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Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 10: Vengeance! => Topic started by: tomcat on Sep 12, 2007, 08:56 AM

Title: Round 5: Fiend in the stable
Post by: tomcat on Sep 12, 2007, 08:56 AM
It was becoming evident that the great fell-beast was faltering - each attack from Edrahil and Nain was starting to draw more blood. Galudir and Durgil now ran into the stable and added their own weapons to the fray. What's more, Dirnhael and Fengel now came into view of the small battle and saw their comrades. They drew their weapons and ran to aid as they could.



Situation: Galudir, Durgil, Edrahil and Nain are attacking a large warg-like creature standing as if it were a man. Dirnhael and Fengel may only move closer at this time or attack with ranged weapons.

Situational Modifiers: Edrahil and Nain are Panicked due to Terror -2 to all tests.

Terror - Automatic effect from the werewolf - both Nain and Edrahil have been affected

Terror - Automatic effect from the werewolf for Galudir and Durgil to overcome
Intimidate +7, Specialty +2, Wounded -5 = +4 / 2 = +2
Roll(2d6)+2: 4,3,+2 Total:9

Werewolf is standard health points

Physical Modifiers: Werewolf is Wounded -5

Initiative:
Galudir - 17
Durgil - 10
Werewolf - 7
Edrahil - 7
Nain - 5
Title: Re: Round 5: Fiend in the stable
Post by: sdrotar on Sep 12, 2007, 04:00 PM
Dirnhael thought about drawing his bow, but his friends were all about; he could not risk hitting one of them.
Instead, he drew Vorandur and readied his shield as he closed the distance, shouting to the creature and notifying the rest of the Company that even more help had arrived.
"Your doom is nigh, night-bane! Your master has sent you to your death!"

Intimidate (Power) +7
Roll(2d6)+7: 5,2,+7 Total:14
Title: Re: Round 5: Fiend in the stable
Post by: Nikitas on Sep 13, 2007, 08:28 AM
Initiative:
2d6= 3,5
Swiftness (+5)
8+5= 13

Action 1
Armed Combat (Blades: Long sword):
2d6=2,3
Nimbleness (+3), Skill Ranks (+6), Speciality (+2), Frightened -1, Size Mod +2
5+3+6+2-1+2= 17

Damage:
2d6=5,4
Weapon Bonus (+5), Strength Bonus (+2), Two-handed (+4)
9+5+2= 16

OOC: Since my willpower test matched the intimidate test I think that means there is no effect, is that right? No, on a match, the victim suffers a -1 test penalty.
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Galudir thrust his sword forward with his weight behind it, hoping that he was fast enough to land the blow through the beast's defenses.
Title: Re: Round 5: Fiend in the stable
Post by: GandalfOfBorg on Sep 14, 2007, 12:31 PM
"Elendil!" cries Durgil, wading into the fray.

Willpower v domination - (6+3)+2=11
AC: Blades (Longsword) - (5+4)+8+2+2=21
Damage: (6+2)+6=14
AC: Blades (Longsword) - (4+3)+8+2+2=19
Damage: (6+4)+6=16

Initiative - (3+1)+2=6

[Note from Narrator:] Hey Matt, your sword's Bane-spell enchantment bonus of +3 is only against Orcs (although it always causes a +1 damage to all opponents), so I adjusted your rolls above, but I did add the Size Mod bonus of +2 to your attack.
Title: Re: Round 5: Fiend in the stable
Post by: tomcat on Sep 16, 2007, 06:27 PM
Werewolf attempts to parry Galudir and Durgil TN 17, 21 and 19
Armed Combat +9, Specialty +2, Wounded -5 (-7), (MAP -5) = +6
Action 1: Roll(2d6)+6: 5,5,+6 Total:16 FAILED (Damage = 20 / 2 -3 armour = 7)
Action 2: Roll(2d6)+6: 5,1,+6 Total:12 FAILED (Damage = 14 / 2 -3 armour = 4)
Action 3: Roll(2d6)-1: 3,1,-1 Total:3 DIS FAILED (Max damage 16 / 2 -3 armour = 5)

Werewolf makes feeble attack on Galudir TN 13
Armed Combat +9, Specialty +2, Incapacitated -7, MAP (none due to fang attack), Size Mod -2
Roll(2d6)+2: 4,6,+2 Total:12 FAILED

Edrahil attacks werewolf TN 12
AC +6, Specialty +2, Size mod +2, Panicked -2 = +8
Action 1: Roll(2d6)+8: 1,1,+8 Total:10 -1 (double 1's house rule) = 9 FAILED
Action 2: Roll(2d6)+8: 4,4,+8 Total:16 SUCCESS

Damage: Roll(2d6)+6: 1,1,+6 Total:8 / 2 - 3 armour = 1 (Lousy dice there!  :roll: )
Title: Re: Round 5: Fiend in the stable
Post by: Stefan on Sep 17, 2007, 06:30 AM
Nain saw that the crature was faltering and swung again at it, taking advantage of it's weakness.

Action 1: Attack Warg
Roll(2d6)+10: 5,6+10=21
DMG (2d6)+10: 2,3+10=15

Action 2: Attack Warg
Roll(2d6)+10: 5,5+10=20
DMG (2d6)+10: 5,6+10=21

Init Rd 6:
Roll(2d6)+2: 4,1+2=7
Title: Re: Round 5: Fiend in the stable
Post by: tomcat on Sep 17, 2007, 07:04 AM
[OOC:] No sense in trying...

Damage: 15 / 2 = 8 -3 Armour = 5 and 21 / 2 = 11 -3 Armour = 8 for a total of 13
Title: Re: Round 5: Fiend in the stable
Post by: GandalfOfBorg on Sep 17, 2007, 10:38 AM
OOC: Thanks for the reminder, updated my item description.  Maybe I'm missing something, but did you account for Durgil's damage or will it even matter ;)?
Title: Re: Round 5: Fiend in the stable
Post by: tomcat on Sep 17, 2007, 11:09 AM
[OOC:] Hey Matt, I didn't forget you... I had just cut and paste from a previous post all of the werewolf's skill and mods, but I forgot to re-header the line. You can read above now the damage that you and Galudir did.