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Post by Father on Jul 29, 2020 17:56:16 GMT 1
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Post by Daeron Wildfyre on Jul 30, 2020 3:39:18 GMT 1
*I thought that Reckless applied to both pools, not unlike Cautious. Doesn't matter regardless.*
Not for the first time did Wildfyre find himself in dire straights in the Riverlands. Unable to break the hold of the coward grappling him, Daeron launches a quick snap kick with both of his feet against his enemy's legs and forces him to the ground as well.
Takes 2 injuries CD: 13 AR: 11 Health: 2/12 W/I/F: 0/2/1 Blackbuckle-FIghting (Brawling)-Breaking Free: 6d6k5-2 11 (Nope) Blackbuckle-Knockdown vs NPC 1: 6d6k4-3 18 Question: If he's grabbing me and we're both prone like this, can he be used as cover against the two men who are beating on Daeron?
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Post by Father on Jul 30, 2020 6:56:05 GMT 1
NPC 1 maintain grab: 5d6 19Assists NPC 2 attack. 2xAim+attack: 6d6k4+2 16 6d6k4 16No damage this time. No, not really, you are also probably well served getting back on your feet, although now that he's prone, you have a greater chance breaking out by defeating him. Round 3/5 Total down: 3
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Post by Daeron Wildfyre on Jul 30, 2020 19:07:51 GMT 1
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Post by Father on Jul 30, 2020 21:42:21 GMT 1
That +b on breaking free is from talented? (doesn't matter here, but if you don't have a bonus die to begin with, you have to roll regular dices first, then decide if you want to reroll since you have to keep the new result). Also, methinks it should be 8 damage on account of prone. NPC 2 aim+grab: 6d6k4 18 Success. NPC 1: stand up TN 3: 3d6-2 9 Free action. NPC 1 CyB (Cautious): 3d6 11 to 4/9 NPC 3 Aim+attack: 7d6k4 21 3*5-11=4 damage. 2xNPC countergrabs: 2#5d6 17 19Round 4/5 Total down: 3 (one at 4/9)
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Post by Daeron Wildfyre on Jul 31, 2020 2:35:38 GMT 1
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Post by Father on Jul 31, 2020 12:37:09 GMT 1
11 because grabbed.
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Post by Balon Blackbriar on Aug 6, 2020 22:15:19 GMT 1
*** I'll add any additional assists allowed after the conclusion of the Red Lion / Wildfyre battle. [Phase 3] Siege of Blackbuckle, Morale, Warfare (Strategy) + Aubrey Assist TN9: 5d6k4+1 21, 3 DoS, +3 to Moral Tests[Phase 3] Siege of Blackbuckle, Balon's Morale Assist, Endurance (Resilience) TN3: 6d6k4 17, +1 to Morale TestScouts: Skip foraging Round 2 Morale Test Round 2 TN 3: Auto Pass Warfare (Command): 3*0 + 6*0 = Auto Pass [Phase 3] Siege of Blackbuckle, Digging In, Warfare (Strategy) + Aubrey Assist TN9: 5d6k4+1 13, 1 DoS (that extra assist matters now, lol)Actions for Round 21+2 or 2+2-Dig Trenches around Blackbuckle (5/6 or completed)See post below for updated Digging in Actions.
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Post by Daeron Wildfyre on Aug 6, 2020 22:36:04 GMT 1
*Ouch* then Daeron takes another injury which shouldn’t change any of his rolls. He’ll also spend a point of fatigue to ignore AP if attacked because he just wants to survive now.
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Post by Father on Aug 7, 2020 18:39:09 GMT 1
NPC 1, 2, CyB cautious, NPC 3 aim+grab: 2#3d6 13 11 6d6k4 22Daeron's grabbed again 2x countergrabs: 2#5d6 21 12Total down: 3 NPC 1: 4/9 NPC 2: 3/9 Firestarter: 4d6k3 16Sum hero actions: +1D to Robb's first round Warfare tests. -1 Blackwood CD. Intrigue style stats: Ser Horace of Stoney Sept CD: 8 (+3 for defensive position, -1 because Shock and awe) 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) Initiatives, Robb, Blackwood commander: 6d6k5 14 4d6k3 12Robb strikes first. 10x Robb Commands: 6d6k5+1 19 9#5d6k4+1 13 15 22 13 22 21 17 13 1110x Blackwood commands: 10#4d6k3 9 14 12 14 7 11 7 13 9 12R1: Blackwood: 10 damage to 2/12 Bracken: 0+2 damage to 10/12 R2: Blackwood: 5 damage to -3/12, 1 injury to 1/12, endurance bonuses disappears effectively -3 health to -2/9, then 1/9 with 2 injuries. Bracken: 5+2 damage to 3/12 R3: Blackwood: 6 damage and the enemy breaks. Bracken: 0+2 damage to 1/12. Robb calls an orderly retreat because not much to loot, and the archers up on the holdfast walls are rather annoying. Bracken units will take casualties as if tested. Since there's no glory to be won for Daeron, we can handwaive him going mostly turtle the three rounds vs NPC's. Will get back to the main mission after a commercial break...actually, nobody's paying me to advertise anything and I don't have anything for sale either, so I guess it's just that screen they tossed up when I was a kid and they didn't actually start sending anything before 7.30 or whatever.
