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Reading Room - Archived Games (data may be deleted) => What Once Was [LotR CODA] => Topic started by: tomcat on Jan 09, 2011, 06:44 AM

Title: Hallway melee - round 7
Post by: tomcat on Jan 09, 2011, 06:44 AM
Situation: The company is attacked by the undead that reside in an old dwarven estate.

Situational Modifiers: none

-Gumbo currently Unmanned and Dazed -1
-Turumarth currently Wounded -5

-M1 takes 18 damage bringing it to 47 (Near Death -9)
-M2 takes 28 damage bringing it to 51 (Near Death -9)
-M5 takes 11 damage bringing it to 38 (Icapacitated -7)

The hallways are only 7' wide at most  - two combatants may stand and fight abreast with swinging weapons; polearm type weapons I will allow three, but if an enemy gets inside the pole length, you will have penalties to defend. Also, any weapon with a size of L (large) will suffer a -3 penalty to all actions.

Physical Modifiers: Moria Darkness will apply to all physical actions and PC's must apply their modifier for Total Darkness (minus any trait mods), unless the lanterns will be unmasked... and even then, all will be at -2.

Initiative:

Is irrelevant now, the creatures are literally hacked into terrible pieces and only struggle to attack. Take your actions as you please and if the mewlips still live after that, I will make an attack for them.

DO YOU BELIEVE THAT WE FINALLY FINISHED THIS MELEE! How many months did that take. I guess I need to focus better on my LotR stuff!  ;)
Title: Re: Hallway melee - round 7
Post by: tomcat on Jan 09, 2011, 06:51 AM
:ooc: Rolling Nori's parries here for last round, but they will not affect this round.




Nori parries M2
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) TN 14 and 13 AC +12, Spec +2, Lighting -2, MAP -5 (-10)
-------------------------
Action 3
Rolled 2d6+7 : 2, 3 + 7, total 12

Action 4
Rolled 2d6+2 : 1, 6 + 2, total 9

Title: Re: Hallway melee - round 7
Post by: tomcat on Jan 09, 2011, 06:53 AM
:ooc: Nori takes 5 damage from Round 6  :csu:
Title: Re: Hallway melee - round 7
Post by: Jingo on Jan 10, 2011, 09:08 PM
 :ooc: Here are her attacks:
First normal against M1:
+12 AC +2 specialty w/ weapon - 2 lighting = +12

Rolled 2d6+12 : 2, 6 + 12, total 20

Damage if hit:
Rolled 2d6+6 : 2, 6 + 6, total 14


Second attack for this round.
Again on M1, if it's still up, if it goes down or runs too far away, she'll shift this second attack to the one behind her, or other remaining.
+12 AC +2 specialty w/ weapon - 2 lighting = +12

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

Damage if hit:
Rolled 2d6+6 : 2, 2 + 6, total 10


Third attach for this round:
Again on M1, if it's still up, if it goes down or runs too far away, she'll shift this third attack to the one behind her, or other remaining.

+12 AC +2 specialty w/ weapon - 2 lighting -5 MAP -= +7
Rolled 2d6+7 : 4, 2 + 7, total 13

Damage if hit:
Rolled 2d6+6 : 4, 3 + 6, total 13


Fourth attack for this round:
Again on M1, if it's still up, if it goes down or runs too far away, she'll shift this third attack to the one behind her, or other remaining.
+12 AC +2 specialty w/ weapon - 2 lighting -10 MAP -= +2

Rolled 2d6+2 : 1, 1 + 2, total 4

Damage if hit:
Rolled 2d6+6 : 2, 3 + 6, total 11

Title: Re: Hallway melee - round 7
Post by: sdrotar on Jan 12, 2011, 08:11 AM
VĂ¡ri roared, louder than he intended to in the dark of Moria, sensing that they had the creatures at their mercy - mercy he would not show them.

:arrow: ACTION 1: Attack nearest Mewlip (TN 12) AC +14, Spec +2, Dim Light -2 = 14
Roll(2d6)+14:3,6,+14 Total:23
Damage if successful: Roll(3d6)+2:2,4,4,+2 Total:12

:arrow: ACTION 2: Attack nearest Mewlip
Roll(2d6)+14:2,2,+14 Total:18
Damage if successful: Roll(3d6)+2:2,6,6,+2 Total:16

:arrow: ACTION 3: Attack nearest Mewlip
Roll(2d6)+14:5,5,+14 Total:24
Damage if successful: Roll(3d6)+2:6,3,4,+2 Total:15
Title: Re: Hallway melee - round 7
Post by: donimator on Jan 12, 2011, 09:13 AM
Turumarth is wounded and on the brink of a broken will. His attacks are slowed so by his wounds as to be ineffective and even his attempts at defense are feeble in the face of these mindless creatures. How foolish he was to leave the safe halls of learning. He lacks the mettle to face these creatures at arms, but if given the chance again he will meet them on his terms. Turumarth thrusts and parries in a vain attempt to break contact and retreat.

:ooc: I don't see any rules for retreat or withdrawl from combat. Hopefully Kori takes this beast out, but if something has to happen before that could you make a ruling or roll the appropriate test for Turumarth?
Title: Re: Hallway melee - round 7
Post by: Telcontar on Jan 14, 2011, 03:07 PM
 :ooc: Sorry about the parry rolls. I'm back.

Nori finally sees that the fight has turned into their favor.

Terror:
Roll(2d6):
6,6,+2 will, +5 spell, -2 panicked
Total:17


Attack Roll 1(2d6)+10:
3,6,+10-2 panic
Total:17

DMGRoll(2d6)+6:
5,5,+6
Total:16

Attack 2 Roll(2d6)+10:
6,3,+10-2 panic
Total:17

DMG
Roll(2d6)+6:
6,3,+6
Total:15