Jump to content

Scenario 1 Notes


Bobcloclimar

Recommended Posts

From the book:
Setup: Use the castle maps bound in the center of this supplement. Put the two maps together to create one keep. (This is just one tower within the castle walls — Peredur is in one of the others, and won't take part in this evening's excitement.)

 

Human players: The rooms on the castle maps are numbered. (A list of the rooms and their contents is in the sidebar.) Tell the players to decide who will be in each room, and to list them by room number on a sheet of paper. Bronwyn and her two serving-women are alone in one room. Put two people (PCs or NPCs) in each of the other rooms. Do not place miniature figures on the map yet... Before play begins, the Game Master will roll randomly to determine who is on watch when the orcs attack. Have the player on watch decide where his character is standing.

 

The large circular rooms (2 through 5) are bedrooms. Each contains a pair of wooden beds; two large clothes-chests that double as chairs; and a large window (treat the center arrow-slit as a full window for this scenario). The doorways are hung with tapestries for privacy, and the walls are painted and decorated with more tapestries to hide the stone. These are actually very pleasant rooms.
The smaller rooms (6 through 9) are lesser bedrooms; each contains a couple of pallets and two small chests.

 

Spiral Staircase: The staircase in the center of the tower winds counterclockwise to keep attackers from being able to fight well — their right hands will be toward the wall. Any right-handed fighter who is actually within the staircase fights at a -2 going up; lefties fight at a -2 going down. The staircase makes one full turn — 12 steps — from one floor to the next. Each hex contains 2 steps, and is therefore a bit under 1½ feet below the next stair hex.


Tailoring

Bronwyn and her two servants (all 10s, Move 5, DR 0) will be in room 4. Bronwyn is not wearing armor, but her weapons are at hand, and she will fight with both shortsword and knife (with no ranks in the Dual-Weapon Attack technique, so dual attacks are at -4/-4 unless using AOA-Double). Relevant stats are as follows:
ST 9, DX 12, IQ 11, HT 9
HP 9/9, FP 9/9
Basic Speed 5.25, Move 5, Dodge 8
Shortsword (fine) 14 (1d cut, 1d-1 imp, Parry 10, Reach 1)
Dagger (fine) 14 (1d-2 imp, Parry 9, Reach C, thrown 1d-2 imp range 4/9)

Randomly assigning PCs to pairs: Folcard and Adie, Droart and Edon, Conradin and Betan.

As the squires do not rate the larger rooms, each pair will be randomly assigned to the smaller rooms. Folcard/Adie will be in Room 7, Droat/Edon in Room 6, and Conradin/Betan in Room 9. Per the scenario, any PCs not on watch are sleeping and will need to grab any weapons (assume these are all at hand, including bows and javelins even for those untrained), and cannot wear armor except for a helmet (at hand, but two seconds to don). Shields are available, but will take another two Ready maneuvers per B383. Adjusted move/dodge stats from lack of encumbrance will be in the turn order lists below. Since none of the characters have ever seen a live orc before, and extant representations of them are unlikely to be accurate, a straight IQ-3 check (basically defaulting on Knowledge: Orcs, with a bonus due to whatever they've seen elsewhere) will be made to successfully identify them. Bronwyn will be able to identify them without rolling, due to her father's training.

 

Droart (spear+shield) is on watch. With a Neutral opinion of Bronwyn, he will not be paying especial attention to her chambers (unlike Edon or Folcard), so will be positioned to watch down the stairwell. However, at the first sign of struggle from her room he will prioritize her safety (as the daughter of his current liege) over the other PCs and NPCs. Since long spears are too large to use indoors, he will be using a standard spear (R 1, 2* instead of R 2, 3*, still 1d+2 imp damage).

 

None of the PCs have Combat Reflexes, so the sleeping PCs roll for total surprise per B393. This duration does not include time for arming themselves. PCs and Bronwyn may hear the orcs climbing outside the rooms with a Hearing-based Per test at -4 (Bronwyn) and -5 (PCs not in the same room).
 

Since Conradin has a Poor opinion of Bronwyn, he will only do the most perfunctory of defense on her behalf, claiming she can defend herself as she so often brags. Edon and Folcard, on the other hand, will rush to her room as soon as possible, even if orcs have not yet appeared at her window.

