Overview
About This Game
Game System
Detailed Description
Six young warriors - sent to do the work of thousands!
Generations ago, the orc-hordes swarmed east into the peaceful kingdom of Caithness. Now they're coming back. Last time, it took an army to stop them. This time, your lord is sending you . . .
Orcslayer is the first Man to Man campaign adventure. It consists of nine linked combat scenarios, separated by "interludes" of travel, rest, and interaction. Each situation is different and will require different tactics. But the scenarios are not just excuses for head-bashing — they provide some interesting roleplaying opportunities as well. There are friends to be made, allies to enlist, enemies to avoid, traps to spot, and more . . .
Man to Man is basically a combat boardgame, but it has strong roleplaying elements that set it apart from other combat games. This supplement is designed to highlight and expand those roleplaying elements — without sacrificing the thrill of clever tactics skillfully executed.
Overview and tips on running the module
This is my first time playing GURPS with unfettered access to all the rules. To reduce analysis paralysis, this playthrough will be done only using the Basic Set (with occasional "GM's calls" for especially Rule of Cool maneuvers and events), and some of the storyline will be adjusted for modern sensibilities a bit (e.g. the orc hostages are not just all the pretty ladies, but politically useful prisoners). Scenarios will be played out turn by turn, with in-universe RP summarizing the events of that turn (with some embellishment or adjustment as strikes the author's fancy).
New characters in the original scenario pack (6 recommended) were 80 points and allotted $2500, with prices per Man-to-Man for equipment, and the scenario for non-combat expenditures. For this game, I will roll their stats, ads/disads and skills (and associated combat gear) randomly; equipment prices will be per the Basic Set book if not present in the main scenario. These house rules will be tweaked over time. Characters will be made and maintained in GCS, so some bleedthrough from other books may be present; text dumps of each character at the beginning of each scenario can be found in the Files section.
To add a little bit of RP spice to the playthrough, PCs will roll Reactions to each other and NPCs, which may influence the chosen approach both in and out of combat; generally, positive attitudes will be more helpful and courteous, while negative attitudes may leave PCs to ignore their comrades and allies. Additionally, IPCs may not always make the most tactically wise decisions, which is because I want to try out all the Basic Set bells and whistles completely for RP purposes.
Since I'm a relative newbie to GURPS, constructive commentary (over DMs) on rules mistakes or tactical missteps is welcome.
Community
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From P. 4. In the Food and Water sidebar, fourth paragraph, the last sentence should read: "Lost HT is regained in the normal fashion." P. 6. The scale of the map, given as 100 miles = 1 inch, is actually 180 miles per inch. P. 14. In the Reptile Man Armor sidebar, reptile man armor weighs 30 (not 25) lbs. P. 24. Characters: the orcs are 40-point characters (not 30), to agree with the Setup stats. Character Sheets The 35-point orc is shown as having the Fast-Draw-Axe skill; there is no such thing. That orc should have one point in Knife skill. (If he carries a knife, his encumbrance goes up a level, but that's his problem.) The 40-point orc, Dwarf Torturer and Reptile Man should all have a Dodge equal to their Move. Also, the 40-point orc should do 1d+3 broadsword damage, not 1d+2.
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Notes (rerolled stats due to using wrong formula; trying out 2d6+5 instead of 2d3+8) Advantage: Acute Taste/Smell +5 Disad: Overconfidence (12) Weapon: Lance Skills: Traps, Animal Handling (Horses), Crossbow Another lancer, and also way too weak to be using a lance. May trade some points from HP (which is way over the +30% limit) to bring it up to 10. Given his skillset and epithet, he appears to be an older outrider/ranger of sorts (not even on the knightly track), and will be brought in as a guide to Castle Defiant. As such, he will not have Chivalry.
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Overall, Scenario 1 was fun for a relatively new GURPS player like me - a large number of mooks with just enough combat capability to be a credible threat, but low enough HP and DR that they could be put down somewhat regularly. Rules Mistakes and Questions I misread the surprise rules and didn't make each PC roll IQ each turn to recover after the initial d6 seconds. If either of Folcard or Edon had taken an extra second to recover, Droart likely would have been defeated (although neither of them are particularly likely to have failed). I misread the Major Wounds threshold - it must exceed HP/2 (or /3), not greater than or equal to. By extension, limb/extremity hits were capped 1 HP lower than they should have been. I don't think this would have materially changed the scenario outcome, but it did affect a couple hits. I may have misapplied the -2 penalty I used on the ladder orcs. The scenario states only that orcs "in the window" have the -2, not the ladder. This may have affected some defense rolls. I thought I had made a mistake applying Mighty Blow to non-AOA (Strong) attacks, but I think I was mistaken about my mistake - Mighty Blow can be used to apply a +2 bonus as if AOA (Strong) were used, but can still use active defenses afterwards, rather than simply negating the active-defense constraint when using AOA (Strong). My new interpretation will be that it can be used for any attack other than AOA (Strong) and can add the +2 bonus, but can't be combined with AOA (Strong) or other Extra Effort spends (e.g. Flurry of Blows). Specifically, AOA (Determined) + Mighty Blow is OK to use. The penalties for climbing out of the stairwell may have been too severe - Orcs 3 and 4 spent several seconds trying to climb up something that should have been fairly straight forward, and jumping up into a Kneeling posture isn't quite supported by RAW. Not sure if my Reaction Roll modifiers were appropriate - the book recommends +1 to +5 for e.g. outnumbering the enemy on morale checks, but I don't have a good sense of what force ratios should use which modifier. RAW there should have been negative modifiers for the language barrier as well. Betan really wanted to disarm Orc1 from behind, but RAW there didn't seem to be any point - assuming he hit, Orc1 wouldn't be able to defend, but had a better-than-even chance of winning the contest. RAW