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Post by Father on Sept 7, 2018 17:50:20 GMT 1
Lord Leo does not disappoint the high expectations set with the talk and anticipation, the garrison of Highgarden have been bolstered with most of it's militia for a massive live exercise involving three and a half thousand men, one side garbed in orange and yellow and the other in green and gold. Lord Walgrave Oakheart remarks that the Prince's Pass involved a line of knights riding down the Dornish Spear, though not hard to see why the craven vipers hides on the other side of the Red Mountains rather than show up for a proper rematch.
Pacing note: Officers have until Monday to make their tests, after which point the narrator will automatically make any missing tests at earliest opportunity. Similar limitations applies for commanders, after 24h of waiting, the narrator will make any required tests for them. Instructions may be left and stand-ins may be designated.
Only those who passed the Burden of Leadership may partake.
Officers: Status(Reputation)+Chivalry TN 12 Persuasion (Convince)+Chivalry TN 12 Warfare (Strategy) TN 9 Warfare (Tactics) TN 9
A critical failure one any test will disqualify you from taking further part in this event.
Success on all four rolls: A fellow NPC on your side (your choice) is impressed and his disposition towards you improves by two steps (Status 5 or less) or one step (Status 6+) The highest two total DoS across all four rolls (ties by re-roll) per side are given positions of sub-commanders: +1 influence Grants assistance bonus equal to DoS on the highest Warfare test to the commander.
Twist: One may use Deception (Bluff) instead of Persuasion and Deception (Act) instead of Warfare, if one scores among the top two, you may roll the warfare test to determine your assistance bonus or you may opt to sabotage for -1D to the commander's tests. This only works if you beat the passive awareness (empathy) of the commander, critically failing against the passive result of anyone present at the war council will reveal you to them as a fraud. What they do with that knowledge is up to them.
Commanders
War Council: Warfare(Strategy) TN 9, each DoS granting +1b on all Warfare(Tactics) tests in this event, may trade 2b of this bonus into 1D.
The Battle (The Reach goes first): There are 20 units on the side of the Reach and 15 on the side of Dorne. A unit is either intact, disorganized, routed or destroyed. Issuing orders to disorganized or routed units carries +3 TN.
Each round is structured as follows: Step 1: Warfare (Tactics) TN 9, +1 per disorganized unit. Step 2: Warfare (Command), you gain a number of tests equal to the sum of your warfare rank, the DoS on your tactics test, +1/2 per intact unit you have more than total number of non-destroyed enemy units (if applicable, round down). Each order must be assigned to a specific unit, each cumulative order given to the same unit in the same round adds +3 to the TN. 1. Attack TN 9, a success worsens the status of an enemy unit by one step, 3 or more DoS outright destroys it. 2. Defend TN 12, increase the TN of a number of your opponent's attack commands equal to your DoS by +1. 3. Reorganize TN 9, improve the status of a non-destroyed friendly unit by one step, 3 or more DoS improves it by two steps. Step 3: Clean-up. -All destroyed units are removed from the field. -All routed units belonging to your side are removed from the field. -The battle continues until one side yields (generally considered honorable if the commander is reduced to less than half of his opponent's strength).
Consequences: Victorious side: Commander: +1 influence, +1 chivalry, +2 glory, improved disposition towards you by Lord Leo Tyrell and up to three other characters who's combined total status is no more than 15. Sub-Commanders: +1 influence, + 1 chivalry
Losing Commander: +1 glory
Additional rewards to the Dornish side, should they win: +2 Blood points, +1 glory to commander and sub-commanders.
Special: A Destiny Point spent grants +1D to all tests (can be done retroactively), a point of glory/influence grants +1D to persuasion(deception) and status tests.
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Post by Father on Sept 7, 2018 19:39:01 GMT 1
Ser Aerion is given competent advice by his half-brother Ser Aemon who not only have a strong military mind, but manages to channel Lord Willum's enthusiasm into productive contributions. At the other end of the field, Ser Donnel has to put up with Lords Bridges and Durwell trading japes and stories about how the real battle of the prince's pass actually was like, though Lord Marq also appears to have a wealth of actionable tactical advice.
