Thursday, February 4, 2016

The Tides of Time

After the failed attack on Stonetide House Durand has lost face with the Lannister's and they are unlikely to assist them again. House Durand must turn to others to continue their feud. House Stif is poised to retaliate against the Westerlanders but before they get the opportunity they are called to go on a raid in the Reach. I'll let House Durand do its own thing without much commentary, we'll follow Turin and company on the raid instead. In the meantime four months will pass for both houses, so I'll roll the Fortune for that. Since, the Lord of Stiff is away I'll roll four times since there won't be a leader there to make the big decisions. Also, since he is not there he is going to hire a maester to watch over his lands while he is away. I'm going to use the steward who has a status of 4 with 1B for stewardship, he will arrive in two months, so for the first two the house will skip the roll and add one to a resource.
Also Stif will invest 5 points of Glory into population, bringing it to 21 and 8 into Law bringing it to 29.

Month 1:
Resource: 1 to Law (30)
Action: The house hires a Maester.

Month 2:
Resource: 1 to Law (31)
Action: none

Month 3:
Roll: 11 +1 - 1 = 11, Growth
The hand of the Maester brings some much needed skill in healing and agriculture to the house, the population grows. (22)


Month 4:
Roll: 13 +1 -1 = Decline
A Maester is seen as weakness by another house in the iron islands. Stonetide is raided and some of the men and women are carried off. Population (21)

House Durand
Status 5
-1 from Law and Population
Month 1: 16, curse
Month 2: 23, curse
Month 3: 13, Growth
Month 4: 15, Decline
They will take all their negatives from influence since they lost an heir to Stonetide, and the growth they will put towards power.


Gotter
Month 1: 16+3=19, curse
After the dashing loss against Stif their influence suffers among the other houses (23)
Month 2: 11+3=14, blessing, Law (17)
Month 3: 22+3=25, Growth, Law (18)
Month 4: 14+3=17, Decline, Land(5)

Next time House Stiff will raid a coastal village in the Reach.

Sunday, April 8, 2012

Something New

I am thinking about trying something new. I am going to try to write a short story version of these test runs. This could take some time, we'll see what happens.

Sunday, April 1, 2012

After the disgrace of having his daughter stolen right out from his own tournament, Lord Durand has no choice but to march on Stonetide. He calls his banner house and pays the Lannisters to transport him to the island. Before two weeks are gone his army has set sail for Stonetide keep.

Lord Turin knows that he would do best to avoid attacking the Lannister fleet, so instead he waits at Stonetide keep to make his defense. He arrays his raiders in two groups amongst the ruins of the greater keep.

The men of House Stif take up defensive positions in a set of ruins, while the forces of Durand approach from the southeast.
(R1, R2 Stif Raiders. P Durand's personal guard, G1 and G2 garrisson, S support troops, A1 and A2 archers)
Lord Turin directs the armies if Stonetide with Arn leading his first regiment of raiders and Magnus the second.
Lucas Durand leads the armies of Durand surrounded by his guards, his subcommander is Lord Gotter. One of their Knights leads the first garrison.

Arn's raiders are unnoticed by the men of Durand.

Round 1:
Init: Stif - 13 Durand - 12
Stif(1)- Second raiders fromation change to tortoise shell, giving a bonus to defense.
Command 15 v 9; +5 to defense
Durand(1)- First archers fail to hear the order to attack.
command 6 v 9
Stif(2)- Arn's men ambush the first archers of durand with their own volley. The attack is so devestating that none of the archers survive.
command v 5 automatic with 4d6; Marksmanship 22 v 5 (4degrees); (3+2)*4 = 20-2=18 (more than double the health) Unit destroyed
Durand(2)- Second archers ordered to attack the now revealed ambushers. Their attack does little damage.
command 14 v 12; mark 9 v 7 (1 degree); 3-5=0 damage
Stif(3)- Arn's men split their attack between the archers and the support troops. They do minimal damage
command 19 v 9; marksmanship v archers 8 v 5(1 degree) 3-2=1
                            marksmanship v support 8 v 6(1 degree) 3-0=3
Durand(3)- The second garrison sprints towards Magnus' men.
command 17 v 12; G2 @ R21
Stif(4)- Arns men rain down arrows on the enemy archers, which are disorganized from the attack.
command 13 v 6; marksmanship 17 v 5 (3 degrees) 3*3=9-2=7; archers disorganized
Durand(4)- The first garrison sprints towards Magnus' men.
command 15 v 9; G1 @ U19