seems to assume a face to face disarm attempt, where the target can see the attempt coming and compensate. Can't find any discussion about this after a brief search. If it comes up again, tempted to make it the worst of ST/DX or skill. Forgot the existence of AOA Double for a while. Combining it with a Reach 2 weapon (Conradin and Edon) was quite useful. Wouldn't have helped Droart, though. I need to get used to making consciousness rolls at the beginning of a turn, rather than when the injury is inflicted. most of the time this doesn't make a difference, but it's a bad habit. My turn tracking protocol probably needs some adjustment. It was hard to remember to look at it for e.g. remembering to apply Shock, and keeping track of damage sources for bleeding rolls (which admittedly were just for fun) was difficult. Forgot that a roll of skill+10 is a critical fail, although I don't know if this actually applied anywhere. The tower map is a little confusing to use: the walls don't exactly correspond to hexes, the stairwell consists of two half-hexes per step, and the windows in the large rooms aren't well-described compared to the arrow slits. The last item was particularly relevant when it came to identifying where Orc9 and Orc10 entered Bronwyn's room, since she, Folcard and Adie were stacked up in an area that only could hit one hex. Tactical Errors Swinging for the torso with higher-damage cut weapons seems tactically less useful than going for random hit locations - same to-hit, but with a chance of hitting a limb and the opportunity for crippling and a Major Wound, even if it caps the injury. For the spear-users, stop-thrusts do allow for movement, and may have been more useful (e.g. Droart could have used one on Orc1 in the first turn, and with his roll would have hit and dealt some damage). Orc6 technically should have known Folcard was in the room behind him, and wouldn't have turned its back on that doorway. Folcard's AOA that took out Orc3 directly led to his hand being disabled. Fortunately, there is no lasting injury, but it was still unwise. This was an intentional choice, since he is overconfident. There were a couple opportunities for me to target vitals instead of torso and still land a hit, which might have disabled some orcs sooner. In a to-the-death scenario, Betan would have just killed Orc1 and moved to help Bronwyn. However, capturing a live orc was an intentional RP choice, even though it functionally removed him from the scenario. Other Observations PC skilling was extra wonky due to the random chargen: no Combat Reflexes or High Pain Threshold, two PCs with insufficient ST or skill for their weapons, etc. However, their high DX mostly made up for it (except for poor Adie...) Skipping the helmets was worth it, since there's only a 5% chance of taking a head blow using random hits, even fewer with targeted ones. Slams seemed extra effective, especially combined with AOA (Strong) or Mighty Blow - given the constrained environment of the tower and the low relative speeds, the +2 to damage made the attacker far more likely to achieve an automatic knockdown (~2/3rds chance). This helped both the orcs and the PCs, so was a bit of a wash. Didn't use extra effort on orcs, which would have changed things up significantly (more successful defenses using Feverish Defense, Droart probably would have been knocked out a turn earlier). However, they still would have used AOAs, since they didn't know the PCs were coming and were trying to knock him out quickly. The hearing checks for the escalade ended up being mostly pointless, since the RAW modifiers were so high. Still, Adie was eventually able to hear, which set up Conradin for one the most cinematic attacks of the scenario a couple turns later. It might have been slightly more interesting to have furniture (e.g. a four-poster bed) in the larger rooms, but realistically that probably wouldn't have changed the scenario that much. Including the civilian NPCs was kind of pointless, but if the PCs were less capable, the orcs might have been able to actually attack/capture some of them. Finally, a list of useful pages that I kept referencing throughout the scenario: References Basic combat procedure 324 Parry/Dodge/Block details 376 Posture 367 Climbing 349 Evading 368 Hex combat 384 Close Combat 391 Extra effort 356 Dice+adds 269 HP thresholds and checks 419 Slam 371 Different Levels 402 Falling 430 Hearing 358 Jump attack 402 Jumping 352 Reaction table 560 Disarm 400 Weapon table 271 Crit fails 556 SSRT 550 As always, constructive commentary (via DMs) on rules mistakes or tactical missteps is welcome.
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Scenario Cleanup Droart (-2), Folcard (0) and Adie (0) need to check for bleeding. First Aid can be applied as usual. Adie, Droart and Folcard apply First Aid at -4 since they can only use one hand (9,7 and 8, respectively). Edon and Conradin can both apply First Aid without issue (14 and 13, respectively), so Edon applies First Aid to Droart and Conradin to Adie. All checks pass, so none of the squires lose more HP, and the three wounded ones regain 1 HP (-2, 8 and 10, respectively), plus another 1d-3 after a half hour; none gain additional HP back. Remaining HP will have to be recovered during the time travelling to Scenario 2. Orc3 (-3), Orc5 (-2), Orc7 (-4), Orc9 (-4), Orc10 (-3) and Orc12 (-1) all need to check for Bleeding. Since the PCs have some prisoners and limited immediate resources, they will not attempt to provide first aid to the orcs. Orc3 critically succeeds and doesn't bleed at all. Orc5 loses another 4 HP (-9/12) before stabilizing, and does not need to make a death check. For fun, writing a Python script to check the remainder: Orc7 bleeds out (-61/12 HP) after 35 minutes on a critical fail bleed check. Orc9 becomes mortally wounded after 24 minutes (-24/12 HP), and dies a half hour after that. Orc10 critically fails a death check after 8 minutes (-12/12 HP) and dies (Adie must have nicked something vital during his gelding attempt). Orc12 is bleeding internally, but stops after 9 minutes and one passed death check (-17/12 HP). Despite the squires' exhortations that they can handle it, Bronwyn finds some rope and helps Betan tie up Orc1, Orc9 and Orc10, but Orc9 and 10 both die before they can be hauled away. Droart and Folcard both need to check for crippling duration, per B422. Folcard's is only temporary (until he recovers all his HP), but Droart's musculature is as damaged as his ego, and both will take four months to recover. Adie's hand is gone; maybe he'll get a wicked hook or something to replace it. Orc3, Orc5, and Orc12 are unconscious and can roll to see when they wake up, for interrogation