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Scenario 1 Notes


Bobcloclimar

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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: scenario1-14.png.b40dbdbb6b6639b457afb0913a9c6ed2.png

 

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.

Edited by Bobcloclimar (see edit history)
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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: scenario1-15.png.39afda0280b2b08dd893937f9a8c2548.png

 

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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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.

Edited by Bobcloclimar (see edit history)
Name
Edon First Aid (14); Conradin First Aid (13)
8; 11
3d6;3d6 [4,1,3]; [4,1,3,1,6,4]
Folcard Bleed check (14)
9
3d6 5,1,3
Folcard Bleed checks (14)
10; 8
3d6;3d6 [2,5,3]; [2,5,3,3,4,1]
Edon+Conradin First Aid (14,13)
13; 12
3d6;3d6 [3,5,5]; [3,5,5,2,4,6]
Orc11 mortal wound recovery
6; 15; 9; 6; 13; 12
3d6;3d6;3d6;3d6;3d6;3d6 [3,1,2]; [3,1,2,6,3,6]; [3,1,2,6,3,6,1,4,4]; [3,1,2,6,3,6,1,4,4,1,1,4]; [3,1,2,6,3,6,1,4,4,1,1,4,4,4,5]; [3,1,2,6,3,6,1,4,4,1,1,4,4,4,5,5,2,5]
Orc bleeding rolls
4; 15; 12; 14; 8; 10; 16; 8; 8; 11; 9; 11
3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6 [1,1,2]; [1,1,2,6,4,5]; [1,1,2,6,4,5,6,1,5]; [1,1,2,6,4,5,6,1,5,5,4,5]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6,5,1,2]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6,5,1,2,3,2,3]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6,5,1,2,3,2,3,3,5,3]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6,5,1,2,3,2,3,3,5,3,1,6,2]; [1,1,2,6,4,5,6,1,5,5,4,5,5,2,1,3,5,2,4,6,6,5,1,2,3,2,3,3,5,3,1,6,2,5,1,5]
Orc wakeup rolls
12; 8; 7; 9; 14; 13; 9; 11; 9
3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6;3d6 [1,5,6]; [1,5,6,2,5,1]; [1,5,6,2,5,1,2,2,3]; [1,5,6,2,5,1,2,2,3,2,2,5]; [1,5,6,2,5,1,2,2,3,2,2,5,6,6,2]; [1,5,6,2,5,1,2,2,3,2,2,5,6,6,2,5,3,5]; [1,5,6,2,5,1,2,2,3,2,2,5,6,6,2,5,3,5,3,4,2]; [1,5,6,2,5,1,2,2,3,2,2,5,6,6,2,5,3,5,3,4,2,4,4,3]; [1,5,6,2,5,1,2,2,3,2,2,5,6,6,2,5,3,5,3,4,2,4,4,3,4,1,4]
Droart humility check (11)
6
3d6 1,1,4
Droart and Folcard crippling (12,14)
13; 11
3d6;3d6 [5,6,2]; [5,6,2,5,5,1]
Droart crippling duration
4
1d6 4
Interrogation checks
12; 9; 12
3d6;3d6;3d6 [5,5,2]; [5,5,2,2,5,2]; [5,5,2,2,5,2,3,6,3]
Adie preferred weapon
4
1d5 4
Adie and Folcard shock treatment
0; -1
1d6-3;1d6-3 [3]; [3,2]
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