ASoIaF RPG - A Tourney of Gulls IC

Robin heard the yelling from the kitchen, which he emerged from before finishing his conversation with the cook. He was greeted by the sound of sword and feet clattering. He was surprised by what the Pentoshi man said, but decided for now to remain in the Common tongue. If this Agorn did turn up, he would be wise to stay here. "Indeed, good Sers. I will ask the inn keeper to prepare anything for you once you return." He then goes back to inform the inn keeper.
 

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"Go to your room, stay there. The guards will protect you." Laton says calmly. He grabs his mace and shield, and pauzes. "We will sort out your problems, squire. But first we'll see what this is about. We 'll talk in the morning."

Ser Laton makes his way downstairs. Unles there are sounds of a battle with multiple combatants outside he'll stay inside to keep an eye on the traders and to see that noone sneaks upstairs.
 

As soon as the ruckus breaks out, Pate moves to stand directly in front of the door, with his weapon in hand. He lets Laton through.

A few moments later, Talmond and Adham come upstairs.

"Ser Jarl requested you downstairs. We'll take over here."

Pate nods to them both and heads down to the common room to find weapons drawn and most of the people looking suspiciously at each other, waiting for something to happen. He starts toward the door.

"Ser Jarl? You want me to see what's happened out there?"
 

Ollin Erenger stumbles out of the barn, his swollen left eye making it difficult to focus on the path before him. 'I'm no Ser.' The ugly sellsword's words echo mockingly as Ollin reaches for a wall to brace himself but misses, crashing hard on one knee. He curses loudly.

The ring of steel on steel reverberates behind him. Thank the Warrior that Ser Rolston showed up.

Still disoriented, Ollin retches as the image of the stableboy's face creeps into his thoughts. Damn that was fast. The sellsword was barely in there a minute before he started attacking that poor stableboy. What set him off? He feels the warmth coming off the blackening bruise around his eye with the back of his hand. Must get help. His voice cracks though as he tries to call out towards the inn, and only a raspy croak issues forth.

More steel and steel behind him. Footwork too.

That's more movement than Ser does. Ollin shakes his head to try to focus. Seven hells, that sellsword is fast. And Ser without his mail.

One step. Two. Down to one knee. Help. "help..."

'I'm no Ser.' Mocking.

Ollin lurches forward. His vision is blurred, but logic tells him to move towards the largest blob. Has to be the inn. "help..." Another faint croak, but louder than before, and Ollin takes some strength from that.

I just tried to save the stableboy. 'Ser, what are you doing?'

'I'm no Ser.' Mocking.

Steel on steel, and then again, harder and faster. Then a crack. A hard thud. Horses whinny and stomp, pulling at their ties.

"help..." Stronger. "Help."

Ollin hears a distinct footstep behind him.

"Ser?" he asks, unable to focus, but hoping.

"I'm no Ser."

[sblock]Ollin and Agorn are clearly visible from any window in the inn's common room. Ollin is on the ground about 40ft from the front door, Agorn is another 20ft beyond that, carrying a bloody bastard sword in one hand.

While combat is a distinct possibility here, there is enough of a lull that some form of talking is an option too.

Should you wish to go to combat, I'll need Agility - Quickness tests from everyone to determine initiative (highest goes first). To test Agility - Quickness, you need to roll a d6 for each rank in the ability plus 1d6 for each bonus die in Quickness, then adding the highest X rolls together (where X is your rank in Agility). So a character with Agility 3; Quickness 2B would roll 5d6, but only count the highest 3. Having checked your characters, none of you have bonus die in Quickness, so, for most of you, it'll just be 3d6 (Robin only gets 2d6). Note that when using the ENWorld Die Roller, there's a checkbox to discard the lowest _blank_ rolls - you'll want to discard the lowest Y rolls, where Y is the number of bonus dice you rolled.

Alternatively, one of you can choose to go last in the round and make a Challenging (total result of 9 or higher) Warfare - Tactics test to give everyone else +1 bonus die on their Agility - Quickness tests for each success (1 success at 9, 2 successes at 14, 3 at 19, to a max of 4 at 24). Again, bonus die let you roll more dice, but you still only pick the highest X rolls.