Round 2:
intitiative: Stif- 19 Durand- 16
Stif(1)- Arn's men attack the archers and route them off the map
command v 0; automatic; marksmanship 19 v 4 (4 degrees) 3*4-2=10, the archers route off the map
Durand(1)- The first garrison charge Magnus' men inflicting minor damage
command 11v 6; fight 12 v 12 (1 degree) 4+2-5=1
Stif(2)- Magnus' men reform to a square formation
command 19 v 9; negates flanking bonuses
Durand(2)- Second garrison fails to hear the order to charge
command 10 v 12
Stif(3)- Magnus' men attack the garrison, disorganizing the unit
command 12 v 6; fight 25 v4(4degrees); 5*4-3=17, the garrison is disorganized
Durand(3)-The garrison organize themselves
command 12 v 12
Stif(4)-Arn attacks the support unit, disorganizing them
command v 3 automatic; marksmanship 21 v 6(4degrees); 3*4-0=12; unit disorganized
Durand (4)- Lucas and his guard sprint forward.
command v 0; automatic


Round 3:
initiative: Stif- 24 Durand- 12
Stif(1)- Arn's unit attacks Lucas' guards dealing significant damage
command v 0; automatic; marksmanship 20 v 4 (4 degrees); 3*4-6=6
Durand(1)- The first garrison envelopes MAgnus' men, dealing minor damage
command 14 v 12; fight 9 v 4 (2 degrees); 3*2-5=1
Stif(2)- Arn's men move to assits Magnus
command v 3; automatic; move to V13
Durand(2)- Lucas' men move clsoer to the fight
command v 0; automatic; move to U21
Stif(3)- Arn moves closer
command 13 v 6; move to R13
Durand(3)- Second garrison charges Magnus' force, but are held off by their sheilds.
command 13 v 12; fight 2 v 4 (miss)
Stif(4)- Arn charges the garrison surrounding Magnus, routing them off the field
command 13 v 12; Fight 16 v 4(3degrees); (3+2)*3-3=12; unit routes to @16
Durand(4)- Lucas moves towards the two raiders
command v 3; automatic


Round 4:
initiative: Stif-8 Durand-12
Durand(1)- Lucas and his men charge Magnus' men, inflicting heavy casualties
command automatic; fight 12 v 7 (2degrees); (4+2)*2-5=7
Stif(1)- Magnus enacts a fighting withdraw towards the keep.
command v 3 auto; fight 13 v 4 (2degrees); 5*2-6=4; unit @ N15
Durand(2)- Lucas blitzes towards the keep, attacking both raiders along the way.
command 10 v 9; fight v Arn 11v6 (2degrees); 12-5=7; Arn is disorganized
                            fight v Magnus 8v4 (1degree); 6-5=1
Stif(2)- Arn fires on Lucas, his volley fails to penetrate the heavy armor of his men.
command v 0 auto; marksmanship 12v4 (2degrees); 3*2-6=0
Durand(3)- The second garrison fail to charge Magnus' men
command 10 v 12
Stif(3)- Arn fires a volley at the garrison, disorganizing the unit.
command v 3 auto; marksmanship 15 v 5 (3degrees); 9-3=6; the unit is disorganized
Durand(4)- Lucas charges Magnus, dealing minimal damage
command 11 v 6; fight 5 v5(1degree); 4-5=0
Stif(4)- Arn fires on the garrison unit, routing the men
command 8v6; marksmanship 10 v4(2degrees); 6-3=3; unit routes to N20


Round 5:
initiative: Stif- 13 Durand-12
Stif(1)- Magnus charges Lucas' men routing them from the feild
command v3 auto; fight 22 (4degrees); 20-6=14; route to T14
With all his men either routing or disorganized, Lucas gives up the field and withdraws.


Aftermath:
Stif
Glory 5
Arn's men are reduced to trained strength
Magnus' men are reduced to green strength

Durand
Glory 1
Lucas' guard withdraw intact
all other units are destroyed

Monday, March 19, 2012

Saving face

Sorry for the delay, thinking up the intrigue is harder than the combat scenarios for me. Derek and Chris this is more your area of expertise.


