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61
Adventures / Re: Year 488 - War on the Continent
« Last post by GM Craig on March 18, 2019, 12:08:01 PM »
Character   Roll   Opponent Roll   Opponent   Result
Sir Geoffrey   10 (success)   1 (success)   Frankish Footman #2   inflict (8-12) 0 damage
Northman #1   -   -   -pursuing Frankish footman
Northman #2   12 (success)   18 (failure)   Frankish Footman #4   inflict (15-6) 9 damage

Sir Geoffrey swings his shield, but only manages to slam his shield against the shield of the Frankish footman. One of the Northmen scores a good hit against his opponent. They both look ready to take a knee, but the Northman still looks determined. The second Northman circles the fighting and breaks into a sprint, following the fleeing Frank.

[Actions?]

Status
Sir Geoffrey 26/34 (unarmed)
Northman #1 21/30 (giving chase)
Northman #2 11/30
Frankish Footman #2 30/30
Frankish Footman #3 3/30 (unconscious, major wound)
Frankish Footman #4 12/30
62
Adventures / Re: Year 488 - War on the Continent
« Last post by Geoffrey on March 18, 2019, 11:02:39 AM »
It was beginning to be prove difficult for the knight to control his frustration.  He was being shown up, and to a certain extent, bested by a mere footman.

"Get the runner." he ordered the Northman that had overcome his adversary, which was another mark against the Knight...

He drove his shield at the Frank once more, they had to end this, soon.

[OOC: Shield bash attack roll result 10 vs skill 18, success.  Damage 9.]
63
Adventures / Re: Year 488 - War on the Continent
« Last post by GM Craig on March 15, 2019, 12:26:07 PM »
Character   Roll   Opponent Roll   Opponent   Result
Sir Geoffrey   (1+3) 4 (success)   7 (success)   Frankish Footman #2   take (11-20) 0 damage
Northman #1   12 (success)   5 (success)   Frankish Footman #3   inflict (19-6) 13 damage
Northman #2   19 (fail)   12 (success)   Frankish Footman #4   take (12-6) 6 damage

The Frank facing Sir Geoffrey manages to avoid the shield bash while fumbling with his own axe, and lands a glancing blow that is completely deflected by Sir Geoffrey's armour. Beside you, one of the Northmen lands a telling blow, inflicting a grievous wound on one of the Franks, who additionally is overcome by his injuries and falls to the ground unconscious.

The other Northman takes another blow from the spear. He is still on his feet, but the damage is adding up. He is close to falling.

[Actions?]

Status
Sir Geoffrey 26/34 (unarmed)
Northman #1 21/30
Northman #2 11/30
Frankish Footman #2 30/30
Frankish Footman #3 3/30 (unconscious, major wound)
Frankish Footman #4 21/30
64
Adventures / Re: Year 488 - War on the Continent
« Last post by Geoffrey on March 15, 2019, 09:32:37 AM »
Geoffrey knew picking up his sword would leave him open to an attack should the Frank decide to draw his axe, and the knight made a mental note, carry two swords from now on.

At this point however, he needed to take a slightly less...proper action.  He swung his shield arm out, trying to bash the Frank with his shield.

[OOC: Shield bash attack roll result 1 vs STR 18, success.  Potential damage 18.
Damn I hope he fails his axe roll.]
65
Adventures / Re: Year 488 - War on the Continent
« Last post by GM Craig on March 13, 2019, 03:11:43 PM »
Character   Roll   Opponent Roll   Opponent   Result
-   - -Frankish Footman #1   -
Sir Geoffrey   20 (fumble)   5 (success)   Frankish Footman #2   take (17-12) 5 damage
Northman #1   9 (success)   16 (fail)   Frankish Footman #3   inflict (20-6) 14 damage
Northman #2   15 (fail)   6 (success)   Frankish Footman #4   take (12-6) 6 damage

The withdrawing Frank turns and starts running away, likely to summon help. There's not much to be done about that. Sir Geoffrey takes a swing, but the Frank manages to trap his sword between shield and spear, and manages to twist it out of Sir Geoffrey's grasp. It calls to the ground at his feet. The Frank manages to score a solid his - this one hurt, and the damage is starting to add up. In a twist of luck, the Frank's spear shatters from the blow.

To his right, one of the Northmen takes a solid blow. He's doing poorly, but stubbornly on his feet. The Northman in the middle, though, lands a solid hit, and the Frank looses his footing, going down with a thump and a huff of expelled air.

[Actions?]

Sir Geoffrey will need to spend an attack to pick up his sword, or use another weapon.

Attacks against a prone opponent give a -5/+5 reflexive penalty/bonus to effective skill levels.

Status
Sir Geoffrey 26/34 (disarmed)
Northman #1 21/30
Northman #2 17/30
Frankish Footman #1 10/30 (withdrawn)
Frankish Footman #2 30/30 (disarmed)
Frankish Footman #3 16/30 (knockdown)
Frankish Footman #4 21/30

[/quote]
66
Adventures / Re: Year 488 - War on the Continent
« Last post by Geoffrey on March 13, 2019, 02:52:48 PM »
The knight had to put his thoughts and emotions in check.  He'd almost been disappointed the Frank didn't fall, but it presented an opportunity.  Should the others fall, they had a source for information they could bring back to Cedwyn, negating the need for further risk on their part.  However, there were still 3 Franks to deal with.

