Quickly move to the other man, aiming for the weak point in his armour with my dagger.
As Brutus distracts the guard with his presence, you direct a stab for the gap between his chest plate and leg guards.
[4] You're slightly off the mark, and your blade harmlessly bounces off the bottom of chest piece.
Sneak up torwards the North eastern tower and toss the ring to the south, if the guard goes to investigate it place the grappeling hook on the wall so the others can get up and sneak back. If spotted and at range use bow, if in melee just stab the man with the sword.
name:Atyr Tynge
Race: Elf : +1 to Dodge, Persuasion, and Ranged Attack, -2 to Block and Intimidation
Inventory: Leather Armor (+1 armor), Dagger: Always does double damage from stealth , short bow: +1 Attack to non-armoured foes, +1 Dodge, tree speaker's robes, Grappeling hook, sword. +5 attack
Perks: magicaly inclines(can lean spells), +2 max hp,
Spells: Nature's Grace (Rank 1). Pick a target, roll a D5. Heal target for that amount
Bio: A middle aged elf of thin proportions with dark hair and hazel eyes. He lived the life of a hunter respectfull of the forest like a propper tree humper. Died from getting kiled for hunting on land he wasn't supposed to be in
Gold 110
(You're currently on the North-Eastern tower. I'm gonna assume you meant North-Western)
You sneak toward the north-west tower along the ramparts. Upon seeing the guard, you attempt to lob the ring a fair ways behind him.
[9] Your aim was perfect, and the ring falls directly south of him on the ramparts. He notices the noise, turns, and walks toward it to investigate.
You take this opportunity to hook your grappling hook in, and toss the rope down the northern-most face of the tower.
Attack the armed guard. Keep his attention as much as possible so my teammate has the best chance at a flanking attack.
Race: Human
Equipment:
Steel Armor (25 armor, -5 dodge)
One handed sword (+1 v all)
One handed sword (+1 v all)
Mythril Bastard Sword (Enchanted) (2hand grip: +4 attack, -1 dodge. 1hand grip: +3 attack, -1 dodge, +1 block)
...Enchantment: Terrible Edge: on damage roll of 5 or more, before armor, inflict Severe Bleeding
Crossbow (2handed) (+1 v armored, -1 dodge)
shield (+1 block, -1 dodge)
human horn - for making a loud sound.
Currently equipped: steel armor, Mythril bastard (one handed), shield.
Total modifiers: 25 armor, +3 attack, +2 block, -7 dodge
Perk: Titan's Grip: can wield 2 two-handed weapons
Gold: 70
Bio: as the name implies, Brutus is a hulking figure - a thug of a man before his death. Being awakened to service holds no downside to the once dead, it is merely the next step in his 'life' of violence and destruction.
You bring your sword down in an arc, aimed squarely at the head of the guard,
[4+3](Attack) vs [3](Block) and his gauntlet moves too slowly to block your blade,
[D10 for Damage: 5-5(Armour). Though your blade skirts to the side, the runes begin glowing none-the-less, and you see blood begin leaking out from underneath.
[Status Gained: Severe Bleeding]He roars as blood drips down the side of his head, and directs a furious stab at your chest.
[ [9+1](Attack) vs [3+2](Block) You're surprised at the ferocity of his strike, and move too slowly to block it,
[D10 for Damage: 6-5(Armour). It pierces you chest piece, but only slightly, leaving you with a small cut and not much more. As he goes to draw his blade back, his fingers slip off the handle. The sword falls harmlessly to the ground, and he is unarmed.
[Severe Bleeding: 4. D10 for damage: 9The guard sways uneasily on his feet, his blood loss clearly affecting him.
(( These higher rank missions inevitably turn into a grind as both parties try to out roll each other. On one hand, I think this provides a more entertaining feel over the long haul, as insta-gibbing all opponents loses its entertainment value rather quickly. On the other hand, long, drawn-out battle sequences prove to be remarkably boring in the short-term. Its a difficult thing to balance, and I'd be interested to hear all you thoughts. As for bleeding, its balanced that way for the player's benefit more than the NPC's. A good example is Dustan Hache's first fight in The Graveyard. If bleeding did half damage on the saving throw, he would have died inside of the first fight. At least this way, I give players the opportunity to try and heal themselves before the saving throw. Again, I'm always interested in feedback, but I think the current system works best with the player-npc balance kept in mind. ))