Turin is dragged before the Lord Durand, who sits upon a viewing platform with his wife and daughter to his left, his son to his right, a gaggle of  related nobles behind him and two guards to either side of the front of the platform.
Two guards stand just behind Turin, with Ser Jacyn a step behind them, his destrier waiting off to the side.
Arn has positioned himself opposite the platform on the far side of the grounds.
Magnus is waiting at the foot of the stairs leading to the platform.

The Intrigue encounter starts with Durand ordering Turin to tell us his true name as he can see by his unkempt hair he is no Lannister.
Turin is trying to convince Durand that he is just a lowly hedge knight and to let him go.

If Durand has not made any headway in 5 rounds he has decided he will have the man put into the cells to rot. If they reach 8 rounds, Turins ex-wife who is in the crowd with one of Durands nobles will recognize Turin.

Round 1: Turin is Malicious towards Durand he cannot hide his feeling of loathing towards the man he has a DR of 7 a +3 to his deceit and an intrigue defense of 10
Durand has not yet recognized Turin he is mearly disliking of him,  he has a DR of 5 a -2 to Per and an intrigue defense of 12.
Initiative
 Turin: 26, Durand: 24
Turin considers his words carefully, he will not get many chances. +2B next turn
Durand tries to convince him to reveal himself. 4d6-2 = 18 v 10 (2 degrees)
                        3*2-7=0, no composure loss for Turin

Round 2:
Initiative:
 Turin: 24. Durand: 27
Durand does a little fast talk to throw Turin off his guard. 3d6= 18 v 8. Turin loses his cunning mod to def for 1 turn. Turin's defense = 8
Turin tries to convince Durand to let him go by decieving him. 2d6+2B+3=8 failed

Round 3
Init. Turin 23, Durand 26
Durand tries again. 4d6-2 = 14 (2 degrees) 3*2-7=0
Turin tries to read his target 2d6 = 7 v 8 failed

Round 4
init: Turin 26, Durand 23
Turin reads his target 2d6 = 11 v 8, he gets a +1D for the rest of the intrigue
Durand considers his next words carefully +2B

Round 5
init. Turin 18, Durand 17
Turin considers his words carefully +2B
Durand tries again. (4d6+2B-2)= 14 v 10. (1 degree) 3-7=0

Round 6
init Turin 25, Durand 12
Since he read his target accurately Turin realizes that Durand is tired of this. He decides there is no use trying to talk his way out of this.
He spends one destiny point so that the guard next to him has a handaxe instead of a dirk on his belt.


Turin spins to face the guard next to hi and decks him.

**********************************************************************************
Stats for Arn and Magnus
Arn:
Agility 4+1B dodge; Awarness 3; Cunning 3; Fighting 3+2B shortswords; Marksmanship 5+3B bows; Persuasion 3; Stealth 3; Thievery 3; Warfare 3
3 destiny pts
Accurate +1D to shoot through cover
Deadly Shot piercing +1 weapon becomes viscous (always kills a defeated character)
Double shot take two shots at a -1D each, they can be against one opponent or two
Bastard Born -1D intrigue against opponents with a higher status
Defense 7, AR 3, Health 6, Damage 6 Bows, 2 Blades

Magnus
Agility 3; Animal Handling 3; Athletics 5; Awareness 3; Endurance 5; Fighting 4+2B shields +4B axes; Marksmanship 3+2B thrown; Status 3; Will 3+2B courage
3 destiny points
Endurance -1D
Defense 12, AR 5, Health 15, Damage 5 axe

For the other characters I am using the Guards from the book, the annointed knight for Ser Jacyn, the heir for Lucas and Liranna, the Noble for Durand.
**********************************************************************************

**Combat: Surprise Round**
In a surprise round the characters get a +1D against surprised opponents, the guards are also completely unaware because this is really unexpected.


Turin tries to knockout the guard. Fighting 5d6 = 20 v 12 (2 degrees).
Since Turin succeeded by two degrees the guard falls unconscious


Arn takes a double shot, one at each guard on the platform.
Arn also has peircing 2 with his longbow so all AR is at a -2
Guard 1: Marksmanship 5d6+3B=15 v 5 (3degrees) damage 6*3-3=15 dead
Guard 2: Marksmanship 5d6+3B=21 v 5 (4degrees) damage 6*4-3=21 dead

Magnus rushes up the steps, past the dead guard and grabs Liranna Durand. Fight 10 v 8. he grabs her.