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Post by Father on Aug 10, 2020 21:11:11 GMT 1
If Balon had wondered why the Blackwoods had not attempted any serious sally, Ser Robb returns with the answer. While real enough, the supplying force turned out to be both bait and decoy, if not for The Red Lion being a seasoned commander and moving fast across Blackwood lands, he and all his men might not never have returned at all, for not far behind the supposed reinforcements another host is on the march, one of enough size to obliterate Ser Robb's force, and twice the size of the full Bracken host. Ironhand's savage raid appears to have intended to lure the Brackens into a trap, but one detected before clapping shut. Casualties (single roll for all because lazy narrator): 1d6-2 0And for Blackwoods (treated as routed): 2d6 10So at experience 4, but 0.9 strength it's a tossup, so let's call that a -5 Blackwood strength because it should have an effect. So: Bracken Forces: -1 Unit of Seasoned (6->6.4) Men at Arms -1 Unit of Seasoned (6->6.4) Scouts -2 Units of Seasoned (6->7) Freeriders -4 Units of Trained Militia with equipment upgrades -1 Unit of Trained Archer Militia with equipment upgrades. -1 Unit of Trained Engineers Blackwood forces: Blackbuckle bait: 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. The trappers that Robb avoided: Commander: Unknown. -2 Units of Seasoned Men at Arms. -2 Units of Seasoned Freerders. -2 Units of Seasoned Scouts. -2 units of Trained Guards. -5 units of Trained Militia. -3 units of Trained Archer Militia. Balon gets +2 assist from Robb on any digging in actions (but looses assistance from Aubrey if he wants to put together stuff for raining fire), he might also chose to do something different than his present orders (and probably would): List of options (other things may also be possible: 1. Withdraw, no rewards (but Robb and Daeron's minor victory will count for something), Warfare (Strategy) TN 9 will suffice to make it so. 2. Assault Blackbuckle at the start of the siege round, may not do digging in, but Warfare (Strategy) to withdraw before having to give battle to the larger Blackwood host is now TN 12+1 per step beyond tested his army counts as for casualties. 3. Assault Blackbuckle at the end of the siege round, may do digging in, but Warfare (Strategy) to withdraw before having to give battle to the larger Blackwood host is now TN 15+1 per step beyond tested his army counts as for casualties. 4. 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). -Can get assistance on these strategy tests. -If one chooses to rain fire, and then retreat without fighting any forces holed up in Blackbuckle, one gains +1D on the strategy test to avoid having to fight any Blackwoods. (And Aubrey Ambrose will already have left the camp and returned to Stone Hedge in disgust). -Giving battle to the main Blackwood host would grant +2 glory, with an additional +8 for victory or +3 for managing to withdraw in good order, potentially along with the rewards for defeating Ironhand, and other points for kill or capture (or Blackwoods getting their hands on Bracken heroes), also casualties that matter.
