RPG.avioc.org

Reading Room - Archived Games (data may be deleted) => What Once Was [LotR CODA] => Topic started by: tomcat on Jan 01, 2011, 03:14 PM

Title: Hallway melee - round 6
Post by: tomcat on Jan 01, 2011, 03:14 PM
Situation: The company is attacked by the undead that reside in an old dwarven estate.

Situational Modifiers: The ghouls (mewlips) exude Terror that needs resisted with Willpower at TN 13, each round. Turumarth's spell is active and will give all PC's a +5 to resist Terror.

-Gumbo currently Unmanned and Dazed -1
-Nori currently panicked -2
-Kori currently panicked -2
-Turumarth currently panicked -2 and Wounded -5

-M1 takes 8 damage bringing it to 29 (Wounded -5)
-M2 takes 0 damage bringing it to 23 (Injured -3)
-M3 takes 12 damage bringing it to 46 (Near death -9)
-M5 takes 27 damage bringing it to 27 (Injured -3)

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:

Idhriel (+3): 10
Nori (+2): 10
Vári (+2): 9
Ghouls (+3): 7
Turumarth (+2): 6
Kori (+2): 6

Gumbo (+3): Unmanned
Title: Re: Hallway melee - round 6
Post by: Telcontar on Jan 02, 2011, 05:47 PM
Nori makes way as the Hobbot moves past him into the foyer and then closes on the beast that has taken his place before him. (M2)

TerrorRoll(2d6)+2:
4,6,+2, -2 panic, +5 spell
Total:15



Attack Roll(2d6)+10:
4,3,+10, -2 panic
Total:15
DMGRoll(2d6)+6:
1,6,+6
Total:13


Attack Roll(2d6)+10:
4,5,+10, -2 panic
Total:17
Roll(2d6)+6:
6,3,+6
Total:15
Title: Re: Hallway melee - round 6
Post by: sdrotar on Jan 04, 2011, 12:52 PM
 :arrow: Terror Resist (TN 13) Willpower +1, Hardness of mind +2, Valour +4, Spell bonus +5 = +12
Roll(2d6)+12:5,6,+12 Total:23 - SUCCESS

"Fight, my friends," Vári howled in rage. "We'll have these beasts at our feet soon enough!"

:arrow: ACTION 1: Attack Mewlip 3 (TN 12) AC +14, Spec +2, Dim Light -2 = 14
Roll(2d6)+14:4,2,+14 Total:20
Damage if successful: Roll(3d6)+2: 3,1,5,+2 Total:11

:arrow: ACTION 2: Attack Mewlip 3 (or 1, if 3 is dead - hopefully!)
Roll(2d6)+14:2,1,+14 Total:17
Damage if successful:  Roll(3d6)+2:4,2,4,+2 Total:12

:ooc: Vári will hold further actions for possible defense.




Title: Re: Hallway melee - round 6
Post by: donimator on Jan 05, 2011, 01:39 AM
Turumarth's Terror Roll
Willpower +5, Spell +5, Panicked -2, Wounded -5
Roll 2d6 +3 vs TN 13
Rolled 2d6+3 : 3, 3 + 3, total 9


:ooc: (Will complete actions or 'Run Away!' on initiative order)
Title: Re: Hallway melee - round 6
Post by: Telcontar on Jan 05, 2011, 11:10 AM
 :ooc: I dont like to look at it as running away, more like a change of base.
Title: Re: Hallway melee - round 6
Post by: tomcat on Jan 05, 2011, 01:13 PM
:ooc: M3 falls dead, its head crushed in by Vári's axe; M2 takes a nasty hit from Nori.




It is not known if the mewlips, animated bodies of once living creatures, had any awareness above their desire to destroy and consume the living. Yet, the lead ghoul looked at the chamber and that it and only one other companion still lived. If there was conscious cunning in its mind, it revealed it by drawing back. It plainly showed a desire for self-preservation. The unholy creature drew back from Idhriel towards the shadowed stairs and escape, leaving its last companion surrounded by party.

In its simple thoughts, the creature knew that it could soon come back to feed... feed on those of its kind that were slain.




M5 mindlessly attacks Turumarth, the one it sees as most advantageous
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) TN 10 AC +6, Specialty +2, Ferocity +3, Injured -3 = +8
-------------------------
Action 1
Rolled 2d6+8 : 6, 4 + 8, total 18

Action 2
Rolled 2d6+8 : 3, 1 + 8, total 12


Damage if successful:
Rolled 1d6+5 : 6 + 5, total 11

Rolled 1d6+5 : 1 + 5, total 6
Title: Re: Hallway melee - round 6
Post by: tomcat on Jan 05, 2011, 01:17 PM
:ooc: Idhriel can make a free attack on M1

M2 attacks Nori
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) TN 12 AC +6, Specialty +2, Ferocity +3, Near Death -9 = +2
-------------------------
Action 1
Rolled 2d6+2 : 6, 6 + 2, total 14

Action 2
Rolled 2d6+2 : 5, 6 + 2, total 13


Damage if successful:
Rolled 1d6+5 : 3 + 5, total 8

Rolled 1d6+5 : 6 + 5, total 11
Title: Re: Hallway melee - round 6
Post by: donimator on Jan 05, 2011, 03:27 PM
Quote from: tomcat on Jan 05, 2011, 01:13 PM
M5 mindlessly attacks Turumarth,
-------------------------
Action 1
Rolled 2d6+8 : 6, 4 + 8, total 18
Action 2
Rolled 2d6+8 : 3, 1 + 8, total 12

