Wyzard wrote:Okay, let's figure out divisions. We can rename these if we want to.
1. Todd, note that I switched out Rhy's personal unit's 2nd-level cleric for Semele. I don't know if that will result in any statistical changes.
2. Can we purchase slings and sling bullets for the Clerical units led by Vanco? That's a really cheap way to give them a ranged attack, just in case it would come in handy.
3. If we are holding to the original plan of a two-pronged attack, I want to use Division A for the attack on the Fish-Stealers, and Division B and C to go south. Depending on how this stuff goes, we might decide to go ahead and try to mop up the tribe with the wargs. We'll see how it plays out.
4. Everyone make sure that they, personally, are mounted on a horse. If everything goes wrong, I want the PCs to be able to flee with their lives.
Division A:
Rhys, Mystic 4, Command ability 4
1. 6 Townfolk 1 UHP, Morale 8
2. 5 0-level + 1 Townsfolk 1.5 UHP, Morale 8
3. 5 0-level + 1 Semele + Rhys 4 UHP, Morale 9
4. 6 Townfolk 1 UHP, Morale 8
Quint, Magic User 4, Command ability 4
5. 5 1st-level fighters + 1 2nd-level Cleric + Quint. 4.5 UHP, Morale 10
6. 6 Townfolk 1 UHP, Morale 8
7. 5 0-level men + 1 Townfolk 1.5 UHP, Morale 8
8. 6 Townfolk 1 UHP, Morale 8
Division B
Severi, Elf 3, Command ability 6
9. 5 Elves (1 Sleep-capable) + 1 Townsfolk 2 UHP, morale 11
10. 5 Elves + 1 2nd-level Cleric + Severi + Bruno, standard-bearer. 4 UHP, morale 11
11. 5 0-level + 1 townfolk UHP 1.5, Morale 10
12. 6 Townfolk 1 UHP, Morale 10
13. 6 Townfolk 1 UHP, Morale 10
14. 6 Townfolk 1 UHP, Morale 10
Thurgan, Dwarf 4, Command ability 3
15. 5 Dwarves + 1 Townsfolk 2.5 UHP, Morale 8
16. 5 Dwarves + 1 2nd-level cleric + Thurgan 5 UHP, Morale 9
17. 6 Townfolk 1 UHP, Morale 8
Division C
Tev, Fighter 4, Command ability 4
18. 5 1st-level fighters + 1 2nd-level cleric + Tev 4.5 UHP, Morale 10
19. 5 0-level + 1 townfolk 1.5 UHP, Morale 8
20. 5 0-level + 1 townfolk 1.5 UHP, Morale 8
21. 6 Townfolk 1 UHP, Morale 8
Vanco Basou, Cleric 4, Command ability 4
22. 5 1st-level clerics + 1 Townfolk 3 UHP, Morale 10
23. 5 1st-level clerics + 1 Townfolk + Vanco 4.5 UHP, Morale 11
24. 6 Townfolk 1 UHP, Morale 8
25. 6 Townfolk 1 UHP, Morale 8
The Siege of Threshold
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The Siege of Threshold
Last edited by thirdkingdom on Sat Oct 25, 2014 9:37 pm, edited 1 time in total.
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Re: The Siege of Threshold
Okay, so the forum does not allow me to upload hxm files. So, I've uploaded the hex map to my dropbox, here: https://www.dropbox.com/s/hxp3iovk8zyrc ... g.hxm?dl=0 Each hex is 75'. We won't be messing with facing changes. Note that the scale doesn't exactly translate to the maps I'd been uploading, but I wanted to fit everything into a single map. Once you guys place your initial units, I'll save it as a .png and post it here, and do that each turn.
Symbols are:
"Monster" symbols represent single units of whatever type.
"Totem" symbols represent units with a standard.
"Lion" symbols represent the warg units.
"Ruins" are burnt-out homesteads, but do provide cover as per DD.
Remember, the warg units go on regular patrols. Let me know when you want to plan the attack with regards to the patrols. Every other hour one unit will patrol south of Threshold; the other unit patrols north of Threshold on the off hours.
Symbols are:
"Monster" symbols represent single units of whatever type.
"Totem" symbols represent units with a standard.
"Lion" symbols represent the warg units.
"Ruins" are burnt-out homesteads, but do provide cover as per DD.
Remember, the warg units go on regular patrols. Let me know when you want to plan the attack with regards to the patrols. Every other hour one unit will patrol south of Threshold; the other unit patrols north of Threshold on the off hours.