Dornish side: Aemon Flowers: 8d6k5+3 19 6d6k4+3 21 5d6k4 14 5d6k4 16 8 DoS, +2 Assistance bonus. Karl Willum: 7d6k5+3 29 5d6k4+3 23 2#4d6k3 14 10 8 DoS, +2 Assistance bonus Reach side: Bryce Bridges: 8d6k5+2 24 6d6k5+2 25 2#4d6k3 12 12 8 DoS, +1 assistance bonus. Marq Durwell: 2#8d6k5+3 19 26 Correction because deception, because, reasons: 2#8d6k5 25 24 11 DoS, sabotages for -1D Narrator note: PC's granting greater assistance bonus than NPC's automatically wins ties against them. Note that there are other NPC's involved than just these four, so others might be available for disposition increases.
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Post by Titus Blackbriar on Sept 8, 2018 19:33:25 GMT 1
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Post by Parmen Redwyne on Sept 9, 2018 2:11:31 GMT 1
Battle Enactment: Status4(Reputation2)+Chivalry4 v. TN 12: 6d6k4+4 27 {-2= 25} 3 DOS Persuasion3 (Convince2)+Chivalry4 v. TN 12: 5d6k3+4 21 {-2= 19} 2DOSBattle Enactment: Warfare3 (Strategy) TN 9: 3d6 14 2DOSBattle Enactment: Warfare3 (Tactics) TN 9: 3d6 11 1DOSTotal: 8 DOS; +2 Assistance bonus; +1 Influence {Will wait to see which NPCs are involved to select for disposition bonus} {OOC: just realized that I calculated my chivalry as full points instead of dividing by half. Editing the Status and Persuasion test by -2 each to reflect the "true" score. Removes 1DOS} ________________________________________________________________________________________________________________________________________ Ser Parmen had never considered himself to be a tactician and he lacked the battlefield experience of many of the older knights and Lords. Nonetheless long hours spent listening to the war stories of his father, uncles and older brothers, the lessons learned from his Maester, and the drills instilled as a squire to Lord Fossoway had given him the foundation that he now used to craft a battle plan that was well received. He especially noticed { to be filled in later} who nodded throughout his discourse and slammed his fist against his thigh to punctuate the critical points.
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Post by Roland Cordwayner on Sept 9, 2018 16:18:29 GMT 1
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Post by Aerion Flowers on Sept 10, 2018 4:17:17 GMT 1
Will be updating post with fluff in the morning. And once I go through again all the battle rules.
War Council Battle Reenactment - Warfare (Strategy) + Pious - vs. TN 9: 4d6k3 15 - 2 DoS, so +1D for all tests in conflict. Edit: Adding the assistance bonus of +4 (for now, subject to increase if other NPC's and PC's get better results) to the above tests makes it a 19, for 3 DoS. Total: +1D +1B.
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Post by Balon Blackbriar on Sept 10, 2018 5:46:39 GMT 1
BE: Status (Reputation) + Chivalry, TN12: 3d6+3 12BE: Persuasion (Convince) + Chivalry, TN12: 3d6+3 13BE: Warfare (Strategy), TN9: 3d6 9 <- If you check this I wrote down both Warfare in descriptor but only rolled once. BE: Warfare (Tactics), TN9: 3d6 9
4 DoS Total, +1 Assistance Bonus Success on all four rolls: A fellow NPC on your side (your choice) is impressed and his disposition towards you improves by two steps (Status 5 or less). If you can supply a list of NPCs I will choose one Status 5.____________________________________________________________________________Despite squiring for Fireball Balon was no tactician. He had enough ability to command a company of knights in battle but strategy and tactics were not his strong suit. He provided enough advice to seem competent but most of his ideas paled in comparison to his peers. The one exception was Ser Roland (Cordwayner). On this day Roland's advice was poor and discounted. It brought a small sense of satisfaction to Balon. Smug bastard. What's it like to be brought down a peg.
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Post by Ser Donnel Blackbriar on Sept 11, 2018 12:31:11 GMT 1
Ser Donnel deliberated much before the battle. Everything from whom to put in charge of what unit, to which hero a unit should be named after. His two thousand men all deserved to be under the name of somebody who would give them honor. In the end, the assistance provided by a young knight named Parmyn proved to be of great use. His wisdom in warfare outshone that of Lord Bryce or Marq Durwell, although they also provided excelent councling. As Ser Donnel looks over the large forces arrayed, he is almost brought back to the days of the war, although this was not days of terror, these were days of joy, of festivities. These were days that dozens of knights would regale their families with for years to come! "Men! We fight for the glory of the reach! Let the heroes of the past inspire you to become the heroes of the future! In the name of the reach, CHAARGEE!" Ser Donnels chest pumps up and down at a rapid pace, he stands tall like a pike, and his extended swordarm points towards the enemies. Those close by can see the gleam in his eyes.
