Chapter 1: So it begins.
Re: Chapter 1: So it begins.
Ingvar urges his horse onward, and as he goes past Solvi, snatches the spear from her hand in passing. Her angry voice immediately follows, "Hey! What about me... Hey! Pick me up you bastard!". The last call seems to have the desired effect, as Ingvar reins his horse in, sending pebbles and bits of grass flying. He circles back and extends an arm, helping the younger sibling on the horseback. They ride off some distance after Sheamus.
Re: Chapter 1: So it begins.
Humfrey
"New plan Baldwin, keep watch here with the others while we ride ahead!"
Kicking his horse into a gallop he follows after the rest.
"New plan Baldwin, keep watch here with the others while we ride ahead!"
Kicking his horse into a gallop he follows after the rest.
Re: Chapter 1: So it begins.
The forest on the far side of the river.
Suddenly you are among Orcs and at least 1 very large snarling Warg. They are slinging stones at the 2 farmers on top of the boulders forming the rock formation. The Farmers appear to be armed with bows and attempting to keep the Orcs from climbing up to them.
The Orcs are not surprised by you.
The Wargs are not surprised either.
Initiative Orcs
Initiative Wargs
Ingvar and Solvi can't be surprised (see private forum post) so don't roll 1d6 for them.
Please roll for surprise (1d6) and initiative (1d6+Dex-Encumbrance penalty), surprised on a roll of 1-2
If not surprised declare an action, if surprised roll 1d6 to see if you drop your weapon (a roll of 1 drops and you drop what you are holding)
Action order is as follows
1. Surprise attacks and Backstabs
2. Spells and spell like effects
3. missile attacks
4. melee and other attacks
5. movement
highest initiative goes first (Wargs at 16 and Orcs at 13)
Suddenly you are among Orcs and at least 1 very large snarling Warg. They are slinging stones at the 2 farmers on top of the boulders forming the rock formation. The Farmers appear to be armed with bows and attempting to keep the Orcs from climbing up to them.
The Orcs are not surprised by you.
The Wargs are not surprised either.
Initiative Orcs
Initiative Wargs
Ingvar and Solvi can't be surprised (see private forum post) so don't roll 1d6 for them.
Please roll for surprise (1d6) and initiative (1d6+Dex-Encumbrance penalty), surprised on a roll of 1-2
If not surprised declare an action, if surprised roll 1d6 to see if you drop your weapon (a roll of 1 drops and you drop what you are holding)
Action order is as follows
1. Surprise attacks and Backstabs
2. Spells and spell like effects
3. missile attacks
4. melee and other attacks
5. movement
highest initiative goes first (Wargs at 16 and Orcs at 13)
Re: Chapter 1: So it begins.
On the tower.
Rodbert can just see that the cavalry has reached the rock outcrop.
If Rodbert decides he wants to spell cast he will need to roll initiative, otherwise it doesn't matter.
Rodbert can just see that the cavalry has reached the rock outcrop.
If Rodbert decides he wants to spell cast he will need to roll initiative, otherwise it doesn't matter.
Re: Chapter 1: So it begins.
Ingvar and Solvi
A heartbeat after the riding party meets the orcs, running footsteps and an occasional snapping branch is heard, as the Ivinians emerge from between the trees. Ingvar immediately spears an orc that happens to stand the closest to the place they came out of the forest.
Initiative [1d6+18] = 2+18 = 20
Spear vs Orcs to hit: [1d20+3] = 10+3 = 13, damage: [1d10+4] = 7+4 = 11
In Ivinian:
The shield maiden, holding a hand axe follows at a bit more cautious distance, and throws the axe at another orc.
Solvi, Initiative: [1d6+3] = 3+3 = 6
Solvi, Throwing Ax to hit: [1d20] = 9, damage: [1d8] = 6
(throwing distance modifier not included)
A heartbeat after the riding party meets the orcs, running footsteps and an occasional snapping branch is heard, as the Ivinians emerge from between the trees. Ingvar immediately spears an orc that happens to stand the closest to the place they came out of the forest.
Initiative [1d6+18] = 2+18 = 20
Spear vs Orcs to hit: [1d20+3] = 10+3 = 13, damage: [1d10+4] = 7+4 = 11
In Ivinian:
Solvi, Initiative: [1d6+3] = 3+3 = 6
Solvi, Throwing Ax to hit: [1d20] = 9, damage: [1d8] = 6
(throwing distance modifier not included)
Re: Chapter 1: So it begins.
Humfrey
"HARK! HARK! YOUR RESISTANCE IS FOR NAUGHT, FOR THE LADY OF PALADINS RIDES WITH ME!!!" Cries the priest galloping into the battle, Humfrey launches his spear at the closest living orc before retrieving his flail, he makes sure to stay close to Sir Kathel ready to protect him.
Initiative [1d6+5] = 5+5 = 10 Oops roll was meant to be 9+5-5 so my initiative would be 9
Spear Throw (10/20/30) [1d20] = 14 Damage [1d8] = 7
"HARK! HARK! YOUR RESISTANCE IS FOR NAUGHT, FOR THE LADY OF PALADINS RIDES WITH ME!!!" Cries the priest galloping into the battle, Humfrey launches his spear at the closest living orc before retrieving his flail, he makes sure to stay close to Sir Kathel ready to protect him.