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Re: The Siege of Threshold
Players deploy as follows:
Rhys:
1 to 75.33
2 to 74.33
3 to 75.34
4 to 74.34
Quint:
5 to 73.34
6 to 72.34
7 to 73.33
8 to 72.35
Severi:
Unit 9 to 72.53
Unit 10 to 72.52
Unit 11 to 72.54
Unit 12 to 71.51
Unit 13 to 71.52
Unit 14 to 71.53
Tev:
Unit 18 to 73.52
Unit 19 to 73.53
Unit 20 to 74.53
Unit 21 to 74.52
Thurgan:
Unit 15 to 75.54
Unit 16 to 74.54
Unit 17 to 73.54
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52
Unit 24 to 75.53
Unit 25 to 76.54
Last edited by thirdkingdom on Sun Oct 26, 2014 9:56 pm, edited 3 times in total.
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Re: The Siege of Threshold
So...should we go ahead and do Round 1 of movement, or wait?
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Re: The Siege of Threshold
I think we should go for it.Wyzard wrote:So...should we go ahead and do Round 1 of movement, or wait?
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Re: The Siege of Threshold
Round One
Rhys:
1 to 75.33
2 to 74.33
3 to 75.34
4 to 74.34
Quint:
5 to 73.34
6 to 72.34
7 to 73.33
8 to 72.35
Severi:
Unit 9 to 72.53
Unit 10 to 72.52
Unit 11 to 72.54
Unit 12 to 71.51
Unit 13 to 71.52
Unit 14 to 71.53
Tev:
Unit 18 to 73.52
Unit 19 to 73.53
Unit 20 to 74.53
Unit 21 to 74.52
Thurgan:
Unit 15 to 75.54
Unit 16 to 74.54
Unit 17 to 73.54
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52
Unit 24 to 75.53
Unit 25 to 76.54
1 to 75.33
2 to 74.33
3 to 75.34
4 to 74.34
Quint:
5 to 73.34
6 to 72.34
7 to 73.33
8 to 72.35
Severi:
Unit 9 to 72.53
Unit 10 to 72.52
Unit 11 to 72.54
Unit 12 to 71.51
Unit 13 to 71.52
Unit 14 to 71.53
Tev:
Unit 18 to 73.52
Unit 19 to 73.53
Unit 20 to 74.53
Unit 21 to 74.52
Thurgan:
Unit 15 to 75.54
Unit 16 to 74.54
Unit 17 to 73.54
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52
Unit 24 to 75.53
Unit 25 to 76.54
Last edited by thirdkingdom on Mon Oct 27, 2014 9:18 am, edited 1 time in total.
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Re: The Siege of Threshold
Which units are active in Round O (in order):
1d5=3, 1d5=3, 1d3=3, 1d2=2
Bonechewer: 3
Fishstealers: 2
Flesheaters: 3
Warg riders: 3
Which units activate in Round 1 (in order):
Bonestealer, Fishstealer (if 0, no units activate), Flesheater (5 is the final warg unit): (1d4=4, 1d2-1=0, 1d5=5)
Bonechewer: Unit 4
Fishstealer: None activate
Flesheaters: Second warg unit
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Re: The Siege of Threshold
Goblin Units:
Fishstealers: Unit 1 occupies 72.28
Command Unit occupies 72.27 3-1 UHP
1d20+1=19 Hits Unit 6 for 1 uhp
Fishstealers must make morale check. 8 or higher fails. 2d6=5
Standard activates, granting a -2 AC for 1d4+2=3
Bonecrushers:
Unit 1 71.59
Unit 2 72.59 2-1
Unit 3 74.59 1d20=16, 1d3=3, hit unit 17 for 1 uhp
Unit 4 75.59 activate during Round One. 1d20=18, 1d3=2 Hit Unit 16 for 1 uhp
Command Unit 73.59
Flesheaters
Unit 1 39.39
Unit 2 41.42
Unit 3 43.43
Unit 4 42.45
Command Unit 42.44
Warg Unit 1 45.59
Warg Unit 2 42.42
Warg Unit 3 40.46
Fishstealers: Unit 1 occupies 72.28
Command Unit occupies 72.27 3-1 UHP
1d20+1=19 Hits Unit 6 for 1 uhp
Fishstealers must make morale check. 8 or higher fails. 2d6=5
Standard activates, granting a -2 AC for 1d4+2=3
Bonecrushers:
Unit 1 71.59
Unit 2 72.59 2-1
Unit 3 74.59 1d20=16, 1d3=3, hit unit 17 for 1 uhp
Unit 4 75.59 activate during Round One. 1d20=18, 1d3=2 Hit Unit 16 for 1 uhp
Command Unit 73.59
Flesheaters
Unit 1 39.39
Unit 2 41.42
Unit 3 43.43
Unit 4 42.45
Command Unit 42.44
Warg Unit 1 45.59
Warg Unit 2 42.42
Warg Unit 3 40.46
Last edited by thirdkingdom on Mon Oct 27, 2014 9:43 am, edited 3 times in total.