 

The other rooms all contain 1d3 generic NPCs with the same statistics as Bronwyn's servants. These are likely also people of station (5 in 6 chance for first per room, 1 in 6 for any others) and their attendants, so if relevant, PCs may have to act appropriately towards the courtiers, but not those of lower class. The orcs’ primary objective is finding and taking Bronwyn, but they will kidnap other high-class targets of opportunity (i.e. if Bronwyn is successfully captured or they are blocked from further searching).

 

Per the scenario, there are no doors, but only heavy hangings that block LOS between rooms. If relevant, these will provide (flexible) DR 1.

 

The default hexgrid is a little wonky on the stairs, so declaring the stairs to be one hex wide. In addition to the -2 for fighting handedness in the stairwell, anyone on the stairs are at a -2 for attacking (bad footing) and -1 for defending (bad footing). Assume that this is the topmost floor and there is no railing, so an interested party could attempt to jump/climb up the wall (as a Move maneuver) to get to the landing. The top two hexes of the stairwell can jump automatically to the landing; the second hex must clamber and ends in a Kneeling posture. The third and fourth hexes from the top (i.e. within 6 feet below the level of the floor) can automatically jump and grab the edge, but a Climbing roll must be made to pull oneself up to the landing, with the normal consequences for failure; success will put the character in Prone position on the landing. Below 6 feet, the normal rules for climbing a vertical wall can be used. Attacks can be made from the landing to any of the hexes, as long as the weapon can reach (e.g. a Reach 1 weapon can reach the upper two hexes, Reach 2 the third and fourth, etc.). Using the "Combat on Different Levels" rules (B402), the first through third hexes count as under 5 ft, and the fourth hex counts as under 6.

 

It's nighttime, but the inside of the tower is well-lit, so won't be using any special lighting rules.

 

There are only three ladders (each of which has two orcs), so will randomly choose which of the other large rooms does NOT have orcs assailing it from outside (result: Room 3, which is on a direct line from the top of the staircase). The orcs storming the tower will know where the ladders are and will attempt to check that room first, followed by the smaller rooms, unless they perceive that the escalade has failed.

 

Using the same 30-point orc attributes as the original module (no need to recalculate ST since it's primarily for damage), but recalculating secondary characteristics. Relevant bits are as follows:
ST 12, DX 11, IQ 7, HT 11
HP 12/12, FP 11/11
Basic Speed 5.5, Move 5, Dodge 8.
Axe/Mace 13 (1d+4 cut, Parry 9U, Reach 1)
Brawling 12
Heavy leather armor (DR 2 everywhere except foot, neck and eyes; DR 4 total on the skull)

 

The Bleeding rules on B420 will be used, to see if any downed characters (PCs and NPCs) bleed out. Since the combat will likely not take a full minute, the results (and any First Aid applied) will be assessed after the combat.

Edited by Bobcloclimar (see edit history)
Name
Bronwyn room #
4
1+1d4 3
Folcard/Adie
7
5+1d4 2
Droart/Edon
1
1d3 1
Conradin/Betan
2
1d2 2
PC on watch
4
1d6 4
Unladdered room
3
1d4+1 2
Surprise duration
3
1d6 3
Link to comment
Share on other sites

  • 2 weeks later...

Turn 1

 

Initiative order:

  • Folcard HP: 13/13 (asleep, ready on Turn 5) (Mov 7, Dodge 10, Parry 10, using TBS two-handed, no helmet)
  • Droart HP: 11/11 (Mov 3, Dodge 9, Parry 12, Block 11 using 1H spear+shield, full armor)
  • Conradin HP: 12/12 (asleep, ready on Turn 5) (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet)
  • Adie HP: 11/11 (asleep, ready on Turn 9) (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword+Shield+helmet)
  • Betan HP: 13/13 (asleep, ready on Turn 8) (Mov 5, Dodge 8, Parry 9U, using Pick+Helmet+throwing axes)
  • Edon HP: 12/12 (asleep, ready on Turn 5) (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet)
  • Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc2 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc3 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc5 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc6 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • 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 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet)

 

Positions: scenario1-0.png.9162017f32314af982ecdb9d9e3360ec.png

 

 

 

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

Turn 2

 

Initiative order:

  • Folcard HP: 13/13 (asleep, ready on Turn 5) (Mov 7, Dodge 10, Parry 10, using TBS two-handed, no helmet)
  • Droart HP: 11/11 (Mov 3, Dodge 9, Parry 12, Block 11 using 1H spear+shield, full armor)
  • Conradin HP: 12/12 (asleep, ready on Turn 5) (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet)
  • Adie HP: 11/11 (asleep, ready on Turn 9) (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword+Shield+helmet)
  • Betan HP: 13/13 (asleep, ready on Turn 8) (Mov 5, Dodge 8, Parry 9U, using Pick+Helmet+throwing axes)
  • Edon HP: 12/12 (asleep, ready on Turn 5) (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet)
  • Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc2 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc3 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc5 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc6 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • 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 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet)

 

Positions:scenario1-1.png.18237ec583542d5f1593a440058d9981.png

Link to comment
Share on other sites

Turn 3

 

Initiative order:

  • Folcard HP: 13/13 (asleep, ready on Turn 5) (Mov 7, Dodge 10, Parry 10, using TBS two-handed, no helmet)
  • Droart HP: 11/11 (Mov 3, Dodge 9, Parry 12, Block 11 using 1H spear+shield, full armor)
  • Conradin HP: 12/12 (asleep, ready on Turn 5) (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet)
  • Adie HP: 11/11 (asleep, ready on Turn 9) (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword+Shield+helmet)
  • Betan HP: 13/13 (asleep, ready on Turn 8) (Mov 5, Dodge 8, Parry 9U, using Pick+Helmet+throwing axes)
  • Edon HP: 12/12 (asleep, ready on Turn 5) (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet)
  • Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc2 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc3 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc5 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc6 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • 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 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet)

 

Positions: scenario1-2.png.443500a43c562df6698412ca3bb73a9b.png

Link to comment
Share on other sites

Turn 4

 

Initiative order:

  • Folcard HP: 13/13 (asleep, ready on Turn 5) (Mov 7, Dodge 10, Parry 10, using TBS two-handed, no helmet)
  • Droart HP: 9/11 (Mov 3, Dodge 9, Parry 12, Block 11 using 1H spear+shield, full armor) Shock -2; attack is 12
  • Conradin HP: 12/12 (asleep, ready on Turn 5) (Mov 6, Dodge 9, Parry 8U, using Flail, no helmet)
  • Adie HP: 11/11 (asleep, ready on Turn 9) (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword+Shield+helmet)
  • Betan HP: 13/13 (asleep, ready on Turn 8) (Mov 5, Dodge 8, Parry 9U, using Pick+Helmet+throwing axes)
  • Edon HP: 12/12 (asleep, ready on Turn 5) (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet)
  • Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc2 HP: 6/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Shock -4; attack is 9
  • Orc3 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc5 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc6 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • 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 (Mov 5, Dodge 8, Parry 10/9, using Shortsword+Knife, no helmet)

 

Positions: scenario1-3.png.3207a4a8f71dd1b93af85b08795fe090.png

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

Turn 5

 

Initiative order:

  • Folcard HP: 13/13 (Mov 7, Dodge 10, Parry 10, using TBS two-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) Shock -4; attack is 10
  • Conradin HP: 12/12 (Readying weapons, ready on Turn 6) (Mov 6, Dodge 9, Parry 8U, using Javelin+Flail, no helmet)
  • Adie HP: 11/11 (Mov 6, Dodge 11, Parry 9, Block 10, using Broadsword, no helmet)
  • Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick)
  • Edon HP: 12/12 (Mov 5, Dodge 8, Parry 9, using Spear 2H, no helmet)
  • Orc1 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc2 HP: -4/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Unconscious
  • Orc3 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc5 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • Orc6 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U)
  • 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:scenario1-4.png.60668d37965e69d63dc06313e50a5205.png

 

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

Turn 6

 

Initiative order:

  • Folcard HP: 13/13, FP 9/10 (Mov 7, Dodge 10, Parry 10, using TBS two-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)
  • Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick)
  • 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)
  • Orc2 HP: -4/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Unconscious
  • Orc3 HP: 8/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Shock -2; attack is 11
  • Orc4 HP: 12/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Cannot defend
  • Orc5 HP: 2/12 (stairwell) (Mov 3, Dodge 4, Parry 9U)
  • Orc6 HP: -6/12 (stairwell) (Mov 5, Dodge 8, Parry 9U) Unconscious
  • 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:scenario1-5.png.b741c05ca85eb88bf7b8de727180b3a9.png

Link to comment
Share on other sites

Turn 7

 

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. Bronwyn's maidservants will get a second Hearing -4 check to hear the orcs climbing. Bronwyn and PCs can check at -5 at the end of the turn if no fighting occurs.

