Blood Valley, Round 2: The Hunter

Stories about games that you run and/or have played in.

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SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

He's taken at least 4 wound levels now, so presumably he now has some combat penalties. Taking a risk now and charge in case he flees.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

None of the PC characters take wound penalties.
You rush forward, delivering a great overhead blow at the quarry, screaming as you do so. Your opponent has sidestepped to the left and you find yourself hacking at thin air, with the quarry beside you, striking at your exposed side. Your opponent strikes at +3 this round.
Round 3: You 7+2=9, Quarry 6+1+3=10; Damage 6 (2 WLs). You are Injured.
You circle each other warily. For each combat round you must choose one of eight combat options (listed below), the results of which will modify the next strike roll on top of any other modifiers you both may have. The Quarry will be making a choice from the same moves. There is a table at the back of the book in the main thread explaining the combat choices.

• Charge forward and execute an overhead cut?
• Make a cautious jab?
• Sidestep to the left and slash to the right?
• Sidestep to the right and slash to the left?
• Slash to the left?
• Slash to the right?
• Parry and riposte?
• Flee?
The Archveult

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)
Healing-myrtle berries (Eat out-of-combat to heal one wound level)
Postern gate key of Askelon
Spear

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
Savage (+2 strike, +1 damage)
Vicious (+1 strike)
Wounded (-1 damage)
Whimpering (-1 strike, -2 damage)
Dead

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxxxxxxxxxxxx40
Night 24142434445464748

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Damn.

Go back to jabs.
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You pause, waiting for an opening in your opponent's defense, and make a tentative lunge. Your opponent has charged forward to deliver an overhead cut, and you find yourself caught on the hop, off balance. Your opponent strikes at +3 this round.
Round 4: You 4+2=6, Quarry 7+1+3=11; Damage 1 (1 WLs). You are Wounded.
You circle each other warily. For each combat round you must choose one of eight combat options (listed below), the results of which will modify the next strike roll on top of any other modifiers you both may have. The Quarry will be making a choice from the same moves. There is a table at the back of the book in the main thread explaining the combat choices.

• Charge forward and execute an overhead cut?
• Make a cautious jab?
• Sidestep to the left and slash to the right?
• Sidestep to the right and slash to the left?
• Slash to the left?
• Slash to the right?
• Parry and riposte?
• Flee?
The Archveult

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)
Healing-myrtle berries (Eat out-of-combat to heal one wound level)
Postern gate key of Askelon
Spear

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
Savage (+2 strike, +1 damage)
Vicious (+1 strike)
Wounded (-1 damage)
Whimpering (-1 strike, -2 damage)
Dead

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxxxxxxxxxxxx40
Night 24142434445464748

SGamerz
King
Posts: 6296
Joined: Mon Jun 16, 2014 11:45 am

Post by SGamerz »

Good, I was waiting for him to change tactics. Parry and riposte!
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angelfromanotherpin
Overlord
Posts: 9745
Joined: Fri Mar 07, 2008 7:54 pm

Post by angelfromanotherpin »

You step back, ready to parry and reply with a lightning thrust. Your opponent has charged forward, you block his downward hack and lunge forward in reply. You strike at +2 this round.
Round 5: You 9+2+2=13, Quarry 9+1=10; Damage 6+2=8 (3 WLs). The quarry is killed!
Technically there's no denouement reference for a face-to-face kill, but there's one that fits.
Your opponent is slain, victory is yours, the hunt is completed. Once again the slave has proven too weak to escape the valley, too weak to challenge your might. The news of your triumph will spread across the valley and your people will see once more that humanity is too frail to overthrow you. There will be celebrations at Castle Remorse this night, but only you will enjoy the banquet to the full. The humans will always live in fear of the Firedrake.
Feel free to give the quarry's thread a read, and then share your thoughts in the main thread.
The Archveult

Wound Levels:
Healthy/Bruised/Injured/Wounded/Badly Wounded/Crippled/Dead

Combat:
+2 Damage
+2 Strike with mace

Equipment:
Spiked mace
Armor (Absorbs one level of damage on a roll of 5+)
Healing-myrtle berries (Eat out-of-combat to heal one wound level)
Postern gate key of Askelon
Spear

Special Abilities
Night Vision
Breathe Water
Strength
Endurance
Warrior Skill
Awe others
Hounds
Suit of Armor
Allies

Hounds of Hell
Savage (+2 strike, +1 damage)
Vicious (+1 strike)
Wounded (-1 damage)
Whimpering (-1 strike, -2 damage)
Dead

Time:
Day 1xxxxxxxxxxxxxxxx
Night 1xxxxxxxx
Day 2xxxxxxxxxxxxxxx40
Night 24142434445464748

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