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Re: The Siege of Threshold
Round Two
I've got some time, and am getting a head start on rolling.
Goblins are AC 6. Unreadied goblins are AC 7.
Rhys:
1 to 75.33
2 to 74.33
3 to 75.34
4 to 74.34
Quint:
5 to 73.32 to 73.31
6 to 72.32 to 72.311d20=19
7 to 73.33 to 72.32
8 to 72.33 to 72.32
Severi:
Unit 9 to 72.53 1d20=1
Unit 10 to 72.52 1d20=15. That's a hit.
Unit 11 to 72.54 1d20=14. Oops, forgot the -1 to hit at long range. That's still a hit, though. The goblin unit is
Unit 12 to 71.51
Unit 13 to 71.52
Unit 14 to 71.53
Tev:
Unit 18 to 73.52
Unit 19 to 73.53 Unit 3 is active, so has an AC of 6. 1d20=15. Hit.
Unit 20 to 74.53 Again, AC of 6 1d20=19
Unit 21 to 74.52
Thurgan:
Unit 15 to 75.54
Unit 16 to 74.54 5-1=4 UHP
Unit 17 to 73.54
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52
Unit 24 to 75.53
Unit 25 to 76.54
Goblins are AC 6. Unreadied goblins are AC 7.
Rhys:
1 to 75.33
2 to 74.33
3 to 75.34
4 to 74.34
Quint:
5 to 73.32 to 73.31
6 to 72.32 to 72.311d20=19
7 to 73.33 to 72.32
8 to 72.33 to 72.32
Severi:
Unit 9 to 72.53 1d20=1
Unit 10 to 72.52 1d20=15. That's a hit.
Unit 11 to 72.54 1d20=14. Oops, forgot the -1 to hit at long range. That's still a hit, though. The goblin unit is
Unit 12 to 71.51
Unit 13 to 71.52
Unit 14 to 71.53
Tev:
Unit 18 to 73.52
Unit 19 to 73.53 Unit 3 is active, so has an AC of 6. 1d20=15. Hit.
Unit 20 to 74.53 Again, AC of 6 1d20=19
Unit 21 to 74.52
Thurgan:
Unit 15 to 75.54
Unit 16 to 74.54 5-1=4 UHP
Unit 17 to 73.54
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52
Unit 24 to 75.53
Unit 25 to 76.54
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Re: The Siege of Threshold
Round Three
Goblin Units:
Fishstealers: Unit 1 occupies 72.28 Unit activates. AC 4 until Round 5 1d20=11, 1d4=4
Command Unit occupies 72.27 Active 1 UHP. AC 3 until Round 5 1d20+1=12, 1d4=3
Morale (9 or higher fails): (2d6=5)
Bonecrushers:
Unit 1 71.59 1d20=20, 1d3=1
Unit 4 75.59 Active 1d20=8, 1d3=1
Command Unit 73.59 Unit activates 2 UHP 1d20+1=5, 1d3=2
Activates standard. Units within two hexes inflict an additional .5 uhp for 3 rounds
Moves forward one hex to 73.58. 1d20=7
Flesheaters
Unit 1 39.39
Unit 2 41.42 Active
Unit 3 43.43 Active
Unit 4 42.45
Command Unit 42.44
Warg Unit 1 45.59
Warg Unit 2 42.42 Active
Warg Unit 3 40.46 Active
Goblin Units:
Fishstealers: Unit 1 occupies 72.28 Unit activates. AC 4 until Round 5 1d20=11, 1d4=4
Command Unit occupies 72.27 Active 1 UHP. AC 3 until Round 5 1d20+1=12, 1d4=3
Morale (9 or higher fails): (2d6=5)
Bonecrushers:
Unit 1 71.59 1d20=20, 1d3=1
Unit 4 75.59 Active 1d20=8, 1d3=1
Command Unit 73.59 Unit activates 2 UHP 1d20+1=5, 1d3=2
Activates standard. Units within two hexes inflict an additional .5 uhp for 3 rounds
Moves forward one hex to 73.58. 1d20=7
Flesheaters
Unit 1 39.39
Unit 2 41.42 Active
Unit 3 43.43 Active
Unit 4 42.45
Command Unit 42.44
Warg Unit 1 45.59
Warg Unit 2 42.42 Active
Warg Unit 3 40.46 Active
Last edited by thirdkingdom on Tue Oct 28, 2014 12:42 am, edited 1 time in total.
