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House Tullison - Collateral Damage...

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Post by Reader Mon Sep 21, 2015 10:36 pm

Tullison - Mountain Clans
The campaign against the Mountain Clans drives them from their craggy homes. Marsten victories seem to have come at the cost of Tullison peace, land and blood, a matter the House may wish to take up with the proud Arryn bannermen and their young lady…


-1 population
-1 Law
-1 Lands

Tests

Status (Reputation) TN 12 – Each DoS = +1 to subsequent check
Persuasion (Any) TN 12
1 DoS = Reduce penalty to lands to 0
2 DoS = Reduce penalty to population to 0
3 DoS = +1B to a Warfare, Persuasion, Deception or Status speciality of your commander/any character participating in these tests [primary roller or offering an assist]
4 DoS = Reduce one unit’s training level to green, as you convince the more experienced fighters to disband
[one assist allowed per roll]

Opposing Forces
Archers, Trained:Agility 3, Marksmanship 4
Raiders - Green: Fighting 3
Raiders - Trained: Fighting 4, Endurance 3
Infantry - Trained: Fighting 4, Athletics 3

Champion: Horag, Captain of the Black Goats
Agility 4
Awareness 4
Athletics 4
Endurance 3
Fighting 5 (Spears 1B)
Marksmanship 5 (Thrown 2B)
Breastplate, Shield, 3 Javelins, Frog spear

Commander: 3D+1 (talented) Kashal, Chief of the Rock Chewers
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Post by Theomore Tullison Tue Oct 06, 2015 2:19 pm

I'll deal with this, though which characters will be doing what is considerably less certain. And I may not be able to do much of anything before next week.
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Post by Reader Tue Oct 06, 2015 2:26 pm

Theomore Tullison wrote:I'll deal with this, though which characters will be doing what is considerably less certain. And I may not be able to do much of anything before next week.

Cheers and no problem on timing.
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Post by Theomore Tullison Sat Oct 10, 2015 6:32 pm

Dunstan was rather silent after all three knights in the tent with prior battle experience had indicated their disagreement with his notion of meeting the wildlings head on with a cavalry charge. The lancers weren't quite ready for that, perhaps when they had been broken some first? The best map they had was laid across the table in the middle of the room, Ser Ulbert's scouts was following the wildling host, four hundred men, Rock Chewers and Black Goats, the latter more troublesome, a disciplined force of archers and footmen clad in good fur, knowing how to form proper battle lines. The Rock Chewers was better described as rabble, half of them not even sporting beards.

They could take two routes, either the valley of the maid, the circuitous route, but one offering no easily defensible place in which to stop them, the other, Joston's pass would be much easier to hold, that path was narrow enough that their footmen could block it, and the archers might position themselves to fire down upon the horde in relative safety. But Kashal had not been encountered during the Marsten campaign, and he had fled the last time they did battle there, he would be unlikely to try again. Pity.

"
Well, Kashal might be a clever old fox."
Theomore muses. "
But a clan chieftain remains chieftain only as long as the men will have him...and they hate Ser Mather more than they trust Kashal to lead them, or so a gambling man might wager. And who knows, could be Horag is disinclined to heed Kashal's words should incentive be provided?"
Ser Ulbert crosses his arms, eyebrows narrowing, not being particularly fond of Theomore's theatratics, not really of the man himself either, or so Theomore suspects at least. The other way around though, Theomore's opinion of Ulbert was that his redeeming qualities started and ended with his considerable strength. "
Say, if we send Ser Mather out to harass their ranks, snipe some black goats and run away, repeat, make them follow?"


Nobody seemed to object to the plan, though Ser Mather was probably the only one that actually liked it. Dunstan seemed to still desire to face them head on, preferably from the front of the wedge. Ulbert grunted, probably figuring that if the worst that could happen would be a few less black goats to fight, then there was no harm in trying. Having achieved consensus, Theomore sent for Raff to bring his insight to this sort of thing for discussing the details with Mather without having Ulbert stand around brooding. Dunstan ought to stay and learn whatever he might learn of it.

[Getting Dunstan and Raff assists on the rolls, the second roll slightly changed, with the 4 DoS outcome being different.