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Post by Balon Blackbriar on Aug 21, 2020 6:26:41 GMT 1
[Phase 3] Siege of Blackbuckle, Digging In, Warfare (Strategy) + Aubrey Assist TN9: 5d6k4+1 13+2 (Assist from Robb Reyne) = 15, 2 DoSRound 22+2 = 4 Capped Ram (2) 2 Ladders/Grapnels (2) -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. __________________________________________________________________________________________________________________________ Sieges were dull. There had been a few skirmishes when they'd first arrived and a harassment one night by the Blackwoods but things had settled into each side staring at one another outside of archer range. The ditches had been completed by the end of the first week and had given Balon's forces a distinct advantage in case the Ironhand tried to break the encirclement. As the second week of the siege began Balon had ordered trenches dug to further seal off the defenders of Blackbuckle. With luck the Red Lion and Wildfyre had destroyed any Blackwood reinforcements and were returning soon to strengthen his own position. Balon has issued a standing order to shoot all ravens out of the sky in case one carried a message calling for aide. Patrols were frequent and based on irregular intervals to catch any messengers that tried to sneak out during the night. But sieges were dull and complacency would set in soon enough. Balon was no less susceptible to the boredom of routine. During the first few days he'd worn his armor from sun up to sun down. He wanted to be ready at a moment's notice to repel any attack from the town. But as his shoulders started to ache and the heat of the day wore him down he shed pieces of his armor until all that remained was his cuirass and vambraces. One of the first things Balon had ordered when camp had been established was to have the engineers build a small tower for him to observe Blackbuckle. Balon was currently standing in it with his far-eyes, staring at the walled town. He didn't know what he was looking for, nothing had changed over the course of the day, or from yesterday...or the day before that. He'd stared at the walls so long he knew the average number of posts between the larger support stakes. 20. He'd left the details of the ditches and trenches to his subordinates. He'd inspected the completed ditches and offered words of encouragement. "Well done. These earthworks will save lives when they're forced to attack." he'd said. Balon hadn't known what else to say. It was a ditch. How fucking hard was it to do anyway? Regardless Balon knew he'd have to keep the men busy, idle hands were the devil's playground. While staring at Blackbuckle he heard a commotion at the base of the tower. A rider had come into camp, most likely a messenger from the Red Lion. Good news I hope. As Balon descended the ladder the tones of the voices suggested it wasn't good news. He walked up to the messenger and tried to remember his name. He was older man, well into his forties. He was bald with liver spots all over his scalp and if Balon remembered correctly he had a speech impediment. Is his name Alar... Amarr.... He was supposed to be a guide for the Brackens in this area. Someone who had grown up in the area and knew it like the back of his hand. At least that's what he claimed. The old man was exhausted from his ride but managed to straighten up when Balon approached him. He tried to talk but stuttered incoherently. With little patience Balon barked at him, "Spit it out man."The messenger took a deep breath and almost yelled, "It's a trap!"
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Post by Father on Aug 24, 2020 21:02:56 GMT 1
Narrator note: Simulation suggests that while this should not be unbeatable, the odds are not in the attacker's favor. If it turns out that the odds are significantly skewed one way or the other, chalk that up to the fickle whims of fate. Proceeding is probably very risky, and this should be known IC, so the Bracken force can choose to abandon the siege and give themselves the best odds of escaping the trap, perishing the thought of an assault.
Which might be sensible considering what value there is in taking Blackbuckle only to abandon it or let the Blackwoods lay siege to you is rather questionable, they'll surely be happy about the perfectly good trenches you have dug for that purpose. But there isn't much glory in being sensible.
Overall situation:
Bracken Statistics: Attack: 4D Damage per DoS: 5 CD: 9 AR: 5 Health: 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
Army Conditions: -An army becomes tested once it has taken damage equal to half it's health, this otherwise matters only for casualties. -An army becomes bloodied once it has taken damage equal to it's health, this otherwise matters only for casualties. -A bloodied army must test morale once per phase with a TN 6, +3 per full 10% of damage in excess of it's health taken. -On a failure, it suffers a cumulative +3 TN to this morale test. On a critical failure, the army becomes disorganized. -A disorganized attacking army suffers -3 CD. -A disorganized army must test morale once per phase with TN 0, +3 per full 20% of damage in excess of it's health taken. -On a failure, it suffers a cumulative +3 TN to this morale test. On a critical failure, the army becomes routed. -A routed army suffers an additional -2 CD, it may be pushed to fight one more phase with a TN 12 Warfare (Command) Test. -The army then makes a morale test against the same TN, on a success it will fight as many phases as the highest DoS on the command or morale test. -Each subsequent attempt to push a routed army to fight further is at a cumulative +3 TN. -On any single failure, the army will flee or surrender, on a critical failure it is annihilated.
Leaders of men. -At the beginning of each step, the commanders of each army make the following tests: -Warfare (Command) TN 9 -Warfare (Tactics) TN 9 -All special characters may assist on the tactics test prior to step 1. -Any character not engaged in hero actions in the previous step may assist on the command tests. -Success on both tests: +2 DoS -A Critical failure counts as -3 DoS and inflicts -1D on these tests for the next step.
