[ic] nameless III: lost and found

Fredar wants no part of this, blunted weapons or no. He moves his weight in one direction, simulating an attack, but then jumps back the other way, attempting to roll away from his crazed opponent, but in his weakened state, he leaves himself completely open to an attack by Nate.


ooc: Feint. Bluff check (21) vs. Sense Motive (9). Nate loses dex bonus to AC for the next round. Tumble: 8 (10 in the dice roller, -2 for jarred, which I forgot to include there). Nate gets an attack of opportunity as he moves away. Fredar is 30 feet from Nate if he survives the attack of opportunity.
 
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Someone moves away, get it, hit it, hard. Spitefull, little creature. Insect. It attacks. Hit it. Strike away the weapon. Hurt it.

Mind overcome by rage, Nate acts and reacts without concious thought, his whole world narrowed down to this single opponent. He'll use the AoO, then charge at the enemy if he gets away.
 

Fredar twists, trying to avoid the onslaught, and scampers away as Nate's weapon carves out a large chunk of the ground right next to where Fredar's hips had been a few seconds before. Fredar swallows hard as Nate rushes at him, blood on his mind.

With the momentum of the charge, Nate is able to tag Fredar on the side of the head with his weapon, and Fredar lets out a scream of pain, but, stupid from from the pain, stays standing.

ooc: AoO: 7+5=12 vs 16+6=22. Miss
charge: 6+7=14 vs 8+6=14. Hit. 4+3=7 Damage, -4 for Fredar's Soak = 3 Points of damage. Fredar is staggered.
 

Can't think - Gotta get him off me! Fredar swings out in a last attempt to slow Nate's attack. The though of fleeing was literally knocked from head a few seconds ago. The blunted spear slams into Nate's sternum and knocks out the big man's wind. The thought that he should have fled returns to Fredar's mind, somewhat late, he realizes, as he can't seem to will his legs to move.

ooc: Fredar 16+0 attack vs. Nate 8-1=7 defense. Hit. 5+2+9=16 damage, -5 soak = 11 Damage. Nate is Jarred. Fredar, being staggered, has only one standard action or one move action available to him, not both.

Edit: Scratch that - Nate has a 7 soak now because of raging, so only took 9 damage, and he is therefore Jolted (-1 on all actions) not Jarred (-2)
 
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Yeah, sorry I dropped out for a bit there. Work got busy and the "home" connection stopped working.

Doghead's back, sos you don't need me anymore. Some comments to go in the OOC section.
 


Nate's mace cuts a great arc through the air towards the dazed looking Fredar and there is a collective intake of breath from the onlookers in anticipation of the crunching blow. Fredar manages to move his feet and to get his shield up. The force of the blow slams the shield back into him and sends him sprawling on his back in the dust.

There is a moment of stillness around the yard as Nate stands panting and quivering above the motionless Fredar. The blacksmith's fingers curl tightly around the haft of his weapon, the knuckes white with tension. The head of the mace seems to vibrate with anticipation.

Nate's attack: 19 +5 [AB] +2 [rage] -1 [jolted] = 26
Fredar's defense: 20 +8 [DB] -3 [staggered] = 25
Damage: 6 +5 [rage str] +1 - 4 [soak] = 8.
Fredar is Unconscious.
 

With a visible effort, Nate wrenches himself away from the fallen Fredar and turns and stalks away. The moment is broken and people rush in to check on Fredar.

The sergeant appears in one of the shadowed doorways. For a moment he takes in the scene in front of him, then he barks at the corporal.

"Corporal! Get the Seventh cleaned up and assembled in the hall in a quarter."

The sergeant glances at Fredar. "And make sure that they are conscious."

The sergeants gaze slides across the yard to Nate who stands, now some 10 yards from where the others cluster around Fredar, with his hands on his knees, his eyes fixed on a point on the ground a few yards from his feet, panting deeply. A slight frown crosses the sergeants brow. Then he turns and steps back inside.
 

When Fredar comes to, he pulls himself as close to upright he can manage, forces a slight smile, and says to those around him, "Be glad he's on our side, eh?" He moves, perhaps with a little aid, to the barracks, where he washes up, chews on some wintergreen leaves to help his headache, and gets ready to go see the sergeant.
 

As Fredar and Nate are getting cleaned up a few more people begin arriving at the barracks. Most of them are recognisable from the first meeting in the town hall; the reeve, the two merchants, the landcarl and Rhys. But a couple are not, including an elegant woman of indeterminate years who walks with Rhys. They are all directed to the into the mess hall of the barracks by the man at the gate.
 

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