purposes. Orc3 wakes up after two hours, Orc5 wakes up after an hour, and Orc12 wakes up after 12 hours (too late for the interlude). Orc11 is technically only mortally wounded and can roll to see if it miraculously survives. It does not. Droart must make an IQ check to see if he learned any humility from this experience. He is suitably chastened and will be meditating on the lessons learned for the next several months while his arm heals. Orc1, Orc3 and Orc5 are all interrogated by the squires individually. Per the scenario, the orcs respond to information requests at -4 (perhaps Bronwyn is translating, since the orcs don't speak common). Doart insists on attending, despite (or perhaps because of) his injuries, and adds +4 due to his charisma, so the rolls are even. Orc3 is defiant, but Orc1 and Orc5 both spill the beans about the nature of the raid: They are part of a larger band raiding deep into Caithness from the orc wastes, and were given specific orders to kidnap Bronwyn from this tower, plus any other targets of opportunities. They don't know (or care) why they were ordered to do so, and won't say more about how many other raiding parties there are or their targets. The squires also find a close likeness of Bronwyn on a rolled-up parchment tucked into Orc1's belt... Killcount Adie: 1 (Orc10) Betan: 1 (Orc4) Conradin: 2 (Orc11 and Orc12) Droart: 0 Edon: 3 (Orc5, Orc7, Orc8) Folcard: 2 (Orc6, Orc3) + 1 disabled (Orc9) Bronwyn: 1 (Orc2) + 1 capture (Orc1) CP Each PC gets 3 points for surviving the scenario, +1 for saving all the NPCs and +1 for defeating all the orcs. Despite Edon getting the highest killcount, a bonus MVP CP goes to Folcard for rescuing Droart and killing two orcs in as many seconds, which shifted the momentum in favor of the PCs. Other Droart will be replaced by a new character, since the loss of an arm is pretty significant, and the book provides an easy hook for replacements. Adie will get a claw outfitted for himself before he leaves, which will allow him to do tasks requiring his left hand at -4 (and he gets a +1 to Intimidation rolls; he will get a point in Intimidation as well). GM's call that he will also be able to use a Bow at -2 (with some custom work on his claw), and if taking the time to retrain himself, can get back to his base skill level. He will also be allowed to reroll his preferred weapon (1d5, from Axe/Mace, Broadsword, Flail, Lance, Spear), since he was far too weak to use a flail even before losing his hand. He rolls Lance (which is still too heavy for him) and curses the fates. PCs that have insufficient strength for their weapon will be allowed to shift attribute/secondary CP around to mitigate the ST penalty only. PCs will get the opportunity to flesh out their gear more before the second scenario, but not the interlude.
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Bronwyn's flashing web of steel, despite doing very little real damage, distracted the last orc just long enough that Folcard's sword came singing in from the opposite side and slashed its weapon arm. Simultaneously, a snarling Adie slammed his blade in between the orc's legs. A unearthly howl filled the air as the sharp metal bit deeply into the soft tissues there, and the creature keeled over, clutching at the wound. Adie slashed again in his rage, cutting a deep wound into its hips, then metal met metal as Folcard checked the next cut. "Cease! Zee creatures are vanquished, no?" Adie pulled back, ready for another swing, then stopped, planted a quick boot into the orc's ribs, and stalked away, dripping blood onto the floor. Folcard stepped over to the window and took another quick look for any further orcs on the ladder; seeing none, he turned back to Bronwyn, who was kicking the orcs's axes away from their grasp, and asked, "Are you all right, milady?" The other orc had pulled itself to a sitting position against the wall, leaving a smeared trail of blood behind it. Mechanics Folcard Attacks Orc10 Deceptive -1 (-2), for SL 13, swinging and spending 1 FP on Mighty Blow (6/10 FP). He is unable to Parry this turn, but can still Block. Orc10 cannot parry and attempts to Dodge at -1 (7). It fails and takes 7 damage to the right arm, reduced to 5 penetrating, x1.5 for cutting, for 7 injury (5/12 HP) and 4 shock. This cripples its right arm (dropping its axe) and it must make a Stun check. It fails and falls Prone and defends at -4. Droart Does Nothing Conradin Moves towards Bronwyn's chamber. Adie is pissed and All-Out Attacks (Determined +4) Orc10 (-4 from Shock, so SL9) and spend an FP on Mighty Blow (9/12 FP). Orc10 can Dodge at -4 for Stun and -3 for Prone, so will only dodge on a 3. It fails and takes a very sharp sword to the nads. 5 damage, reduced to 3 penetrating, x1.5 for cutting, for 4 injury (1/12 HP), and an additional -4 Shock (per B399). Betan Evaluates Orc1. He has hit the cap of +3 to hit (SL 16). Edon Moves towards Bronwyn's chamber. Orc9 passes its consciousness check. It gets a reaction roll to see if it surrenders, which it does. Orc10 Does Nothing and gets a HT roll to recover from Stun. It fails and is still stunned. Bronwyn All-Out Attacks (Determined +4) Orc10, targeting its vitals (-3) for SL 15. The attack connects, and Orc10 fails to Dodge. However, her attack bounces off its armor again. GM's call that Folcard, Adie and Bronwyn get one more round of attacks, then the scenario will end. Folcard and Bronwyn will back off, but let Adie take another whack, which hits (Edit: forgot to remove his Shock penalty, so should be SL 13). Orc10 takes another 6 damage to the torso, reduced to 4 penetrating, x1.5 for cutting, and suffers 6 injury (-5/12 HP). Orc10 collapses to the floor, minus a testicle but still alive.
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Turn 16: Initial dispositions:
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Turn 16 Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet) Adie HP: 7/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Shock -4, missing a hand Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) No active defense Orc1 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Has surrendered Orc9 HP: -11/12 (Mov 3, Dodge 4, Parry 9U) Prone, must make consciousness check Orc10 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Bronwyn HP: 9/9, FP 6/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Cannot defend. Positions: Further Notes Droart, Folcard, Adie, Orc3 (-3), Orc5 (-2), Orc7 (-3) and Orc12 (-1) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4, Orc8 and Orc11 are dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3, Orc5, and Orc7 are unconscious and can roll to see when they wake up, for interrogation purposes.
