"Maybe we won't have to kill them all before they surrender?" the elf casts a quick glance to the halfling. "Sorry, gents. Don't mind us. Just discussing a few things," he adds towards the thugs.
"Ahh..." Godric sighs, "finally a problem I know how to deal with."
"Come on then! Either scurry away or get your brains beat in, I'm fine with either. I'll have you know that there's a slayer in our midst. You know, a dwarf that is even angrier and better with an axe than most. He won't let his doom be here. Your's will though. So just help us catch up with our guide so my friends and I don't have to beat in your skulls."
The only way I'm deviating from the book is bringing a grid in for easier online play. Only move on diagonals if both intervening spaces are free and we'll use the silly D&D3.5 rules of first diagonal costs 1, second costs 2, third costs 1 etc.
A non-exhaustive list of things you can do on a turn:
- Move at cautious rate which is your M in squares. You can move at standard rate (2x M) or even running rate (4xM) but there will be risk tests involved for this as you are in a cramped cluttered back alley in the dark. If you move into contact with an enemy you are engaged and must stop. Moving away from an engaged enemy is fleeing and they will get a free hit at your back.
- Charge half your M (round up) to engage and make a single blow in combat.
- Make a ranged attack (if not engaged currently).
- Take up stuff from backpacks and belts etc to your hands and vice versa. You can however just drop stuff for free.
Combat stuff:
On the turn you are engaged you may not move or fight any more that round other than to flee, though you may ready weapons.
If you draw a weapon that modifies your initiative enough to alter turn order (see page 120) then please highlight this and let me know.
At the end of each round a current 'winner' must be determined and the loser takes a step back. The winner may then follow up to their space if desired, so if it looks like you may be winning let me know if you want to so I can sort the end of the turn map quicker.
Don't forget you can parry with suitable weapons and shields (see pg 118)! It will cost your next attack but may save your life. If you score a hit on an enemy who may parry then let them decide if they want to or not before rolling damage.
Otherwise basic roll to hit and damage combat procedure is on page 118.
I expect this first combat to be painfully slow while we work things through but hopefully once we're all on the same page it should go quicker in the future. For now let's just pile on in and see how it goes, eh? Ilumor to lead on. Remember that Godric is the only one currently armed.
Well, I don't go until after they go, so no use in me planning anything. Either way I guess I should make ready my shield since I already have my mace out.
Ilumor recalls a song he knows involving a tavern brawl, where the hero fights off attacker after attack with nothing but his fists. Apparently believing he's not such a hero, the elf continues to draw his large wood axe from his back to ready it.
2 handed weapon drops his init by 10 to 53. Glad you're feeling better, Jam!
The footpads mob in on their prey in the alley. One holds back and jeers from a distance.
'There's no need for this to go this way. Just drop the goods and this night can all end much happier for all involved.'
One leaps from a side alley and is able to make a dashing charge at the slayer, his club coming slamming down with brutal force.
Charge! Trying to roll below WS 33 +10 for charging = 43
1d100 → [20] = (20)
The first roll is a hit! To the right arm apparently. For 1d6 → [4] = (4) wounds. Gavnog can't parry with his bare hands but does have the dodge blow skill so he might yet avoid this most inauspicious of starts. Roll beneath your Init to dodge.
Jam Warrior on
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GrogMy sword is only steelin a useful shape.Registered Userregular
Feeling somewhat sorry for the thug's inept attempt at clobbering someone, Gavnog sidesteps directly into the blow. The weapon connects with a resounding 'bonk'.
Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Hmm, one action per round seems kinda limited but anyway….
Kazrik, seeing that the Elf might potentially be considered to possibly be both in trouble and an ally, draws his (now seemingly woefully inadequate) dagger and makes ready to jump in at the next best opportunity.
"Stay behind me, friend Merrick," Ilumor offers to the halfling as the thugs approach.
Felling a man should basically be the same as felling a tree, right? The elf seems to intend to find out, and swings his large axe at the one in front of him.
Not one to leave a friend in need, Merrick charges the open thug.
With a high-pitched yell, not of battle but of alarm he swinging his hand-ax wildly and nearly shearing off a part of the building next to him.
"HELP! Watch! Town Guard! Anyone!"
WHFRP1, aka Welcome to the whiff zone. At work so no map update but the only change is Merrick charging forward.
At the end of the round footpad C would be judged to be 'winning' and push Gavnog back. However he has nowhere to go at that point so it's all good.
Footpad A was charged and so can do nothing else.
Footpad B 1d100 → [16] = (16) hits Ilumor for 1d6-1 → [3,-1] = (2) wounds. Though that's a body hit and so reduced to 1 by his leather clothing right?
Footpad C 1d100 → [67] = (67) misses (even including his +10 bonus for winning).
Footpad D 1d100 → [95] = (95) misses by a mile.
Much as the party fail to land any blows, their aggressors also fail to find much luck other than landing a bruising clout on Ilumor's ribs. Perhaps this bunch aren't quite the easy mark they were hoping for, but on the home territory they still fancy themselves in fight and these out of towners clearly have some good weapons on them to sell.
From his position of safety at the back the unengaged man continues his belittling.