[url=House event-status][/url]: 4d6+2 15

[url=House event deception][/url]: 5d6k4+8 27 Yay!

]
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Post by Reader Sat Oct 10, 2015 11:09 pm

[OOC: as with the Coldbrook &
Dulver events, this has some player input tweaking things a little.

- I'll let Ser Theomore roll for Ser Mather Warrens and decide how many DoS he want to sacrifice to Ser Mather filling Horag with arrows]
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Post by Theomore Tullison Wed Oct 14, 2015 11:54 pm

[I believe we'll be taking the reduction of training option, no fancy DoS sacrifices, and cameo appearance from "
sir grumpy"
, assuming that he has a selection of Ren Alyard's finest steel, either from banner house wealth or as gifts from Dunstan.]

The wildlings approached the gorge where the Tullison forces had positioned themselves, Horag of the black goats proudly strolled forward, making a clear challenge againsts their foes, most definitely urinating in their direction. Ser Ulbert grumbled something about such a challenge needing to be met, Ser Mather assenting that slaying him in single combat would be a strong blow to enemy morale. "
I suppose we ought to do that, then."
Theomore agrees, but with a little bit extra just to get things the way he wants. "
But no heroic honor, simply kill him, as efficient as can be."
Receiving the nods around the tent, it was a simple matter of selecting the champion for the job. Well, almost, Ser Mather would be a deal more effective, but that was likely to fill the wildlings with a battle fury that served no purpose at all. Better to simply ride him down, and better still to kill whatever notion there might be of this being the sort of combat that Dunstan might wish to take part in before the choice ever was presented to him. This was skewering a pig, not glorious combat.

[Thoe rolls initiative 16 yards away from Horag, originally rolled for Ulbert, but same dices so keeping the roll]

[url=iniative][/url]: 3d6-4 5
CD: 8
AR: 10
Health 9/9
I/W/F: 0/0/0
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Post by Dunstan Tullison Thu Oct 15, 2015 3:49 pm

Dunstan wantewd to fight the wild man badly, but at the end decided against - after advice from older knights of course. After all, if the savages killed Lord Tullison it would make them feel invincible, and he had a child on his way. All those things made him give up on the notion quickly. Now he stood in anticipation, and observed the fight between Theo and wrcehed Horrag.

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Post by Theomore Tullison Thu Oct 15, 2015 10:34 pm

[Dices done behind the scenes in agreement with reader to speed it up rather than call out for someone to run Horag, and because given the fact that Theomore is using war lance, clad in full plate and sits on a horse, there's a 98% chance of Horag dying in round 1, and even a 4 DoS from him isn't going to do enough damage to force injuries on Theo.]

Theomore spurs his black Fossoway steed into a furious gallop towards the wildling shouting profanities that he should be a real man and face him on foot. Ser Christon once had said something to the newly knighted Theomore, congratulating the young man on his spurs, now what was it again? Oh yes..When you draw your sword, think not on whom to kill, but rather, whom to spare.

Well such chivalry he'd leave to honorable fools like Ser Jorah, he showed mercy and now Ser Benjen repayed this kindness by going on a rampage in the west. No, Theomore had always taken more stock in the prince's words. When an enemy comes at you with steel in hand, run him through with all you got.

The javelin came sailing through the air faster than he could react to it, but it was just a wooden stick with a metal tip, and he were clad in steel from head to toe, he sensed more than felt it's impact, he could worry about it later. Horag had played his little trick, a javelin could only serve to slow an opponent down, Theomore was holding a lance expertly crafted by master Ren Alyard, with the singular purpose of directing the weight and speed of horse and rider to a small point on the chest of a soon to be dead man. Theomore had long since learned the lesson from his mentor. They were dueling with wooden swords, the prince holding back of course, the rules were supposed to be the first one to touch the other with the sword would win, Theomore won by a stroke that would merely glance off the opponent's plate..a blink of an eye later, the prince's sword came down so savagely on Theomore's shoulder that he couldn't lift the arm for days afterwards.