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The closer orc made another grab for Bronwyn, who spun out of the way. Folcard's sword came shooting through the gap and sliced across the creature's extended leg, parting muscle and spilling it to the floor. Adie's follow-up swung through the air a moment too late, and as he glanced down to track his target, its partner stepped forward and slashed upwards. Adie felt a moment of searing pain in his left wrist, and a moment later gaped in wonder as his hand flew upwards to slap against the wall. In return, Bronwyn sent a flurry of cuts at the orc, high, low, mid, but her uncontrolled slashes only scored superficial scratches on the hardened hide. Mechanics Folcard Attacks Orc9 Deceptive -1 (-2), for SL 13, swinging and spending 1 FP on Mighty Blow (7/10 FP). He is unable to Parry this turn, but can still Block. He hits, and Orc9 attempts to Dodge (7), since it already tried to Parry Bronwyn's last attack. The dodge is successful. Edit: Forgot that Orc9 had reduced Dodge, so it would still attempt to Parry at -4 (5), which is a fail. It takes 7 damage to the right leg, reduced to 5 penetrating, x1.5 for cutting, and suffers 8 injury (-12/12 HP) and 4 more shock (which exceeds the cap regardless). It is now at -1x HP and must make a death check, which it passes. Edit2: Leg hit should have been capped at 7, so it's at -11/12 HP and didn't need to make the death check. However, this counts as a Major Wound and it must pass a Stun check instead, which it does. Additionally, its leg is crippled and it falls down automatically. Droart Does Nothing Conradin Moves to the window to verify there are no more attackers. Adie Attacks Orc9 (9) and misses. Betan Evaluates Orc1. He has hit the cap of +3 to hit (SL 16). Edon Moves to the window to verify there are no more attackers. Orc9 passes its consciousness check and attempts another grab for Bronwyn, at DX-4 from Shock (7), and misses again, and Steps into Close Combat with Bronwyn (presumably trying to bite her legs off?). Orc10 Steps into the hex Orc9 just left, and Attacks Adie (13), and hits. Adie spends an FP on Feverish Defense and attempts to Dodge (11) (10/12 FP), and fails. Adie takes 10 damage to his left hand, no DR, x1.5 for cutting, and suffers 15 injury to his left hand, capped at 4 (7/12 HP) and 4 Shock. This more than double the injury required to cripple the hand, and he loses it completely. This is also a Major Wound and he must make a Stun check, which he passes. Orc10 cannot Parry next turn. Bronwyn uses All-Out Attack (Double) at Orc10, converting her second attack to Rapid Strike using Flurry of Blows (-3/-3), swinging for random locations, for (14/11/11) and is down to 4/12 FP. Spending any further FP will result in performance loss. Two hits connect. Orc10 cannot Parry, so it attempts to Dodge (8) both. It fails the first and makes the second. Orc10 takes 2 damage to its left leg, and the blow bounces off. Bronwyn Steps back out of CC.
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Turn 15: Initial dispositions:
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Turn 15 Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet) Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) No active defense Orc1 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Has surrendered Orc9 HP: -4/12 (Mov 3, Dodge 4, Parry 9U) Shock -4, must make consciousness check Orc10 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Positions: Further Notes Droart, Folcard, Orc3 (-3), Orc5 (-2), Orc7 (-3) and Orc12 (-1Just counting the 6 falling damage.) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4, Orc8 and Orc11 are dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3, Orc5, and Orc7 are unconscious and can roll to see when they wake up, for interrogation purposes.
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As his opponent tottered on the edge of the ladder, Conradin reversed direction and delivered a furious backstroke to its other arm. The stout head crunched into the creature and sent it plunging from the ladder. The pained wails of its companion at the bottom of the ladder suddenly cut off as the defenestrated orc landed directly on it, staving in its ribcage and ending its misery. Conradin rushed to the window to check if more enemies were approaching, and saw only a mass of tangled limbs and viscera. Edon's opponent raised its axe and surged forward, screaming a battle-cry, but he stepped in and expertly thrust his spear through its gut. Before the transfixed orc could begin to wonder at its impending demise, Edon withdrew his spear and ran it through a second time. The orc facing Bronwyn, seeing the two squires rushing to her help, leapt forward and grabbed for her arm to gain a hostage. For its trouble, the girl left two more holes into its armor, and it staggered as its blood pooled beneath it from a half dozen wounds. Its compatriot jumped down into the tower and growled as Folcard and Adie arrived. Mechanics Folcard Moves into the tower behind Bronwyn Droart Does Nothing Conradin All-Out Attacks (Determined +4) through the window at Orc12 at SL 15 and hits. It attempts to parry at -2 for being in the window (7) and succeeds. Edit: Forgot that the parry has an additional -4 from the flail (SL 3), so it would have attempted to Dodge (6), which results in a fail. It takes 9 damage to the right arm, reduced to 7 penetrating, x1 for crushing, and suffers 7 injury to its right arm (-4/12 HP). This is another Major Wound, so it must immediately check for Stun, and passes. It is now at negative HP and must make a consciousness check on its turn. Additionally, its arm is crippled and it drops its axe. The orc is now functionally armless and cannot fight, so it will roll at Reaction at +5 to see if it surrenders, or attempts to fight on with natural attacks. Since the orc is on the ladder and not in the windowsill, for