**End Surprise Round**
Initiative:
Turin-4, Arn- 12, Magnus- 7
Guard-12, Knight-14, Liranna-9, Lord Durand- 7, Lucas Durand-8

Order:
Ser Jacyn
Arn
Guard
Liranna
Lucas
Magnus
Durand
Turin

Round 1:
Ser Jacyn draws his bastard-sword and swings at Turin with both hands. Fighting 20 v 6 (3 degrees). Damage 5*3 -10 = 5
Turins health = 7

Arn double shot Ser Jacyn.
Shot 1: 17 v 3 (3 degrees) Damage 18-8 = 10. Since Jacyn only has 12 wounds he will take two injuries to reduce the damage by his endurance each(4). He takes two damage, the injuries give him a -1 each on all his checks. He may only take injuries up to his endurance.
Shot 2: 15 v 3 (3 degrees) Damage 18-8 = 10. Since taking two more injuries would put him at his max injuries. Jacyn will take a wound. This negates all the damage but will impose a -1D to all his checks, if he takes more wounds than endurance he dies.
Ser Jacyn health = 10, -1D-2 to all checks


Guard attacks Turin with his polearm. 20 v 6 (3 degrees) damage 7*3 = 21 -10 = 11. Turin can't take 11 damage so he takes a Wound.

Liranna tries to fight off Magnus, she will use her Athletics(2) against his passive athletics which is 20. She will never beat that.

Lucas draws his sword and hacks at Magnus. 11 v 10(lost agility bonus since he is grappling) (1 degree)
damage 4-5 Magnus' armor deflects the blow


Magnus tries to pick up the daughter. Athletics 11 v 18 (weight). Her struggling makes it ahrd for him to pick her up

Durand calls for more guards (they arrive in 3 rounds about 20 seconds).

Turin grabs the axe and swings at the guard. 4d6 +3B -1D = 12 (two degrees). damage 2*2=4-3 = 1
Guard health = 8

Round 2:
Knight attacks Turin again. 15 v 6 (2 degrees). Damage 5*2-10=0

Arn Doubleshot
Knight: 19 (4 degrees) damage 6*4-8=16. Jacyn takes a wound(total modifiers -2D-2)
Guard: 19 (3 degrees) damage 6*3 - 3= 15 dead

Liranna, continues to struggle

Lucas attacks. 8 v 10, miss

Magnus picks up Liranna. 22 v 18. He throws her over his shoulder.

Durand draws his sword and attacks the Ironman. 15 v 12. Damage 4-5=0

Turin goes and grabs the Knights horse. He uses his last destiny point to make it a very gentle war horse


Round 3

Ser Jacyn swings at Turin. 5d6 +2B -2D -2 = 4. His wounds overtake him and his strike misses.

Arn Double shot on the knight.
Shot 1: 17 v 3 (3 degrees) 18-8=10
Shot 2: 15 v 3 (3 degrees) 18-8=10
If he takes the damage he will die because Arn's bow is vicious. He takes two injuries and 1 wound.
Jacyn's health = 8, total modifiers -3D-4

Lucas attacks Magnus. 12v10 (1 degree) damage 4-5=0

Magnus takes Liranna to the Palfrey and tosses her on.

Durand charges after Magnus. 8 v 12(he is no longer carrying Liranna) miss

Round 4: The guards arrive at the end of the round.


Arn blends in Stealth(3) = 12 v 12 he uses a destiny point for a bonus die


Ser Jacyn drops to his knees, the fight is literally draining from him.

Liranna makes one final attempt to wriggle free. (I will impose a -2D on Magnus since she is half on the horse.) 2d6 v 18, still impossible.

Lucas charges down the steps. 8 miss

Magnus mounts the horse and rides off.

Durand can only yell after him.

Turin mounts the horse and rides off.

The guards arrive in time for the horse to burst past them.

**************************** After combat report****************************

All wounds are automatically healed.
Injuries will take at least a day, after which an endurance check is made based on the amount of activity you have. 
Wounds take a week.
Since Turin will be travelling with a wound it is a hard(15) test. Since he has 2B for stamina he can use those for the test. he rolls a 15, so after a week he will recover from one wound.


