apn
5th Level Troll
Posts: 524
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Post by apn on Apr 20, 2022 15:34:22 GMT -5
The hundreds of Tavern patrons around the town square are getting rowdy and the noise rises to a crescendo!
"RATHMERE!" bellows a Militia woman, glancing about nervously as she hefts her spear and shield. "You know the rules!" she screams over the din.
Rathmere glances over. "They ain't my crew...ahhh." he groans and adds "Yet." With a quick sigh he barks (loudly) "NO DEATHS! Injuries yes, but Square rules is NO DEATHS!"
A rival officer on Jaccabars' crew yells "You heard th' turncoat lads! No deaths! Just... make her wish she was dead!"
There's a laugh at that from the opposing crew and they all - dozens of them - look eager for a fight. Still, there seems to be some kind of code or unwritten rules preventing the fight from becoming a free for all...
Firdle looks about. There was ... something about the chaotic scene that rankled with him but he can't put his finger on it. What he can put his finger on is the pattern for a spell as he mouths words from a language forgotten by most right thinking types and forms an image in his mind of a rune. A spell starts to form, and anyone watching him close by might see sparkling energy dance between his fingers as the words and the Wiz combine to form a rune in the air which forms into a ball and fires towards the nearest Pirate!
Will Darness, too, thinks 'there's more to this than meets the eye' but there's too much happening. The baying, rowdy crowd, steins raised and sloshing and coins changing hands, pushing and jostling for a better view everywhere he looked. It was like the place had just erupted! Hearing Rathmeres' order with that voice that can be heard even over the noise of a baying crowd he pulls his sword and rolls it in his hand, wielding the flat of the blade. Just as painful but they'd wake with a lump on their head rather than on the grey road fumbling for a coin for the ferryman.
Like the others Klarrrrchur senses something wrong about the scene. Well, beside the fact that a peaceful town square erupted into a scene of chaos that is! He looks about but can't spot anything out of the... no. There! On the second storey of one of the inns alongside the town square was a ratty looking curtain pulled aside just enough for a blowpipe to slide out! Too dark (cast in shadow with bright sun outside and dark in as contrast) to see details but Klarrrrchur sees enough to know that the blowpipe isn't pointed at Morgan Ironwolf or himself or his new companions, but... Rathmere!
ACTIONS
Your crew is about to engage in hand to hand combat. The other crew are sheathing daggers and pulling cudgels, brass knuckles and lead weighted gloves on! They are versed in this kind of thing it seems. Morgan is fending them off with her sword but notes the sudden non lethal nature of the combat and rolls her blade to lay flat in her hand.
Klarrrrchur sees the blowpipe in the window some forty feet away. With the elevation and length of that thing it might well reach Rathmere. It is too loud to shout to Rathmere and for him to hear it.
Will advances with his sword in 'blunt' mode. Petrik seems confused for a moment then takes a grip on his pitchfork to use it more as a quarterstaff. Both will engage in melee combat with Morgan Ironwolf on their side against five pirates.
Firdle is casting a spell on one of the pirates. The spell will go off first and reduce the numbers to four as they scream in fear and tear off like their pants are on fire!
Before I resolve this just need to know what Klarrrrchur wants to do as he is the only one to have seen the blowpipe aimed at Rathmere.
Will roll combat dice please.
Klarrrrchur if you engage in combat roll combat dice please. If you decide to do something else we may need a couple of rolls...
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on Apr 20, 2022 16:38:10 GMT -5
If Firdle notices Petrik's predicament, he may assist him next round.
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Post by nialldubh on Apr 20, 2022 17:01:38 GMT -5
Klarrrrchur Deathaxe:
The Dwarf hurls a curse of insults at the hidden sniper in the window then his hatchet at the window and the blowpipe, if he can cut it into two he will do so, but if a few fingers fly off, the better. Actions: Klarrrrchur has the Sharpshooter (Hatchet): (DEX 12 +3) talent, but not certain of SR he needs? Problem is axe needs a DEX 15 for a good throw and he got DEX 12. So, starting to think I choose the wrong act, still when needs must. He want to hurl axe then turn and rush at Rathmere and push him out of danger then get quickly back to help in fight. My accuracy with axe I hope will reduce SR for range as it a talent. I not read the rules for hurling/shooting and I must admit the missile rules are vague to me, more mêlée myself. But I roll the dice and you can add bonuses or penalties as you think, Dwarves do not enjoy throwing their weapons away!!!