[Although units will be named in the honor fallen heroes, for ease of the rolling, in orokos the reach units will be named every letter from A-T, then if Aerion wishes he can have every nummber from 1-15? I will assume this for my first rolls at least!] War Council test. Subject to change if another PC gives higher assistance: 4d6k4+2 15Round 1Warfare, tactics, with 2 bonus dice from the war council and assist bonus from Parmyn: 6d6k4+2 21 (3DOS) Removing dice for my warfare checks being reduced to 5dice due to Marq Durwell: 1d6 4 Remove a 3, replaced by a 2, result now 20. Still 3 DOS Total of 7 commands.
Command 1/7: make unit A charge unit 1: 6d6k4+2 18 (2 DOS- unit is disorganized) Removing dice from command 1/7: 1d6 4 (A 3 is dropped, another takes its place. Result stays the same )
Command 2/7: make unit A attack unit 1 again: 6d6k4+2 21 (2 DOS- unit is routed) Removing dice from command 2/7: 1d6 5 (Dice outside of the kept dice. Result stays the same) Command 3/7: make unit B attack unit 2: 6d6k4+2 16 (2 DOS- unit is disorganized) Removing dice from command 3/7: 1d6 3 (Remove a 3, replace with a 2, 15 Still 2 DOS) Command 4/7: make unit C attack unit 3: 6d6k4+2 20 (3DOS- unit is destroyed) Removing dice from command 4/7: 1d6 3
(Remove a 4 for a 3, 19 Still 3 DOS) Command 5/7: make unit D charge unit 4: 6d6k4+2 23 (3DOS- unit is destroyed) Removing dice from command 5/7: 1d6 3
(Remove a 5 for a 3, 21 still 3DOS) Command 6/7: make unit E attack unit 5: 6d6k4+2 21 (3DOS- unit is destroyed) Removing dice from command 6/7: 1d6 1(Remove a 6 for a 3, 18 unit 5 is now disorganized.)
Command 7/7: make unit F attack unit 6: 6d6k4+2 17 (2DOS- unit is disorganized) Removing dice from command 7/7: 1d6 5
(Dice outside of kept dice. Results stay the same.)
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Post by Aerion Flowers on Sept 11, 2018 20:40:59 GMT 1
Aerion spent a long time with his war council. He'd never admit it publicly, but he could help but feel out of his depth a little. Never having seen true war, and younger by half than some of those around him offering advise, he tried to take in as much as he could to form his strategies for the impending clash. Lord Karl encourages sudden and quick offensive action, with Ser Aemon giving his opinion to be a little more cunning in their movements. Units are assigned to sub-commanders, positions are taken, and the assembled men get set. The war council agrees on a general strategy to follow, passing orders down the line to make sure everyone is on the same page. The energy of the day quickly drowns out any doubt and anxiety in his mind, and he takes the reigns of his horse and makes a grand speech to those gathered, hoping to inspire them to victory. "Today they would have you lose! We are to represent Dorne, and for that, we are expected to fail. They have numbers, but so did King Aegon IV, as did those before him. Let us repeat history, defeat the invaders, and claim rights to glory like never before. Today you are not just Dorne, you are the Reach, and not a man here will fall without taking at least two down with him. Let the Warrior hear your praise, and CHARGE!" Aerion's charisma and booming voice is quite