Ser Roger Brick stands in the bow of Howling Wind, a lean vessel with a heavy iron ram that slices smoothly through the coastal waters. The day is warm and the night’s fog is clearing out to sea as they press north, away from Tannyr’s Quay. Half of his men sit in small groups behind him, some chatting idly, others eating or napping in the morning sun. The remainder is aboard Silver Storm, bobbing behind his vessel but keeping pace. Roger has never spent much time aboard ship, and he didn’t imagine he would do so today. When he had arrived at the council meeting that morning, fully armed with armor slithering as he walked, the other men at the table had turned with a start. Most of them were half dressed in nightclothes and only Maester Aldrik and Daeron appeared to have washed before arriving. The meeting had been blessed short, as they appraised the boy on Tidehall’s predicament, and he had indicated his plans: send north 2 ships at Ser Sigurd’s discretion, and put aboard 4 squads of the garrison (40 men) to patrol upon their arrival. These squads were to be under Ser Roger’s command. A meager bunch, perhaps, but taking more might risk Tidehall. He would have to make do.
Ser Sigurd approaches Roger at the front of his vessel. “A good day, this. The fog behind us will blind anyone looking to sea, but we can see the shore well enough. Brint in the rigging says he sees a burned hull to north, still smoking. Hard to tell at the distance, probably a league or so away. Signs of a camp nearby, and cookfires; but no sight of men as of yet. Could be the distance, of course. We can put you lot ashore now, or come in for a closer look.”
Thursday, May 21, 2009
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Aboard Silver Storm, Seff feels queasy as the round-bottomed hull sways in the choppy water. Ser Roger had asked him to watch over Mint and Rufus’ squad, as their commander was too drunk for duty this morning, and Seff had taken the vessel’s name as a good omen. He is no longer certain he believes in good omens.
ReplyDeleteWhen Seff woke that morning, he half expected Malcolm to be standing over him, wanting his horse washed and armor cleaned, but there was still no word since the messenger the night before. He isn’t prone to worry, but decided to see for himself.
As he’s sits quietly trying to ignore the rolling, he hears a crack behind him. Seff turns to see an oar that was not properly stowed has broken in the chop, and a shard of maple the length of his forearm has pierce a nearby sailor clear through his calf. Blood is welling down his leg, and he is screaming in pain.
Ser Roger is astonished at his luck to be chosen to lead 40 men. He had never been apart of a squad, let alone had the opportunity to "lead" 4 squads. Roger did his best to keep these thoughts to himself, as he wouldn't want the 40 men following his orders to question his abilities.
ReplyDelete"It certainly does appear to be a good day. Let us hope the Seven bless to keep it that way," Roger says as he slides out his father's far eyes and peers in the direction of the wreckage to see what he could make out himself.
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ooc: Awareness Roll: 3,2,3,4= 12
Roger scans the horizon, and finds the smoking timbers of what must have been a ship, although at this point, the ashes that remain could easily be any large wooden structure to his untrained eye. A tower of smoke still extends some distance above the wreckage. He also notes a number of small columns of smoke inland, perhaps from cookfires, fishermen's huts or smaller burns started by the large blaze on the shore. He sees no sign of men near the hull, but that could simply be due to the distance and the rolling sands and grasses between his ship and the timbers. The ground around the ship is broken, and the shore gives way to dense shrub about 60 yards from the water.
ReplyDelete"I think it best we put to shore. I'd much rather be on hard ground if I'm to find reavers," Roger remarks as he points to good area of shore. "I want 20 men with me there and then you will take the other 20 to the far side of the ship. We will then close in and meet each other at the blackened hull."
ReplyDeleteooc: far side of the ship = far side of the burnt out ship.
