Rolled 2, 19, 16, 14, 3, 13 = 67 (6d20)
https://www.youtube.com/watch?v=-Ubyt7iWJ8QThe specter of combat charges the breeze – you taste copper, along with dust from the earth and underneath it; the fresh, springy scent of the wheat fields, growing in accordance with Demeter Αγλαοδωρος’s will. Long seconds pass, as you evaluate your uncle, considering the differences between his abilities and your own, and he does the same – the customary pause as two warriors prepare their mind and body for conflict. Anticipation flows through your veins like wine – the old intoxication of prospective violence welling hotly up from your chest like fire.
You love it.
It is your true calling, superseding your role as patriot of Argos. Of all the god and goddesses you silently disrespect, there is only one god that you pay homage to, if not true allegiance. Manslaughtering Ares, hated upon Olympus...
At ten strides distant, you expect your uncle to hold fast, to live up to his name, but he does something unexpected – he launches off his right heel with a mighty heave, spraying earth, rapidly closing in on you! He builds momentum, now only five strides away, readying an underslung spear-thrust aimed at the center of your chest. You would be concerned – but he is too slow, and you are too practiced to be caught off-guard. You’re vaguely aware of cheering from the soldiers - a loose ring around you and your uncle – hundreds of them have ceased their own duels to watch the conflict between two godlike men.
Years of training tug at your feet, and you are side-stepping to the left without conscious thought, spoiling Adrastus’ positioning, and providing you with a chance to strike the first blow! Your arms thrum with power, and your chest pounds with excitement underneath your bronze plate – the moment to strike approaches quickly!
>I need THREE rolls of dice+2d20 to determine the success of Hippomedon’s attack! We’ll apply manual modifiers here - Hippomedon has a (horrifying) +11 to-hit bonus in melee, and his wound bonus is a downright beastly +13. I’ll be rolling for Adrastus in a 3/3 format – he has a mediocre dodge (+4 bonus) but a phenomenal block of +13 (+2 CON, +6 armor bonus, +5 special trait bonus (his WILL bonus is directly applied to his defense)>If Hippomedon hits, but fails to wound – he may convert this failed attack (with a penalty) into a TRIP or a DISARM attempt, triggering a wound re-roll. A successful TRIP applies an AGI debuff, a successful DISARM is self-explanatory (and the enemy may burn a turn collecting their weapon). If Hippomedon fails to hit, but beats the block roll, he may convert (with a penalty) into a SHIELD-BASH, which may remove armor bonii, physically toss an enemy across the field, or apply a CON debuff.>These TRIP, DISARM, and SHIELD-BASH techniques can be used against Hippomedon. One “conversion” attack can be used per duel sequence per character. Also, I may change these mechanics in the future.