inspiring, and as he ends with a yell, the entirety of his forces takes up their own voices to add to that of their leader. Aerion takes charge alongside them, never been one to accept that leaders hide in the back of battle. Battle Reenactment - Warfare (Tactics) + 1D +1B +4 - vs. TN 9: 5d6k3+4 19 - 3 DoS Total Orders: 6 Battle Reenactment - R1.1 - 1 vs. A - Warfare (Command) + 1D +1B +4 - vs. TN 9: 6d6k3+4 17 - 2 DoS, Unit is Disorganized. Battle Reenactment - R1.2 - 2 vs. B - Warfare (Command) + 1D +1B +4 - vs. TN 9: 6d6k3+4 21 - 3 DoS, Unit is Destroyed. Battle Reenactment - R1.3 - 3 vs. C - Warfare (Command) + 1D +1B +4 - vs. TN 9: 6d6k3+4 19 - 3 DoS, Unit is Destroyed. Battle Reenactment - R1.4 - 1 vs. A - Warfare (Command) + 1D +1B +4 - vs. TN 9: 6d6k3+4 20 - 3 DoS, Unit is Destroyed. Battle Reenactment - R1.5 - 1 Defend - Warfare (Command) + 1D +1B +4 - vs. TN 12: 6d6k3+4 18 - 2 DoS, Unit is only Disorganized, not Routed. Battle Reenactment - R1.6 - 4 vs. D - Warfare (Command) + 1D +1B +4 - vs. TN 9: 6d6k3+4 16 - 2 DoS, Unit is Disorganized. Reach: Unit A - Destroyed Unit B - Destroyed Unit C - Destroyed Unit D - Disorganized All other units: Intact Dorne: Unit 1 - Intact* Unit 2 - Disorganized Unit 3 - Destroyed Unit 4 - Destroyed Unit 5 - Disorganized Unit 6 - Disorganized All other units: Intact [note: In action 5 I wrote Defend and TN 12, but I meant this to be reorganize of my only routed unit. Will re-roll if need be. Otherwise, it's TN 9 and 3 DoS - unit is intact.]
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Post by Father on Sept 12, 2018 17:19:38 GMT 1
So, dice rolling corrections, remember that a penalty dice is still rolled, just not kept. Donnel, War council is now 4d6k3+2, still 2 DoS. Rest is then 6d6k3+2 if you don't want to convert +2b into +1D, meaning: 1: 15 2 DoS 2: 18 2 3: 14 2 4: 17 2 5: 19 3 6: 17 2 7: 15 2
Meaning that one Dornish unit is destroyed, one is routed and four are disorganized. Which adds to the TN of Aerion's tactics by +4, so he gets one less order. So unit D remains intact, whilw ABC are destroyed.
So after round 1: Reach: D->U Intact ABC Destroyed Dorne: 7-15 intact 2-6 Disorganized 1 Destroyed
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Post by Ser Donnel Blackbriar on Sept 12, 2018 19:13:45 GMT 1
So, dice rolling corrections, remember that a penalty dice is still rolled, just not kept. Donnel, War council is now 4d6k3+2, still 2 DoS. Rest is then 6d6k3+2 if you don't want to convert +2b into +1D, meaning: 1: 15 2 DoS 2: 18 2 3: 14 2 4: 17 2 5: 19 3 6: 17 2 7: 15 2 Meaning that one Dornish unit is destroyed, one is routed and four are disorganized. Which adds to the TN of Aerion's tactics by +4, so he gets one less order. So unit D remains intact, whilw ABC are destroyed. So after round 1: Reach: D->U Intact ABC Destroyed Dorne: 7-15 intact 2-6 Disorganized 1 Destroyed I factored that in. I had 4d6k3 and got 2 BD. Converted them to 1 test dice and got 5d6k4. Thats why I reduced all my rolls by 1 bonus dice, is that not correct?
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Post by Father on Sept 12, 2018 21:10:47 GMT 1
Ah, okay, then it's correct. Still enough disorganization to cancel the sixth order.
