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Reading Room - Archived Games (data may be deleted) => What Once Was [LotR CODA] => Topic started by: tomcat on Aug 20, 2008, 06:52 PM

Title: Switchback encounter - round 2
Post by: tomcat on Aug 20, 2008, 06:52 PM
Situation: The Company is attacked by a pack of mewlips (ghouls)

Situational Modifiers: Mewlips have Terror effect each round - TN 11 for this round.

Caranmîr [Elves do not suffer the effect of Terror from mewlips, though and actual Intimidate (Fear) action must be opposed.]
Turumarth - Passed w/ 15; [auto Resist Fear ability extends a +1 to all characters within 16' of the mage]
Bornoge - Passed w/ 12
Gumbo - Passed w/ 13
Nori - Failed w/ 10; Panicked -2 penalty on ALL tests
Kori - Passed w/ 11
Vári - Passed w/ 12

Creatures are standard hit points and levels.

Physical Modifiers: M1 is Near Death (9) -9, m3 is Healthy (0) -0, M4 is Injured (2) -3

Initiative:
Bornoge - 13
Kori - 11
Turumarth - 11
Caranmîr - 11
Nori - 10
Mewlips - 10
Vari - 9
Gumbo - 8
Title: Re: Switchback encounter - round 2
Post by: Telcontar on Aug 20, 2008, 08:19 PM
OOC: Can I dodge? or is parry my only option? By the way the avatar cleaned up NICE!
Title: Re: Switchback encounter - round 2
Post by: Roborob on Aug 20, 2008, 08:30 PM
Bornoge hurls his javelin with all his strength straight at the nearest ghoul (M4)

Action 1
Ranged attack with javelin
Roll(2d6)+10:
1,6,+10
Total:17 Superior success! (That adds 1 more d6 of Dmg right?)

Damage Roll
Roll(3d6)+6: 
2,3,6,+6
Total:17

"Haha!" Bornoge shouted as the javelin hit his target. "Now for some swordplay" Bornoge thought as he drew his masterwork shortsword.

ACTION 2
Draw shortsword




Title: Re: Switchback encounter - round 2
Post by: Cut on Aug 21, 2008, 12:12 AM
Seeing how little damage his arrow did, Caranmîr casts away the bow. Taking Turumarth's action as an example, he himself decides to use some magic.


[OOC: Are the enemies armed with weapons, that I could have them drop with 'Disarm'? or should I use a lightning spell?]
Title: Re: Switchback encounter - round 2
Post by: donimator on Aug 21, 2008, 02:22 AM
The drain of Turumarth's casting chills him to the marrow. He grips his staff firmly, but sees how little effect mortal weapons seem to have. A glance left sees the foul creature he struck engaged by the woodsman. Yet, Nori and the banakil were set upon by three. Steeling his nerve, he calls on the power once more...

Turumarth casts Spellbinding, Casting Time: 1, TN 13 (10+3 multiple casting) at Mewlip #3
Willpower Test for Weariness - Wil +5, charm +2 = +7
Roll 2d6+7, 1,5 +7 = 13 Marginal Success
-------------
Opposed Willpower Test vs. Mewlip #3, Will +5
Roll 2d6+5, 6,2 +5 = 13

Additional actions - concentrate on maintaing hold if successful.
Title: Re: Switchback encounter - round 2
Post by: tomcat on Aug 21, 2008, 02:45 AM
Quote from: Telcontar on Aug 20, 2008, 08:19 PM
OOC: Can I dodge? or is parry my only option? By the way the avatar cleaned up NICE!

Quote from: Cut on Aug 21, 2008, 12:12 AM[OOC: Are the enemies armed with weapons, that I could have them drop with 'Disarm'? or should I use a lightning spell?]

[OOC:] Hey Tom, you can perform either action, but please post it in Round 1, as that is the round it applies and it will be subject to Multiple Action Penalties (unless you have Swift Strike 2). And you are welcome on the avatar! Glad I didn't cut it too short for your liking.  ;D

Nico, the mewlips carry no weapons - just nasty looking clawed fingers and sharp teeth. Sorry. Lightning would definitely give the mewlip some problems though.  ;)
Title: Re: Switchback encounter - round 2
Post by: Cut on Aug 21, 2008, 06:08 AM
Seeing that none of the mewlips is carrying any weapons that he might force them to drop, as he had done during the encounter with the Troll, Caranmîr prepares to cast the mightest spell at his disposal.

The Elf steps beside the Mage and starts the working of his spell, uttering words of power in a low tone. He sees two of his friends fighting superior numbers and decides to help them.

[He aims for the mewlip #2. The TN for the spell is 12. Caranmîr gets 2d6 +2 to succeed, and is willing to make this spell work, by spending courage points if neccesarry.