fun will roll to see if the dropped axe lands in the same hex as Orc11 (1 in 3), and whether it impacts cut vs crush (1 in 6). It lands on Orc11's torso, hitting with the flat of the blade. The axe is 4 lbs and so has 12 HP (assume the impacting bit is metal and has DR 6), and is falling from 9 yards (Vel 14), for 2d6 damage. Orc11 takes 11 more damage, reduced to 9 penetrating, x1 for crushing, and suffers 9 more injury (-22/12 HP). Not quite enough for another death check, so nothing further happens. The axe, meanwhile, only takes 7 crushing, not enough to do anything interesting to it. Adie Moves into the tower to Bronwyn's right Betan Evaluates Orc1. He has hit the cap of +3 to hit (SL 16). Edon All-Out Attacks (Double) Orc8, targeting the Torso. He hits twice, so the orc will attempt to Parry twice (9, 5). It fails and critically fails (drops weapon). The first hit deals 7 damage, reduced to 5 penetrating, x2 for impaling, for 10 injury (-15/12 HP). The second hit deals 6 damage, reduced to 4 penetrating, x2 for impaling, for 8 injury (-23/12 HP). Both hits are Major Wounds, so it must check for Stun twice (11,11), plus two death checks (at -1 and -2) and a consciousness check on its turn (at -2). It fails both death checks and is double-dead. Edon's Greed triggers (since there's nobody around to see him loot the bodies while the rest fight), and he passes, so he Steps backwards after his second attack. Orc9 Attacks Bronwyn and attempts to Grapple her sword arm (11). It misses, but Steps into Close Combat. Orc10 Moves into the tower. Orc12 passes its consciousness check and attempts to surrender. Not sure how it does that perched on top of a ladder without functional arms. Edit: Calling it as a DX-4 (7) roll to flop onto the windowsill instead of falling off. It fails and plunges 9 yards to the ground below. For funsies, same 1 in 3 chance to hit Orc11, which occurs, so this will count as a "soft" landing instead of the ground. Same damage as the falling axe. Orc12 takes 8 more damage to the torso, reduced to 6 penetrating, x1 for crushing, and suffers 6 more injury (-10/12 HP). This is not a major wound and no further checks are made. Orc11 takes another 4 damage, reduced to 2 penetrating, x1 for crushing, and suffers another 2 injury (-24/12 HP). This triggers another death check, and Orc11 finally dies. Orc12 is still awake, but without arms will not be able to stand or move easily, and will count as a casualty. Bronwyn Steps back to her left and All-Out Attacks (Double) Orc9, targeting the Torso. Both attacks hit, and Orc9 attempts to Parry (9) one, and Dodge (8) the other. It fails both attempts. It takes 5 and 5 damage, reduced to 3 and 3 penetrating, x2 for impaling, and suffers 6 and 6 injury (2 and -4/12 HP). Neither hit is a major wound, but it is now at Mov 3, Dodge 4 and must make a consciousness check on its next turn.
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Turn 14: Initial dispositions:
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Turn 14 Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet) Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) No active defense Orc1 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Has surrendered Orc8 HP: -5/12 (Mov 3, Dodge 4, Parry 9U) Shock -4 Orc9 HP: 8/12 (Mov 5, Dodge 8, Parry 9U) Orc10 HP: 12/12 (Mov 5, Dodge 8, Parry 9U) Orc12 HP: 3/12 (Mov 3, Dodge 4, Parry 9U) Shock -4 Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Positions: Further Notes Droart, Folcard, Orc3 (-3), Orc5 (-2), Orc11 (-5), Orc7 (-3) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4 is dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3, Orc5, Orc7 and Orc11 are unconscious and can roll to see when they wake up, for interrogation purposes.
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Conradin and Edon both assailed the orcs climbing through the windows towards them. Conradin's flail smashed into his opponent's left shoulder, cracking the bone and leaving it teetering at the threshold, while Edon's spear pierced the thick hide covering his target's abdomen, slowing it down as it clutched at its wounded side. Bronwyn made a quick swipe towards the orc lying on the ground near her, but it rose to a knee and knocked her blade away. Adie and Folcard, both seeing the girl beset by two orcs, made for her chamber. Mechanics Folcard Moves away from the window and back towards the center. Droart Does Nothing. Conradin Steps forward and All-Out Attacks (Determined +4) through the window at Orc12 at SL 15. It does not have a ready weapon and must Dodge, at -2 (6). It fails to dodge and takes 10 damage to the left arm, reduced to 8 penetrating, x1 for crushing, capped at 7 for a limb, and suffers 7 injury (3/12 HP) and 4 shock. This is a Major Wound and it must roll HT (11) to avoid Stun, which it passes, and its left arm is crippled. Since it cannot use its left arm, there will be a DX roll in order to enter the window successfully. It is also below 1/3 HP and is down to Mov 3, Dodge 4. Adie sees that Conradin has the situation under control and Moves back to help Bronwyn. Betan Evaluates Orc1. He has hit the cap of +3 to hit (SL 16). Edon All-Out Attacks (Strong) Orc8, targeting the Torso, and Steps back. He hits and the orc attempts to parry, -2 for being in the windowsill (7). It misses and takes 10 damage, reduced to 8 penetrating, x2 impaling for 16 damage (-5/12 HP) and 4 Shock. This is a Major Wound and it must make a HT roll to avoid Stun, which it passes, and is down to Mov 3, Dodge 4. It must also make a HT roll on its turn to stay conscious. Orc1 Does Nothing. Orc8 passes its consciousness check and Moves into the tower proper. Orc9 Changes Posture to Kneeling. It defends at -2. Orc10 Moves into the windowsill. Orc12 Readies its axe. Bronwyn Attacks Orc9, targeting the torso, then Steps back. It parries at -2 and succeeds. The last two servants enter Room 9.
