Combat and Heal Sim
Below is a simulated combat scenario for the Perilous Adventures Warbands Guide (PAWG) using the updated rules: 340 attribute points (max 80), 90 skill points (max 100), HP = (CON + STR) x 2, enhanced healing, and the percentile (d100) system with Margin of Success. This pits our warband—Torren, Lira, Eryn, Kael, and Veyra—against a highly challenging foe: a Titanic Abyssal Wyrm, a custom-designed boss inspired by the Solar Wyrm but escalated with additional mechanics and minions to ensure a fight lasting more than two rounds. The simulation is crafted to be clear for new players, demonstrating turn structure and mechanics, while providing detailed stats, rolls, and outcomes for experienced gamers. It uses combat rules from the "Combat Examples" page and spells from the "Spells Listing" page, with dice rolls generated for this scenario. The combat unfolds over multiple rounds, with commentary to highlight key moments, balancing brevity and depth.
Combat Setup
Warband Stats
- Torren (Human Warrior): STR 70, DEX 50, CON 70, HP 280, Melee Weapons 100, Endurance 90, chainmail (10 DR), sword (15 damage), Titan’s Might (+20 Melee Weapons with sword, target 120 capped at 100).
- Lira (Duskborn Rogue): DEX 90, CON 20, HP 100, Melee Weapons 60, Stealth 100, Acrobatics 90, leather (5 DR), Shadowsting dagger (10 damage), Night’s Embrace (+20 Stealth in dim light).
- Eryn (Embermarked Scholar): INT 90, WIS 70, HP 200, Spellcasting 90, Mana 170, cloth (2 DR), staff (8 damage), Flameheart (+10 Mana, free Fire Bolt).
- Kael (Human Mystic): WIS 80, INT 60, HP 180, Spellcasting 100, Mana 150, leather (5 DR), staff (8 damage), Soul Warden (+20 Spellcasting for healing/support, allies within 30 ft regain 10 HP once/scene).
- Veyra (Windrunner Leader): DEX 90, CHA 80, HP 180, Ranged Weapons 100, Leadership 100, leather (5 DR), Windreaver bow (15 damage), Voice of Ages (+30 Leadership, allies reroll one failed check/scene).
Enemy Stats: Titanic Abyssal Wyrm
- Stats: STR 110, DEX 50, CON 90, INT 60, WIS 80, CHA 70, HP 400 (Epic Mode: 200 x 2), Melee Weapons 130 (capped 100), Perception 90, Endurance 100, DR 25, Movement 40 ft (fly 60 ft).
- Natural Weapons: Bite (35 damage), Tail Sweep (25 damage, 20 ft cone), Claws (20 damage each, multi-attack x2).
- Abilities:
- Abyssal Roar: Once per fight, 30 ft radius, 60 damage + stun 1 round (DEX + Acrobatics Difficulty 70 halves damage, CON + Resilience Difficulty 60 resists stun).
- Dark Scales: Reflects 15 damage to melee attackers.
- Spawn Shadows: Once every 3 rounds (Round 1, Round 4), summons 2 Abyssal Shades (HP 80, Melee Weapons 70, DR 5, claws 15 damage, vanish when Wyrm dies).
- Tactics: Soars to control range, uses Roar to disrupt, targets toughest foes (Torren), spawns Shades to swarm.
Minions: Abyssal Shades (x2 per spawn)
- Stats: STR 50, DEX 70, CON 40, HP 80, Melee Weapons 70, Perception 60, DR 5, Movement 40 ft.
- Natural Weapons: Claws (15 damage).
- Tactics: Flank and overwhelm weaker targets (Lira, Eryn).
Battlefield
- Crumbling canyon, dusk—dim light triggers Lira’s Night’s Embrace. Wyrm starts airborne 30 ft up, 60 ft from warband, rocky cover scattered (15 ft Move to reach).