Roll(2d6)+2:
4,6,+2
Total:12]


Title: Re: Switchback encounter - round 2
Post by: Cut on Aug 21, 2008, 06:15 AM
[Forgot to deal the actual damage... 4d6!]

From the fingertips of the Elf, thin lightnings strike forward covering the distance to the mewlip easily and engulfing him in a magical electrical storm.

[Damage 4d6 -->
Roll(4d6)+0:
4,5,5,6,+0
Total:20

The amount of damage might be halved, if Mewlip manages a TN 15 swiftness test.]
Title: Re: Switchback encounter - round 2
Post by: Telcontar on Aug 21, 2008, 07:40 AM
Gumbo was heartened by the effect his earlier words seemed to have upon his comrades. At last they were begining to fight like a team, perhaps they may make it out of Moria after alive after all...
Title: Re: Switchback encounter - round 2
Post by: sdrotar on Aug 21, 2008, 09:58 AM
OOC: I was late to the party for Round 1. If it's too late to incorporate my actions, that's understandable - we'll just say Vári was spooked for a moment and froze. Doug, please let me know either way and I'll post Round 2 actions ASAP today.
Title: Re: Switchback encounter - round 2
Post by: tomcat on Aug 23, 2008, 09:38 PM
The attacking mewlips had made it to their prey, but they were finding that these were no easy catch... this prey had teeth. Bornoge's javelin struck true, and it was a mighty blow indeed against the undead creature. Seeing it stagger back enheartened the man, while around him, magic flared from the Loremaster and Mage.

One of the mewlips attacking Nori became rigid, and unable to move, fell to the gorund. Its partner was not lucky either as blue lightning flared through the early dusk and smote the next mewlip.

Behind all, Kori sat atop the wagon and hushed the panicked ponies so they would not bolt and drag the wagon off the road, potentially damaging it.




Mewlip #4 attempts to dodge Bornoge's attack:
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 17 Swiftness +3, Injured -3
-------------------------
Roll(2d6)+0: 1,1,+0 Total:2 -6-1 = -5 FAILURE [Damage from the attack is maxed due to DOS: 30 /2 =15 Wounded (4) -5]

Mewlip #3 attempts to oppose Turumarth:
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 13 Willpower +1
-------------------------
Roll(2d6)+1: 5,1,+1 Total:7 FAILED [Paralyzed]

Mewlip #2 attempts to Dodge Caranmîr's spell:
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 15 Swiftness +3
-------------------------
Roll(2d6)+3: 3,2,+3 Total:8 FAILED [20 damage, Injured (7) -3]

NOTE: Shawn did something that I forgot to let you all know earlier... at the end of each of your posts in a combat round, give me your next round initiative. That way I do not need to make that roll for you and we can move quickly into the next round. Thanks!

Also, if you are wondering what my code is on the current status of the enemies, it is their Wound Level (how many hit points are left in that particular level) and the penalty they are suffering from the wound.
Title: Re: Switchback encounter - round 2
Post by: GandalfOfBorg on Aug 24, 2008, 08:04 AM
OOC: Sorry about that, I just realized I forgot to do that as I was reviewing my posts.
Init - Roll(2d6)+0: 5,6,+2 Total:13
Title: Re: Switchback encounter - round 2
Post by: Roborob on Aug 24, 2008, 01:57 PM
init- Roll(2d6)+5:
6,5,+5
Total:16
Title: Re: Switchback encounter - round 2
Post by: sdrotar on Aug 24, 2008, 09:14 PM
The rush of adrenaline that always accompanied combat heartened Vári, who saw the these creatures could still be harmed by axe and spear. Gritting his teeth, the stout Dwarf pulled the leather-wrapped handle of his axe back, pivoted at his hips and stepped into a mighty blow.

***

Vári's AC (Axe) skill+mods = +14

ACTION 1: Attack Mewlip #3.
Roll(2d6)+14:4,6,+14 Total:24  OOC: Block that one, zombie boy!  >:D
Damage if successful: Roll(2d6)+10: 1,5,+10 Total:16

ACTION 2: Attack Mewlip #3 or engage #2 if #3 is down for the count.
Roll(2d6)+14:6,2,+14 Total:22
Damage if successful: Roll(2d6)+10:3,4,+10 Total:17

***
Now enraged in the heat of battle, Vári roared a battle cry as he heaved his double-bladed axe above his head and then brought it crashing down with fearsome intent.

***

ACTION 3 (via Swift Strike Edge): Attack closest "living" mewlip.
Roll(2d6)+14:5,5,+14 Total:24
Damage if successful: Roll(2d6)+10: 2,2,+10 Total:14

Next Round Initiative: Roll(2d6)+2:4,4,+2 Total:10
Title: Re: Switchback encounter - round 2
Post by: Cut on Aug 25, 2008, 01:28 AM
Next round initiative roll 2d6 (where are those '+2' from that you guys use?)