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Turn 13: Initial dispositions:
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Turn 13 On further re-read of the Extra Effort rules, I think I may be misapplying Mighty Blows. Now interpreting as only allowing the user to defend when using AOA (Strong), NOT as an extra +2 damage (in line with Flurry of Blows and Rapid Strike). Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet) Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) Dropped spear Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Has surrendered Orc8 HP: 11/12 (ladder 2, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc9 HP: 8/12 (ladder 4, enters Turn 13) (Mov 5, Dodge 8, Parry 9U) Shock -4 Orc10 HP: 12/12 (ladder 4, enters Turn 14) (Mov 5, Dodge 8, Parry 9U) Orc12 HP: 10/12 (ladder 5, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) No active defense Positions: Further Notes Droart, Folcard, Orc3 (-3), Orc5 (-2), Orc11 (-5), Orc7 (-3) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4 is dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3, Orc5, Orc7 and Orc11 are unconscious and can roll to see when they wake up, for interrogation purposes.
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Folcard rushed to the last window, ignoring the room's occupants in his hurry. His eyes swept across the darkness outside, first seeing nothing but the emptiness of the fields beyond. Then, shadowy movement, and glittering metal. There! He could see more shapes coming from the direction of a chapel outbuilding, dragging a portly figure that could only be Bishop Celadion, the head of the faith here in Durham. Apparently this tower was not the only target of these vile creatures this night. Across the tower, Conradin tried again to convince the servants to flee. "Go, follow milady," he said, adopting a more stentorian voice. The two women, either reassured by his presence or eager to get away from the violence unfolding before their eyes, straighted up and slipped behind him into the hallway. As the brute facing Bronwyn moved into the windowsill, she leapt forward, jabbing rapidly with her blade. The orc brought up its axe and swiftly deflected the first thrust, but overbalanced and fell out of the window into her next attack; the shining metal, not yet aligned for a proper thrust, merely scraped along its ribs. Mechanics Folcard Moves to the window of Room 3 and automatically succeeds in noticing there is nothing to notice. GM's call that he sees another orc raiding party, which will factor into the Interlude. Droart continues to drip blood onto the floor and Does Nothing. Conradin Steps forward, Readies his flail at Reach 2, and commands the two servants to leave. They will get another reaction roll at +2, having seen the orc and a keen interest in not being there. Both get a Good result and start booking it. Adie Moves to assist Conradin in Room 5, trusting Betan to watch Orc1. Betan Evaluates Orc1. He has hit the cap of +3 to hit (SL 16). Edon Readies his weapon and takes a Step back. Orc1 Does Nothing. Orc8 Moves from the ladder into the windowsill. It still defends at -2. Orc9 Moves from the ladder into the windowill. It can now be attacked by Reach 1 weapons and defends at -2. Orc10 Moves to the top of the ladder. Orc12 Moves to the top of the ladder. It still does not have a ready weapon. Bronwyn All-Out Attacks (Strong) Orc9, making a Rapid Strike and spending 2 FP on Flurry of Blows (-3/-3) (6/9 FP), aiming at the torso. SL is 13/13. Both attacks hit. Orc9 will Parry (7) one and Dodge (6) the other. It makes the parry and critically fails the dodge. It takes 4 damage to the torso, reduced to 2 penetrating, x2 for impaling, and suffers 4 injury (8/12 HP) and 4 Shock. Since it's squatting in a windowsill, it must make a DX roll to avoid falling out backwards. It passes, and instead falls Prone into the tower (per the normal critical dodge fail rule). Both servants Move towards room 9. The second handmaid Stands and Moves towards room 8. The noble from Room 2 makes another reaction roll at +2. It gets a Neutral reaction and retreats to Room 7.
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Turn 12: Initial dispositions:
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Turn 12 On further re-read of the Extra Effort rules, I think I may be misapplying Mighty Blows. Now interpreting as only allowing the user to defend when using AOA (Strong), NOT as an extra +2 damage (in line with Flurry of Blows and Rapid Strike). Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet) Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Evaluating Orc1 Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) Dropped spear Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Has surrendered, Evaluating Adie Orc8 HP: 11/12 (ladder 2, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Shock -1 Orc9 HP: 12/12 (ladder 4, enters Turn 13) (Mov 5, Dodge 8, Parry 9U) Orc10 HP: 12/12 (ladder 4, enters Turn 14) (Mov 5, Dodge 8, Parry 9U) Orc12 HP: 10/12 (ladder 5, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Shock -2 Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Evaluating Orc9 Positions: Further Notes Droart, Folcard, Orc3 (-3), Orc5 (-2Discounting the crushing damage from the fall, since it was only a couple yards.), Orc11 (-5Includes fall damage, since it shattered both legs quite thoroughly and likely severed blood vessels.), Orc7 (-3Includes fall damage from ladder, since it likely broke a bone significantly.) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4 is dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3, Orc5, Orc7 and Orc11 are unconscious and can roll to see when they wake up, for interrogation purposes.