'Fancy a fight do you lads? That's fine as well. We can always offer you a proper Nuln welcome in the harbour once we've stripped your bodies of valuables.'
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Mr_Rose83 Blue Ridge Protects the HolyRegistered Userregular
Where was that door again? If Merrick is between Kazrik and the enemy, that might be a way around them, never mind the bait….
Don't worry, Kaz. Merrick will be backing up as soon as its his turn again. You can delay until then. I just wanted to rob him of his attack by charging.
Posts
Is there some equivalent of Intimidate I can use here?
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
"Come on then! Either scurry away or get your brains beat in, I'm fine with either. I'll have you know that there's a slayer in our midst. You know, a dwarf that is even angrier and better with an axe than most. He won't let his doom be here. Your's will though. So just help us catch up with our guide so my friends and I don't have to beat in your skulls."
Hope you feel better soon!
The door that Grolsch fled through can be seen in the alley in the middle of the map. Despite map appearances it is of course not open.
Apart from the two street squares, the N and S edges of the map are blocked.
Initiative order:
63 - Ilumor
50 - Merrick
30 - Footpads
23 - Godric
18 -Gavnog
18 - Kazrik
Combat rules notes:
A non-exhaustive list of things you can do on a turn:
- Move at cautious rate which is your M in squares. You can move at standard rate (2x M) or even running rate (4xM) but there will be risk tests involved for this as you are in a cramped cluttered back alley in the dark. If you move into contact with an enemy you are engaged and must stop. Moving away from an engaged enemy is fleeing and they will get a free hit at your back.
- Charge half your M (round up) to engage and make a single blow in combat.
- Make a ranged attack (if not engaged currently).
- Take up stuff from backpacks and belts etc to your hands and vice versa. You can however just drop stuff for free.
Combat stuff:
On the turn you are engaged you may not move or fight any more that round other than to flee, though you may ready weapons.
If you draw a weapon that modifies your initiative enough to alter turn order (see page 120) then please highlight this and let me know.
At the end of each round a current 'winner' must be determined and the loser takes a step back. The winner may then follow up to their space if desired, so if it looks like you may be winning let me know if you want to so I can sort the end of the turn map quicker.
Don't forget you can parry with suitable weapons and shields (see pg 118)! It will cost your next attack but may save your life. If you score a hit on an enemy who may parry then let them decide if they want to or not before rolling damage.
Otherwise basic roll to hit and damage combat procedure is on page 118.
I expect this first combat to be painfully slow while we work things through but hopefully once we're all on the same page it should go quicker in the future. For now let's just pile on in and see how it goes, eh? Ilumor to lead on. Remember that Godric is the only one currently armed.
2 handed weapon drops his init by 10 to 53. Glad you're feeling better, Jam!
The footpads mob in on their prey in the alley. One holds back and jeers from a distance.
'There's no need for this to go this way. Just drop the goods and this night can all end much happier for all involved.'
One leaps from a side alley and is able to make a dashing charge at the slayer, his club coming slamming down with brutal force.
1d100 → [20] = (20)
The first roll is a hit! To the right arm apparently. For 1d6 → [4] = (4) wounds. Gavnog can't parry with his bare hands but does have the dodge blow skill so he might yet avoid this most inauspicious of starts. Roll beneath your Init to dodge.
Roll to hit against Footpad: 1d100 68 WS 33
Attack roll (ws 44): 1d100 80 woops
Kazrik, seeing that the Elf might potentially be considered to possibly be both in trouble and an ally, draws his (now seemingly woefully inadequate) dagger and makes ready to jump in at the next best opportunity.
(Kazrik is now at +10 Init [28] and -2 damage)
Nintendo Network ID: AzraelRose
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Felling a man should basically be the same as felling a tree, right? The elf seems to intend to find out, and swings his large axe at the one in front of him.
Rolled a 97. Apparently it's not!
With a high-pitched yell, not of battle but of alarm he swinging his hand-ax wildly and nearly shearing off a part of the building next to him.
"HELP! Watch! Town Guard! Anyone!"
WS+10 vs 31 = 68, miss!
http://orokos.com/roll/67115
Footpad A was charged and so can do nothing else.
Footpad B 1d100 → [16] = (16) hits Ilumor for 1d6-1 → [3,-1] = (2) wounds. Though that's a body hit and so reduced to 1 by his leather clothing right?
Footpad C 1d100 → [67] = (67) misses (even including his +10 bonus for winning).
Footpad D 1d100 → [95] = (95) misses by a mile.
Much as the party fail to land any blows, their aggressors also fail to find much luck other than landing a bruising clout on Ilumor's ribs. Perhaps this bunch aren't quite the easy mark they were hoping for, but on the home territory they still fancy themselves in fight and these out of towners clearly have some good weapons on them to sell.
From his position of safety at the back the unengaged man continues his belittling.
'Fancy a fight do you lads? That's fine as well. We can always offer you a proper Nuln welcome in the harbour once we've stripped your bodies of valuables.'
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Next roll to hit against footpad d, I think?: 1d100 66
attack rolllll: 1d100 97
I think it's now Ilumor, then Merrick