ReplyDelete“As you say, Ser Roger. I’ll bring us to shore, and send the Silver Storm ahead.” Sigurd whistles and gives commands to the nearby sailors, who busy themselves, taking in sails and pushing out sweeps. A signaler passes Roger's orders to Silver Storm, which glides by as Howling Wind wallows closer to the beach. The ship lurches and there is the crunch of sand under the hull. A number of shouts and calls go up, and the sailors quickly lower heavy nets over the bow. The twenty men under his direct command scramble down and come ashore, wary and watchful.
ReplyDeleteSer Roger is on the beach, about 300 yards south of the burned ship. He sees numerous bodies strewn about the blackened wreckage, too many to count from this vantage. The ground to his east slopes up about 80 yards to the greenline. The shore is covered in smooth rolling sand that gives way as they walk, but turns to a thick coarse grass about 20 yards east of his current position. The grass should be faster going. As he examines his surroundings, Howling Wind is pushing off. A few archers have taken position on the rails to provide cover for his men if needed, and a small scorpion at the front of the vessel has been manned as well. Silver Storm is to his north about 200 yards, and making way to the other side of the ship.
Roger looks at them men under his command. "For their sakes, I hope I know what I'm doing," he thinks to himself.
ReplyDelete"Let us make haste to the grassy area their to the east. There we will keep watch and wait for our comrades to put to shore. Keep your ears and eyes open at all times. Alert me if you notice anything of import or not."
Ser Roger treks with the men to the course grass, his heavy great sword weighing heavily in his right hand and his beautiful coat of arms displayed against the shield in his left hand.
Upon reaching the grass, Roger handed his great sword to Tom, the man on his right and pulled out his far eyes to examine the grounds before him and all around, while keeping tabs on Silver Storm's progress.
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ooc: Awareness [6,4,4,3] = 17. Let me know if you need more rolls.
The men are ragged and disorganized moving onto the beach from the water as they form up around Ser Roger. Roger scans the ground around the ship carefully. He sees a mixture of bodies, maybe 50 in all, some wearing the green-grey cloaks of the fog, others in simple roughspun and still others in studded leather armor. This was clearly the site of a battle, but the victor is not obvious. There is a single horse lying dead among the bodies, and gulls dance from body to body picking at the flesh.
ReplyDeleteSilver Storm is still moving under sail, and is almost even with the wreck now. As he turns back from watching the boat glide north, he sees a lone figure disappear into the brush near the battlesite. Because he only got a glimpse, he cannot be certain oh any details of this person's physical appearance.
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For simplicity’s sake, I’ll be treating your squads like fullsized units, instead of groups of 10 individuals. 1st Squad: Current formation: Mob 2nd Squad: Current formation: Mob. Both squads are arrayed in a ragged line in kneehigh grass. If you want to do anything more than move them (like change formation), I’ll need warfare rolls.
ooc: Sarah rolled a 1,1,1 = 3 for her healing roll. a noble effort.
ReplyDelete-------------
Seff exams the wound - the blood that puddles below the yowling sailor is the bright red-orange of arterial blood, and not a good sign. Seff remembers his training in medicine - saving a limb to lose a life was a bad bargain. Seff directs the men to hold him still, and draws his dagger. Checking the edge on his thumbnail, he nods to the others to hold him, and begins his cut. Unfortunately, the men holding him cannot contain him, and he jumps as the knife bites flesh. The firmly held blade slips along his thigh, opening a deep gash to almost his waist. Surprised, Seff steps back as the lad thrashes and shortly afterwards, dies. The nearby sailors and soldiers are cursing, and the Captain comes over, "Made a mess of it, didn't you? Rough seas make bad surgeries, I suppose. Clean the blood off my deck you lot and push out your sweeps, we need to land the ship."
Seff is glad for the brief trot through waistdeep seawater, as it washes away the majority of the blood covering him. The twenty soldiers around him are nervous and scattered on a small hillock. To his south 100 yards is the burned wreckage. he can clearly make out a few dozen bodies, covered in screeching gulls, including a horse that he knows with a sinking feeling to be Stueben, Ser Malcolm's mount (Awareness: 5,4,3,1 = 13).
ooc: Am I in essence controlling 2 units? Will I be able to control the units dropped on the other side (and thus four units), or is there a commander/subcommander with those units to issue commands? Do I need to roll separately for each unit?