The lesson learned that day was applied now. Horag's javelin took the opening Theomore presented, and glanced off his plate. Theomore's lance, however, struck true, and through his foe. The ordeal was taxing enough on Theomore, and the place the Javelin hit was sore even though it did not pierce anything. Horag, captain of the black goats however, looked up on him with life leaving his eyes, and blood coming out of his mouth and chest. The knight pulled out his lance from the corpse, mounted his courser and spurred his horse back to friendly forces, already the wildlings were edging each other on to charge the enemy. Apparently the black goats had a desire to avenge their leader....oh well, it would be a good day for the crows.

[Actions:
Horag:
[url=iniative][/url]: 4d6-2 15
[url=Aim+throw][/url]: 8d6k4 14 2 DoS for 8 damage, not getting past AR.

Theomore:
Takes two fatigue for two lesser actions to move, and then:
[url=Reckless Attack][/url]: 10d6k5-1 25 3 DoS for 24 damage, reduced to 19 by AR, reduced to 10 by injuries, Horag is left with -1 Health and dies due to vicious weapon.]
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Post by Reader Thu Oct 15, 2015 10:42 pm

[OOC: resolved via PM in the interest of expediency. Swift and decisive!

An appropriately dark steed for Ser Theomore...]

A great cheer from the Tullison force greeted Ser Theomore's victory.

Ser Ulbert Hite nodded in respect as Theomore returned to House Tullison's lines.

"
One for us veterans Ser Theomore, show the pups how it's done. Skill and a steady hand beats speed any day. You sit a horse better than many champions, Seven damn any man who calls your pageant victory good fortune."


He spits in affirmation before letting out a warcry as house Tullison makes ready to give battle.

[OOC: Ser Ulbert Hite's disposition towards Ser Theomore is now amiable.]
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Post by Theomore Tullison Thu Oct 15, 2015 11:28 pm

Theomore only just managed to reach his position with the archers as Ser Mather started launching arrows to indicate the trajectory his fellow archers should shoot at. Of course, being Ser Mather Warrens, each of his arrows struck it's mark, sending several wildling slumping to the ground, fueling the rage of the clansmen horde. All the better, they were about to march into the waiting death trap, and in their frenzy, they'd like as not charge in oblivious to the fact that everyone behind them would litter the ground. And the stage was set for his nephew to have his victory. At least if he sticks to the plan instead of deciding that today was a good day to order his prized cavalry to charge out of a perfectly defensible position.

OOC: Map is of such size I decided to just link it here: https://2img.net/h/s27.postimg.cc/y0f4nsmr7/Round_1.png
Mountains, so movement is -20 (factored in below), dark grey is higher than light grey is higher than the brownish thing in the middle, giving +2b, the "
walls"
are cliffs, so climbable I suppose. Not too bright, these wildlings....in my defense, the original suggestion of mine was to let this battlefield be the 4 DoS achievement, but if I can have my cake and eat it....

Archers 1, Cavalry and Garrison 1 are Tullison troops, Scouts 1, 2, Garrison 2 and Archers 2 and 3 are Hite troops.

Theomore (with archers 3), Mather (with archers 1) and Ulbert (with archers 2) are heroes. Dunstan is the Tullison commander, presumably with the cavalry.

First player action phase:
Theomore attaches to archers 3, Ulbert attaches to archers 2, Mather takes four actions of doubleshotting individual wildling infantrymen before attaching to archers 1 [url=Pincushion time][/url]: 8#9d6k3 16 18 14 17 17 14 17 18

Wildling infantry are down by 8 men.

Unit overview:

Wildlings (I'll be running these guys as they charge to their doom):
Commander Kashal 3D+1, attached to Trained Raiders, [url=iniative][/url]: 3d6+1 11
Archers, Green*: Marksmanship 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 1 / 4 (long range))
Raiders - Green: Fighting 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 3)
Raiders - Trained: Fighting 4, Endurance 3 (Movement: 20, Discipline 9, AR 2, CD 5, health 9, dam: 3)
Infantry - Trained: Fighting 4, Athletics 3 (Movement: 20, Discipline 6, AR 3, CD 5, health 6**, dam: 3)

*Reduced due to roll in OP.
**8 men killed off by heroes.