Initiative [1d6+5] = 5+5 = 10 Oops roll was meant to be 9+5-5 so my initiative would be 9
Spear Throw (10/20/30) [1d20] = 14 Damage [1d8] = 7
- GreyWolfVT
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Re: Chapter 1: So it begins.
Sheamus merely dismounts and rushes towards the nearest foe swinging his axe at it.
Initiative [1d6+9] = 3+9 = 12
Hand Axe +1 [1d20+1] = 18+1 = 19 to hit, [1d10+1] = 5+1 = 6 damage
Initiative [1d6+9] = 3+9 = 12
Hand Axe +1 [1d20+1] = 18+1 = 19 to hit, [1d10+1] = 5+1 = 6 damage
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 1: So it begins.
The rock outcrop.
As the reinforcements arrive to save the trapped farmers the forest seems to come alive as a hail of sling stones seem to come from everywhere all at once. Suddenly it seems their are Orcs everywhere.
In the initial hail of stones Humfrey is struck a solid blow. His thrown spear finds its mark, killing an Orc.
Toad takes a hit.
Solvi is struck hard just as she throws her ax, causing her to miss.
Then there is an explosion of sound as the two sides close in a crash, snarl and screams.
Ingvar spears an Orc, killing him with his red glowing spear.
The Warg latches onto Sir Kathel's horse in an attempt to bring it down with a snarl and spray of blood.
The Warg Rider tries to spear Sir Kathel but his spear slides off the knights armor.
Sheamus crashes his ax into an orc as he rides past it, killing it instantly.
Sir Kathel drives his lance through the Warg, killing it.
Toad drives his spear through an Orc, killing it.
As Sir Kathel, his steed, the dead Warg and its screaming Orc Rider crash through each other the Orc is trampled by the War Horse. -6 HP
The remaining Wargs (at least 2) and Orcs (a score maybe) begin to flee in all directions.
Only Ignvar has high enough initiative to move before the Wargs and Orcs if he chooses to, those mounted are faster than the Orcs but risk being separated in the forest. Sir Kathel will need to take a round to regain control of his steed. Ignvar and Solvi are on foot, everyone else is mounted.
As the reinforcements arrive to save the trapped farmers the forest seems to come alive as a hail of sling stones seem to come from everywhere all at once. Suddenly it seems their are Orcs everywhere.
In the initial hail of stones Humfrey is struck a solid blow.
Toad takes a hit.
Solvi is struck hard just as she throws her ax, causing her to miss.
Then there is an explosion of sound as the two sides close in a crash, snarl and screams.
Ingvar spears an Orc, killing him with his red glowing spear.
The Warg latches onto Sir Kathel's horse in an attempt to bring it down with a snarl and spray of blood.
Sheamus crashes his ax into an orc as he rides past it, killing it instantly.
Sir Kathel drives his lance through the Warg, killing it.
The remaining Wargs (at least 2) and Orcs (a score maybe) begin to flee in all directions.
Only Ignvar has high enough initiative to move before the Wargs and Orcs if he chooses to, those mounted are faster than the Orcs but risk being separated in the forest. Sir Kathel will need to take a round to regain control of his steed. Ignvar and Solvi are on foot, everyone else is mounted.
Last edited by Rex on Sat Oct 06, 2018 1:47 am, edited 1 time in total.
Re: Chapter 1: So it begins.
I am going to post my rolls in the OCC thread. I am not as good at putting the links in as GreyWolfVT.
Re: Chapter 1: So it begins.
Ingvar
The Ivinian hears several slingstones impact and straightens up, looking around. There's Solvi, looking slightly dizzy, head bleeding freely. Turning towards the forest, he sees several orcs holding slings, starting to back off. He takes a few quick running steps, catching up with one as it is about to turn and flee.
Initiative [1d6+18] = 2+18 = 20
Spear vs Orcs to hit: [1d20+3] = 1+3 = 4, damage: [1d10+4] = 9+4 = 13
Natural 1
The Ivinian hears several slingstones impact and straightens up, looking around. There's Solvi, looking slightly dizzy, head bleeding freely. Turning towards the forest, he sees several orcs holding slings, starting to back off. He takes a few quick running steps, catching up with one as it is about to turn and flee.
Initiative [1d6+18] = 2+18 = 20
Spear vs Orcs to hit: [1d20+3] = 1+3 = 4, damage: [1d10+4] = 9+4 = 13
Natural 1
Re: Chapter 1: So it begins.
Ingvar stumbles as he attacks the Orc, the Orc tries to stab him with his knife but the blow misses.
- GreyWolfVT
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Re: Chapter 1: So it begins.
Sheamus will swing his axe at the next foe he sees.
Hand Axe +1 [1d20+1] = 19+1 = 20 to hit, [1d10+1] = 6+1 = 7 damage
Hand Axe +1 [1d20+1] = 19+1 = 20 to hit, [1d10+1] = 6+1 = 7 damage
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 1: So it begins.