ReplyDeleteWarfare of three gives me three orders.
1. Organize: Checkered Formation
Warfare Roll: [3,2,2]=7
Discipline: [6-3+3]=6
2. Movement: Close in on the Blackened Hull and Lone Figure.
Warefare Roll: [6,4,2]=12
Discipline: [6-3]=3
3. Ready Attack: Reaction to an attack on units
Warefare Roll: [1,1,1]=3
Discipline: [6-3]=3
ooc: you are in command of all 4 units, and gain an additional order due to Seff, a subcommander attached to unit 4. Seff will be able to give that order directly to his unit if he chooses. When/if the situation becomes tactical, you can worry about # of orders and whatnot. For now I'll assume that you've taken sufficient time to get all 4 units into checkered formation, and now they are closing (slowly) on the wreckage, 2 from the south, and 2 from the north, and are ready for an attack at any moment. The lone figure is out of view for about ~3 minutes before you begin your approach, while the other ship lands its troops and forms up. I'll post later with additional sights and sounds. Also, remember that "extra" orders per turn per unit increase discipline by 3 for the round.
ReplyDeleteooc: okay, so I didn't quite understand that portion of the rules. I thought I had 3 orders that could be given before battle began, and then 1 per unit per turn. Am I wrong?
ReplyDeleteooc: my read on it is that you've got plenty of time to make whatever starting orders you want, as the battle has yet to begin (you're even assuming there will be a battle! it could all be a cruel GM trick with no payoff fighting!). I'll assume these are successful on a "taking 20" type basis within reason (formation changes, readying attacks type things are fine, but building a fortified camp would need to be rolled and timed out). For now I'd proceed on a character basis, until I tell you the battle (assuming there is one!) is going to begin. Once (if!) it does, you have 4 orders, which you and Sarah can distribute to your units as you see fit per turn, with units receiving multiple orders taking a penalty of +3 per added order.
ReplyDeleteAll four squads arrive at the burnt ship unmolested. The ship appears to have burnt in on itself, although what caused the fire is not clear. The scene is even more grisly up close. Many of the men did not die quickly, and scavengers have picked at some of the more exposed. A quick tally of the dead reveals about 15 dead men of the Fog, including one that Ser Roger recognizes, Yarr, a Fog squad leader who had his men stationed at Tidehall a few weeks before. There are also a number of peasants, probably 30 in total, many of whom wear black ink as facepaint. Among the dead are also a half dozen reavers, more heavily armed than either the peasants or the men of the Fog.
ReplyDeleteSeff identifies Steuben for a certainty – he had brushed that mount often enough to recognize it, even with the gaping axe wound along its left haunch. There is no sign of Ser Malcolm.
As they take in the sight, they hear a ragged cry to the east, and the crash of steel on wood. Looking this direction, they see thatched roofs about 500 yards distant.
Ser Roger looks upon the slaughter, doing his best to identify who was fighting with whom, an attempt to identify what he and his men were up against. (ooc: Awareness: [6,4,4,3]=17)
ReplyDeleteRoger turns at the sound of the ragged cry from the east and draws his great sword with one swift pull. With a loud booming call, Ser Roger orders his men to follow him into the woods toward the thatched roofs.
"I only hope that we are not too late," Roger thinks silently as he marches forward.
Ser Roger knows the men of the Fog tend to be armed with short bows, small javelins and knives. Most of the Fog members he sees dead have taken deep puncture or slashing wounds, probably axes, swords and spears. The painted peasants are felled by small arrows and javelins, and care a mixture of farm implements and improvised weapons. The raiders also appear to have been felled mostly by arrows and javelins, but it is unclear what weapons they carried.
ReplyDeleteSer Roger’s command travels to the East at a slow pace through the dense, low wood. About 100 yards from the buildings, the woods open on a clearing. The clearing is flat and vaguely circular. Three buildings stand in the center, two cottages and one larger building, perhaps a barn or other storage building. From his current vantage, Roger can spy about forty peasants, drawn up around the buildings in small groups, each battering at doors. He also notes the occasional arrow firing from open windows in the buildings, but few of these appear to be hitting their mark.
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ooc: Battlefield description: vaguely circular clearing, 200 yards across. 3 buildings, 1 large with doors on each end, 2 small “single family” dwellings, closely packed in the center. A small fence extends in a circle on the north of the clearing, ~20 yards across. A cistern is directly south of the buildings, 15 yards and fed by a stream which cuts across the circle, east edge to south edge.
Your men are drawn up on the western edge. 4 squads of peasants (with raider leaders) are visible 100 yards distant by the buildings.
I will require a warfare roll from you, LR, as well as 3 orders. Sarah, your unit can be commanded directly by you if you wish, so I’ll need an order from you as well. If you do not wish to take direct command, you can simply fight under LR’s command, but let him know so he can give the order.
Standing orders already made will apply as needed.
Ser Roger and his three units continue their movement into the clearing. Before commanding a charge, Roger gives the peasants an opportunity to stay their actions.
ReplyDeleteWith a thundering voice only a near giant can possess, Ser Roger commands the peasants, "People of Castriati's bountiful lands, in the name of your lord of House Castriati and as the Lord's Justice and current commander of the Castriati Garrison, I demand that you surrender your arms to me."
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ooc: Persuasion: [6,5,4,2]=17
Requested Warfare: [6,5,1]=12
Waiting to hear from Sarah: If Sarah places the 4th under my command, the unit will be ordered to flank the group from the North, as we push forward from the East. (Roger is prepared to order a charge to two of his units and a Ready Action to one unit. The readied unit is to extract the men trapped within the buildings if a charge is ordered.)
Ooc: 6,6,2 = 14 warfare, they will act first. All 4 squads attack doors, a challenging (9) attempt to breach. 7,10,4,12. 2 breaches.
ReplyDelete---------- -
If the smallfolk are aware of Ser Roger’s forces entering the clearing’s western side, they show little concern. They continue to batter at the doors of the three buildings. To Roger’s dismay, breaches have occurred on the south door of the large building, and the door of one of the cottages. The raiders and smallfolk stream inside.
As Ser Roger feared, his words hold little sway with the smallfolk, perhaps due to their reaver masters. His soldiers cover most of the most of the distance to the smallfolk. The peasant squad that was attacking the other door of the large building turns to meet Ser Roger’s garrison and savages some of the men to his north, while the other visible peasant squad batters unsuccessfully at the sealed cottage door.
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ooc: Second smallfolk action: 2 squads interior, hidden actions. 1 squad breach attempt, challenging, remaining cottage 4, failed. 1 squad, turn to attack Garrison Squad 3 (northmost squad that isn’t Seff’s flanking squad 4). Discipline test to order attack, 15, success. Attack 12. Critical hit, 2 ranks, 2 sixes, 10 damage. Garrison squad 3 is at 2 health.
Your actions.
"Attack!" cries Ser Roger as he charges himself into the fray doing his best to reach the Reaver leading the attacking small folk squad.
ReplyDeleteThe northern most squad (GS1) continues its fight against the attacking small folk, while the southern squad (GS2) attacks the peasant squad attempting to breach the sealed door.
This triggers the readied action of squad three (GS3) which makes its way to the closest breach and fights off the peasants having caused the breach.
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ooc: What rolls do you need? What is my discipline: 3+3(checkered formation)=6? Do I need a warfare roll for each unit?
Warfare Roll, GS1: [1,2,4]=7
Warfare Roll, GS2: [1,2,4]=7
Warfare Roll, GS3: [5,5,4]=14
Attack Roll, GS1: [2,2,3]=7
Attack Roll, GS2: [2,2,2]=6
Attack Roll, GS3: [6,5,5]=16
If I am controlling Seff's squad (GS4), they will attack the closest peasant squad from the north flank.
Warfare Roll, GS4: [5,2,2]=9
Attack Roll, GS4: [5,2,1]=8
If I make it to the Reaver, or have to attack on my way to the targeted Reaver:
Attack Roll, LR: (sacrificing 2B for +2 damage)
[5,5,5,3,2]=20
Damage: 8
Let me know if I missed something or screwed up somewhere.
ooc: If Seff has attached to GS4, the attack roll would actually be [5,4,2,1]=12 and the discipline for GS4 would be reduced by 3.
ReplyDeleteOoc: I’ll work under the impression your in control of Sarah’s unit until I hear otherwise from her.
ReplyDeleteRemember, you’re in command – that means you’re attached and can’t act separately.
Summary of Actions, using your naming scheme:
GS 1(north - left center) GS3 (center) GS2 (south - right). GS4(north - left, flanking)
GS1 is your unit at 2 health now, for reference.
I’m assuming your attached to unit GS3 in the center.
GS1 attacks E1 (northmost enemy), hit, 3 damage. 3 health remaining.
GS2 attacks E2 (southmost enemy), hit, 3 damage. 3 health remaining.
GS3 attacks E3 (Middle Cottage), hit, critical, disorganized.
GS4 attacks E1 (northmost enemy), hit, critical, disorganized.
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Ser Roger’s strikes hit hard, and he is pleased with the performance of his men. While the troops relieve one of the cottages, Seff leads a strong charge with two units on the peasants to his north. The return strike, however, is not without its dangers. Horns sound, and 30 men, with a few raiders mixed in, charge from the trees to the south, concealed until now. Ser Roger remembers the lone figure on the beach, an enemy scout for certain, and curses his ill luck that the men had been undetected. The painted men in the center of the enemy line push south under the command of their raider leader, and strike hard at Roger’s right flank. This is followed by a crash on the flank of his own unit, as his right also falters under the shock on the attack.
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E1, attack (at -1D) GS1. 5, hit, no damage.
E2 attack GS2. 15, hit, 3 ranks, critical, 1 six. 9 damage. GS2 at 3 Health
E3 attack (at -1D) GS3. 8, hit, no damage.
E4, inside cottage, hidden action.
E5, charge from conceal at GS3. 12, hit, 2 ranks, critical (no sixes) 6 damage. GS3 at 6 health.
E6, charge from conceal at GS3. 8, hit, no damage.
E7, charge from conceal at GS2. 10, hit, 2 ranks, critical 1 six. 10 damage. Disorganized.
Current situation.
GS1, 2 Health, left center.
GS2, disorganized, right flank. May continue to act under command at -1D to all tests.
GS3, 6 Health, center.
GS4 full health, left flank.
E1, disorganized.
E2, 3 health.
E3, disorganized.
E4, inside large building, hidden.
E5, full health.
E6, full health.
E7, full health.
Everyone is in range of everyone else on the squad warfare timescale – if you wish to attack any of these units, feel free to do so.
ooc:
ReplyDeleteGS1 attacks E5: [6,5,3]=14
GS2 attacks E2: [3,2]=5
GS3 attacks E4: [5,4,3,2]=14
GS4 attacks E7: [5,4,4,4]=17
ooc:
ReplyDeleteGS1 vs. E5, disorganized.
GS2 vs. E2, missed.
GS3 vs. E4, disorganized already, rout. No where to run, destroyed.
GS4 vs. E7, disorganized.
Ser Roger’s men charge forward, through the shattered doorway. Inside he finds men of the Fog, fighting valiantly against the peasants, and he believes, winning. With the help of his garrison spears, he rallies them, and fells the raider leader with a clean stroke of his own blade.
“At your service, Ser” says Riker, who has a bloody gash on his arm, “Good thing you arrived when you did. Put us to work then, a few of us are still fit for it.”
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ooc: gain new unit, 1 squad, Veteran Guerrillas, Disorganized.