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Conradin stepped forward and flung his javelin at the hunched shape in the window. The slim spike of metal flew true, and impaled the orc perched at the top of the ladder there. With a wild cry, the transfixed creature tumbled backwards and vanished into the dark. The muffled cracks of broken bones mingled with horrible screams as the orc smashed into the rocky ground. Edon freed his spear from the entangling fabric and made another rapid stab downwards. The point buried deeply into orcflesh, and the creature groaned before rolling sideways off the ladder, twisting Edon's spear from his grasp and sending it rattling to the floor. As he bent to pick it up, another orc appeared at the top of the ladder, snarling and brandishing its axe. Folcard finished strapping his injured arm through his shield and dashed back out into the central landing, just as the orc prisoner's axe clattered to the floor. "We've got this. Check that window!" Adie barked to his roommate, jerking his head to the left. Mechanics Folcard Moves to Room 3. Since there are no orcs assaulting this room, no NPC rolls will be made. However, Folcard must still make it to the window to check before he can go elsewhere. Droart Does Nothing. Conradin Steps forward and All-Out Attacks (Determined +1) Orc11, targeting the Vitals (-3), Deceptive -1 (-2), for SL 15. Orc11 does not have a Ready weapon and must Dodge, -2 for being on the ladder, -1 for Deceptive, for SL 5. It fails to dodge and takes 5 damage, reduced to 3 penetrating, x3 impaling to the vitals, for 9 total injury, bringing it to 3/12 HP. This is a Major Wound to the vitals and it must make a HT check at -5 (6) to avoid Stun. It fails and is Knocked Down and Stunned. Since it is not yet on the window sill, it falls backwards off the ladder, and may hit Orc12. Orc12 must Dodge to avoid getting hit, at -2 for being on the ladder. It fails and takes a full Orc11 to the face, at a distance of 1 yard, which corresponds to Vel 5, resulting in 1d-1 damage to each. Orc11 takes 4 more damage to its torso, reduced to 2 penetrating, x1 for crushing, and is at 1/12 HP. Orc12 takes 4 damage to the torso (counting groin as a torso hit since this is from above), reduced to 2 penetrating, x1 crushing, and is at 10/12 HP. Orc12 must make an ST check to stay on the ladder. Orc11 plummets 8 more yards to the ground, corresponding to Vel 13, for 3d damage. It takes 16 more damage to the right leg, reduced to 14 penetrating, x1 for crushing, so takes 14 injury (per the sidebar on B431, this is uncapped) and is at -13/12 HP. It must make a death check (11) as well as a consciousness check on its turn, at -1 for -1xHP (10). It passes both checks and is somehow still alive and awake, although stunned and in incredible pain. Since the damage to the limb is enough to cripple it, a 5+ on a d6 will result in both legs being crippled, which occurs. The inflicted damage is double what is required to cripple the limb, so both legs are utterly shattered. Since Orc11 is now outside the tower and cannot move, it will be counted as a casualty. Orc12 makes its ST check and stays on the ladder. Edit: Forgot the range modifier. Orc11 was 3 yards (-1) from Conradin after the step, so no change to the result. Adie Evaluates Orc1. He has hit the cap of +3 to hit (SL 12). Betan Evaluates Orc1. Next turn he has a +3 to hit (SL 16). Edon All-Out Attacks (Double) Orc7, targeting the Torso. He rolls a hit and another critical miss. Orc7 parries the hit at -2 due to being on the ladder and fails. It takes 6 damage to the torso, reduced to 4 penetrating, x2 for impaling, and takes 8 more injury (-4/12 HP). This is another Major Wound and it must pass a HT roll or be stunned, which it passes. It must also make a consciousness check on its turn due to negative HP. Edon's first critical miss check requires a reroll, and which yields a dropped weapon. Orc1 hears that the escalade is not going particularly well and must make another reaction roll at +1 (outnumbered 2:1 +2, -1 for being an orc) to determine its course of action: Bad or Very Bad attack, Poor try to escape, Neutral continue its slow surrender, Good or better drop its weapon and surrender for good. The result is Good, and Orc1 finally lays down its axe. Orc7 fails its HT check and passes out. Since it is not yet on the window sill, it falls backwards off the ladder, and may hit Orc8. Orc8 must Dodge to avoid getting hit, at -2 for being on the ladder. It fails and suffers a collision with Orc7, at a distance of 1 yard, which corresponds to Vel 5, resulting in 1d-1 damage to each. Orc7 takes 2 damage, which is absorbed utterly by its armor. Orc8 takes 3 damage to its left arm, reduced to 1 penetrating, x1 crushing, for 1 injury (11/12 HP). Orc8 must make a ST check to stay on the ladder, which it passes. Orc7 falls another 8 yards to the ground, for 3d damage. It takes 10 damage to the left leg, reduced to 8 penetrating, x1 for crushing, and is at -12/12 HP, and must make a death check, which it passes. This is a crippling wound to the leg, but not enough to destroy it. Orc7 lands with its leg twisted at an odd angle, but is mercifully unconscious, compared to Orc11. Orc8 continues climbing upwards, but must make a DX roll (+1 for the scenario, but -1 shock) to stay on the ladder. It makes a critical success and manages to vault two yards upwards, and is now at the top of the ladder with a readied weapon. Orc9 continues climbing upwards, but must make a DX +1 roll to stay on the ladder. It passes and is now at the top of the ladder with a readied weapon. Orc10 continues climbing upwards, but must make a DX +1 roll to stay on the ladder. It passes and is now one yard from the top of the ladder, with a readied weapon. Orc12 continues climbing upwards, but must make a DX -1 roll (+1 for the scenario, -2 shock) to stay on the ladder. It passes and is now one yard from the top of the ladder, but without a readied weapon. Bronwyn Evaluates Orc9. Next turn she will be at a +2 to hit (SL 16). The other handmaid scrambles up to Kneeling. The noble from Room 5 makes it to Room 9 and will be elided from the rest of the scenario.
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Turn 11: Initial dispositions:
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Turn 11 Staying in combat time for now, since Orcs7-12 are still climbing. They are unaware of the failure of the stairwell assault, nor which room their primary target is in. Orc1 is still slowly lowering itself to the ground, over the next two seconds. It counts as Kneeling for all purposes, but will be taking Wait (other orcs to appear) maneuvers while doing so. If it chooses to attack this turn and Adie and Betan are Waiting, it can make a DX Quick Contest to pre-empt their attacks. On further re-read of the Extra Effort rules, I think I may be misapplying Mighty Blows. Now interpreting as only allowing the user to defend when using AOA (Strong), NOT as an extra +2 damage (in line with Flurry of Blows and Rapid Strike). Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 12, Parry 12U, Block 12, using TBS one-handed+shield, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Javelin+Flail, no helmet) Aiming at Orc11 Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Evaluating Orc1 Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Has surrendered, Evaluating Adie Orc7 HP: 4/12 (ladder 2, enters Turn 12) (Mov 3, Dodge 4, Parry 9U) Shock -4 Orc8 HP: 12/12 (ladder 2, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc9 HP: 12/12 (ladder 4, appears on Turn 11, enters Turn 13) (Mov 5, Dodge 8, Parry 9U) Orc10 HP: 12/12 (ladder 4, appears on Turn 11, enters Turn 13) (Mov 5, Dodge 8, Parry 9U) Orc11 HP: 12/12 (ladder 5, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc12 HP: 12/12 (ladder 5, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Evaluating Orc9 Positions: Further Notes Droart, Folcard, Orc3 (-3) and Orc5 (-3) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4 is dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3 and Orc5 are unconscious and can roll to see when they wake up, for interrogation purposes.