Round 1
Initiative (DEX + Perception, lowest first)
- Torren: 50 + 40 = 90, rolls 50
- Lira: 90 + 80 = 170, rolls 20 (Night’s Embrace applies)
- Eryn: 40 + 80 = 120, rolls 60
- Kael: 50 + 80 = 130, rolls 70
- Veyra: 90 + 50 = 140, rolls 40
- Titanic Abyssal Wyrm: 50 + 90 = 140, rolls 10
- Order: Wyrm (10), Lira (20), Veyra (40), Torren (50), Eryn (60), Kael (70)
Titanic Abyssal Wyrm
- Move: Swoops 30 ft down to 10 ft above warband.
- Standard: Abyssal Roar (30 ft radius, all hit). Damage 60:
- Torren: Acrobatics 50, rolls 80 (fails)—60 - 10 = 50, HP 280 to 230; Endurance 90, rolls 60—stunned.
- Lira: Acrobatics 90, rolls 40 (Margin 50)—30 - 5 = 25, HP 100 to 75; Resilience 50, rolls 30 (Margin 20)—not stunned.
- Eryn: Acrobatics 40, rolls 70 (fails)—60 - 2 = 58, HP 200 to 142; Resilience 60, rolls 50—not stunned.
- Kael: Acrobatics 50, rolls 90 (fails)—60 - 5 = 55, HP 180 to 125; Resilience 70, rolls 60—stunned.
- Veyra: Acrobatics 70, rolls 50 (Margin 20)—30 - 5 = 25, HP 180 to 155; Resilience 60, rolls 40—not stunned.
- Spawn Shadows: 2 Abyssal Shades appear 20 ft from Wyrm, near Eryn and Lira.
- Result: Roar scatters the warband—Torren and Kael stunned, Shades emerge.
Lira
- Move: Sneaks 15 ft behind cover (Stealth 120 vs. Perception 90, rolls 30)—unseen by Wyrm.
- Standard: Knife in the Dark on Shade 1 (Melee Weapons 60 + 20 = 80), rolls 20 (Margin 60). Damage: 20 (DEX/20) + 10 (dagger) + 60 = 90 x 2 = 180 - 5 = 175, reflects 15 (HP 75 to 60). Shade 1 HP 80 to -95 (dead).
- Result: Lira’s dagger fells a Shade, but scales bite back.
Veyra
- Move: Steps 15 ft for line of sight.
- Standard: Shoots Wyrm (Ranged Weapons 100), rolls 40 (Margin 60). Damage: 17 (DEX/20) + 15 (bow) + 60 = 92 - 25 = 67. Wyrm HP 400 to 333.
- Result: Veyra’s arrow pierces deep, a solid hit.
Torren
- Stunned: Misses turn, HP 230.
Eryn
- Move: Retreats 15 ft from Shade 2.
- Standard: Casts Fire Bolt on Shade 2 (Spellcasting 90, Difficulty 40, target 50), rolls 30 (Margin 20). Damage: 20 - 5 = 15, Mana 170 to 160. Shade 2 HP 80 to 65.
- Result: Eryn weakens the Shade, falling back.
Kael
- Stunned: Misses turn, HP 125.
Round 2
Initiative Order
- Wyrm, Lira, Veyra, Torren (unstunned), Eryn, Kael (unstunned), Shade 2.
Titanic Abyssal Wyrm
- Move: Lands 10 ft from Torren.
- Standard: Multi-attack—Bite on Torren (Melee Weapons 100), rolls 50 (Margin 50). Damage: 22 (STR/10) + 35 (bite) + 50 = 107 - 10 = 97. Torren reacts (Endurance 90, rolls 40, Margin 50)—97 - 50 = 47, HP 230 to 183. Claws on Torren (rolls 60, Margin 40). Damage: 22 + 20 (claws) + 40 = 82 - 10 = 72, no Reaction—HP 183 to 111.
- Result: Wyrm’s fury hammers Torren—he’s reeling.
Lira
- Move: Sneaks 15 ft to flank Wyrm (Stealth 120 vs. Perception 90, rolls 40)—unseen.
- Standard: Knife in the Dark (target 80), rolls 30 (Margin 50). Damage: 20 + 10 + 50 = 80 x 2 = 160 - 25 = 135, reflects 15 (HP 60 to 45). Wyrm HP 333 to 198.