If you want to talk this out, we'll be headed into an intrigue encounter, so you'll need to let me know a brief idea of your objective in the encounter, and then we'll figure out dispositions, techniques, and initiative from there.

And if all of that is too confusing, just let me know and I'll try to clarify.[/sblock]
 

Ser Jarl was shocked at what he saw. There was too much blood on the sword to come from just the squire. What the knight read of the sellsword's face was not mercy.

"Pate!" Ser Jarl barked as he ran outside. He drew his bastard sword as he ran for the squire, hoping to reach him before the other.

"Drop your sword! Stay there and drop your sword or I'll cut you down, damn you!"
 
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Pate runs towards the squire, in a full sprint, interposing himself between the man with the bloody sword and the boy on the ground.

"Get back to the inn boy. Ser Jarl's handeling this."

[sblock] I will full out sprint to get just in front of the boy. I am unsure weather this is intrigue or combat right now, so I will roll my combat quickness in case it is-edit, wow! Pate will hopefully be going pretty close to the top of the round, so my heroic interposition will still stand.

Note: The 15 should be a 13. I forgot to subtract my Ring Armor penalty.[/sblock]
 
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[sblock="Intrigue: Ser Jarl's attempt to cow Agorn"]
By default, the game assumes characters have a disposition of Indifferent (Damage Reduction of 4, no modifier for Deception or Persuasion tests), so I'll assume that's Ser Jarl's disposition versus Agorn (you can choose to make it better or worse by one step during each exchange of the intrigue if you want). If you don't have the rules, there's a brief rundown of dispositions in the first post in the character sheet thread.

Ser Jarl's Intimidate test beats Agorn's intrigue defense by 5, yielding 2 successes and dealing 8 influence damage (reduced by 4 for Agorn's disposition). Agorn has 8 composure remaining.

In return, Agorn attempts to bully Ser Jarl, rolling 13, which beats Ser Jarl's defense by 3 for 1 success and dealing 4 influence damage (which is reduced to 0 due to Ser Jarl's indifferent disposition). Ser Jarl's composure is not reduced.

On to the next exchange!

Note 1. Agorn has 2 injuries from his battle with Ser Rolston, giving him -2 to all his tests.
Note 2. Everyone else can join into the intrigue too if they want. Just because the first attempt was an Intimidate, it doesn't mean that the rest must be so (although they certainly may be if you choose).
[/sblock]

Ollin hears noise all about him, but his blurred vision makes it difficult to tell exactly what's happening. Someone is helping! Thank the Seven!

Few of the words are directed at him, but he makes out part of one sentence. "...to the inn, boy. Ser..." he sees a large man standing protectively over him, and nods. He rolls to his knees, nervous for exposing his back to the sellsword, but thankful for the guard's protection. He stumbles to his feet and staggers back, noting all the help that has poured out of the inn.

One knight in particular is demanding the sellsword stand down. Ser Jarl, thinks Ollin. I met him at the crossroads.

The squire turns, off-balanced but standing, and sees Agorn consider the knight's words for a moment, but then the ugly man spits and sneers.

"This is none of your concern. The boy and his knight interfered in my affairs, and I'll have his hand for that. Possibly a head." He glares intently at Ser Jarl. "I've already killed one knight today. Another will not bother me."
 
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Pate, catching his breath from his run, responds to the knight, “That’s fair. I imagine none of these knights would be too upset if I brought them your head. Take another step and I imagine they’ll get it.”

He brings his glaive to bear, swinging at the air, as if to take off a head.

[sblock]Time for some intimidation! I think, at this point, I at least dislike him, so that's my disposition. Our goal is to get Agorn to give up. And it's a 2. Boo. Not likely to be effective.[/sblock]
 
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Robin, knowing that Ser Jarl and Pate might actually fight this one out, tries using words to do so.

"Please, there is no need for violence. Just explain your story, and I am sure that we can reach a peaceful solution."


OCC: Same question as ShaggySpellsword, trying to Convince: Influence: 3; Persuasion Test: 4D + 1B; Deception Test: 3D + 1B. I am guessing this is a Persuasion Test, as I am trying to get him to give up.
 

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