Combat Examples
In the Perilous Adventures Warbands Guide (PAWG), combat is a raw, perilous dance where your warband battles to survive—blades clash, spells flare, and every move counts. Whether you’re new to tabletop roleplaying or a seasoned adventurer, this page walks you through a single round of combat, showing how the rules come alive. We use the d100 system—roll two ten-sided dice (one for tens, one for units) and aim to get equal to or under your target—lower is better! With our core warband—Torren, Lira, Eryn, Kael, and Veyra—we’ll play out an ambush against bandits, breaking down each step with math. You’ll see finesse weapons, spellcasting, and gritty teamwork in action—no sprawling battle, just one round to get the feel. Step into the fray, and let’s see how it’s done!
Round 1: Ambush at Duskmoor Pass
Setup
The warband—Torren, Lira, Eryn, Kael, and Veyra—treks through the Crooked Crown’s Duskmoor Pass, a rugged ravine under a fading sun. Dim light casts long shadows (-20 to attack rolls and Perception), and rocky terrain halves Movement. Three bandits spring an ambush—two with axes, one with a shortbow—aiming to rob or kill. Lira’s been scouting ahead, giving her a chance to strike first.
- Warband:
- Torren: HP 280, Melee Weapons 100 (STR 70, sword 15), chainmail (10 DR), Endurance 90.
- Lira: HP 100, Stealth 100, Melee Weapons 60 (DEX 90, rapier 12—finesse), leather (5 DR), Acrobatics 80.
- Eryn: HP 200, Spellcasting 90 (WIS 70), Mana 170, staff (8—finesse), cloth (2 DR).
- Kael: HP 180, Spellcasting 100 (WIS 80), Mana 150, staff (8—finesse), leather (5 DR), Medicine 80.
- Veyra: HP 180, Ranged Weapons 100 (DEX 90, shortbow 12), leather (5 DR), Perception 70.
- Foes:
- Bandit 1 (Melee): HP 80, Melee Weapons 60 (STR 40, axe 18), leather (5 DR), Perception 40.
- Bandit 2 (Melee): HP 80, same as Bandit 1.
- Bandit 3 (Ranged): HP 60, Ranged Weapons 50 (DEX 50, shortbow 12), leather (5 DR).
Initiative
- Roll: DEX + Perception—lowest goes first.
- Torren: DEX 50 + 50 = 100, rolls 60.
- Lira: DEX 90 + 60 = 150, rolls 40—surprise chance (Stealth 100 + 20 Night’s Embrace = 120 vs. Bandit 40, rolls 20, Margin 80)—acts first.
- Eryn: DEX 50 + 70 = 120, rolls 50.
- Kael: DEX 50 + 80 = 130, rolls 70.
- Veyra: DEX 90 + 70 = 160, rolls 30.
- Bandits: DEX 50 + 40 = 90, rolls 80.
- Order: Lira (surprise, 40), Veyra (30), Eryn (50), Torren (60), Kael (70), Bandits (80).
Lira’s Turn (Surprise)
- Move Action: Sneaks 20 ft closer (40 ft halved by terrain)—Stealth 120 vs. Bandit Perception 20—unseen.
- Standard Action: Attacks Bandit 1 with rapier (finesse)—DEX 90 + Melee Weapons 60 = 150 (capped 100) - 20 (dim) = 80, rolls 20 (Margin 60). Damage = DEX/20 (20) + 12 + 60 = 92—Knife in the Dark doubles vs. unaware = 184—Bandit 1 (80 HP) drops to -104, dead.
- Math: Target 80 - roll 20 = Margin 60—92 base doubled = 184—finesse precision kills instantly.
Veyra’s Turn
- Move Action: Climbs 10 ft to a ledge (20 ft halved)—Athletics 70 vs. Difficulty 20, rolls 30 (Margin 40)—gains +10 attack.
- Standard Action: Fires shortbow at Bandit 2—Ranged Weapons 100 + 10 - 20 (dim) = 90, rolls 20 (Margin 70)—damage = DEX/20 (20) + 12 + 70 = 102—Bandit 2 (80 HP) drops to -22, dead.
- Math: Target 90 - 20 = 70 Margin—102 damage—ranged mastery shines.
Eryn’s Turn
- Move Action: Steps 15 ft for line of sight (30 ft halved).
- Standard Action: Casts Fire Bolt on Bandit 3—Spellcasting 90 - Difficulty 40 - 20 (dim) = 30, rolls 10 (Margin 20)—20 damage, Mana 170 to 160—Bandit 3 (60 HP) drops to 40 HP.
- Math: Target 30 - 10 = 20 Margin—20 fixed damage—spellcasting burns through.
Torren’s Turn
- Move Action: Charges 15 ft at Bandit 3 (30 ft halved).
- Standard Action: Swings sword (STR-based)—Melee Weapons 100 - 20 (dim) = 80, rolls 40 (Margin 40)—damage = STR/10 (22) + 15 + 40 = 77—Bandit 3 (40 HP) drops to -37, dead.
- Math: Target 80 - 40 = 40 Margin—77 damage—STR power finishes it.
Kael’s Turn
- Move Action: Holds position—ready to heal.
- Standard Action: Casts Shielding Aura on Torren (10 Mana, Difficulty 40)—Spellcasting 100 - 40 - 20 (dim) = 40, rolls 20 (Margin 20)—+20 defense for 3 rounds, Mana 150 to 140—no foes left to hit back.
- Math: Target 40 - 20 = 20 Margin—support spell lands—Torren’s tougher.
Bandits’ Turn
- All dead—no actions—warband wins.
Wrap-Up
- Outcome: Lira’s finesse rapier (184) one-shots Bandit 1—Veyra’s bow (102) drops Bandit 2—Eryn’s spell (20) and Torren’s sword (77) finish Bandit 3—Kael’s buff preps for more. Dim light (-20) tests accuracy, terrain slows moves—grit and teamwork prevail.
Key Mechanics
- Finesse: Lira’s rapier—DEX 90 + 60 = 80 target—62 base doubled to 124—DEX trades power for precision vs. Torren’s STR 77.
- Spellcasting: Eryn’s Fire Bolt—90 - 40 - 20 = 30 target—20 damage—Kael’s Aura—40 target—40 Mana fuels warband support.
- Math: Margin = target - roll—Torren’s 80 - 40 = 40—77 damage—high skill + low rolls = big wins.
For Experienced Players
- Tactics: Finesse (Lira’s 124 crit) ambushes—Veyra’s 102 pins—Eryn’s 20 softens—Torren’s 77 cleans—Kael’s buffs (20 defense) endure—warband balance.
- Math: Crits (01-05)—Lira’s 124 doubles to 248—spell Margins—Eryn’s 20 could crit to 40—grit keeps HP (100-280) vs. 80+ hits tight.
- Synergy: Lira’s stealth + Torren’s STR—Kael’s heals + Veyra’s range—perilous teamwork triumphs.