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Post by Ser Donnel Blackbriar on Sept 13, 2018 10:28:54 GMT 1
Seeing the destruction of three of his charging units, ser Donnel responds by bringing more swords into the fray: " Bryce! Bring 7 units to cut into their reserves, cause a ruckus like you do in taverns!" He then turns to the young knight bu his side: "Parmen! Close the gap on our right! the units there are starting to lose heart!" As soon as his commanders have left, Ser Donnel puts on his helmet. As Bryce crashes into the fray with the force of a large sledgehammer, a large grin spreads on Ser Donnels face. The battle isn't over, don't get overconfident! He reminds himself as he eyes his diminishing reserves. So if I get it correct, then this is the lay of the land Unit A - Destroyed Unit B - Destroyed Unit C - Destroyed All other units: Intact Intact units=17 Dorne: Unit 1 - Intact* Unit 2 - Disorganized Unit 3 - Destroyed Unit 4 - Destroyed Unit 5 - Disorganized Unit 6 - Disorganized All other units: Intact Total non-destroyed=13 Step 1: Round 2 Commands, step 1 (tactics) Vs tn 9 (no disorganized units): 5d6k4+2 16 (2DOS) Step 2 Calculationg commands: 4 warfare+2DOS+2 from 4 more units=8 I am uncertain whether my last+2 counts, as I started with more units. But I roll 8, then you can disregard the two last if I am mistaken. Round 2 step 2 Commands1/8 Unit A attack unit 1: 5d6k4+2 21 (3DOS unit 1 is destroyed). (My unit A was destroyed, I see now, so replace it with unit G.) Round 2 step 2 Commands2/8 Unit H attack unit 7: 5d6k4+2 15 (2 DOS Unit 7 is disorganized) Round 2 step 2 Commands3/8 Unit I attack unit 8: 5d6k4+2 24 (4 DOS Unit 8 is destroyed) Round 2 step 2 Commands4/8 Unit J attack unit 9: 5d6k4+2 13 (1 DOS Unit 9 is disorganized) Round 2 step 2 Commands5/8 Unit K attack unit 10: 5d6k4+2 19 (3 DOS Unit 10 is destroyed) Round 2 step 2 Commands6/8 Unit L attack unit 11: 5d6k4+2 16 (2 DOS Unit 11 is disorganized) Round 2 step 2 Commands7/8 Unit M attack unit 12: 5d6k4+2 22 (3 DOS Unit 12 is destroyed) Round 2 step 2 Commands8/8 Unit N attack unit 13: 5d6k4+2 13 (1 DOS Unit 13 is disorganized)After Reach Round 2: Changes marked with BoldUnit A - Destroyed Unit B - Destroyed Unit C - Destroyed All other units: Intact Sum: 3 Units Destroyed,17 units intact. Dorne: Unit 1 - DestroyedUnit 2 - Disorganized Unit 3 - Destroyed Unit 4 - Destroyed Unit 5 - Disorganized Unit 6 - Disorganized Unit 7 - DisorganizedUnit 8 - DestroyedUnit 9 - DisorganizedUnit 10 - DestroyedUnit 11 - DisorganizedUnit 12 - DestroyedUnit 13- Disorganized
Sum: 6 Destroyed, 7 Disorganized, 2 intact.
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Post by Parmen Redwyne on Sept 14, 2018 1:37:02 GMT 1
"Parmen! Close the gap on our right! the units there are starting to lose heart!" "By your command!" Parmen took his men-at-arms and plunged into the gap. The arrival of fresh men did the trick, stiffening the resolve of the units under attack. They stood their ground and prepared to counterattack against their foes who suddenly found themselves overextended and flanked. He almost felt bad for those who had taken on the role of the Dornish for this exercise. Almost.
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Post by Father on Sept 23, 2018 23:29:08 GMT 1
Assumed yield result, though it's not explicitly stated.
Donnel: +1 influence, +1 chivalry, +2 glory, +1 improved disposition towards you by Lord Leo Tyrell and up to three other characters who's combined total status is no more than 15. Parmen: +2 influence, + 1 chivalry +2 disposition with NPC of status 5 or +1 disposition with NPC of status 6. Aerion: +1 glory Titus: +2 disposition with NPC of status 5 or +1 disposition with NPC of status 6. Balon: +2 disposition with NPC of status 5 or +1 disposition with NPC of status 6.
Non-exhaustive list of participating NPC's (less than 5 counts as 5):
Reach: Bryce Bridges 5 Marq Durwell 5 Daemon Blackfyre 6 Bittersteel 5 Walgrave Oakheart 6 Gormon Peake 6 Roland Redwyne 4 Aubrey Ambrose 4 Quentyn Ball 4 Farman Flowers 4 Normyn Flowers 4 Owen Roxton 5 Lyonel Baratheon 5 Aerion Baratheon 5 Robb Reyne 4 Manfred Lothston 6 Willem Starling 4 Imry Levalle 4 Ulbert Starkwood 4
Dorne: Karl Willum 5 Aemon Flowers 5 Bloodraven 5 Jasper Flowers 3 Symon Starkwood 3
Others are present also, but these are the primary characters involved.
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