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Post by houndle on Apr 20, 2022 23:57:40 GMT -5
Will Darness Will's hair streams out behind him like a forest fire as he leaps into action. He knows he must be quick, and bold, lest his feeble endurance betray him.
"Take that!" he screams forgetting for a moment that he's a warrior - and strikes -
ACTIONS
Score 4+3+6+6(+4 adds) = 23
Continue fighting if there are still opponents on their feet. Otherwise suggest that the 5 adventurers hustle Rathmere to safety then check out the building the attack came from.
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apn
5th Level Troll
Posts: 524
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Post by apn on Apr 21, 2022 3:50:32 GMT -5
Firdle directs his spell 'Oh go away!' and a Pirate duly gapes, gasps, turns pale and sprints from the semi circle of Pirates surrounding MorganOOC The number of Pirates facing Morgan Ironwolf is now 4. The Pirate will be absent for one combat turn. Then they will take another combat turn to get back and rejoin the fight on the third round."Wha...?" "Get back here!" "Oy, Jowns! GET BACK HERE YA LILY LIVERED..!" roar pirates as the fleeing ensorcelled pirate pushes his way through the crowd! Klarrrrchur focuses on the window which (from this distance) looks like a small square target some forty feet away. This is going to take some shot! OOC For hurling Axe Nialldubh rolls 2d6 = 6 +5=11 + Dex 12 + Sharpshooter (Hatchet) (+15 mod in total). 26 Total. The narrow talent (Hatchet) reduces the Saving Throw from Level 4 to Level 3 with a target number of 30. Despite (another) great roll the Axe falls wide of the target! 11AP for Klarrrrchur but he loses his axe in the throng of people at the base of the Inn wall!Klarrrrchur hurls his axe and it's true - at first. Then it tails off and to the left and thunks against the wall to the left of the window by around four feet! It takes a chunk of white render out of the exterior of the tavern... and the hatchet drops, spinning and tumbling to drop to the ground! Somewhere in the midst of the mass of patrons of that particular tavern there is a cry of "Arrrgh! Who chucked that?!?!" Will Darness turns his short sword in his hand and takes a firm grip on the blade... Then he moves in alongside Petrik and Morgan Ironwolf. Morgan glances to either side and realises they are there to help her. With a brief nod she screams "Ya!" and lunges at the Pirates who reply with "YAAAAAHHHH!!!" and the four remaining pirates charge in! Up close Will smells the woodsmoke, stale sweat, beer and sour breath of the Pirates and grits his teeth - this will be a challenge! OOC Here we go. The Crunchy Stuff.
The Pirates have 16 MR each. They are basic mook Pirates with a small amount of experience and in 'unarmed' or 'nonlethal' guise. In addition they are ranging from partly to completely inebriated! 8 Dice +32 Adds then.
Will Darness's non lethal combat roll, 1st round rolls 4d6+4 = 4 +3 +6 +6 + 4= 23 HPT with 2 Spite
Morgan Ironwolf rolls 3 +5 +6 +1 + 12=27 HPT with 1 Spite
Petrik rolls 1 +6 +5=12 HPT with 1 Spite (No adds. He is a citizen)
HPT 62 and 4 Spite
The Pirates charge in. Well versed at fighting with their fists and brawling in general but not so good that they'd last more than a few seconds against a trained boxer! Mostly it's flailing arms, stumbling over and around each other and bumping off things.
Drunken Pirates 6 +6 +2 +6 +3 +4 +2 +4 + 32=65 HPT with 3 Spite
HPT 65 with 3 Spite
The Pirates 'win' the first round with 1 point of damage neatly applied to each of the PC party as Spite damage always gets through.
Morgan Ironwolf 13/14 CON Petrik 11/12 CON Will Darness 5/6 CON
In turn, 4 Spite from the PC party gets through. All four of the Pirates are now on 15MR. Still 2D each but with +28 Adds.
END OF ROUND 1 - SUMMARY
Firdle has cast a spell (oh go away) and is on 14/19 Wiz. Firdle earns 5 AP +1 (+20%) (Current Total 72) As a result Pirate #5 is running away for one round then will run back and join the fight on round 3
Klarrrrchur has thrown his hatchet at a target (the blowpipe in the window aimed at Rathmere) and missed. He has (hopefully temporarily) lost his hatchet and now only has his club to use. He earns 33AP (11 x L3SR) for the attempt (Total 111) for his lost Hatchet.