Tullison:
Commander Dunstan

Trained Tullison Garrison;
Awareness 3, Endurance 3,Fighting 3 (Movement: 20, Discipline 3, AR 3, CD 5, health 9, dam: 3)
Trained Tullison Archers, Agility 3, Marksmanship 4 (Movement: 20, Discipline 9, AR 2, CD 6, health 6, dam: 1 / 5 (long range))*
Green Tullison Cavalry, - Fighting 3 Athletics 4, Endurance 5 (Movement: 40, Discipline 6, AR 5, CD 5, health 15, dam: 5)

Trained Hite Garrison;
Awareness 3, Endurance 3,Fighting 3 (Movement: 20, Discipline 3, AR 3, CD 5, health 9, dam: 3)
Trained Hite Archers, Agility 3, Marksmanship 4 (Movement: 20, Discipline 9, AR 2, CD 6, health 6, dam: 1 / 5 (long range))*
Trained Hite Archers, Agility 3, Marksmanship 4 (Movement: 20, Discipline 9, AR 2, CD 6, health 6, dam: 1 / 5 (long range))*
Trained Hite Scouts - Awareness 3, Endurance 3, Stealth 3 (Movement: 20, Discipline 9, AR 2, CD 6, health 9, dam: 2 / 2 (long range))
Trained Hite Scouts - Awareness 3, Endurance 3, Stealth 3 (Movement: 20, Discipline 9, AR 2, CD 6, health 9, dam: 2 / 2 (long range))

* +1D on tests, -3 Discipline due to attached heroes.
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Post by Dunstan Tullison Fri Oct 16, 2015 12:22 pm

Battle of Jonston's Rock

Dunstan cheered as Theo pierced the savage with a war lance, but there was no time for celebration. He quickly spurred his horse to a position where he could command the units well and began ordering the archers to start killing the clansmen.

[url=Warfare initiative][/url]: 3d6 14 (Tullison, clansmen)

Warfare 3, so I have 3 orders.

Order 1
[url=Order 1 discipline][/url]: 3d6 14

"
Archers, ready your arrows!"
Dunstan commanded.

"
Aim their archers!"
he than unsheathed his sword and pointed forward

"
Shoot!"
, and as he said the words a hundred arrows lifted up from the ground and started killing the clansmen. It was like deadly rain, and it was clear the enemy archers will not be useful any time soon.

[url=Warfare (archers vs enemy archers)][/url]: 7d6k4 18 (3 DoS for 15 damage, I believe - disorganized)

Order 2
[url=Order 2 discipline][/url]: 3d6 11

"
Aim the infantry! Nock arrows!"
he remembered well what Ulbert, Theo and Matther advised before the battle. Adrenalin did hit him up and he wanted to charge with his cavalry, but the wise thing was to finish them off with archers, he knew.

"
Fire!"
words echoed through the mountains.

Once again the unit performs the order marvelously, and archers start pestering the infantry. They try to maintain their position at first, but as more and more dead bodies start falling down they simply break down and run. Enemy army looked much less impressive with both their archers and infantry so badly blooded.

"
Haha! Good job lads!"
Dunstan is pleased.

[url=Warfare (archers vs enemy infantry)][/url]: 7d6k4 13 (2 DoS for 7 dmg, they should be disorganized too as they have 6 health)

Order 3

[url=Order 3 discipline][/url]: 3d6 4 - spending 1 DP for 1 bonus dice, [url=Order 3 discipline, 1B from spent DP][/url]: 1d6 6 - that makes it exactly 9.

"
Alright, Dunstan yells, "
Aim the raiders this time! They want to raid our homes, let them take some arrows first! Shoot and let's send these goat fuckers back to their horny wives!"


Arrows start flying toward the supposedly elite raiding parties of the clansmen. And once again almost each and every one hits target, dead bodies start dropping to the ground and panic starts spreading among the wild men of the mountains. D

Dunstan cheers

"
Well done!"



[url=Warfare (archers vs trained raiders)][/url]: 7d6k4 20 (3 DoS for 13 damage. Since they had 9 health, all three units should be disorganized atm.)

