Hidden 7 yrs ago Post by MiddleEarthRoze
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@Peik

Not to worry, I'll be posting for Roze today, unless that's too short-notice?
Hidden 7 yrs ago Post by Hank
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Yes, go ahead. I'll write something for Narzul after your movealong post.
Hidden 7 yrs ago Post by Peik
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@Peik

Not to worry, I'll be posting for Roze today, unless that's too short-notice?


If you think you can put in a post then there's no worry. My notice was just a heads up, not a cut off.
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Hidden 7 yrs ago Post by Dervish
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I'm going to try and work on something for this weekend for the Dawnstar folks, hold tight!
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Hidden 7 yrs ago Post by Peik
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Righto folks, time to keep the Bleakrock rolls rolling.

As you know, last bout Sevine, Niernen and Elmera were wounded. Three Armigers were killed, courtesy of Niernen, Roze and Daixanos, and three Armigers were wounded, courtesy of Sadri, Sevine and Elmera.

This leaves us with Armigers 1, 2, 3, 4, 7 and 9. Armigers 2, 4 and 9 are wounded. Armigers 1 and 2 are engaging Narzul and Sadri respectively. So the party above has to deal with Armigers 3, 4, 7 and 9. They have been ambushed and taken casualties, so if a player wishes to roll Speech to coerce them into surrender, it is a possibility.

Below are the rules repeated again.

Rolls for Bleakrock

For everyone in the Bleakrock mission, I'm going to go with a 10-sided dice system like the rest of the GMs when there's dice rolling involved. I'm stealing Dervish's system mostly, quoted below, but with a few modifications:

1-2 is a failure, your character will be injured and brought down, where a second roll of the dice will determine if the enemy will continue to focus on this character to finish the job or take on another target (less than 5, continue the attack, 5 and up, move on unless there’s no other characters to fight). Depending on the circumstances, GMs will decide if the situation will be fatal. Close characters may elect to intervene, where if a player says they wish to intercept, will have to do another combat roll to see if they both make it to the character in time and receive injury in the process

3-6 is a success, but with minor injury. Your character receives a minor wound that will have to be treated and will hinder their ability to fight somewhat, but it won’t take them out of the fight. Each subsequent roll with an injury will have a -1 penalty on the roll, and each injury added increases the penalty.

7-10 is a success where the best possible outcome for that engagement occurs.


However, as I said, I'm modifying the system a bit, so you have three options to proceed with and the rolls will be made accordingly.

1 - Lethal Attack: Your attack's meant to kill, pure and simple. A full success (7-10) is an instant kill. A regular success (3-6) means that your foe's wounded, and will need either another full success or another regular success similarly to die, but it also means they can hit you back. The effectiveness of the foe's strike will be also decided by a dice roll 1d2, 2 being a success, to see whether they miss or not (they don't get the instant-kill privilege you do, just a valid strike which will wound if successful). A failure (1-2) means your hit misses and they roll 1d2.

2 - Nonlethal Attack: Your attack's meant to stun, which will obviously help you from making a mess, and a captured foe means a hostage and information, and also means Dumhuvud will hate you slightly less for doing a good job. A full success (7-10) is an instant KO. A regular success (3-6) means your attack hurts enough to stun them from hitting you, but they're still going to be up unless you land a full success or decide to go lethal. A failure (1-2) means they get to strike at you, for which they'll roll 1d2, 2 being a successful hit.

3 - Kick: This Spartan maneuver's meant to kick your opponent off the bridge, which means the fight's much shorter. It also gives you one bonus success in your roll for momentum. A full success (7-10) kicks them off the hill completely and they fall, upon which a 1d3 roll will be made to see if they are killed by the impact (1), get stunned (2) or survive and help their two friends below against Sadri and Narzul (3). A regular success (3-6) means that you both fall down the hill, upon which they still make the 1d3 roll, and you get a minor injury. A failure (1-2) means an epic fail that you miss and lose your balance, and fall down the hill yourself, while your foe is undamaged.

Those who are below (Narzul, Sadri, whoever falls alongside their opponent/falls on their own in a failure) do not have the kick option.

Three failures in a row will cause major injury, and any wound received after a major injury can be fatal. Fleeing, falling down or asking for help is always an option, but given Dumhuvud, there will probably be consequences.


Rules For Enemy Surrender

Once the bout is over (i.e. everyone has made their posts), you can choose a spokesperson to try and coerce them. That person alone will be making the roll.

The spokesperson will roll 1d10 with the Speech skill and need to score 7 or above. Those without the skill will get -3 to their roll. Novice gets no bonus. Apprentice will get +1, Adept +2, Expert +3.

Should the roll get a failure (1-2) the spokesperson will be wounded by a projectile. A regular success (3-6) will have the spokesperson's suggestion rejected, and there will be formal restart of combat. Full success (7-10) will have the Armigers put down their arms peacefully.

The spokesperson will not be able to make any attack rolls in the bout, should the roll fail.

Those below (Sadri, Narzul) can also attempt a Speech roll, but their success or failure will be separate from the rest of the party and the Armigers.


Once everyone calls in their shots I shall roll. This time the rolls will continue until the fight is completely over. Please do not hesitate to ask any questions.
Hidden 7 yrs ago Post by Dervish
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DK will go for a non-leathal attack on the Armiger that hurt Niernen after she saved him.
Hidden 7 yrs ago Post by MacabreFox
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Sevine will go in for the kill with the Armiger she is grappling with.
Hidden 7 yrs ago 7 yrs ago Post by MiddleEarthRoze
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Roze will shoot to kill Armiger 3. Gotta steal that kill from the Cat-Kicker, because why not piss him off more? XD
Hidden 7 yrs ago 7 yrs ago Post by POOHEAD189
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Dax will thin the herd by taking out 9 4.
Hidden 7 yrs ago Post by Hank
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Narzul goes for another attempt to non-lethally take down the Armiger he's fighting.
Hidden 7 yrs ago Post by Peik
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Narzul goes for another attempt to non-lethally take down the Armiger he's fighting.


