up. "We will eventually have to fight these men, whether it be at this hamlet, Blackbuckle, or Battle Valley will be for us to decide now. However, the option of waiting them out is not one that we have the luxury of.
Should we depart and shadow them we run the risk of them slipping our net and bringing reinforcements and grain to the Ironhand, making our siege at Blackbuckle that much more difficult."He sighs. Partially because his plan went against the noble image that he attempted to live up to and in part because he was in agreement with some Bracken hedge knight who would probably have unleashed Ser Otho given the chance. "I say that if we are to confront the enemy here, we do it with every advantage available to us and no half-measures. Set the village alight and smoke out the defenders while launching a surprise attack against their flank. We don't need to kill every last man there, just break their spirits and scatter their forces.
If not, then we should at least send men to destroy their grain supply. That way even if they manage to evade us, then that's just two hundred more mouths to feed as we besiege the Ironhand."
Looking over to Ser Robb he dips his head in deference. "Either way, the final decision is that of our commander." Blackbuckle-Red Blooded TN 16: 6d6k4 18 To color RP-his decisions will be more logic-based rather than based on bloodthirst and vengeance.
|
|
|
Post by Father on Jul 24, 2020 17:34:11 GMT 1
When Daeron is of such an opinion, Ser Robb grumblingly goes along with the plan, having preferred to pull back to Blackbuckle, the important thing being to have shown their standard and put enough of a scare in them not to march any further, where inevitably they would find themselves in open fields to be ridden down.
So let's give it a spin:
Intrigue style stats: Ser Horace of Stoney Sept CD: 9 (+3 for defensive position) AR: 5 (+1 for army size) Damage per DoS: 5 (+1 for army size) Health 12 (+1 effective endurance for army size)
Special: -Upon taking an injury, army size bonuses disappears because the extra manpower are rabble, this probably will result in an extra injury taken to mitigate damage (applied after any injuries are taken). -The presence of archers on the holdfast walls inflicts 2 damage per round to Blackwood forces (ignoring AR).
Ser Robb Reyne (+1 to command because smaller force): CD: 7 (+1 for army quality) AR: 5 (+1 for army quality) Damage per DoS: 5 (+1 for army quality) Health: 12 (+1 effective endurance for army size)
Hero action: -Firestarter, Bracken sergeant makes a warfare (tactics) TN 12 test, each DoS grants +1D (as per extra time) on Robb's initiative and first command test. -Shock and Awe: Daeron gets five combat turns worth of actions against the enemy flank, reducing Blackwood CD by 1 per 2 enemies defeated in this time (they've got CD 11, AR 4, Health 9). Subsequently during each warfare round, another combat round worth of actions will be had (resolved after the warfare stuff), each such combat round, 3 NPC's will take actions against Daeron (some combination of knockdown/aim/assist/grab/attack), in the combat rounds resolved after the warfare rounds, each NPC defeated each round means one less NPC taking actions against Daeron that round. Daeron gains +1 glory if he reduces enemy CD by at least 2 and avoids defeat overall, this might potentially be increased should this turn out to be more difficult than anticipated. Defeat/Surrender would generally mean captivity should the Bracken forces be defeated.
|
|
|
Post by Daeron Wildfyre on Jul 29, 2020 3:07:02 GMT 1
As the smoke obscured the rising sun, he led his cavalry against the hapless Blackwood freeriders who were attempting to get in formation. Their charge wasn't full of men in gleaming armor screaming for "King Daemon" or "Blackfyre", but was rather eerie in its silence as they rode down their foes.
Even though it was the plan he endorsed, Daeron didn't love the idea of a sneak attack combined with setting a village ablaze. It didn't fit his idea of gallant warfare, but he saw the slaughter at Mudgrave and was just shrewd enough to know that chivalry didn't mandate idiocy. With a single smooth action he punched his lance through the loose rings of the first man he came upon, some hedge knight with a crude weirwood painted onto his shield. If the initial Bracken charge wasn't enough to fold their lines, Wildfyre's follow-up would certainly break them. Blackbuckle Sneak Attack-War Lance Charge!: 7d6k4+5 26 (4 DOS for more than enough damage: 1 down) CD: 13 AR: 11 Health: 12/12 W/I/F: 0/0/0
|
|
|
Post by Father on Jul 29, 2020 15:36:17 GMT 1
|
|
|
Post by Daeron Wildfyre on Jul 29, 2020 16:54:51 GMT 1
*Unless I’m missing something that second knockdown should also be a fail, Daeron’s passive agility would be a 12 (3*4).*
|
|
|
Post by Father on Jul 29, 2020 16:56:29 GMT 1
-2 from armor.
|
|
|
Post by Daeron Wildfyre on Jul 29, 2020 17:37:27 GMT 1
The freerider knocking him to the ground only served to enrage the dragon who, against better judgement, began to lash out against every man his sword could reach.
CD: 8 (13) AR: 11 Health: 12/12 W/I/F: 0/0/1 Status: Reckless stance, prone, angry Blackbuckle-Reckless-Divided Attack-Longsword: 2#6d6k5+2 21 24 (3&4 DOS for 17 and 24 damage) Fatigue to stand up: Blackbuckle-Stand Up: 3d6 8 (Fail )
|
|