The commander with the most total DoS gains one boon per DoS he scored more than his opponent, the effects of boons of the same type does not stack (+1, +1b and +1D stacks with one another, but +1b and +1b does not become +2b), unless otherwise noted they only lasts to the end of the step they were selected: -Momentum I (1 point): Gain +1 on all warfare tests for the remainder of the event. -Momentum II (2 points): Gain +1b on all warfare tests for the remainder of the event. -Momentum III (4 points): Gain +1D on all warfare tests for the remainder of the event. -Shield Wall I (1 point): Army gains +1 CD -Shield Wall II (1 point): Army gains +1 AR -Shield Wall III (3 points): Army gains +2 CD -Shield Wall IV (3 points): Army gains +2 AR -Shock and Awe I (1 point): Army gains +1 on all attack tests. -Shock and Awe II (3 points): Army gains +1b on all attack tests. -Shock and Awe III (5 points): Army gains +1 damage per DoS.
Step 1: Creating a Breach During each phase, the Bracken forces may attempt one advance on the gate and one advance on each attack point on the wall, heroes may join either option with specific details. This step ends when a breach has been created.
All damage dealt during this step is divided by 10, the total damage to each army is then rounded up at the beginning of step 2 (or at the end of step x).
Up the walls: -One advance must be taken to sprint to the wall, during this advance, the defenders make an attack with +1 damage/DoS. -Every subsequent advance involves both sides making attacks against one another, defending the walls grants +4 CD and +1 damage/DoS. -The attacking army tests chance TN 9, upon scoring 3 total DoS a breach is created. -On the second consecutive critical failure, the assault on the wall fails and the next phase is spent withdrawing and the defenders make an attack on the fleeing men. -Once the phase of fleeing is done, the process may be attempted again. -If no hero joins a wall attack, the presence of Ser Ulbert turns the first advance chance test made in a phase into an automatic critical failure.
Break the gates: -Four advances must be taken to bring the ram to the gates. -The defenders makes one attack against the attackers per phase, starting with the turn of the first advance of the ram. -This attack is with +1 damage/DoS, but is met with +4 CD. -Starting on the fifth advance, the ram tests chance TN 9 per advance, a breach is created upon the 2nd DoS -On the second consecutive critical failure, the ram is broken and no further advancements can be made, the defenders make a single attack against the fleeing attackers (who gain no CD bonus).
Step 2: Into the Breach. -Each phase, the armies make one attack against one another but with no bonuses or penalties. -This proceeds until the defenders becomes disorganized, and one proceeds to step 3. -If no hero joins to engage in combat with Ser Ulbert (unless he was previously defeated), his presence to defend the breach grants +1D and +2 damage/DoS to Blackwood forces.
Step 3: Take Blackbuckle. -During this phase calculate the relative numbers remaining of each force, like so: -Relative Numbers=Starting Health*(Damage dealt/Enemy starting health). -For each full 25% advantage in relative numbers (at 1.25, 1.57, 1.96 etc), that force gains an additional attack per phase.
Discretion is the better part of valor. -The assault may be aborted at any point. -Each ongoing step 1 advance on gates or walls triggers one attack from defenders against fleeing attackers as if they were beaten back (this is subject to the 1/10 reduction). -During step 2 this triggers 3 attacks from the defenders. -If aborting during step 3, the commander tests warfare (command) TN 12 and warfare (tactics) TN 12. -Success on both tests: +4 DoS. -The defenders then make 15-DoS attacks. -A morale test is triggered if applicable for the condition the army is in after suffering these attacks, if this reduces it's condition, a new morale test is triggered if applicable and so on. -Each critical failure reduces the condition of the attackers by one step.
Heroic Action. Two options are possible for hero actions:
Up the walls (during step 1): 1. Cover 200 yards, using the defensive technique during this part imposes +1 bulk unless you use a tower shield (that cannot be carried up the walls). -Each combat round, an archery attack of 3D+3b (Damage 4, Piercing=DoS scored) will be made against you. 2. When you reach the walls, you may start the climbing, this is an Athletics (Climb) - Bulk TN 6 test (lesser action), allowing you to climb 1 yard per DoS. -On a critical failure you fall down taking regular falling damage. -You reach the top after 4 yards, at which point you may push yourself across or attack the defenders (See part 4. Fight) -Each combat turn you are directly beneath the walls or climbing them, test chance TN 7. On 2 DoS you only take the regular archery attack, on a 1 DoS you get hit by rocks which are treated as the regular archery attack but with +1D, +1 damage/DoS, on a simple failure the rocks now ignore AR and trigger an agility (balance) test with a TN of 3*DoS scored, on a failure you lose a lesser action on your next turn, on a critical failure you fall down. On a critical failure, this attack is instead made with +2D, +2 damage/DoS. -Once you have reached the top of the wall, test chance TN 7, upon scoring 2 DoS, The Ironhand will be on the other side of the gate, meaning you will not face him this step, upon scoring 1 DoS you may have to face him at the gate, on a simple failure he will come once you have scaled the walls, on a critical failure he will be waiting for you on the top of the ladder. -If another hero is scaling at the other point, he will also test this chance test, a PC's result takes precedence (if both gets 1 DoS, or PC gets 1 Dos and NPC 2 DoS, Ulbert will be waiting for them at the gate). 