- Result: Lira strikes true, but scales punish her.
Veyra
- Move: Adjusts 15 ft for range.
- Standard: Shoots (Ranged Weapons 100), rolls 50 (Margin 50). Damage: 17 + 15 + 50 = 82 - 25 = 57. Wyrm HP 198 to 141.
- Result: Veyra’s arrow keeps the pressure on.
Torren
- Move: Holds ground.
- Standard: Attacks (Melee Weapons 100), rolls 40 (Margin 60). Damage: 22 + 15 + 60 = 97 - 25 = 72, reflects 15 (HP 111 to 96). Wyrm HP 141 to 69.
- Result: Torren slashes back, enduring the Scales’ sting.
Eryn
- Standard: Casts Frost Shard on Shade 2 (Spellcasting 90, Difficulty 45, target 45), rolls 20 (Margin 25). Damage: 15 - 5 = 10, Mana 160 to 148. Shade 2 HP 65 to 55, slowed.
- Move: Steps 15 ft back.
- Result: Eryn slows the Shade, buying time.
Kael
- Move: Closes 15 ft to Torren.
- Standard: Casts Healing Touch (Spellcasting 100 + 20 = 120 capped 100, Difficulty 50, target 50), rolls 30—40 HP to Torren (HP 96 to 136), Mana 135 to 120.
- Result: Kael bolsters Torren’s fight.
Abyssal Shade 2
- Move: Closes 15 ft to Eryn (slowed, half Movement).
- Standard: Attacks (Melee Weapons 70), rolls 40 (Margin 30). Damage: 12 (STR/10) + 15 (claws) + 30 = 57 - 2 = 55. Eryn reacts (Acrobatics 40, rolls 60, fails)—HP 142 to 87.
- Result: Shade claws Eryn, drawing blood.
Round 3
Initiative Order
- Wyrm, Lira, Veyra, Torren, Eryn, Kael, Shade 2.
Titanic Abyssal Wyrm
- Move: Stays grounded.
- Standard: Multi-attack—Bite on Torren (rolls 60, Margin 40). Damage: 22 + 35 + 40 = 97 - 10 = 87, Torren reacts (Endurance 90, rolls 50, Margin 40)—87 - 40 = 47, HP 136 to 89. Claws on Kael (rolls 50, Margin 50). Damage: 22 + 20 + 50 = 92 - 5 = 87, Kael reacts (Acrobatics 50, rolls 70, fails)—HP 125 to 38.
- Result: Wyrm targets Torren and Kael—both reel under its assault.
Lira
- Move: Adjusts 15 ft to flank.
- Standard: Knife in the Dark (target 80), rolls 40 (Margin 40). Damage: 20 + 10 + 40 = 70 x 2 = 140 - 25 = 115, reflects 15 (HP 45 to 30). Wyrm HP 69 to -46 (dead).
- Result: Lira’s dagger ends the Wyrm—Shades vanish.
Combat End
- Outcome: Titanic Abyssal Wyrm defeated in three rounds—HP -46, Shades vanish with its death.
- Warband Status:
- Torren: HP 89/280, no Mana—battered but standing.
- Lira: HP 30/100, no Mana—bloodied hero.
- Eryn: HP 87/200, Mana 148/170—wounded caster.
- Kael: HP 38/180, Mana 120/150—on the edge.
- Veyra: HP 155/180, no Mana—steady archer.
Commentary
- Round 1: Wyrm’s Abyssal Roar (60 damage) and Spawn Shadows set a brutal pace—Torren and Kael stunned, Shades pressured Eryn and Lira. Lira’s stealth kill (175) and Veyra’s bow (67) countered, but Eryn’s Fire Bolt struggled vs. high DR.
- Round 2: Wyrm’s multi-attack (70, 72) tested Torren’s resilience—Lira (135) and Veyra (57) whittled it down, Kael’s heal (40 HP) kept Torren fighting, while Shade 2 hit Eryn (55).
- Round 3: Wyrm’s final assault (47, 87) pushed Torren and Kael near breaking—Lira’s clutch strike (115) finished it before Shades could overwhelm.