Orc1 has surrendered and will Kneel. It has not yet dropped its weapon.

Will allow Droart to move one hex a turn without incurring a Consciousness check.

Sounds of combat from elsewhere in the castle can be heard with a Hearing -3 check.

Orc5 is 3 yards below Edon, who is still using a Reach 2 weapon and can thus attack it (if it Stands) as if it were at six feet of vertical distance - can only target the skull/face/eyes, and it defends at -3. If it stays Kneeling or lower, it will be too far away to attack.

If Edon doesn't hear anything and doesn't attack Orc5 (e.g. if it surrenders or leaves LOS), he must succeed at a Greed +3 (15+) check to avoid attempting to loot nearby orc bodies (which requires Kneeling and unreadying his weapon).

 

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)
  • Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick)
  • 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
  • Orc5 HP: -5/12 (stairwell) (Mov 3, Dodge 4, Parry 9U) Shock -4; is retreating
  • 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:scenario1-6.png.7eb606c2dcfe69f8e11d658d9380ed3f.png

 

Further Notes
Droart, Folcard, and Orc3 (-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 dead.

Orc3 is unconscious and can roll to see when it wakes up, for interrogation purposes.

 

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

Turn 8

 

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. Bronwyn's maidservants will get another Hearing -4 check to hear the orcs climbing. Bronwyn and PCs can check at the end of the turn if no fighting occurs; if they are outside the rooms the check is at -5.

Orc1 is slowly lowering itself to the ground, over the next five seconds. It counts as Kneeling for all purposes, but will be taking Wait (other orcs to appear) maneuvers while doing so. It doesn't know exactly when the other orcs will be arriving, and the keen-eyed (Vision-based Per roll for anyone who can see its eyes) can see that it is looking back and forth between Rooms 7 and 9, expecting to hear panicked screaming coming from them at any moment. If successful, the character can make an IQ check to determine that something may be occurring in those rooms soon, if it hasn't already.

Will allow Droart to move one hex a turn without incurring a Consciousness check.

Orc5 is still in the stairwell, but below the current floor and is shown off-map. It must move down another 6 hexes before reaching the bottom floor and being able to flee (and must still get 10 hexes away from anyone in order to count as having successfully fled). It still has to make an HT check to stay conscious this turn.

 

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)
  • Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick)
  • 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
  • Orc5 HP: -5/12 (stairwell) (Mov 3, Dodge 4, Parry 9U) is retreating
  • 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: scenario1-7.png.c384d22b34a389508270818fe7d07e34.png

 

Further Notes
Droart, Folcard, and Orc3 (-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 is unconscious and can roll to see when it wakes up, for interrogation purposes.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

Turn 9

 

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. Bronwyn's maidservants will get another Hearing -4 check to hear the orcs climbing and will test again to see if they will go look out the window.

Orc1 is still slowly lowering itself to the ground, over the next four seconds. It counts as Kneeling for all purposes, but will be taking Wait (other orcs to appear) maneuvers while doing so.

 

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)
  • Betan HP: 13/13 (Mov 5, Dodge 8, Parry 9U, using Pick)
  • 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: scenario1-8.png.03df4ab862665861ae73e467ab2993c8.png

 

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.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

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:scenario1-9.png.ad15023eef4da437a87346bd3c634ccc.png

 

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.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

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:scenario1-10.png.e63081e6aac8eb391ab49d0f34a273b6.png

 

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.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

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: scenario1-11.png.67a90c004e4f24e6ff3caa0f2178c1ec.png

 

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.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

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: scenario1-12.png.606e1771120e5097709c75eba557cd20.png

 

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.

Edited by Bobcloclimar (see edit history)
Link to comment
Share on other sites

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: scenario1-13.png.041b533d0ce3efdfdd0ee7749188075a.png

 

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.

Link to comment
Share on other sites

×
×
  • Create New...