Both GS3 and this Squad (F1) are going to need new orders, the other can attack under standing orders if you wish.
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Ser Roger turns to the doorway so he might survey the fighting outside. His men are rallying against the assault from the treeline, and now it is down to the brutal work of closefighting.
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ooc:
E1 attacks GS1, 7, hit, no damage.
E2 attacks GS2, 7, hit, no damage.
E3 attacks GS2, 7, hit, no damage.
E5 attacks GS1, 9, hit, no damage.
E6 attacks GS4, 14, critical hit, 1 six, 2 ranks. GS4 at 6 health.
E7 attacks GS2, 7, hit no damage.
Current situation.
GS1, 2 Health.
GS2, Disorganized.
GS3, 6 Health, indoors, needs new orders.
GS4, 6 Health.
F1, Disorganized.
E1, disorganized.
E2, 3 health.
E3, disorganized.
E4 DESTROYED!
E5, disorganized.
E6, full health.
E7, disorganized.
ooc:
ReplyDeleteGS3: Attack!
Warfare Roll: [1,1,3]=5
GS3 attacks E6: [1,1,1,3]=6
F1: Attack!
Warfare Roll: [2,2,5]=9
F1 attacks E2: [6,1]=7
GS4 attacks E6: [6,6,3,2]=17
GS1 attacks E2: [6,6,6]=18
GS2 attacks E1: [6,6]=12
Seff sees Ser Roger's men stream out of the house, and quickly directs his men to assist their assault. Together, they smash a group of peasants, led by a particularly nasty looking fellow with bits of iron sewn into his skin. He dies like most any other man, however.
ReplyDeleteWhen they are finished with this squad, Seff and Ser Roger see a few of the remaining peasants running for the woods, and most if not all of the reavers lay slain. Riker and a few of the men of the Fog limp over to them. "Ser, shall we pursue?"
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ooc:
E1: DESTROYED!
E2: DESTROYED!
E3: Rout, commander slain in E6.
E4: DESTROYED!
E5: Rout, commander slain in E6.
E6: DESTROYED!
E7: Rout, commander slain in E6.
ooc: Awareness roll: [6,5,5,3]=19
ReplyDeleteIf Rogers see any Reavers that are alive/fleeing, He and GS3 will be taking him hostage, while GS1 and GS4 are directed to capture as many of the peasants as possible (without ranging too far), and GS2 and F1 are directed to check the additional buildings for survivors. (If there are no Reaver survivors, GS3 will join GS1 and GS4 in rounding up the peasants.)
GS3 Warfare Roll: [4,4,1]=9
GS1 Warfare Roll: [3,2,1]=6
GS4 Warfare Roll: [3,3,1]=7
GS2 Warfare Roll: Take 20
F1 Warfare Roll: Take 20
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Seff had led 20 men into the brush after the peasants a few minutes before. About Ser Roger were approximately 50 bodies, most of them peasants. Only a few of his men had suffered more than a few cuts and scratches; he had 4 dead. Riker’s men exit from the buildings; of the twenty that had left with him, only 7 remain combat-ready, as well as 6 from Yarr’s squad of 20, with a handful of grievously wounded men. Riker had informed Ser Roger of the night battle the evening before. Ser Malcolm had set the ship aflame as a signal to Tidehall, and to cut off the enemy’s retreat. Before he could ride south to deliver his message in person, though, the peasant army, about 100 strong, fell on him. Riker and his men arrived with Yarr’s, and ambushed from the woods. Surprisingly, they’d won – but it had been a hard battle. After the peasants retreat, the remaining men of the Fog fell back to these buildings to wait for reinforcements from Tidehall, which arrived just in time.
ReplyDeleteSer Malcolm’s wounds were dire, to say the least. He needed transport back to Tidehall and the care of a Maester immediately. Ser Roger attempted to greet him, but there was no response, just groans of pain.