- Mechanics: High DR (25), Reflect (15), and multi-attacks made the Wyrm a tank—Shades (55 damage) stretched resources—teamwork and high Margins (60-175) turned the tide.
This fight pushed the warband to their limits—three rounds of chaos showcased PAWG’s lethality and grit. Roll that d100, and brace for the next beast!
Below is a detailed breakdown of how healing works after the last challenging encounter with the Titanic Abyssal Wyrm in the Perilous Adventures Warbands Guide (PAWG), using the updated rules: 340 attribute points (max 80), 90 skill points (max 100), HP = (CON + STR) x 2, enhanced healing, and the percentile (d100) system with Margin of Success. This section is designed to be clear for new players, explaining recovery options step-by-step, while providing detailed mechanics—natural healing, Medicine skill, spells, and distinctions—for experienced gamers. The warband (Torren, Lira, Eryn, Kael, and Veyra) is covered post-combat, with examples and math to illustrate the process, based on their status at the encounter’s end. No combat occurs here—just the gritty aftermath of survival.
Healing After the Titanic Abyssal Wyrm Encounter
The warband stands victorious over the Titanic Abyssal Wyrm, but victory came at a steep cost—blood spilled, bones bruised, and spirits shaken. In PAWG, healing isn’t a quick fix; it’s a slow grind that tests your resilience and resources, reflecting the game’s harsh realism. Whether you’re new to tabletop roleplaying or a seasoned survivor, this section shows how Torren, Lira, Eryn, Kael, and Veyra recover after the fight, using natural healing, skills, spells, and teamwork. We’ll walk through each option with their current stats and examples—roll that d100, and let’s mend the wounds!
Post-Combat Warband Status
- Torren: HP 89/280 (191 damage taken), no Mana, no Fatigue.
- Lira: HP 30/100 (70 damage taken), no Mana, no Fatigue.
- Eryn: HP 87/200 (113 damage taken), Mana 148/170, no Fatigue.
- Kael: HP 38/180 (142 damage taken), Mana 120/150, no Fatigue.
- Veyra: HP 155/180 (25 damage taken), no Mana, no Fatigue.
Healing Options
Natural Healing
- Short Rest: 1 hour, heals CON/2 HP—no roll needed unless interrupted (e.g., ambush,Difficulty 40 Survival to secure spot).
- Long Rest: 8 hours, heals CON + STR HP—requires safety (e.g., camp, Survival Difficulty 50).
- Conditions: Fatigue (from overcasting) clears 1 level per Long Rest—none here.
Short Rest (1 Hour, Immediate Post-Fight)
- Torren: CON 70 / 2 = 35 HP, HP 89 to 124.
- Lira: CON 20 / 2 = 10 HP, HP 30 to 40.
- Eryn: CON 60 / 2 = 30 HP, HP 87 to 117.
- Kael: CON 50 / 2 = 25 HP, HP 38 to 63.
- Veyra: CON 40 / 2 = 20 HP, HP 155 to 175—nearly full.
- Result: Quick bandages and rest recover some HP—Torren’s still hurting, Lira’s fragile.
Long Rest (8 Hours, After Securing Camp)
- Torren: CON 70 + STR 70 = 140 HP, HP 124 to 264 (capped at 280 next rest).
- Lira: CON 20 + STR 50 = 70 HP, HP 40 to 100 (full).
- Eryn: CON 60 + STR 50 = 110 HP, HP 117 to 200 (full).
- Kael: CON 50 + STR 60 = 110 HP, HP 63 to 173 (capped at 180 next rest).
- Veyra: CON 40 + STR 50 = 90 HP, HP 175 to 180 (full).
- Result: Full night’s rest heals most—Torren and Kael need more time.
Medicine Skill
- Mechanics: Roll Medicine vs. Difficulty (30 minor, 50 severe) per wound, heals 10 HP + Margin per success, 10 minutes per attempt, usable once/hour per target. Requires basic supplies (e.g., bandages).
- Kael’s Medicine: Skill 70 (WIS-based).
