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Road block melee - round 4

Started by tomcat, Jan 06, 2010, 11:25 PM

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tomcat

Situation: The company is waylaid by a group of hired swords - 5 horsemen attack and two remaining archers stand ready.

Situational Modifiers: Dirnhael is Incapacitated -5; Fengel is Injured -1; Pethron is Injured -3

NPC swordsmen will have standard Hit Points - H2 (5dmg) is Healthy -0; H3 (20 dmg) is Injured -3; H4 (16 dmg) is Dazed -1; H5 (24 dmg) is Injured -3

Physical Modifiers: The snowy ground is slippery and will impose -3 penalty to ALL physical actions (except archery). Combat from atop a mount will provide an advantageous position bonus of +2 to any PC that is fighting against a non-mounted opponent, but understand that fighting while on horse back requires the animal have the Steady ability otherwise there will be an additional -2 penalty to ALL combat actions.

Initiative:
Edrahil (+2) 12
Dirnhael (+5) 12
Pethron (+2) 9
Mercenaries (+2) 9
Fengel (+3) 8
Vidugavin (+1) 6





Edrahil rode into the tree line to get a better view of his companions. He could see the wounds, even at his distance, and he knew he must do something to curtail the attacks. He made a quick mental search of his talents to determine which might have the best effect in driving away these marauders, at least for a while. It was then that the Sindar took notice of the new rider that came in to offer aid and he wondered who he might be.

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]

tomcat

Edrahil casts Evoke Awe
TN 10 Willpower +3, The Art +2, Strong-willed +2, Resolute +1, Recent casting -3 = +5
-------------------------
Action 1- Roll(2d6)+5: 6,6,4,+5 Total:21 EXTRAORDINARY SUCCESS! Granting a doubling of the bonus.

Edrahil Intimidates
n/a Intimidate +6, Specialty +2, Spell bonus +16 = +24
-------------------------
Action 2 - Roll(2d6)+24: 2,6,+24 Total:32


The marauders attempt to overcome the Intimidation, they gain a +7 bonus for their numbers, and a +3 bonus due to the current status of the fight... plus their Willpower
TN 32 Willpower +2, Bonuses +10 = +12
-------------------------
Reaction-
H1-
Rolled 2d6+12 : 2, 4 + 12, total 18

H2-
Rolled 2d6+12 : 3, 2 + 12, total 17

H3-
Rolled 2d6+12 : 4, 6 + 12, total 22

H4-
Rolled 2d6+12 : 4, 2 + 12, total 18

H5-
Rolled 2d6+12 : 4, 4 + 12, total 20

X3-
Rolled 2d6+12 : 1, 3 + 12, total 16

X4-
Rolled 2d6+12 : 4, 1 + 12, total 17

Esgalwen [♦♦♦♦♦○]     :<3: 10/12       :+~: 8       :<>: 16/18
Nimronyn [Sindarin Pale gleam] superior keen, superior grievous longsword - orc bane
Foe-slaying - when attacking a bane creature, reduce Edge of weapon by value of bearer's Valour

Shadow bane [when in Forward stance, add 1 success die to each attack]
Skirmisher [if carried encumbrance is 12 or less, increase Parry by +3 when in close combat stance]