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Access tunnel encounter - round 1

Started by tomcat, Feb 18, 2011, 10:00 AM

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tomcat

Feb 18, 2011, 10:00 AM Last Edit: Feb 19, 2011, 06:41 PM by tomcat
Situation: Outside the access tunnel, the party is attacked by two of the mutant ogres that root around for whatever sustenance they can find.


Situational Modifiers: Putrid smell - the ogres exude a terrible smell and will cause any person within melee proximity (adjacent squares) to suffer a -2 to any dice rolls.


Physical Modifiers: There are two sizes of stone available for cover that will deduct a -5 (for the large rocks) and -3 (for the small rocks) to all attacks made at anyone using cover.

Wading through the water will reduce movement rates by 2.

The river embankment is considered Difficult terrain and will cost double the movement cost to go through any square that is embankment.


Initiative:
Logar (+11) - 26
Kaida (+11) - 23
Britton (+9) - 21
Sam (+6) - 20
Mutants (+2) - 18
Brim (+7) - 17
Kara (+6) - 9
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

:ooc: For John and Tom - both of which are first timers in SWSE - another reminder on how combat rounds and actions work:

Each PC can make 1 of each type of actions above. Move and/or Standard can be exchanged for a second/third swift, and Standard can be exchanged for a second Move - and they can be done in any order. Or in other words, a PC in a round can do:




Swift
Standard
Move
          Swift
Swift
Move
          Swift
Swift
Standard
          Swift
Move
Move

You can also do a Full-round action - which might be required for certain talents or feats, or to run. Your dice modifiers are ALL computed on your PC stat block in the STAT BLOCKS thread. All you need do is decide what actions your PC is making and then check your stat block to determine the modifier (plus any situational modifiers I have listed above).

Check the book I sent you to see what kind of actions you can make in a standard, or move, or swift action.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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]

Callowmoryne

When the beast turned its head and the sound of his companions, Logar'Dan just smiled. "Time to shine Katherine" All that pent up anxiety, the shaking of his hands, the nervous shiver, It left his body like water running off a rock. Leaving only a brutal ice cold calm. He climbed over the rivers embankment to solid ground, took a knee and fired a shot off at the beast.

:ooc: Move action to climb from riverbank
Standard action fire


Rolled 1d20+9 : 2 + 9, total 11


Damage if hit
Rolled 3d8+3 : 2, 6, 6 + 3, total 17

donimator

Now that they were spotted they had to end this quickly. Sam sloshed ahead in the water to get as close to the mutant ogre as he could before shouldering his rifle and firing.

Sam's Actions
Move: advance 4 squares (-2 in water)
Standard: Fire Slugthrower at M2
Ranged +8, Point-blank(?) +1

Rolled 1d20+9 : 5 + 9, total 14

Damage if hit - 2d8+3, +1PB
Rolled 2d8+4 : 2, 4 + 4, total 10

If Sam misses, Swift Action: Switch to Autofire

Jingo

Kaida swore under her breath when she saw the beast start to move toward Kara. The shiver of fear she felt stole upon her again, and she was tempted to stay hidden in the mist. But her friend needed her. She angrily shoved aside her fear. Kara didn't turn her into that bounty hunter and she'd not leave her to face this alone.

"Kara! Move it!" she called above the fray. Splashing and stumbling ashore out of the muck, she made for the nearest rock, firing as she ran, at the approaching creature.

:ooc:
Move action. Assuming clock position that 12 is directly "north" on the map, she'll move 11 o'clock 1 square diagonally and then the rest of her move 9 o'clock.

Standard action. Shoot at beasty nearest Kara, once she has a clear line of shot past her companions.
To hit:
Rolled 1d20+7 : 3 + 7, total 10

Damage if hit:
Rolled 3d8 : 7, 6, 6, total 19


Swift action. Inspire Haste on Kara. From stat block description:
Inspire Haste [as a Swift action, can inspire haste which allows target to make a Standard action for their Move action on their next turn]

watanabe

 :ooc:

Quick question, is the edge of the bank (the brown rocky part) considered difficult terrain?

tomcat

:ooc: Yes, I should have put that in the round setup. It costs double the movement cost to go through any square that is embankment. Thanks, Nick, for the help on that.

Okay, now to the attacks... the mutants Reflex scores are 13...

John, your second round of SWSE combat posting is good - but unfortunately you missed with the 11. Also, do me a favor and designate which enemy you are attacking in any given round.

As a reminder to new players of this game system: when firing check for line of sight, concealment, and cover. If you need help with these things, just ask - Nick or I will get you the answers. Also, you guys may always tweak a score by spending a Force Point, but they might be more valuable later.

Kaida also missed with a 10. When giving me your directions of movement, you can always refer to the top of the map as North.

Sam hits with his 14 and does 10 damage.

Just waiting on Britton, and then I can act for the mutants, and then Brim and Kara can finish out the round.
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

:ooc: Going to post for Britton, that way we can move on to round 2.




Britton watched as Sam moved past him and then cleared his line of fire. He raised his Mer-Sonn pistol wishing at the moment that he had something a little heavier equipped. He wasn't sure if the blaster pistol would have the stopping power. He aimed down the length of the barrel and fired, then hoisted himself up the bank and out of the river. Surefootedness would be tactically more sound.




Standard: fire at M2
DC 13 Ranged +8
-------------------------
Fire blaster 1d20+8 : 15 + 8, total 23

Damage if successful 3d8+3 : 3, 2, 4 + 3, total 12


Move action west out of river
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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

:ooc: No worries about that blaster pistol not packing a punch!




The sick sound of the slug slapping into the muscle tissue could be heard when Sam's shot hit the mutant in front of him. Britton's attack also was a success striking the creature's broad, hairy chest knocking it back a pace or two. The wounds were ghastly, but the creature seemed only to be enraged by them. It gave a furious bellow, smacking the water as it did with its large metal pipe and then hastily moved forward to engage Sam, the closest thing to it that was causing it harm.

On the arid rocks by the tunnel mouth, the companion creature heard the weapon discharges and saw the team members scurrying up from the river bank. It, too, grabbed a large piece of metal pipe and ran towards a large rock that was near the team, in hopes to catch them by surprise. Unfortunately, Brim was coming up from the river as the creature ran towards them and the Rodian moved to intercept. Along the way, he activated his new weapon - the green blade slid elegantly from the hilt and Brim wondered if he had put enough time into training with it.




M2 takes two Move actions to close distance
Swift action:
Fly into a Rage

M1 uses a Full-round action to run 17 squares


Brim uses two Move actions to close distance to M1
Swift action:
ignite saber


Just need Kara's actions here, but I am going to set up round 2
Narrator: Darkening of Mirkwood | Chronicle of the North | Tempest Rising | To Boldly Go | Welcome to the 501st!
Esgalwen [♦♦♦♦♦○] Dmg 10/12  |  Edge 8  |  Injury 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]

watanabe

 :ooc:

Kara will use a swift to draw her blaster, and then double move to her left.