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... Lydius ...

So, you want to come the well patrolled port city of Lydius to fight.  That is exactly why, the many merchants come to Lydius from land, air, and sea, just so you can kill them and take their goods.  Oh wait, maybe the Merchants Guild of Lydius has foreseen such a circumstance and have established the Lydius guards to patrol all areas of Lydius by land, air, and sea.  They are well used to handling a ship load of sailors on shore leave, tearing up the tavern and paga den, picking fights with each other as well as other visitors and locals.  It is not likely that any attack would go unnoticed by the well-trained guards in any area they patrol.  All areas of Lydius including the protected Village outside the walls are well patrolled.  There are a few areas that are not patrolled, and they are marked as such. 

Combat Rules


 
The following rules, as with all Lydius rules, are subject to change without notice. 
 
Dice determine your fate in Lydius. 
There are no defensive rolls the dice take that into account.  Two may attack one, just follow in turn with each participant.  There cannot be more than two attackers on one.  These are melee rules, no archery, poison, or other attacks are allowed in Lydius at this time.  Rules will be posted for these when available. 
 
In Patrolled areas Start with step 1. 
In Non-Patrolled areas skip step 1 and start with step 2. 
 
Step 1 
You attempt to attack, roll one d20. 
 
If you are successful, 16-20 on d20, your attempt is successful go to step 2. 
If You are not successful, 0 – 15 on d20 then your attempt to attack fails, and you withdraw. There was some kind of interference, be it from the guards or other people, a wild bosk running by and knocking you over, whatever your attempt fails and your scurry away. 
 
Step 2 
You roll to strike first. 
If you are successful, 8-20 on d20, then you roll to hit. The round goes for three attack rolls each. (You strike first in the next three rounds) 
If You are not successful, 0- 7 on d20 then your opponent rolls to hit first. The round goes for three attack rolls each. (Your opponent strikes first in the next three rounds) 
 
The advantage to rolling first is you will be the first in each round with a chance to score a death blow. 
 
Step 3 
Roll to hit.  Each person does this three times in turn unless one is dead.  
Keep score of the points to see who the victor is. Most points win. 
 
Damage from d20 attack roll. 
Roll 0-5          no damage                           1 Point 
Roll 6-14       minor wound                      2 Points 
Roll 15-18    serious wound                    3 Points 
Roll 19           possible broken bone       Roll another D20 to find if a bone is broken               D20                        0-15   none              4 Points 
            D20                16-20 break             5 Points 
Roll 20           possible kill                          6 Points 
A death blow is only possible if the attacker choses to roll the second d20      
            D20                0-15 alive                  no points 
            D20                16-20 dead              ends/death 
 
 
You may even attempt to kill the High Jarl Himself as He can be killed, but He rolls four four-sided dice with a plus four (4d4 +4) instead of the single twenty-sided die.   
 
Captain Quinn will be the final judge and rule arbitrator for all battles within Lydius.  A POD staff judge may be called in to judge any battle involving Captain Quinn. 
 
 
 

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