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Edon thrust downwards at the first orc climbing towards him. The sharp metal punched through the stiff leather covering the creature's left shoulder, but it doggedly kept climbing. The butt of Edon's spear tangled in the fabric surrounding the window frame, and he cursed loudly as he fought to free it from the thick fabric. Bronwyn, seeing that her short weapons could not reach through the windowframe, backed away and assumed a ready stance, her muscles tensed to skewer the first orc that attempted to climb through the opening. Conradin neatly pushed aside the curtain leading to the eastern bedroom, revealing another young lady of the court in her nightdress standing by the window, clutching a sheet to her chest. His face coloring, the squire affected his most commanding voice and squeaked out, "Milady. Stand. Windows away. Please." The two servants, clutching each other and sobbing quietly at the side of the room, didn't move, but the girl, her face pale but composed, nodded and hastily shuffled by him to the corridor beyond. Just as she cleared the doorframe, Conradin could make out the hairy features of another orc pulling itself to the top of the ladder. Mechanics Folcard Readies his shield (2/2). Next turn he will investigate Room 3, since he doesn't know there is no ladder there. Droart Does Nothing Conradin takes a Step into Room 5 and Aims at the window. His javelin is Accuracy +3 so next turn SL will be 19. The residents will make a Reaction roll to determine whether they flee, retreat, or stay. The noble will heed Conradin's words to retreat, while both servants will cower in the southernmost hex. Adie Evaluates Orc1. Next turn he will be at a +3 to hit (SL 12). Betan Evaluates Orc1. Next turn he will be at a +2 to hit (SL 15). He would like to disarm Orc1, but the mechanical treatment doesn't make it seem worthwhile (e.g. no modifiers for a surprise disarm other than the attempt automatically hits), so he may just try to strike its weapon hand to cripple. Edon All-Out Attacks (Double) Orc7, targeting the Torso. He rolls a hit and a critical fail. Orc7 cannot parry (unreadied weapon), so must dodge at -2 for being on the ladder and fails. Orc7 takes 6 damage, reduced to 4 penetrating, x2 for impaling and suffers 8 injury (4/12 HP). This is a Major Wound and it must pass a HT check or be stunned. Additionally, it is now below 1/3 HP and is Mov 3, Dodge 4. It passes the HT check. Edon's critical miss roll is a stumble; he loses the rest of his actions this round and defends at -2, which is largely irrelevant. Edit: Rolls should have been Orc7, not Orc11. Orc1 knows the other orcs are arriving and switches to Evaluating Adie. Next turn it will be at a +1 to hit (SL 14). Orc7, 8, 9 and 10 all realize there are defenders waiting and Ready their weapons, rather than continuing to climb. They must make DX+1 rolls (12) in order to climb next turn. Orcs 11 and 12 continue climbing since they do not know Conradin is present. Per the scenario, Orc11 is now level with the window (and Conradin can see it), but must take another Move maneuver to enter the window, and another to jump into the room. Bronwyn Evaluates Orc9. Next turn she will be at a +1 to hit (SL 15). One of her handmaids makes it to the safety of Room 8 and will be elided from the rest of this scenario. The other handmaid is still panicked and crawls one more hex south. The servant from Room 2 steps into Folcard and Adie's room and will be elided from the rest of this scenario.
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Turn 10: Initial dispositions:
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Turn 10 Staying in combat time for now, since Orcs7-12 are still climbing. They are unaware of the failure of the stairwell assault, nor which room their primary target is in. Orc1 is still slowly lowering itself to the ground, over the next three seconds. It counts as Kneeling for all purposes, but will be taking Wait (other orcs to appear) maneuvers while doing so. If it chooses to attack this turn and Adie and Betan are Waiting, it can make a DX Quick Contest to pre-empt their attacks. On further re-read of the Extra Effort rules, I think I may be misapplying Mighty Blows. Now interpreting as only allowing the user to defend when using AOA (Strong), NOT as an extra +2 damage (in line with Flurry of Blows and Rapid Strike). Initiative order: Folcard HP: 9/13, FP 8/10 (Mov 7, Dodge 10, Parry 10U, using TBS one-handed, no helmet) Droart HP: -3/11, FP 10/13 (Mov 2, Dodge 5, Parry 12, Block N/A using 1H spear+shield, full armor) Conradin HP: 12/12 (Mov 6, Dodge 9, Parry 8U, using Javelin+Flail, no helmet) Adie HP: 11/11, FP 11/12 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet) Evaluating Orc1 Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick) Evaluating Orc1 Edon HP: 12/12, FP 12/14 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet) Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Has surrendered Orc7 HP: 12/12 (ladder 2, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc8 HP: 12/12 (ladder 2, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc9 HP: 12/12 (ladder 4, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc10 HP: 12/12 (ladder 4, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc11 HP: 12/12 (ladder 5, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Orc12 HP: 12/12 (ladder 5, appears on Turn 10, enters Turn 12) (Mov 5, Dodge 8, Parry 9U) Bronwyn HP: 9/9, FP 8/9 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet) Positions: Further Notes Droart, Folcard, Orc3 (-3) and Orc5 (-3) all need to check for Bleeding at the end of the scenario. First Aid can be applied as usual, which may be useful for keeping them alive for interrogation. Droart and Folcard both need to check for crippling duration, per B422. Orc4 is dead, dead, dead. GM's call that Orc2 and Orc6 are also, for all intents and purposes, dead. Orc3 and Orc5 are unconscious and can roll to see when they wake up, for interrogation purposes.