“Ser Roger, found a live one!” One of his men, Tabor, shouts from a few yards away. He and a few others drag a wounded man, covered in tattoos and bits of scalemail, from under a heap of bodies. He has a deep gash to his belly, and is bleeding profusely.
At the same time, Seff returns with his men; it appears the remaining dozen or so peasants have escaped.
Ser Roger looks at the two men and realizes that he may have a difficult decision on his hands. "Who here has any training in the field of medicine?" Ser Roger asks, looking around at his men. "Riker, please secure the hands of our guest the Reaver and afterward, select three men and put together two gurneys to carry these men back to the ship." "You four there," Rogers shouts as he points to a group of soldiers, "head to the beach and signal our ships that we will be ready to board and return to Tidehall immediately!"
ReplyDelete--------------------------------------------------
If no one responds to the medical request:
"Tabor, put pressure on the Reaver's wound to slow the bleeding. I want him to make it to Tidehall!"
"Seff, help me see to your Knight."
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ooc: If no one offers medical assistance, I will do my best.
Healing (Malcolm): [5,2]=7
Healing (Reaver): [2,1]=3
Ooc: talked with sarah – she’s given me her move via IM. She’ll be treating Malcolm for his wounds, and allow LR to continue command of the units and whatnot.
ReplyDelete--------------- -
Seff examines the wounds carefully. Riker and his men appear to have treated some of the general cuts and bruises, and staunched the bleeding from various gashes, but the bandages are in bad need of changing and cleaning. Seff notes three wounds of particular note: a deep but shallow gash across his left side, with the bottoms of his ribs exposed, a left shoulder that appears to have been broken by a heavy blow and a ragged puncture in his right calf. He will need his maester’s kit aboard the Silver Storm to really begin work, but for now uses a few items tucked into pouches at his waist to treat those wounds he can. His patron grimaces as Seff applies a compress of medicinal herbs, and does not appear to be aware of his surroundings.
(healing roll: 13. This roll will be for the first wound, the gash on the side. It will take some time to treat (disinfecting, stitching, application of herbs, etc.), and will go faster/better if you have proper tools)
The men around Ser Roger shift uncomfortably, until Tabor says, “Beggin’ yer pardon, Millin uz our healer, Ser. ‘e’ll be little help, seein’ he’s halfa head short,” and gestures at a body nearby. “B’sides, Ser, I seen wounds like that afore; that raider won’t make it to the beach.” A few of the older men nearby nod agreement, and make no attempt to heal or move him.
ReplyDeleteThe reaver grasps at Ser Roger as he kneels close to futilely attempt to staunch the bleeding, and says “The Drowned God protects me on the other side, fool. Your Seven are nothing to the Storm that comes. This was but a wave on a calm sea!” The man laughs, frothing blood from his lips, and moments later, dies.
As he looks up, he sees that Seff is busily working at Ser Malcolm’s wounds. Riker stands a few feet away with a peasant boy, who’s face is smeared with black ink. The boy is not bound, and he holds a naked longsword awkwardly. Men are returning with a door from one of the huts to carry Ser Malcolm.
Seeing Ser Malcolm in such a dire situation puts Ser Roger in a bad mood, to say the least. "Tabor, you and two others assist Seff in any way you can. I want Ser Malcolm to reach Tidehall alive or there will be hell to Pay!" Ser Roger commands.
ReplyDelete"Riker, why is that peasant holding a sword rather than being in chains?!"
Without waiting to hear the answer, Roger turns back to the bleeding Reaver. "And who ordered this small wave on OUR calm sea?" Roger asks with a ferocity rarely seen. "Are there more coming? When? Why Tidehall? Answer me Damnit!"
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Persuasion: [6,4,3,1]=14
Awareness: [4,3,3,1]=11
As Roger asks his question, he realizes that he won’t receive an answer, the raider’s eyes roll and he twitches his last.