Damage if successful:
Rolled 1d6+5 : 6 + 5, total 11
Rolled 1d6+5 : 1 + 5, total 6
Turumarth attempts to Parry M5 attacks
Parry #1 TN 18
Armed Combat +2, Spec +2, Parry Bonus +2, Panicked -2, Wounded -5 = -1
Rolled 2d6-1 : 5, 5 - 1, total 9

---------------------
Parry #2 TN 12
Armed Combat +2, Spec +2, Parry Bonus +2, Panicked -2, Wounded -5 = -1
Rolled 2d6-1 : 3, 3 - 1, total 5
Title: Re: Hallway melee - round 6
Post by: donimator on Jan 05, 2011, 03:39 PM
Both parries fail
Dmg 11 (-2 armour) = 9  :csu: updated
Dmg 6 (-2 armour) = 4  :csu: updated

Turumarth @ Incapacitated (-7)

:ooc: Extra dmg from attack success?
Title: Re: Hallway melee - round 6
Post by: tomcat on Jan 05, 2011, 04:43 PM
:ooc: no, your PC has had enough.
Title: Re: Hallway melee - round 6
Post by: Jingo on Jan 06, 2011, 08:13 PM
 :ooc: Idrhriel's terror check for this round:
+1 Will, +5 from Turumath's spell = +6 -2 for Panicked
Rolled 2d6+4 : 5, 4 + 4, total 13


Idhriel's, init check for next round:
Rolled 2d6+3 : 1, 4 + 3, total 8
Title: Re: Hallway melee - round 6
Post by: Jingo on Jan 06, 2011, 08:54 PM
Idhriel leaped backwards when the claw slash came, but not quickly enough, and she felt the cruel claws slash through her leather leggings and into the skin of her thigh.

The shock of pain brought a cold fury to momentary overcome the crushing despair and blackness she had felt, replacing it with righteous wrath. These foul creatures were an abomination to all the was good and pure, they were walking parodies of life. Were these not creatures the shadow? Was she not Idhriel, a star born to combat the darkness?

She held her blade up and let the cold light from the magicians staff play upon it and glitter into the eyes of the creature. They would be smitten whenever and wherever possible, she vowed!

She began to speak, almost to sing. And the voice was one of meadows, of the trees of Loth Lorien, of the sun at mid morning, caressing the blossoms, of all good green growth and liquid light. She spoke in tones that were alien and fearsome to those that loved the dark. Her voice starting out as a whisper and then rose volume until it rang out in elvish.

"Amin il gorga lle! i' kalina ndengina lle yamen' il ai!"

"I fear you not! Flee to the shadow if you will! Your dominion is a small and benighted realm, and thy doom shall ever be light!"

With that she flashed her blade down in a blinding arc of fury, as the creature tried to flee.

:ooc: Disclaimer. Just used an online translator and who knows if it's close to Tolkien elvish...  :-[

Here are her attacks:
Free attack against M1:
+12 AC +2 specialty w/ weapon - 2 lighting = +12
Rolled 2d6+12 : 6, 6 + 12, total 24

Damage if hit:
Rolled 2d6+6 : 5, 3 + 6, total 14



Normal first attack for this round.
Since the other was free, I'm assuming this one doesn't have MAP.
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 : 5, 2 + 12, total 19

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


Second normal 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 -5 MAP -= +7
Rolled 2d6+7 : 4, 5 + 7, total 16

Damage if hit:
Rolled 2d6+6 : 1, 5 + 6, total 12

Title: Re: Hallway melee - round 6
Post by: tomcat on Jan 09, 2011, 06:25 AM
:ooc: Remember Jingo, each PC has two standard actions per round (combat actions can be increased by order abilities) before any MAP takes affect. So, you had your free attack and then both of your normal attacks would be without penalty.




Idhriel's blade cut deeply into the ghoul's back side and legs. It would seem the damage she had caused would have killed a living being two times over, but still the thing scrambled and clawed for the stairwell that led back into the darkness of Moria.

In the foyer to the dwarven home, Gumbo sought a location to make him feel safe. Before him was a large metal door, but yet it too seemed to exude a terrible feeling of danger. The halfling began to wonder if his decision to enter this crypt was a wise one.
Title: Re: Hallway melee - round 6
Post by: tomcat on Jan 09, 2011, 06:36 AM
Frustrated with the wounds his companion was taking, Kori, now with the room to move, brutally swung his axe multiple times.




Kori attacks M5
(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif) TN 12 AC +10, Spec +2, Dim light -2, Panicked -2, (MAP -5)
-------------------------
Action 1
Rolled 2d6+8 : 4, 4 + 8, total 16

Action 2
Rolled 2d6+8 : 6, 2 + 8, total 16

Action 3
Rolled 2d6+3 : 4, 3 + 3, total 10


Damage if successful:
Rolled 2d6+6 : 1, 4 + 6, total 11

Rolled 2d6+6 : 1, 4 + 6, total 11

Rolled 2d6+6 : 4, 3 + 6, total 13