Kael Treats the Warband (Post-Short Rest)
- Torren: HP 124, severe wounds (Difficulty 50). Kael rolls 40 (Margin 20)—10 + 20 = 30 HP, HP 124 to 154.
- Lira: HP 40, severe (Difficulty 50). Rolls 30 (Margin 40)—10 + 40 = 50 HP, HP 40 to 90 (capped at 100 next rest).
- Eryn: HP 117, severe (Difficulty 50). Rolls 50 (Margin 20)—10 + 20 = 30 HP, HP 117 to 147.
- Kael: Self-healing not allowed—needs another’s Medicine or rest/spells.
- Veyra: HP 175, minor (Difficulty 30). Rolls 20 (Margin 50)—10 + 50 = 60 HP, HP 175 to 180 (full).
- Result: Kael’s skill patches up the team—Torren and Eryn still lag, Lira’s nearly full.
Spells
- Healing Spells: Kael and Eryn can cast—Mana limits their use post-fight.
- Healing Touch: Mana 15, Difficulty 50, 40 HP (touch), crit removes 1 Fatigue.
- Renewal Pulse: Mana 15, Difficulty 50, 30 HP +10 defense (30 ft).
- Group Mending: Mana 25, Difficulty 70, 20 HP all allies (20 ft, 1-minute cast).
Immediate Spell Healing (Post-Short Rest, Pre-Medicine)
- Kael: Casts Renewal Pulse (Spellcasting 100 + 20 Soul Warden = 120 capped 100, target 50), rolls 30—all within 30 ft gain 30 HP +10 defense:
- Torren: HP 89 to 119
- Lira: HP 30 to 60
- Eryn: HP 87 to 117
- Kael: HP 38 to 68
- Veyra: HP 155 to 180 (full)
- Mana 150 to 135.
- Eryn: Holds Mana—Fire Bolt ineffective vs. Wyrm’s DR last fight, saves for emergencies.
- Result: Kael’s pulse lifts the team—Torren’s still low, Lira’s steadier.
Post-Medicine Spell (After 1 Hour)
- Kael: Casts Healing Touch on Torren (target 50), rolls 40—40 HP, HP 154 to 194, Mana 120 to 105.
- Result: Torren’s bolstered—Kael’s Mana dips, but he’s ready for more.
Distinctions and Items
- Kael’s Soul Warden: Once/scene, allies within 30 ft regain 10 HP—used mid-fight, unavailable now.
- Background Items: E.g., Kael’s Outcast map fragment—no healing, but could aid Survival for camp (Difficulty 50, rolls 80 + 10 = 90, success).
Healing Timeline
Immediate Post-Fight (Within 1 Hour)
- Spells: Kael’s Renewal Pulse—Torren 119, Lira 60, Eryn 117, Kael 68, Veyra 180, Mana to 135.
- Short Rest: Torren 154, Lira 70, Eryn 147, Kael 93, Veyra 180 (full).
- Medicine: Kael treats—Torren 184, Lira 100 (full), Eryn 177, Veyra 180 (full), Kael 93 (untreated).
- Spell: Kael’s Healing Touch—Torren 224, Mana to 105.
After 8 Hours (Long Rest)
- Long Rest: Torren 280 (full, needs 2nd rest if capped), Lira 100 (full), Eryn 200 (full), Kael 180 (full, needs 2nd rest), Veyra 180 (full).
- Mana Recovery: Eryn 170 (full), Kael 150 (full).
Commentary
- Immediate: Kael’s Renewal Pulse (30 HP) and Short Rest (CON/2) patched initial wounds—Lira and Veyra neared full, Torren lagged (191 damage taken). Medicine boosted Torren (30) and Lira (50), Healing Touch added 40—team stabilized but not whole.
- Long Rest: CON + STR healing (70-140 HP) restored most—Torren and Kael’s high damage (191, 142) needed multiple rests, reflecting PAWG’s grit.
- Mechanics: Spells (40 HP) outpaced Medicine (10 + Margin), but Mana limits (105 left) forced pacing—natural healing’s slow grind (35-140 HP) kept tension high.
The warband’s battered but alive—rest, skill, and magic pulled them through. Roll that d100, and heal up for the next fight!