Will Darness has taken 1 point of damage (as have Morgan and Petrik) but delivered slightly more to the 'winning' Pirates. So far it's pretty much honours even but being slightly outnumbered that might tell over time!  Will grits his teeth. The Pirates are an unruly, undisciplined lot who are half (or mostly fully) drunk from a morning on the ale. Sober, with a cutlass in hand they'd be better fighters in a game of death but it seems there is some kind of Pirate code. That's little consolation as Will takes a punch to the cheek and his head rings for a moment! He remembers to turn his sword and brain the fellow in turn who blinks and shakes his head before gritting teeth, snarling and piling in again! He doesn't have time to look about but it seems clear the semi circle around himself, Petrik and Morgan is closing around them! No sign of the Dwarf or (what Will presumes) the Wizard but the crowd from the taverns is surging in to form a 'fighting ring' about the combatants for a better view. The scene in the square is chaotic as the roar of cheers and fountains of tossed (wasted!) ale in the air as blows as landed, kicks dealt out, elbows swung and eyes gouged beats the crowd into a frenzy! Money changes hands, arguments start and in other places in the crowd rowdy types take a swing at each other! END OF ROUND 1OOC FIRST OF ALL - A disclaimer.
It's an age since I ran TnT and the first time I've DT&T so if there is anything wrong, any glaring omissions or failure PLEASE LET ME KNOW! This is a learning experience for me (of sorts) and I'm sure to miss something or misinterpret the rules in some way so I hope you guys steer me right. In any rules discussion grey area I will always rule in favour of the players.
Will Darness presumably you want to keep swinging. If you wish to try some kind of Combat maneuver describe it and let's get some SRs rolled. Failure might leave you vulnerable though!
Firdle - fire off another spell or use the hilt of your dagger to help out? You know (from practise and experience) that the returning Pirate will seek you out!
Klarrrrchur you've lost your hatchet, the Blowpipe used may or may not have fired (Dwarven height being what it is the crowd rising up around you and pressing in to watch the fight is blocking the view of the window now but you are smart enough to remember which one it is. You cannot see Rathmere from where you are.)
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Post by houndle on Apr 21, 2022 4:51:08 GMT -5
Will Darness Glares wildly about him. Drunken pirates are tough.
"Hey Klarrrchur! Little help over here?" He calls across the square. His mellifluous voice carries over the roar of the crowd (he hopes). At the same time he snatches at a falling beer stein, hoping to throw the contents in his opponent's face and strike while the pirate is distracted.
ACTIONS Attract Klarrrchur's attention. Maybe a SR against Charisma? 5+3+17 = L2SR made.
Grab the beer stein and discharge content; presuming Dexterity but might be more difficult than a L1SR 2+6+11=19 that didn't go well
Fighting roll <OOC> subject to effect of failed SR on Dex [3+5+5+3]+4 = 20
<OOC> Will's starting CON was 6; reduced to 5 after round 1. When he grows up he hopes to be as competent as Petrik.
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on Apr 21, 2022 5:02:46 GMT -5
Firdle Oh my, what utter chaos this is. I think I can smite one of these ruffian's without them seeing me.
Actions Choosing carefully, Firdle strikes with his pommel at the back of a (hopefully unaware) ruffian's head. Firdle rolls 2d6+3 = 5 +5 + 3 = 13
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Post by nialldubh on Apr 21, 2022 5:02:56 GMT -5
Klarrrrchur Deathaxe:
“Oot of my way ya laggards,” says the Dwarf who pulls spectators from his path as he plies his way towards the sound of the cry of pain, “I want mi axe back!”
Actions:
The Dwarf wants to find his axe quick, jump through a window of the building (inn) and race up stairs to the room with the window and sniper. Kick in door and wrestle the cutthroat to the floor.
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on Apr 21, 2022 5:08:31 GMT -5
Firdle Oh great, the dwarf has run off already! Well some help he's been, just yelling and throwing things at random folk.
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Post by nialldubh on Apr 21, 2022 5:35:21 GMT -5
Klarrrrchur Deathaxe:
If Klarrrrchur hears Will's call, he shouts, “sing a ditty, that aught to confuses them for awhile. I'll be right back!”
Actions:
Still sprinting for his axe like a bowling ball, knocking pins out the way, Klarrrrchur's Dwarven determination cannot be stopped, not by the gods, a carpet bug or a bull elephant...