[OOC: Attack roll result 20 vs skill 15, fumble.]
67
Adventures / Re: Year 488 - War on the Continent
« Last post by GM Craig on March 13, 2019, 01:54:54 PM »
Character   Roll   Opponent Roll   Opponent   Result
Sir Geoffrey   10 (success)   20 (fumble)   Frankish Footman #1   inflict (13-6) 7 damage
Sir Geoffrey   -10 (success)   Frankish Footman #2   take (13-12) 1 damage
Northman #1   18 (fail)   19 (fail)   Frankish Footman #3   no damage
Northman #2   6 (success)   11 (success)   Frankish Footman #4   take (19-12) 7 damage

The Franks recover from their initial uncertainty and hold their ground. Sir Geoffrey injures the first footman again, actually smashing through the haft of his spear when he lands the hit. That opponent looks close to falling, and drops the ruins of his spear to clutch at his wound, and staggers back from combat. One of the other Franks all lands a hit, but nothing serious. For Sir Geoffrey, the wound is barely a scratch.

[Actions?]

Status
Sir Geoffrey 31/34
Northman #1 21/30
Northman #2 23/30
Frankish Footman #1 10/30 (withdrawn)
Frankish Footman #2 30/30
Frankish Footman #3 30/30
Frankish Footman #4 21/30
68
Adventures / Re: Year 488 - War on the Continent
« Last post by Geoffrey on March 13, 2019, 01:26:02 PM »
Geoffrey mentally thanked the Lord for the minor blow and hoped he'd continue to be blessed like that.

Continuing his efforts on his one target he brought his sword down on the footman again.

[OOC:Attack roll result 10 vs skill 15, success.  Damage roll 13.]
69
Administratrivia / Character Sheet Updates
« Last post by GM Craig on March 13, 2019, 12:39:08 PM »
Can I get everyone to make sure their armour, weapons and mounts are recorded on their character sheets please?

You can follow Sir Geoffrey's sheet as a template.
70
Rules Discussion / Horse Stats (for reference)
« Last post by GM Craig on March 13, 2019, 12:16:26 PM »
Carthorse
SIZ 15, DEX 10, STR 15, CON 10; Move 4; Armor 3;
Unconscious 6; Major Wound 10; Knockdown 15; Hit
Points 25; Healing Rate 3; Damage 2d6.

Charger
This is a large, heavy, battle-trained steed, the standard knight’s
warhorse. Most chargers are hybrids of native British ponies
with the great horse or other large foreign breeds.
SIZ 34, DEX 17, STR 30, CON 12; Move 8; Armor 5;
Unconscious 12; Major Wound 12; Knockdown 34; Hit
Points 46; Healing Rate 4; Damage 6d6.

Courser
The courser is a large horse bred for speed, often used as a
knight’s riding animal. Coursers are usually trained either for
battle or for the hunt (and sometimes both).
SIZ 30, DEX 25, STR 24, CON 15; Move 9; Armor 5;
Unconscious 11; Major Wound 15; Knockdown 30; Hit
Points 45; Healing Rate 4; Damage 5d6.

Donkey
Donkeys came to Britain with the Roman invasion in 43 A.D.;
since then, they have been used extensively both in the fields and
as pack animals.
SIZ 15, DEX 15, STR 20, CON 15; Move 5; Armor 3;
Unconscious 8; Major Wound 15; Knockdown 15; Hit
Points 30; Healing Rate 4; Damage 4d6.

Mule
A mule is the offspring of a male donkey (or jack) and a female
horse (mare). They are known for their stubbornness, their great
sense of balance, and their very hard, durable hooves, which
rarely crack or split.
SIZ 25, DEX 8, STR 25, CON 18; Move 6; Armor 4;
Unconscious 11; Major Wound 18; Knockdown 25; Hit
Points 43; Healing Rate 4; Damage 6d6.

Palfrey
The palfrey makes an excellent riding horse. Some are noted for
their gentleness and easy handling, making them favored for
women’s mounts. These gentle beasts are sometimes classified as
amblers, trotters, or pacers. Palfreys, by definition, are not
normally battle-trained.
SIZ 26, DEX 10, STR 16, CON 8; Move 6; Armor 3;
Unconscious 9; Major Wound 8; Knockdown 26; Hit
Points 34; Healing Rate 2; Damage 3d6.

Rouncy
The rouncy is the standard riding horse (though normally
combat-trained as well, since they are a knight’s riding
steed), relatively slow and small, yet comfortable and hardy.
SIZ 26, DEX 10, STR 18, CON 14; Move 6; Armor 4;
Unconscious 10; Major Wound 14; Knockdown 26; Hit
Points 40; Healing Rate 3; Damage 4d6.

Sumpter
Use these stats for either packhorse or pony.
SIZ 22, DEX 12, STR 15, CON 16; Move 5; Armor 3;
Unconscious 10; Major Wound 16; Knockdown 22; Hit
Points 38; Healing Rate 3; Damage 3d6.
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