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Post by Theomore Tullison Fri Oct 16, 2015 1:29 pm

Kashal the rock chewer hides his fear well, no way the four hundred men behind him would accept a retreat, he sighs, he will never again see his wife, or his grandchildren, his sons will be joining him in death this day. But if he is to die, then he he will die with dignity, and by the gods, Kashal, chief of the rock chewers, shall not die in battle without taking some Andals with him. He raises his warhorn to his lips and the sound echoes throughout the pass. That is all the command the clansmen needs, they all charge forward, part of kashal tells him that with the sheer number of arrows raining down upon them..they won't make it. They won't fucking make it.

Theomore notes the signal from Dunstan's position, and his order is echoed by Ser Mather as he gives the same to the company under his command.
"
Knock your arrows, aim....LOOSE!"
A volley rains down upon the wildlings with deadly effect, the charging mass of men dwindles as it leaves behind a trail of it's fallen. Not enough men, he concludes, not enough men to reach the battle lines.

Resolutions:

Dunstan's first order DESTROYS the wildling archers
Kashal first orders a [url=Ready Infantry][/url]: 3d6+1 8 to sprint forward once all other orders have been resolved, SUCCESS.
Dunstan's second order DISORGANIZES the infantry at -2 health
Kashal then orders [url=ready trained raiders][/url]: 3d6+1 15 to sprint forward once all other orders have been resolved, SUCCESS
Dunstan's third order DISORGANIZES the trained raiders at -4 health, Kashal takes 2 damage.
Kashal then orders [url=Ready green raiders][/url]: 3d6+1 15 to sprint forward once all other orders have been resolved, SUCCESS (arguably, no need to ready, but pfft).

Wildlings sprints 60 yards forward (for preferred range increments).

Player actions:
Theomore and Ulbert does nothing.
Mather detaches, does 4x double-shots on individual units, starting with infantry, then moving on to trained raiders when the infantry gets disorganized, then re-attaching. [url=Pincushion time][/url]: 8#9d6k3 14 15 17 14 13 14 12 16 Two more infantrymen falls, ROUTING that unit. 6 Trained Raiders falls.

ROUND 2:

Map: https://2img.net/h/s11.postimg.cc/dq2lo3ocz/Round_2.png

Wildlings

Commander Kashal (2 damage) 3D+1, attached to Trained Raiders, [url=iniative round 2][/url]: 3d6+1 9
Archers, Green*: Marksmanship 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 1 / 4 (long range)) DESTROYED
Raiders - Green: Fighting 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 3)
Raiders - Trained: Fighting 4, Endurance 3 (Movement: 20, Discipline 9, AR 2, CD 5, health 9, dam: 3) DISORGANIZED at -4 health
Infantry - Trained: Fighting 4, Athletics 3 (Movement: 20, Discipline 6, AR 3, CD 5, health 6**, dam: 3) ROUTED at -3 health

Dunstan rolls iniative for round 2....
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Post by Dunstan Tullison Fri Oct 16, 2015 1:43 pm

Round 2:

[url=Round 2 initiative][/url]: 3d6 15[/b (Tullisons, Kashal)

Order 1:
[url=Discipline, order 1 round 2][/url]: 3d6 [b]12

[url=Warfare (archers vs trained raiders)][/url]: 7d6k4 19 - trained Raiders routed

Seeing the wild men march forward Dunstan lets out a mocking laugh

"
Ha! Shoot them again! Crows are hungry, let us give them a feast!"


Last edited by 115 on Fri Oct 16, 2015 2:07 pm; edited 1 time in total

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Post by Theomore Tullison Fri Oct 16, 2015 2:04 pm

[Correction, Trained Raiders are ROUTED, to destroy outright would require the archers to deal 18 damage (twice their maximum health) in a single hit, Kashal takes 5 damage]

"
TO ME!"
Roars Kashal, feeling the desperation sink in, the men falling all around him, and their momentum failing.

[url=Rally Trained Raiders][/url]: 3d6+1 16 Trained Raiders now DISORGANIZED.
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Post by Dunstan Tullison Fri Oct 16, 2015 3:23 pm

Order 2:
[url=Discipline, order 2 round 2][/url]: 3d6 14

"
Damn him! Shoot him again, aim for their bloody heads!"
Dunstan is furious and wants to see the savage dead once and for all.