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apn
5th Level Troll
Posts: 524
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Post by apn on Apr 21, 2022 8:14:00 GMT -5
OOC Will manages to grab a stein and rather than toss it in a Pirates' face ends up with it all over himself, which is quite distracting. Half Combat adds this round (as opposed to double which might have been useful). You are a Human however so may have another go at that roll if you want.
The Cha Check is successful (16AP + 20% so 19AP for Will now on 97AP).
========= House Rule Sometimes there won't be a 'Level' of a Saving Roll. Simply roll your DARO, add Stat and Talent and see what level of SR you would have passed. In addition to earning Experience for that you might also gain some snippet of information or useful insight/bonus. =========
Example:
Will calls out to Klarrrrchur. Successful L2SR (for which he gains 16AP for the 2nd level pass) and: Pass L1 - Klarrrrchur hears Will's voice and the cry for aid! Pass L2 - as one but Klarrrrchur knows what direction in the chaos Will is in (relative from him) and can head straight there without making a check of his own.
Failure (not even getting to L1) is still failure with any consequences that may bring.
If Firdle wants to clonk a Pirate on the back of the head without him seeing/responding you need a L1SR Dex and Luck L1SR in this case. The wild crowd and pushing/shoving makes it easier (this would be harder if you were trying to sneak up on the Pirate in the open).
Remember you are Human so can have a couple of goes if the first one comes up rubbish...
Klarrrrchur is in the middle of a crowd/throng now. It's moving constantly. The only constant he can cling to is Will's voice which is clear and sharp enough to let him know where Will is. Otherwise he is too short to see over the crowd even to see the inn or the direction his axe went in and must make a L2SR Luck roll or he wastes the round looking for his axe. Even if he makes the check he needs then to hope he is lucky enough (Another L2SR Luck) that no one picked it up off the floor and thought 'Hey! Free axe!' and made off.
No AP award for the second check. The lesson you learn is from the first check - not to throw your axe away near a crowd. The reward from the second check would be finding the axe and having a chance at getting it back.
The other stuff you list will take place over several rounds and may be affected if you find the axe.
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on Apr 21, 2022 8:34:36 GMT -5
Firdle rolls DEX 2d6+13 = 4 +4 + 13 = 21 Firdle rolls LK 2d6+10 = 6 +2 + 10 = 18
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apn
5th Level Troll
Posts: 524
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Post by apn on Apr 21, 2022 8:54:49 GMT -5
Firdle rolls DEX 2d6+13 = 4 +4 + 13 = 21 Firdle rolls LK 2d6+10 = 6 +2 + 10 = 18
OOC I'll roll the DARO on that Dex for you... in addition the LK check is a bust so I will re-roll for the 'HUMAN' trait of re-rolling (DTnT 3.41 PG20).
apn: firdles' DARO on Dex and re-roll LK... apn rolls 2d6 = 3 +3 6 apn: That daro's too so... apn rolls 2d6 = 1 +4 5 8+6+5 (19 rolled) + 13 Dex=32. Passed and then some! 19AP earned for Firdle (+20%) so 22AP
apn: and the luck check for Firdle... apn rolls 2d6 = 3 +6 9 +10 (19 Total) still a fail. 10 AP earned extra. Firdle is on 104AP.
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Post by houndle on Apr 21, 2022 9:01:57 GMT -5
Will Heard a voice in the crowd shouting, "look at the dopey human! Can't even aim a mug of beer!" Reminded of his own humanity, he has another try.
ACTIONS (3+6)+11=20 L1 success on beer juggling olympics.
<OOC> will remember these durn new fangled rule things eventually.
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apn
5th Level Troll
Posts: 524
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Post by apn on Apr 21, 2022 9:20:44 GMT -5
Will grabs a stein from a swaying patron and tosses it into the face of the Pirate he's fighting!For a second he gets some glimpse of an alternate future where he tipped it into his own face as if he were some strange airplane pilot of the future ... whatever that all is. He blinks, shakes his head and swings with the flat of his sword!  Firdle sneaks up (as best he can) behind a Pirate to brain him with the hilt of his dagger but the man turns, snarls with a yellow gap toothed sneer and swings at the Wizard! "Eeep!" he manages to cry out before he has to duck and swing back! OOC Klarrrrchur may wish to try and find the axe he tossed away or change his action to help with his comrades.
Will is on 110AP. He also gets DOUBLE ADDS (+8) this round thanks to his beer juggling antics. I'll update when we see what the mad Dwarf does...
He already reminds me of...

and

and

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