ReplyDeleteSeff and Tabor are assisted by a few of the men, and load Malcolm onto their makeshift pallet, and begin carrying him to the beach. Riker says, “Ser, I have wounded that need a healer’s touch. This boy was with Ser Malcolm. When he could still speak he said to listen to the boy. But the lad’s not had much to say, I’m afraid. Just clutches at the sword and mutters about not wanting to hurt anyone.”
Ser Roger sees the tops of the masts to his west, holding still and indicating that they are most likely beached as he had ordered.
Ser Roger turns to Riker, "All right, let us get our men to the ships."
ReplyDeleteBut before making his way to the ship, Ser Roger finds the commanding Reaver and stretches out the Reaver's neck. After returning his sword to its scabbard, Roger pulls the long axe off his back and, with a wide arc, brings the blade square on his neck. Roger notes the slow trickle of blood as it quickly clots, a much different sight than most executions.
Roger grabs the head and makes his way with the remaining troops to the ships.
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Long Axe: [6,6,5,5,4,(3,1)]=26
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ReplyDeleteooc: note to self - make sure the wife is logged out of her email...
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Ser Roger is the last to board Howling Wind, as she is pushing into the cold water off the shore. His grisly cargo is stowed in an empty cask by one of the sailors, who mutters it was staring at his rowing bench. Seff had boarded Silver Storm, and Ser Roger could see that he was busily working at Ser Malcolm, as well as a few of the wounded men of the Fog. Riker and the guerillas who were still able to stand had joined Roger and Ser Sigurd on Howling Wind. The peasant boy sits by himself on a pile of rope, rocking slowly while clutching the longsword to his chest.
Ser Sigurd approaches. “Wind is with us, again. Should make the Quay in under an hour. I take it from the look of the men there was some action? And was that Ser Malcolm they brought aboard the Storm?”
The bodiless head of the Reaver did quite a bit to calm Ser Roger's earlier rage. "That is good news Ser Sigurd," Roger comments as he stares off toward Silver Storm watching Seff work with deft hands.
ReplyDelete"A small wave, a taste of things to come," Roger tells Sigurd, "at least that was what the Reaver bastard had to say. And unless Seff heals as well as he fought today, Ser Malcolm will be a great man drowned by the Reaver's abomination of a God. May the Mother have Mercy."
Roger turns then and walks over to the boy clutching his longsword. "What is your name boy and why did Ser Malcolm take such a liking to you? Speak Up."
“Aye, She will, Ser Roger, I know She will. And if the Mother isn’t up to the task, well, Seff is the next best thing to a Maester.”
ReplyDeleteAs Roger approaches the boy, the child looks up, but appears to look right through Ser Roger. However, the lad begins speaking in a monotone voice, saying “Father says mother says brother says green man says, blue man says, ‘just fish, just fish.’ Alittle guts, alittle blood, but fast and worth the taste. Cookfires are god-pyres. Mother and Father, Smith all burned. Made men burn Maiden. One clean blow, between the eyes. Waves on rocks, rocks become sand, sand made glass, glass is brittle and breaks. But brother was a fish, father a fish too, and I am a fisherman… “ The boy is silent for a moment, but continues rocking. As Roger prepares to ask his question again, the boy suddenly blurts, “Fire, they will see us, fire they will come. Give me a sword, don’t leave me, don't take my hand, don’t let me die alone, spears and torches, arrows and knives, arrows and knives, father stop!” the boy recoils and curls up on his side, the blade clutched closely to his torso. He begins weeping.
ooc: Awareness (Empathy); hoping to glean a better understanding of child's mutterings and to then show the appropriate compassion. [5,5,4,3(3,1)]=17
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Ser Roger stares at the boy a moment before bending his knee and talking to the boy softly, doing his best to calm the child with compassion and kindness.
After some time, Roger calls over Riker. "What is it exactly that Ser Malcolm told you about this boy? Do you know anything about him yourself?"
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ooc: How are we handling experience and leveling? This is my first online game, so I don't know how "sessions" is to be defined.
ooc: moving you two to Tannyr's Quay.
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