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Re: The Siege of Threshold
Rhys:
1 75.30 to 75.29 1d20=14
2 74.29 to 75.28 fires on command unit 1d20=14
3 74.31 to 74.30 1d20=8
4 75.31 to 75.30 cannot fire
Quint:
5 73.31 to 73.30 1d20=14
7 72.32 to 73.31 1d20=11
8 72.32 to 72.31d20=6
Severi:
Unit 9 72.56 1d20=14
Unit 10 72.55 1d20=2
Unit 11 72.57 1d20=16 Hit by goblin unit, .5 UHP remaining. Morale check (11-12 fails): (2d6=4)
Unit 12 71.54
Unit 13 71.55
Unit 14 71.56 1d20=19
Tev:
Unit 18 to 74.56
Unit 19 to 73.59 1d20=15
Unit 20 to 74.57
Unit 21 to 74.55
Thurgan:
Unit 15 75.56 to 75.581d20+1=19
Unit 16 74.56 to 74.588
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52 1d20=17
Unit 24 to 75.53 1d20=10
Unit 25 to 76.54
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Re: The Siege of Threshold
Rhys:
1 75.29 to 74.29, fires on 72.27 1d20=6
2 75.28 fires +1 to hit at 72.27 1d20+1=8
3 74.30 fires +1 to hit at 72.28 1d20+1=17
4 75.30 to 75.29 and fires at 72.27 1d20=16
Quint:
5 73.30 to 74.29 1d20+2=17 1d20+1=4
7 73.31 to 73.29 1d20=18
8 72.3 to 72.29
Severi:
Unit 9 72.56 to
Unit 10 72.55 1d20=2
Unit 11 72.57 to 72.58 attacking goblin 1d20=19
Unit 12 71.54
Unit 13 71.55
Unit 14 71.56 1d20=19
Tev:
Unit 18 to 73.52
Unit 19 to 73.53
Unit 20 to 74.53 1d20=5
Unit 21 to 74.52
Thurgan:
Unit 15 75.56 to 75.581d20+1=19
Unit 16 74.56 to 74.588 1d20+3=18
Vanco:
Unit 22 to 76.53
Unit 23 to 75.52 1d20=17
Unit 24 to 75.53 1d20=10
Unit 25 to 76.54
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Re: The Siege of Threshold
Positions at the end of Round Six. The troll is going to move towards hex 76.55. This might get a little tricky; the individual combat will be done in 10 second rounds, while the mass combat will be done in one minute rounds. It will take one 1-minute round for the three adventurers to close to melee distance with the troll.
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Re: The Siege of Threshold
Round Ten
This is the first round the first warg unit comes into range of the southern forces.
This is the first round the first warg unit comes into range of the southern forces.
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Re: The Siege of Threshold
Attacks against the wargs:
9: 1d20=15
10: 1d20+1=16
12: 1d20-1=12
25: 1d20-1=8
Warg unit 1 (5 uhp-1-1): 1d20=19, 1d3=1 Hits unit 25, destroying it.
9: 1d20=15
10: 1d20+1=16
12: 1d20-1=12
25: 1d20-1=8
Warg unit 1 (5 uhp-1-1): 1d20=19, 1d3=1 Hits unit 25, destroying it.
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Re: The Siege of Threshold
Round Eleven
Unit 9 fires on warg unit in 68.55. 1d20=5
Unit 15 attacks warg unit in 71.55 1d20+1=2
Unit 13 attacks warg unit in 71.55 1d20=19
10, 12, 24: (1d20+2=22, 1d20=11, 1d20=10)
all attacking warg in unit 71.55
Warg unit in 71.55 attacks unit 15: 1d20+2=11, 1d20+2=21 -1 uhp to unit 15, Down to 1.5 uhp. Huh. I forgot to make the morale check for this unit, since they were reduced to 9 hp the previous round: 10 or better fails: (2d6=3)
Unit 9 fires on warg unit in 68.55. 1d20=5
Unit 15 attacks warg unit in 71.55 1d20+1=2
Unit 13 attacks warg unit in 71.55 1d20=19
10, 12, 24: (1d20+2=22, 1d20=11, 1d20=10)
all attacking warg in unit 71.55
Warg unit in 71.55 attacks unit 15: 1d20+2=11, 1d20+2=21 -1 uhp to unit 15, Down to 1.5 uhp. Huh. I forgot to make the morale check for this unit, since they were reduced to 9 hp the previous round: 10 or better fails: (2d6=3)
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Re: The Siege of Threshold
These maps show the troop positions at the *end* of Round Eleven:
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