3. Push across the walls: Athletics (Strength) TN 18, lesser action, each additional lesser action spent grants +1D as per extra time. -Success: You are now on the battlements, negating the bonuses the defenders gains from the walls. -Critical failure: You are thrown down, taking damage as appropriate. 4. Fight: Each combat turn which you are either on the top of the ladder (4 yards up), on the battlements or going for the gate, you take one regular attacks from the defenders. -These attacks are at 5D+2b (damage=6/DoS). -Until you have pushed across the walls, all enemies receive +1b, +1 damage/DoS and +4CD against you. -These attacks does not occur in any combat round in which Ser Ulbert engages you. -To take the gates, you must defeat 10 Men at Arms (Tertiary characters, CD 12, Health 12, AR 10), if engaged with Ser Ulbert at that point, you can hold him off while others open the gates for the invaders. -A hero may as a greater action back away and essentially do nothing but defend himself for the remainder of this part, this counts as an attack, in any subsequent combat round he is effectively removed from the scene and cannot partake in First into the Breach. -No matter the outcome, each men at arms defeated inflicts 1 damage on the defenders. -If the gates are taken, this counts as an automatic success at creating a breach, inflicting an additional 5 damage on the defenders, if the army would have managed to create a breach by going over the walls without hero involvement (ignoring what would happen if Ulbert did not have a hero to contend with).
Note: This is only possible if men are sent over the wall during step 1 to begin with. If only one section of the walls are attacked, the chance test to determine where Ulbert shows up is at TN 13, if both heroes go up the same wall, both tests chance and take the worst result between them (the one with critical failure, if any, gets Ulbert waiting on top of their ladder), if the chance test sends Ulbert to a wall with no heroes, the chance tests of that side will all be critical failures.
First into the Breach (during step 2): -This occurs if the heroes went over the walls and took the gates or the gates were broken by the ram and the heroes charge in with the main force. -If a hero failed to go over the walls, he may go through the gate with the rest of the Bracken men. -This lasts for 10 combat rounds. -Each hero involved will take 1 regular attack per round (unless Ulbert is involved) as noted under fight. -Any round in which Ser Ulbert engages the heroes, any hero not attacked by him will take a single such regular attack. -A hero may as a greater action back away and essentially do nothing but defend himself for the remainder of this part, this counts as an attack, any subsequent combat round he is effectively removed from the scene. -Ulbert will inflict 3 damage on the Bracken army for each remaining combat round if all heroes have backed away, starting with the round where the last hero backed away. -Ulbert will also inflict 3 damage on the Bracken army for each combat round that no hero arrives to engage him. -Heroes may attack regular men at arms during these rounds, inflicting 1 damage on the Blackwood army per man defeated. -If Ulbert remains at large after this step, he may cause further complication for the invaders.
There would not be rewards without risks: -If a hero opts to back away and the Bracken army abandons it's attack, they must either surrender or try to fight their way out. -In case of the latter, they must fight regular NPC's and defeat 3 of them to escape, taking archery attacks as per the first part of running up to the walls until they clear 200 yards from the walls.
Kiss of fate: A destiny point spent normally to affect one of your tests applies in same fashion to all subsequent non-chance tests which you make during this event. A destiny point may alternatively be spent to gain the effects of a burnt destiny point on any any test you make or that was targeting you. A destiny point may be spent to turn a single chance test into the result of your choice. A destiny point spent to affect the non-chance tests of one's army applies in same fashion to all subsequent non-chance tests which it makes in the same step. A destiny point may alternatively be spent to gain the effects of a burnt destiny point on any any test your army or the opposing army makes.
-Generally, commanders may only spend destiny to influence warfare results, and heroes may only spend destiny to influence combat results in the scenes they are in, so if Aubrey is on a separate wall section, Daeron's destiny cannot help him until they join up, if they join up.
Rewards: There will probably be bonus glory for heroes going over the walls.
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Post by Daeron Wildfyre on Aug 25, 2020 0:11:21 GMT 1
Before this gets too deep, how much time does Daeron have to heal between North of Blackbuckle and the Siege?
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Post by Father on Aug 25, 2020 9:14:54 GMT 1
I believed I had written something on that, but appearantly not, from memory you get one week if you use the siege round to make stuff for the assault, but at light activity and 4k3 healing dicepool available, supplies limited to people with "life-threatening" wounds.
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