Turin gets 6xp
Arn and Magnus get 4 xp
They also get 2 glory each

Friday, March 16, 2012

Turin's Folly

The Grand melee goes without any involvement from House Stif, Turin is preparing for the joust while Magnus and Arn hide themselves in the crowd.

A note on Turin, he is not a jouster. In fact if everything were fair he will lose this coming bought. Moreover, he should not be winning intrigue tests. He was lucky with the herald, but if it comes up again he will probably be found out. This is not Turin's game, he is being bold and rash. On that note I will explain the uses of Destiny points, 'cause he's gonna need 'em.


First you can spend points (a spent point will eventually return). Spending does one of the following:

  • Gain +1B, the normal limits to bonus die do not apply here
  • Convert one bonus die into a test die (so you will not remove it after rolling)
  • Remove a penalty die
  • give a penalty die to your opponent
  • Take an extra lesser action
  • Ignore Armor Penalty for one round
  • Improve or worsen a disposition by one step
  • Negate another characters use of a Destiny point
  • (my favorite) Add a minor detail to the scene, such as a shoddy lock on the door, a minor clue, or other useful but small element to move the story along
  • Activate and environmental quality
  • ignore an environmental quality
Or you can burn the points to get one of the following (a burnt point is gone forever)
  • Convert all bonus die into test die
  • add a +5 to your test
  • Automatically succeed as if you had rolled the difficulty exactly
  • remove all damage and injuries, but not wounds
  • when defeated, decide the consequences of your defeat
  • change another characters success into a failure
  • automatically compel another character in an intrigue
  • permanently remove the penalties from a drawback
  • negate another characters burned point
  • or add a major detail to a scene
We might have to use some of these with Turin we'll see.

Now for the joust.

Turin will wait till the end of the joust to challenge the winner as a black knight. Since the people will assume he is some highborn lord, this will be an enthusiastic change of events. He will be tilting against Ser Jaycen (whom will be using the template knight from the book).

In a joust the two characters test their fighting skill( Turin 4, Knight 5) against their opponents passive Handle Animal score (Turin 8, Knight 12). The attacks happen simultaneously, so even if your are unhorsed you still roll your attack. You also receive normal damage from lances, but unless a character receives multiple degrees of success in this example the platemail will negate the damage,

Turin and Sir Jaycen face off, and with the heralds signal they charge each other. 

Turin rolls a 14, that's one degree of success so he shatters his lance on Ser Jaycen's sheild. Sir Jaycen must make a handle animal(9) check or be unhorsed. 3d6 = 12, he stays on.
Ser Jaycen rolls a 15, that's two degrees, Turin is struck in the chest and must make a handle animal(12). 2d6 = 7. He would have to burn a destiny point to pass this test, he does not. Lord Turin is unhorsed and knocked to the ground.

His helm is knocked free, and on seeing his face Lord Durand leaps up on his viewing box and orders him brought over for a closer look of this black knight, his voice full of suspicion.

Let the games begin!

Arn has snuck off with the order to hide amongst the crowd with his bow in case Turin needs to fight his way out. However Arn thinks that he will look suspicious with a bow in the crowd and, more importantly, he wants to show up these milk drinkers in the archery contest.

The archery contest is the first event. It will consist of 5 rounds. The first four rounds will be against targets of varying difficulty, if you hit the target you move on. The last round with be against the hardest target and you must not only hit it but you must also out shoot your remaining opponents.

62 archers line up for the first round. The target is a routine shot(rating 6). 56 archers make it past, now its Arn's turn. His marksmanship is 5 +3B longbows. he rolls 8d6 dropping the lowest 3. 23, easy peasy.

Round two is challenging (9), 49 archers make it through. Arn, 17. no problem.

Round three, Formidible (12), 30 archers left. Arn, 21. Not even sweating.

Round four, Hard (15), 9 archers made the shot. Arn, 24. He has a smug little smirk on his face.

Round five, Hard (15).
Archer 1 - miss
Archer 2 - miss
Archer 3 - 18
Archer 4 - miss
Archer 5 - 20
Archer 6 -18
Archer 7 - 22
Archer 8 - 23
Archer 9 - 21
Arn - 3,...5,...4,...1,...5,...6,...1,...5... = 25! Arn takes the trophy and nets 2 Wealth for his House! With a smirk and a mocking bow he takes the prize and heads over to the jousting grounds.