Archers obey and let loose a hailstorm of arrows toward the Rock Chewers.


[url=Warfare (archers vs trained raiders)][/url]: 7d6k4 23 (that should do it)

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Post by Theomore Tullison Fri Oct 16, 2015 4:07 pm

[Oh hey, they are routed...AGAIN, and Kashal takes 5 more damaged and must now take an injury. So at 4/12 health, 1 injury]

Curse those fucking useless Black Goats.."
CHARGE!"
Kashal bellows, though not many wildlings seems fit enough to follow the call.

[url=Ready green raiders][/url]: 3d6 10 Success, green raiders will sprint forward once all other Tullison orders are resolved.
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Post by Dunstan Tullison Fri Oct 16, 2015 4:22 pm

"
No stopping now, ready your arrows! Let's drive them of our land!"
Dunstan shouts

"
Knock you arrows! Ready.... Shoot!"
he says and spreads out his sword arm.

And if this doesn't do it, he thinks, I'll just charge in and smash them myself!

[url=Discipline, order 3 round 2][/url]: 3d6 12


[url=Warfare (archers vs green raiders)][/url]: 7d6k4 21

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Post by Theomore Tullison Fri Oct 16, 2015 4:39 pm

[Green Raiders are DESTROYED outright]

Well, fuck. Kashal seems to hold what little remains of his forces together through sheer will. Discounting the craven Black Goats that has had quite enough of it, the chieftain snarls as he hacks off the arrow shafts stuck in his shield. An arrow in the shoulder, he breaks off the shaft, but knows that an expert would need to cut out the head..if he lives for long enough, that is.

Round 3:
[url=Rally Trained Raiders][/url]: 3d6 16 Heh, success.

The Infantry flees at full sprint speed, exits the map and are out of play.

Mather detaches, does 4x double shots on individual Trained Raiders.
[url=Hail of arrows][/url]: 8#9d6k3 14 15 17 18 15 15 17 16
Another 8 falls, dealing 1 damage to the unit, ROUTS it, and thus 5 damage to Kashal, which he takes an injury to counter, so he is now at 3/12 health with 2 injuries.

Map: https://2img.net/h/s11.postimg.cc/570rhn0nn/Round_2.png

Commander: Kashal 3/12 health (2 injuries) [url=iniative round 3][/url]: 3d6-1 6

Archers, Green*: Marksmanship 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 1 / 4 (long range)) DESTROYED
Raiders - Green: Fighting 3 (Movement: 20, Discipline 12, AR 2, CD 5, health 6, dam: 3) DESTROYED
Raiders - Trained: Fighting 4, Endurance 3 (Movement: 20, Discipline 9, AR 2, CD 5, health 9*, dam: 3) ROUTED
Infantry - Trained: Fighting 4, Athletics 3 (Movement: 20, Discipline 6, AR 3, CD 5, health 6, dam: 3) FLED THE FIELD
*14 Individual raiders has fallen.
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Post by Dunstan Tullison Fri Oct 16, 2015 5:03 pm

[url=Warfare initiative][/url]: 3d6 18 (Dunstan, Kashal)

"
That's it, we almost have them! Nock...... Fire!"
Dunstan commands and arrows fly toward the clansmen, who now look particularly pitiful.

[url=Discipline, order 3 round 2][/url]: 3d6 13
[url=Warfare (archers vs trained raiders)][/url]: 7d6k4 16

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Post by Theomore Tullison Fri Oct 16, 2015 6:27 pm

[Another DESTROYED unit...Kashal takes 10 damage, reduced to 2 by taking two injuries, now his health is 1/12 with four injuries and no units to give orders to, I think the battle is over, if we decide to shoot him, he dies.]