Roll(2d6)+0:
3,6,+0
Total:9 (if that +2 applies to Caranmîr as well, Initiative is even 11 *g*)
Title: Re: Switchback encounter - round 2
Post by: Telcontar on Aug 25, 2008, 06:53 AM
init: Roll(2d6)+3:
6,5,+3
Total:14

Its probably their swiftness modifier Cut
Title: Re: Switchback encounter - round 2
Post by: tomcat on Aug 25, 2008, 08:10 AM
[OOC:] Nico, are you asking where the +2 bonuses are coming from game mechanic-wise? Or are you asking how they are getting them included in their dice rolls?

If the former, then it is as Tom says... the Swiftness modifier is added to Initiative rolls.

If it is the latter, then you put a 2 in the little box on the dice roller and make sure the radio button is for '+' or '-', depending on the situation, and then click the dice icon or the roll button.

I hope this answers the question. I will have an update to this round in an hour or so... plus have the setup for round 3.
Title: Re: Switchback encounter - round 2
Post by: Cut on Aug 25, 2008, 10:33 AM
[OOC: The question was game - mechanic - wise. I had hoped that there might have been some (magic) effect in place, that I had overread. But I did indeed miss the swiftness modifier...I have added it before, but didn't do it this time. Funny enough: it is +2 with Caranmîr as well :)) which brings Caranmîr's initiative total up to eleven. Sorry for the fuzz...]
Title: Re: Switchback encounter - round 2
Post by: donimator on Aug 30, 2008, 01:45 AM
Init for next round for Turumarth
2d6+2 = 5,2 +2 = 9
Title: Re: Switchback encounter - round 2
Post by: tomcat on Aug 31, 2008, 08:13 AM
[OOC:] Pretty long hour wasn't it... sorry. :|




Vári's battle-axe cleaved down into the paralyzed ghoul that lay on the ground, separating head from body in a nice clean stroke. The Dwarf now enraged turned on its fellow and swung his weapon back and forth in two vicious strokes.




Mewlip #2 attempts to parry Vári's attack:
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 22, 24 Armed Combat (Claws) +6, Specialty +2, Ferocity +3, Injured -3, (MAP -5)
-------------------------
Action 2: Roll(2d6)+8: 6,6,4,+8 Total:24 SUCCESS [BOO-YAH! How about that roll! ;D ]
Action 3: Roll(2d6)+3: 5,6,+3 Total:14 FAILED [Can only last so long... damage is 14 /2 = 7; Injured (0) -3]

The mewlips attack back...

Mewlip 4 charges Bornoge

(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 12 Armed Combat (Claws) +6, Specialty +2, Ferocity +3, Charge +1, Wounded -5, (MAP -5)
-------------------------
Action 2: Roll(2d6)+7: 1,4,+7 Total:12 SUCCESS [Damage if not parried 8*1.5 = 12]
Action 3: Roll(2d6)+1: 1,3,+1 Total:5 FAILED

Mewlip 2 attacks Vári
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 12 Armed Combat (Claws) +6, Specialty +2, Ferocity +3, Injured -3, (MAP -10)
-------------------------
Action 4: Roll(2d6)-2: 2,1,-2 Total:1 PATHETIC
Title: Re: Switchback encounter - round 2
Post by: sdrotar on Aug 31, 2008, 06:13 PM
Quote from: tomcat on Aug 31, 2008, 08:13 AM


Mewlip 2 attacks Vári
(http://roleplay.avioc.org/boards/Themes/default/images/dice.gif) TN 12 Armed Combat (Claws) +6, Specialty +2, Ferocity +3, Injured -3, (MAP -10)
-------------------------
Action 4: Roll(2d6)-2: 2,1,-2 Total:1 PATHETIC


OOC: I don't need to roll on this, since it's an automatic success, right?
Title: Re: Switchback encounter - round 2
Post by: tomcat on Sep 01, 2008, 05:20 AM
[OOC:] Bornoge's actions that were posted in Round 3, for Round 2. I have adjusted the roll due to the multiple-action penalty that would be in affect for this round... let me know how many COURAGE you want to use on this one Rob.

Parry mewlip's first attack TN 12:
+2 shortsword, -2 untrained, +2 Nim, -5 MAP
Roll(2d6)-3: 6,1,-3 Total:4 [will take 3 Courage to be a success]

[OOC:] Hey Shawn, no, you do not need to roll anything here because the mewlip was unsuccessful in its attempt to hit you.
Title: Re: Switchback encounter - round 2
Post by: Roborob on Sep 01, 2008, 05:56 AM
OOC: whoops, forgot what round that would be in. Allright I will use the three courage and make the parry. And I will post my next action in round three