And Niernen?
Hidden 7 yrs ago Post by Frizan
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Happy Halloween, nerds

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Hidden 7 yrs ago Post by Hank
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<Snipped quote by Hank>

And Niernen?


Oh yeah, she exists.

Niernen takes the time to heal herself instead of tackling another Armiger.
Hidden 7 yrs ago Post by POOHEAD189
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Iiiiiiiiiitty bitty postie post
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Hidden 7 yrs ago Post by Peik
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Iiiiiiiiiitty bitty postie post


I hadn't made the rolls yet mang
Hidden 7 yrs ago Post by POOHEAD189
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<Snipped quote by POOHEAD189>

I hadn't made the rolls yet mang


Ah, my bad. I thought we were keeping our previous ones but I misread. I'll edit and then remake the post if I get a good roll.
Hidden 7 yrs ago Post by Dervish
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@POOHEAD189 psst.

You called the Armigers Altmer.
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Hidden 7 yrs ago Post by Spoopy Scary
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The party just hates the Altmer that much.
Hidden 7 yrs ago 7 yrs ago Post by Peik
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THE ROLLENING OF BLEAKROCK AMBUSH, SECOND EDITION

Righto! I've made the rolls and now you have the results. The fight's practically over, you've nearly murdered the entire enemy party. Dumhuvud would be pissed but there are some live captures.

Result of the bout!

I've gone first-come first-serve again, just so everyone knows.

Do'Karth manages to hit his opponent, rolling a 5, but it's not enough for a KO. However, opponent can't do anything because of the stun.

Sevine rolls a 1, meaning she gets a critical failure against Armiger 9 (watch this guy). Thankfully Armiger 9 can't hurt Sevine any further, having rolled a 1 on his 1d2 roll.

Roze manages to hit her opponent, having rolled a 4 on Armiger 3, but she gets wounded as well, as Armiger 3 rolls a 2 on his counterattack roll. For the sake of plot, I had Armiger 3 bleeding to death and not killed instantly - he gets KO'd by Dumhuvud. It's up to you guys to save him.

Dax kills Armiger 4, rolling a 10.

Narzul gets locked in combat with Armiger 1, rolling a 6 which is not enough for instant KO.

Sadri kills his opponent, Armiger 2, by rolling a 10.

Elmera kills Armiger 7 who had been locked in combat with Do'Karth, rolling a 6 (forgot to add her -1 from her wound on the roll, fyi).

Narzul rerolls against Armiger 1, rolling a 2, and Armiger 1 rolls a 2 on his 1d2, wounding him.

Sadri kills Armiger 1 by rolling an 8.




Here begins the Saga of Armiger 9, who proves himself more capable than the entire Kamal assault on Windhelm. He has one hit-point and is against the entire party.

Dumhuvud rolls a 2 against Armiger 9, which is failure. Armiger 9 rolls a 1 against Dumhuvud, which means that Dumhuvud makes it unscathed - barely.

Elmera also rolls a 2 against Armiger 9. Armiger 9 proves merciful and similarly rolls a 1.

At this point I wanted the guy to surrender, but then I decided to get cruel on him, thinking that the healthy PCs could easily give him a gory death. I kept the wounded ones out of the fight for the sake of safety. Smart move in retrospect, since it turned out that Armiger 9's got a lotta fight in him.

I had Do'Karth attack Armiger 9 non-lethally. He rolls a 3, which means that he can't knock the dude down. Thankfully Armiger 9 does not get to counter attack (I misread and actually had Armiger 9 counterattack Karth thinking our cat had rolled a 2, disregard it in the rolls).

Then I had Dax attack Armiger 9, who rolled a 1. Armiger 9 is not so merciful against the Argonian and rolls a 2, wounding Dax.

I had Dumhuvud reroll against Armiger 9. Dumhuvud rolled a 4, which means that he stunned him enough to not get attacked. But Armiger 9 kept standing...

...Until Elmera rolled a 6 on her attack against Armiger 9, which critically wounds him. It'd have killed him instantly, but I thought after his hard and fair fight that he deserved a choice on whether to get captured or not.




In short, the entire enemy party is now killed, save Armiger 3, who's knocked out and bleeding to death, and Armiger 9, who's pretty badly wounded and seems to have no intention of fighting any further. Remember that Dumhuvud wanted some alive.

Now, however, our party has Dax, Roze, Sevine, Elmera and Narzul wounded. Niernen spent this bout healing herself and the bout was chaotic enough that nobody attacked her in the meanwhile, so I'll say that she's all healed up for the sake of further enemy attacks, but she'll still get a -1 on her rolls because of fatigue.

The bout's over. I'll make a move-along post once everyone's posted and made their decision on how you want to treat the survivors. If you guys want to collab about the aftermath of the fight and the survivors, go ahead. I'm also available for collabs in case you need Sadri (for @Hank - if you're busy I can wrap our part of the fight in the move-along) or Dumhuvud in the scene.
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Hidden 7 yrs ago Post by POOHEAD189
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Dax kills Armiger 4, rolling a 10.

Sweet.

Ok, I just posted!

Also, since I am the first to post and am wounded by the Rambo Amiger, I'm having it so he showed up around the group's flanks to give some credence to his wounding a lot of people, entering the battle behind a few peeps. It's what Dax was trying to prevent by killing one of the flankers (4), but 9 he did not see, and that was when the wounding began. Feel free to switch it up but that's how I'm having him enter. I also left how he looked and what weapons he was using vague, so you guys got free creativity. :)
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