His men having broken, dead, wounded, fled or taking cover wherever there might be a someplace to hide...Kashal groaned, the arrow in his shoulder now having company by one in his thigh, and another in the side. But fuck he was still standing, and his sons lay dead. His grip on his axe tightened as he ignored the pain and the sticky feeling of blood trickling down his leg, slowly marching on, he wouldn't make it back, not like this. If Kashal, chief of the rock chewers is to die, he damn well do so with his axe in hand.
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House Tullison - Collateral Damage... Empty Re: House Tullison - Collateral Damage...

Post by Dunstan Tullison Sat Oct 17, 2015 2:09 am

Dunstan, bored with the clansmen pitiful attempts of a charge, simply nods to the archers. They know good an well what to do - and release a barage of arrows toward the savage clansmen leader.



[url=Discipline][/url]: 3d6 10

[url=Warfare (archers vs kashal) - they have +2D for targeting an individual][/url]: 7d6k6 23

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House Tullison - Collateral Damage... Empty Re: House Tullison - Collateral Damage...

Post by Theomore Tullison Sat Oct 17, 2015 3:15 am

[kashal takes a wound, this guy's made of sterner stuff...]

The only thing the volley succeeds in killing are the wounded littered around Kashal's feet, he slumps to his knee and groans, but forces himself to get back up.

One foot in front of the other, march. Hah! Maybe they'll be out of arrows before he goes down, then old Kashal will show them a real fight.
Theomore Tullison
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Post by Theomore Tullison Sat Oct 17, 2015 12:14 pm

[Meh, I'm bored....Kashal takes another wound from the second archer volley and then:]

Kashal kept marching forward. "
IS THAT ALL YOU GOT, BOY!"
He roars defiantly, screaming one profanity after the other about Tullisons and their boy lord and the andals and the seven....

"
Ser Mather,"
Theomore responds calmly. "
This man has a death wish, might you perhaps be kind enough to oblige him?"
Ser Mather Warrens knocks two arrows, his signature technique, aims carefully and let's them fly, both burying themselves into Kashal's armor. The axe falls from his hand, he seems to stand as frozen for a moment, before he collapses to the ground.


OOC: Resolution time:
-1 Law,
Dunstan gets 2 glory
I call dibs on the +1b

For fun (Wildlings):
[url=Wildling Infantry][/url]: 1d6 5 lives to fight another day...
[url=archers][/url]: 1d6 1 gone
[url=trained raiders][/url]: 1d6 4 gone
[url=green raiders][/url]: 1d6 3 gone

Tullison forces:
[url=archers][/url]: 1d6 4 Intact
[url=Cavalry][/url]: 1d6 1 Well, crap, Theomore spends glory for a reroll: [url=cavalry reroll][/url]: 1d6 2 Intact
[url=garrison][/url]: 1d6 1 -1 Training

Hite forces:
[url=archers][/url]: 1d6 6 +2 training
[url=archers][/url]: 1d6 3 Intact
[url=scouts][/url]: 1d6 1 -1 Training
[url=scouts][/url]: 1d6 1 -1 Training
[url=garrison][/url]: 1d6 2 Intact
Theomore Tullison
Theomore Tullison

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House Tullison - Collateral Damage... Empty Re: House Tullison - Collateral Damage...

Post by Reader Sat Oct 17, 2015 12:37 pm

House Tullison defeat the Mountain clans, with great deeds of personal heroism performed by Ser Theomore. Kashal's force is shattered, but somewhere in the hills the tough remainder of his force endures, inspired by his defiant death, desperate to reclaim his storied axes. Among House Tullison, just as many songs are sung of Ser Theomore's charge, of Mather's dual arrows and of Lord Tullison's leadership.

Lord Tullison may ahve struggled to find a bride at Riverrun, but this is a young man who lives for glory and has found it on the ride mountainside!

The victory comes at a steep cost to House Tullison's military, with injuries, disease and desertion weakening their banners. Will House Tullison remember this when they rejoin House Marsten beneath the royal banner?..
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House Tullison - Collateral Damage... Empty Re: House Tullison - Collateral Damage...

Post by Dunstan Tullison Sat Oct 17, 2015 1:32 pm

I'll spend 2 Glory on rerolls for the garrison.

[url=Glory reroll 1][/url]: 1d6 6

[url=Glory reroll 2][/url]: 1d6 2

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