Rodbert continues to look to the north, looking for any sign of possible attackers. He calls out, "Doberry! What sign of our comrades? Earnest! Any sign of disturbance from the south?"
It's hard to explain puns to kleptomaniacs because they always take things literally.
Re: Chapter 1: So it begins.
Humfrey wipes the blood from his brow where the stone had struck him before riding toward Ingvar and swinging at the orc assaulting the Ivinian with his flail.
Flail Attack [1d20] = 13 Damage [1d8] = 2
Flail Attack [1d20] = 13 Damage [1d8] = 2
Re: Chapter 1: So it begins.
At the manor.
No one has spotted anything in the other directions but the sounds of battle can be heard and the villagers are crowding the cat walks trying to see something. Voices are calling back and forth as villagers catch glimpses of the battle. Doberry, above the din "Looks like the charge broke something loose, I see shapes fleeing north, good sized I think."
No one has spotted anything in the other directions but the sounds of battle can be heard and the villagers are crowding the cat walks trying to see something. Voices are calling back and forth as villagers catch glimpses of the battle. Doberry, above the din "Looks like the charge broke something loose, I see shapes fleeing north, good sized I think."
Re: Chapter 1: So it begins.
In the forest.
See above for Ingvar's action.
The Orc's and Wargs continue to flee. and only seem interested in defending themselves at this point.
An Orc strikes at Sheamus as he rides it down missing, Sheamus strikes back, killing the Orc.
Sir Kathel regains control of his mount and calls to rally at the out crop. "Everyone to the rocks.", reaching down he pulls his horn up and signals a single blast.
An Orc strikes at Humfrey, missing and Hunfrey strikes back, killing it.
Upon seeing Solvi bleeding, Toad swings around and brings his horse between Solvi and the fleeing Orcs as a shield.
Solvi, cut off from the Orcs and bleeding from her injury checks the extent of her injury.
The 2 farmers on top of the out crop, armed with bows scan the area and yell down. "They all seem to be fleeing lord, we are on our last arrows."
Clarification. Ingvar's initial move occurred at the end of last round, his attack at the beginning of this round. Movement by everyone else closed the last round and positioned them for their actions this round. Everyone on your side still has their movement phase left to use for round 2, but no more attacks this round. Everyone heard Sir Kathel yell and sound his horn. The manor heard his horn. The Wargs appear to be faster than your horses in this terrain, the Orc's slower, but they are heading for places the horses can't go easily.
See above for Ingvar's action.
The Orc's and Wargs continue to flee. and only seem interested in defending themselves at this point.
An Orc strikes at Sheamus as he rides it down missing, Sheamus strikes back, killing the Orc.
An Orc strikes at Humfrey, missing and Hunfrey strikes back, killing it.
Solvi, cut off from the Orcs and bleeding from her injury checks the extent of her injury.
The 2 farmers on top of the out crop, armed with bows scan the area and yell down. "They all seem to be fleeing lord, we are on our last arrows."
Clarification. Ingvar's initial move occurred at the end of last round, his attack at the beginning of this round. Movement by everyone else closed the last round and positioned them for their actions this round. Everyone on your side still has their movement phase left to use for round 2, but no more attacks this round. Everyone heard Sir Kathel yell and sound his horn. The manor heard his horn. The Wargs appear to be faster than your horses in this terrain, the Orc's slower, but they are heading for places the horses can't go easily.
Re: Chapter 1: So it begins.
Taking a look, Rodbert catches a glimpse of some shapes moving northward and away. He begins to ponder for a moment but the horn blast galvanizes him to move. "Doberry, I heading towards the group to help insure their safety back." Calling down towards the remainder of the group "I heading towards them to assist them back. Earnest, get ready. Anyone else who wishes to assist, let's get moving. Get that drawbridge open!"
Rodbert will get down to the ground as quickly as possible, grab his shield and move out on foot (not enough horses for everyone who wishes to come) with the group and head towards the ford the mounted group used.
Rodbert will get down to the ground as quickly as possible, grab his shield and move out on foot (not enough horses for everyone who wishes to come) with the group and head towards the ford the mounted group used.
It's hard to explain puns to kleptomaniacs because they always take things literally.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 34075
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Central Vermont
- Contact:
Re: Chapter 1: So it begins.
Sheamus listens to Sir Kathel and heads for the rocks.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 1: So it begins.
Humfrey will wheel around back to the rocks with the others rubbing his head and feeling the beginnings of a welt.
Re: Chapter 1: So it begins.
Ingvar raises his shield and ducks his head to avoid any rocks the retreating orcs might throw out of spite, while heading towards the outcrop.
In Ivinian, to Solvi:
Because I'm so unfamiliar with HarnWorld, I have to ask: the slain orcs or the warg don't have exceptionally large feet/paws do they?
And a more serious question, what's the outcrop like? Any chance the orcs could circle around and attack the farmers from the other side? Or is it inaccessible from all sides.
In Ivinian, to Solvi:
