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01:57, 4th May 2024 (GMT+0)

The West Gate.

Posted by ClothoFor group 0
Doc
player, 39 posts
Follower of the Helper
Wed 10 Feb 2021
at 18:27
  • msg #60

Re: The West Gate

In the first round Doc moves to G9.
Second round cast Bless.  Everybody get +1 to hit from now on with in 50 of Doc.

OOC:
Bless +1 to hit for 1 minute.


Oop forgot the to hit bit.
This message was last edited by the player at 01:26, Thu 11 Feb 2021.
Stitch
player, 81 posts
Slayer/Surgeon, Infantry
Wed 10 Feb 2021
at 20:29
  • msg #61

Re: The West Gate

Stitch Studies Butch for a moment,  then stabs hard at his most protected area. The blow does not cut flesh, but hurts like the devil. Stitch says "lay down your weapons and surrender. I can make the pain MUCH worse if you don't. "

Studied Target (Butch). +1 attacks, +1 damage vs Butch.


12:21, Today: Stitch rolled 25 using 1d20+9.  Shortsword attack.

12:20, Today: Stitch rolled 10 using 1d6+6.  Shortsword damage, nonlethal.

12:19, Today: Stitch rolled 25 using 1d20+6.  Intimidate to Demoralize.


Unless Butch can resist Demoralization (DC 10 + Butch's HD + Butch's WIS bonus = 26+?), then not only is Butch hit for 10 nonlethal damage, he also has the SHAKEN condition for 10 rounds.
Frost
player, 33 posts
Strange Wizard
Witch
Thu 11 Feb 2021
at 01:02
  • msg #62

Re: The West Gate

Frost wanted to do something clever, but she had nothing for it.  With almost a shrug she picked a target and fired and hoped.


19:01, Today: Frost rolled 13 using 1d20+2.  Fire!

hmmmm nope


Moonface
player, 62 posts
Rogue, Archer
Monkey Squad
Thu 11 Feb 2021
at 03:51
  • msg #63

Re: The West Gate

Moonface heard Stitch's insult, but was too busy flicking the blood off his spear tip to know who it was aimed at. It was a confusing reaction though; were they mad at him?. Time in the streets had taught him to never miss a swing when your opponent's guard was down. That's how he killed Jug, his rival, son of Larise "Dartfinger" Lotiko, head of the Lotiko fighting family and therefore rival to his old man. That's how he joined the Black Company in the first place: so why would he not capitalize on the moment? Dip in, down 'em, and dive out. Would've been easy, quick, efficient work.

Two more of them ran forward now, swords raised and blood in their eyes, hellbent on doing him wrong for what Moonface did to their driver. Moonface was prepared to slip back behind the portcullis line, to funnel the fuckers between cart and wall. He'd thought that his teammates would appear beside him at any minute, giving him some backup like Black Company brethren would and using the cart to hold these ruffians back.

The look on his face was unsurpassed shock as Stitch ran right past him! Why were they running so far from the gate?  Why did they leave him with two on one? He saw Rat out the corner of his eye; even the guy who spoke in the third-person knew better than to charge ahead.

Then he saw Blackfinger, swinging away out at the front of the gate.

That's why Stitch just about popped his stitches.

"GodsDAMMIT Blackf-!" Moonface limboed beneath a sword swing, letting it slice his words short. The other man was close on their heels. He tried to channel his anger, focusing it into the fighting instincts that would hopefully keep him alive. If he died, he'd kill Blackfinger.

As Mungo attacked, Moonface fell in to the Kvill Style, whipping his body around in a fierce spin. In that moment of mid-rotation, time seemed to slow as his eyes fell on some skinny, dark-haired man. Standing behind him. Saying a prayer. Holding something shiny in their hand? The spear still trailed behind, spinning at Moonface's back as something indescribably holy washed over him.

Doc?

Moonface didn't have much time to think it through as time zoomed back to the present. The spinning spear deflected away the swordsman's strike aimed at Moonface's back. The martial criminal swung as he turned to crack his spear's shaft against the back of Fang's leg. As they buckled he would end his spin stepping into them, behind their center of gravity, using his momentum to hip toss them - hard - into their brother-in-blood, Mungo. It was a cheap trick, a dirty trick, but sending one man spiraling into another was just the kind of break Moonface needed.

"Step back to me you-" Moonface couldn't help but chuckle at his punchline as he reversed the spin of his spear, "-you Rat Bastard!" He'd need the verminy caster to help limit the flow of foes into the gate. And 2-on-2 was better odds than 1-on-2. He was also running out of his usual tricks, and would probably need some backup soon. Alleyways were his favorite terrain, but not when the numbers were stacked against him.

*Shhhhnk* The spear's tip was dragged across the ground in front of Moonface before being spun one more time into the strap at Moonface's back. "If you want to lose your guts like your driver," he says as he crosses his arms, "come at me again."


Standard Action: Used Strike maneuver Whirlwind Sweep
Climb check 24 vs Fang's CMD.
On success, target is Thrown 10ft in any direction and lands prone.
Moonface is choosing to throw Fang (D9) toward D11, aiming specifically to chuck the man into Mungo.

Move Action: Sheathing spear; not moving.

Rolled an 11 to attempt Intimidate against Mungo.

This message was last edited by the player at 04:16, Thu 11 Feb 2021.
Blackfinger
player, 31 posts
Blackfinger
Montebank, Infantry
Thu 11 Feb 2021
at 09:09
  • msg #64

Re: The West Gate

"You call trying to fight in a, hkk, confined area with wagon blocking it EASY Captain? I'd much rather fight out here where we can have a back-line worth a damn." As he spoke a jab from Butch cut Blackfinger's backsas off. Blackfinger parried the blade from Butch with a laugh letting from his accursed lungs. "Aw come, hhk, now they all can't really thought they'd break through with just this right?" And the montebank returns the jab but Blackfinger's blade comes short as he hears Moonface utter out just a fraction of his name.


Standard Action Attack at Butch (Misses)
Blackfinger rolled 13 using 1d20+5.  Short sword swipe.

This message was last edited by the player at 09:12, Thu 11 Feb 2021.
Rat
player, 27 posts
Company Archer
Sorcerer
Thu 11 Feb 2021
at 12:22
  • msg #65

Re: The West Gate

"Rat thinks Blackfinger makes good point!" Yelled Rat.  "More should be coming.  Maybe Rat thinks Guard thinks Portculis not work right."
Stitch
player, 83 posts
Slayer/Surgeon, Infantry
Thu 11 Feb 2021
at 13:08
  • msg #66

Re: The West Gate

Stitch replies to Blackfinger "Strike, then step back. Make your way back towards the alleyway next to the cart and I'll do the same. We're unable to get archer support here, or we'd already see arbalest bolts in their chests. We can control the attack points,  but we've got to work together."
Clotho
GM, 93 posts
Practiced at the
Art of Deception
Thu 11 Feb 2021
at 14:00
  • msg #67

Re: The West Gate

Stitch:
"We're unable to get archer support here, or we'd already see arbalest bolts in their chests. "

You have seen an arrow come down -- and miss. Not sure in the thick of things if you would have distinguished a longbow shaft from an arbalest bolt. But you do know they are firing down from above.
Clotho
GM, 95 posts
Practiced at the
Art of Deception
Fri 12 Feb 2021
at 14:52
  • msg #68

Re: The West Gate -- Combat Round 2

Rat fires [D7] a flaming ray at Mungo [D10]

Stitch [B6] strikes Butch [A6] a heavy blow and commands him to surrender

Moonface [E9 --> B9] uses his spear to trip/shove Fang [D9] into Mungo [D10]

Blackfinger [B5] strikes at Butch [A5] with his sword but misses

Doc calls upon his god for blessings for all of his companions [+1 to hit]

Mungo is forced back as Fang falls on him, but then returns to strike at Moonface (rolled 12) but it is a feeble attempt and a miss.

Despite the drubbing the armed invaders are taking, they show no signs of giving up. Even now Fang is climbing back on his feet and Mungo is standing his ground. Dani, visibly shaken by the heavy blow he received last round from Stitch, nevertheless aims his own weak strike in return but misses.

                     INIT     LOC         AC/TH/FF      H.P.      Notes
-------------------------------------------------------------------------------
BLACK COMPANY
*************
Blackfinger          +3 [22]  B5          20/12/18      10        Sword +5 (1d6 + 2)
Doc                  +2       F9          19/10/10      10        Sword +1 (1d6)
Frost                +2 [11]  Roof        15/12/10      09        Longbow +2 (1d8)
Moonface             +3 [10]  E9          16/13/13      11        Spear +3 (1d8 + 4)
Rat                  +2 [22]  D7          15/12/13      08        Longbow + 2 (1d8)
Sticth               +2 [7]   B6          20/12/18      11        Sword  +5 (1d6 + 4)
Tyrell               +2       Roof        15/13/10      09        Longbow +2 (1d8)


BAD GUYS
********
Butch                +2 [16]  A5          19/13/16      18 04     Sword + 2 (1d6 +2) Shaken
Dani                 +2 [8]   A6          20/13/16      19 09     Sword + 3 (1d6 +2) Shaken
Fang                 +2 [17]  D9          19/13/16      17        Sword + 2 (1d6 +2) Prone
Mungo                +2 [8]   D10         20/13/16      13 08     Sword + 4 (1d6 +2)
Pip                  +2 [14]  D9          19/13/16      15 00     Sword + 2 (1d6 +2) Down

Stitch
player, 84 posts
Slayer/Surgeon, Infantry
Fri 12 Feb 2021
at 15:24
  • msg #69

Re: The West Gate -- Combat Round 2

Stitch Studies Dani, then tries another punishing blow, saying "how much of this can you take?"

07:21, Today: Stitch rolled 16 using 1d20+9.  Shortsword attack.

07:20, Today: Stitch rolled 9 using 1d6+6.  Shortsword damage, nonlethal.

07:19, Today: Stitch rolled 22 using 1d20+6.  Intimidate to Demoralize.


OOC: According to what I'm reading, giving Shaken to an already Shaken character increases the effect to Frightened. Alas, I missed.....
Doc
player, 40 posts
Follower of the Helper
Fri 12 Feb 2021
at 17:59
  • msg #70

Re: The West Gate -- Combat Round 2

Doc touches Moonface on the shoulder.
May help be your guidance.

OOC:-
Cast Guidance on Moonface.
The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check.  This stacks with Bless.

Rat
player, 28 posts
Company Archer
Sorcerer
Fri 12 Feb 2021
at 19:28
  • msg #71

Re: The West Gate -- Combat Round 2

(Ooc: The map grid location is kind of confusing...)

Rat did not want to get into Meele combat, and he was sure that Doc would be worse at it than him.  He was very surprised at Doc's willingness to touch Moonface is melee.  Guess Rat was going to be the healer from now on.

Rat put away his bow and got out his spear for the attack of opportunity against Fang when he got up.  He fired a ray of fire against Mungo and moves to C9 for flank.

AAO adds +2 for flank (miss anyway, bonus for Moonface)

14:25, Today: Rat rolled 11 using 1d20+3.  To hit - Touch ray. (Miss) .

14:14, Today: Rat rolled 11 using 1d20+4.  AAO if Fang gets up (ff, prone).


Frost
player, 34 posts
Strange Wizard
Witch
Fri 12 Feb 2021
at 19:42
  • msg #72

Re: The West Gate -- Combat Round 2

Noticing one of the men outside seemed to be fighting someone (though she couldn't see who, she just knew he was making fighting motions), Frost opted to try again, reaching out with the power, trying to trigger unwanted sleep.

Okay, I can see anyone in row A, which means Butch must be fighting Blackfinger since Butch is in A5 and Blackfinger is in B5.  Frost has no idea Blackfinger in particular is fighting him, but she can see Butch and that should be sufficient to know someone is fighting him.  So I'm going to try my Sleep Hex on Butch this round.  DC14 Will save, failure means he goes sleepy bye for 1 round.
Moonface
player, 65 posts
Rogue, Archer
Monkey Squad
Fri 12 Feb 2021
at 20:03
  • msg #73

Re: The West Gate -- Combat Round 2

Rat had moved behind the downed fighter; he hadn't expected the caster to move in such a favorable position. A grin broke across Moonface's moon-stained mouth as he watched them struggle to their feet. It seemed that they weren't taking him as seriously as they did Stitch. He was going to have to really pour on the persuasion.

One moment, Moonface's spear was sheathed at his back, his arms crossed as he glared at them. As he warned them.

Now somehow he was sheathing his spear again.

In a verifiable blink of an eye, the Monkey Squad leader had brought the polearm across Fang's fumbling form, yet his weapon was sheathed before their blood hit the ground. He tried to aim a kick again at their weak knee. Even with Doc's power imparting touch, he was just a little off with his aim, nearly stumbling over his own feet. He was getting arrogant, and it wasn't helping.


Looks like my crazy dice streak has met its end XD

Immediate Action: AoO against Fang [D9]
14 for the Atk (totaled 12, +2 flanking, targeting FF AC)
13 Dmg (totaled 10 regular, 3 Sneak attack)

Standard Action: 11 for the attack (rolled 9 incl/Guidance and Bless, +2 flanking, and my dumbass forgot to use swift action to activate gambit.)

Blackfinger
player, 32 posts
Blackfinger
Montebank, Infantry
Sat 13 Feb 2021
at 18:17
  • msg #74

Re: The West Gate -- Combat Round 2

Blackfinger replies to Stitch "Well, I could go for a while yet. Hnk, I don't think these idiots have much more left in them." Blackfinger goes for a quick slice at Butch's legs, only for them to be too skittish for him to hit. "But alright captain, I'll follow your lead in lockstep, hnk, just take the first go."



Blackfinger makes an attack on Butch, but misses(12:12, Today: Blackfinger rolled 15 using 1d20+6 ((9)).)
OOC to Stitch: I'll hold my next turn to be after yours and we can 5ft shuffle back into the gate.

Clotho
GM, 97 posts
Practiced at the
Art of Deception
Mon 15 Feb 2021
at 14:06
  • msg #75

Re: The West Gate -- Combat Round 2

Butch sinks to the ground, fast asleep. The other encounters this round are somewhat ineffective with much bluster and posing but less actual hits and damage. The bad guys are on the defensive now, just trying to stay alive, but not yet cutting and running.

To top this off there is a noise coming your way, towards the gate from outside. The faint tramp of feet, many feet, in a swift march or jog, and the sounds of civilians screaming in fear.
Frost
player, 35 posts
Strange Wizard
Witch
Mon 15 Feb 2021
at 16:44
  • msg #76

Re: The West Gate -- Combat Round 2

Frost quickly relayed the intelligence, calling down loudly from the battlements.

"Enemy formation of Blues incoming to gate sir!  Numbers... significant.  Estimated time of arrival less than twenty seconds!  I'm searching for their commander!"

Frost did the latter because she figured they'd want more intelligence of some kind, and well, the bird was just a bird.  She doubted the command would understand she didn't see as the bird saw, she only got impressions and feelings and thoughts from the bird.  Granted it was a very smart bird, and a magical bird, but a bird's impressions were fundamentally basic.

Nevertheless Frost asked Pitch with their special long distance communication to look for a human or a small group of humans who seemed to be set apart from the others, leaders of the "flock", a notion Pitch should be able to comprehend.
Rat
player, 29 posts
Company Archer
Sorcerer
Mon 15 Feb 2021
at 19:13
  • msg #77

Re: The West Gate -- Combat Round 2

"Rat can fix wheel with if pieces in proper places, or Rat light straw on cart on fire and we back up to give time for portculis time to drop." shouted the sorcerer, backing up 5 feet towards the line and away from the two adversaries.

He fired a quick blast into Butch, barely hurting him  He wanted to free up Blackfinger so they could retrear, maybe bull rush everyone behind the portculis line.

14:03, Today: Rat rolled 2 using 1d6.  Damage roll.

14:03, Today: Rat rolled 15 using 1d20+3.  Ranged touch attack♤

Blackfinger
player, 35 posts
Blackfinger
Montebank, Infantry
Tue 16 Feb 2021
at 00:38
  • msg #78

Re: The West Gate -- Combat Round 2

Hearing the sound of encroaching troops Blackfinger has a moment of fear. "C-Captain! We need this gate shut before they breach it. I'll heave you ho." Returning to his dockworker roots Blackfinger slams into the wagon with all his might.


Moving to the closest wagon-pushing square and pushing as far as I can go with Stitch.
Stitch
player, 89 posts
Slayer/Surgeon, Infantry
Tue 16 Feb 2021
at 03:03
  • msg #79

Re: The West Gate -- Combat Round 2

Stitch says "ain't no friggin' captain, just a grunt like you. Somebody grab the reins of the horse, coax him forward. Move, people!" Stitch steps away and sheathes his blade. Both hands go to the cart, trying to use his might to force the wagon across the portcullis line.
Moonface
player, 71 posts
Rogue, Archer
Monkey Squad
Tue 16 Feb 2021
at 03:36
  • msg #80

Re: The West Gate -- Combat Round 2

Moonface heard Frost's forewarning, then the sounds of footsteps. No way she yelled out about Blues...right?

There was the busted cart, blocking their main defense: the gate. Not like they had to protect the outside of the cities from Blues rushing out, but who knew how many more could be coming in. Though the cart looked rightly fucked, the horses looked unhurt. At least less hurt than these knuckleheads were about to be.

Seemed Blackfinger had the idea of it; the cart creaked as its weight shifted over its broken wheel. Stitch should have had the right mind to help them out; just left good old Moonface to clear the way, which meant putting these guys down. Fang was still getting up, looking disoriented between Rat and the worse choice. Moonface knew it was risky, but he was always one to capitalize As he grabbed Fang by the cuff of their shirt, he remembered how the good Doc had a way with horses.

"Doc!" *Thwack!* "Help with the-" *Thwack!* "-cart!"*Thwack!* "Ready-" *Thwack!* "-the portcullis, Rat!" *Thwack!* "Where's Orville and-" *Thwack!* "-that sleepy ass archer?"

Moonface's fists flew fast, a bludgeoning blur of blood and bruises to an unpracticed eye. He let Fang fall as he turned his attention to Mungo, sliding away from the man in a deep bowed lunge - low enough to drag his sword sheath and spear haft back across the ground. One arm swung low, the hand hovering just over the ground as his rear arm reached around to guard his face. Knees bent, chin tucked to chest, he swayed much too slowly. It was a strange stance by any stretch of the imagination, prominent and prowling, taunting and tenuous, cautious and curious.

It seemed that this was what the Kvill style looked like.

"I'll cover you! Move that cart!"

Moonface didn't think he was doing too bad of a job as an archer.
Swift Action: Activating Flanker's Gambit (+2 to attack to enemy adjacent to ally)

Standard: Attack Fang (D9)
20 to attack (22 if still flanking), 5 to damage non-lethal (6 if flanking from sneak attack)
On success of Gambit, Moonface recovers two maneuvers and treats Fang as flanked until the end of the next turn, but Fang only had 4 hp left, I believe.)

Move/Free: 5ft step from E9 to F9

Moonface is holding his position to keep the invaders from coming in. At least not without paying the pain toll.

This message was last edited by the player at 15:58, Tue 16 Feb 2021.
Doc
player, 44 posts
Follower of the Helper
Tue 16 Feb 2021
at 10:44
  • msg #81

Re: The West Gate -- Combat Round 2

Doc walks over to the horses.  He starts making odd noises to them in a calming way.

Doc takes the raines and get the horses to pull the cart slow and steady through the port cullics and into the cortyard.

OOC:
Speak with animal ability + Handle animal.
10:38, Today: Doc rolled 17 using 1d20+8.  Handle animal.

Clotho
GM, 105 posts
Practiced at the
Art of Deception
Tue 16 Feb 2021
at 17:09
  • msg #82

Re: The West Gate -- Combat Round 3

I'm going to be kind to you and allow that the portcullis comes thundering down before you get the poor horses under it. But the wagon, horses, and several of the Black Company troopers are stuck outside the portcullis as the Blues come into sight.

They will be there in two rounds.
Orville
player, 77 posts
Infantry
14/4
Wed 17 Feb 2021
at 04:10
  • msg #83

Re: The West Gate -- Combat Round 3

In reply to Clotho (msg # 82):

Does that allow enough time to get the wagon out if the Gatehouse and close the gate?
Clotho
GM, 106 posts
Practiced at the
Art of Deception
Thu 18 Feb 2021
at 18:43
  • msg #84

Well done!

The portcullis has slammed shut on the incoming side of the West Gate just in time. The outgoing side was not an issue -- no one had tried to block it, and the other team members on duty on that side had quickly closed the gates as soon as they heard that a company of armed warriors was approaching at a run.

A wagon with a dislocated wheel is still blocking the gate on the incoming side, but the portcullis is enough to stand off the impromptu force sent to storm and hold the gate. The Black Company troopers still outside the portcullis must make a quick decision. They are too few in number to hold against the mass of fighters who can be seen even now charging along the street at the gate. Even if they use the wagon as an impromptu barricade, it is likely they will be overwhelmed in minutes and at the mercy of the Blues. Their best bet would probably be to slip along the walls and stay hidden until this attack comes to an end.

They have done their job. The gate is secured.

For weeks the Black Company has been working to make sure only small numbers of armed men were allowed to enter the inner city at a time and inspecting all freight for smuggled weapons. The Blues, unable to infiltrate by stealth, had decided to storm the West Gate and force their way in. The hated Syndic maintains his court in the walled inner city and the Blues, the erstwhile city guard, have been banished to the outer areas of the port city specifically to protect the Syndic.

The riot or insurrection will last for two days with armed groups of the Blues causing mayhem in the outer city and the Black Company manning the walls of the inner city, moving swiftly to block any attempt to scale the walls or force a gate.

It's an exhausting but exhilarating time. A time when much of the new recruits' training begins to click into place as they learn to fight alongside their fellow troopers.

In game terms, pass the next two days in the city leveling up from Level 1 to Level 2. Those armed as infantry (short sword and shield) add an additional +1 to your short sword attack and an additional +1 to your Armor Class bonus with the shield. Those armed as bowmen (longbow and spear) add +2 to your attack roll with the longbow. These bonuses are in addition to increases your might realize as part of the leveling up process.

Next week we'll start another encounter and I'll start to prune out the non posters.

Thanks for gaming with me.
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