Skirmish at Fnarp Bridge: Round 2

Skirmish at Fnarp Bridge: Round 2

LORD CITRUS SELTZER and his trusty POOPSMITH charge down the hill and slam into the Crusader INFANTRY!

 


Brandishing the deadly SHOVEL of his trade, the POOPSMITH winds up and…


DELIVERS A DEVASTATING CRITICAL HIT!!!


– { TUTORIAL } –

CRITICAL HITS

When a character instantly defeats his opponent (total success) with 2 numbers that match (for example, 6 & 6), the opponent is instantly SLAIN. (Unlike normal defeat, there is no chance for the opponent to be revived after battle.) In addition, the victorious character gets to roll on the CRITICAL table for a bonus special action!

– {~} –

 

The Crusader FOOTMAN is instantly decapitated!


 

The POOPSMITH rolls on the critical table and…



Flies into a berserk rage!


 

He gets to MOVE and ATTACK again!


He hurls himself at the Crusader SWORDSMAN…


 

But the SWORDSMAN parries his well aimed SHOVEL strike and delivers his own STAGGERING COUNTER!


 

DISASTER!!!


The POOPSMITH is UNPANTSED.

 

– { TUTORIAL } –

UNPANTSED

Some staggering blows are so powerful that the victim's pants are instantly shredded. A character who has been unpantsed is particularly vulnerable – anyone attacking him gains a bonus. HOWEVER, his desperate and berserk desire to regain pants gives him a bonus to his own attacks.


An unpantsed character can only regain pants by taking them from the body of an enemy he has killed OR unpantsing an opponent.

– {~} –


Meanwhile, LORD CITRUS SELTZER is locked in his own combat against the second Crusader SWORDSMAN…


And fells him with a single blow!


 

Only one Crusader SWORDSMAN remains guarding the LOOT…


But he has the POOPSMITH unpantsed and defenseless.


Meanwhile, LORD JARRITOS DE TAMARINDO and his WELL-GROOMED SWORDSMAN call for the fleeing PRISONER to sprint for PAGAN HILL, positioning themselves to fend off the CRUSADER KNIGHT.



At the same time, SIR ARMAGNAC and his BANDIT SPEARMAN sprint for the CRUSADER KNIGHT, hoping to cut off any pursuit.



SIR ARMAGNAC lashes forward with a tremendous thrust of his polearm, BUT…



A PERFECT TIE.

– { TUTORIAL } –
TIES
When an attacker and defender perfectly tie, their titanic clash is so tremendous – so evenly matched in ferocity – that a RANDOM EVENT bursts into existence!
– {~} –

A quick, arcane die is made roll to decide which table, entry, and sub entry…


OH MY.

SIR ARMAGNAC and the CRUSADER KNIGHT clash in a swirling blur of blows and parries!




As the dust settles, the two combatants separate to discover…

They have somehow swapped all of their armor.


SIR ARMAGNAC is dressed in Crusader armor, and the CRUSADER KNIGHT wears Pantaloonian plate!



(Fortunately, they still color coordinate.)

At that precise moment, THE BLACK RUSSIAN charges into the scene!


And challenges the CRUSADER KNIGHT to SINGLE COMBAT!



The CRUSADER KNIGHT looks at his rapidly dwindling forces and considers his position…






– { TUTORIAL } –
DUELS
Fighting a duel is the primary method of settling disagreements in Pantaloonia. A duel is fought between two CONTESTANTS at a LOCATION, according to TERMS and a VICTORY CONDITION, to decide an OUTCOME.

The TERMS of duels can vary wildly – it's up to you to decide what weapons are allowed, whether the duel is to the death, etc.
– {~} –



In this instance, the Crusader has already outlined his OUTCOME: if he wins, he keeps the LOOT and PRISONER.

 

It is up to you to decide what happens if you win, as well as LOCATION, TERMS, and VICTORY CONDITION.

Everyone can make suggestions and vote, but as the challenger, THE BLACK RUSSIAN makes the final choice.

 

If THE BLACK RUSSIAN wins…

W1. You are my prisoner!


W2. You have to eat this really gross bug!

W3. You will swear on your honor as a knight to leave Luau Island forever.

W4. You will swear fealty to me and become my vassal!


LOCATION:
There are several dramatic places to fight:

L1. Atop PAGAN HILL.

 
L2. On the BRIDGE, where we risk falling into the freezing waters of the Fnarp River!

 
L3. On the top of BANDIT MOUNTAIN, where anyone knocked back will fall to his death!


TERMS:
We will fight with…

T1. Exactly as we are currently armed and armored.

 
T2. No armor!

 
T3. True sudden death: no armor, NO PANTS.


VICTORY CONDITION:
We will fight to the…

V1. To the DEATH – there will be no mercy for the loser.

 
V2. Until one side YIELDS – the fighting doesn't stop until one side gives up.

 
V3. To the FIRST BLOW – the first person to land a hit, lethal or otherwise, is declared the winner.

 
V4. We will fight with BLUNTED WEAPONS until someone is knocked UNCONSCIOUS.


While THE BLACK RUSSIAN decides on the terms of the DUEL, everyone else has some decisions to make:

E1. Honorably pause for the duel.

E2. Screw that! We've got the upper hand – I'm going to slaughter that SWORDSMAN and seize the LOOT!

E3. Screw that! I'm going to dishonorably shank the CRUSADER KNIGHT while he's distracted!

E4. I'll pause for the duel… But I'm going to casually sneak my way over to the BRIDGE to block any escape.

E5. I'll pause for the duel… But I'm going to casually sneak my way over to the LOOT.


Let me know your choices for what happens if you WIN, LOCATION, TERMS, and VICTORY CONDITION!

 

WHAT ARE YOUR ORDERS?

Orders due Thursday, 9/24/20.



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