RPG.avioc.org

Reading Room - Archived Games (data may be deleted) => Chronicles of the North [LotR CODA] => Chapter 7: The Trail Home => Topic started by: tomcat on Jan 29, 2006, 05:23 AM

Title: Wight's Lair - Round 1
Post by: tomcat on Jan 29, 2006, 05:23 AM
OOC: Dirnhael's motivational speech will be considered a soliloquy of sorts; that and the heroic task that the companions are undertaking will grant a +6 to all opposed Fear tests. This modifier will last for 15 minutes, though it could be re-constituted based on RP'ing.

Description: There are two Wights within the barrow, they are Defence 11 and one has a -2 penalty to ACTIONS;

Physical Modifiers: No physical modifiers due to torches

Situational Modifiers: Seriand is -2 to Strength and Vitality due to Wight's attack in the last melee; two wights are wounded -5 and -3

Initiative*:
Fengel - 10
Durgil - 10
Wights - 10
Seriand - 7
Nain -
Dirnhael -

*Remember to roll your next round's initiative at the end of your posts

I need Initiative rolls and then actions based on your order in the melee.
Title: Re: Wight's Lair - Round 1
Post by: Wiseman on Jan 29, 2006, 05:49 AM
OOC: Two wights and the GW?  Greater Wight?
Title: Re: Wight's Lair - Round 1
Post by: tomcat on Jan 29, 2006, 05:51 AM
OOC: You got it. ;D
Title: Re: Wight's Lair - Round 1
Post by: GandalfOfBorg on Jan 29, 2006, 11:20 AM
Upon seeing this new evil, Durgil didn't think and just acted.  Dropping his sword at his feet, he readies his bow, takes aim, and lets fly his arrow at the dark creature standing near his friend with an aim to cause it to drop its weapon.

OOC: Durgil is aiming for the creature's arm/hand/whatever with the intent to forcibly disarm the creature.  He will spend all Courage (3 left, which would be enough for an Extraordinary Success) allowed to achieve this action (if it be achievable).

1) Ready bow
2) Draw arrow
3) RC: Bows (Longbow) - (6+3)+7+2-5=13+X Courage

Damage: (5+2)=7

EDIT:
Initiative - (5+5)+2=12
Title: Re: Wight's Lair - Round 1
Post by: Wiseman on Jan 29, 2006, 01:25 PM
Quote from: Wiseman on Jan 27, 2006, 12:30 PM
Seriand followed suit and propelled himself down the rope.  His comrades were doing well, against a foe he had fled from in utter terror.

Action: Climbing down the roap

Init: Roll(2d6)+3:  1,3,+3 Total:7

Title: Re: Wight's Lair - Round 1
Post by: Palandil on Jan 29, 2006, 02:01 PM
Fearing for Edrahil's life, Fengel quickly grabbed the bag from the floor and held it aloft, "Here devil, come and get your treasure, and something else we have for you!"  Hopping the taunt would draw the creature out.

Realizing that yet another wight could spell doom for he and his companions, Fengel secures the bag then rushes to attack the wight nearest him.

Attack 1: Roll(2d6)+15: 5,5,+15 Total:25
Attack 2: Roll(2d6)+15: 5,4,+15 Total:24
Attack 3: Roll(2d6)+15: 1,5,+15 Total:21

Int: Roll(2d6)+3: 5,1,+3 Total:9
Title: Re: Wight's Lair - Round 1
Post by: tomcat on Jan 29, 2006, 05:28 PM
OOC:

Quote from: GoB1) Ready bow and draw arrow
2) Aim
3) RC: Bows (Longbow) - (6+3)+7+2+3-5=16 +9 Courage = 25 SUCCESS
Damage: (5+2)=7

Hey Matt, I am gonna adjust your post to the following, letting you use 1 action to completely ready your weapon and the other to Aim, then fire. The Called Shot TN will be 23 (Defence 11 +12), so you will need to use the remaining Courage that you have.

Wiseman, I already accounted for your drop into the chamber and that you have an initiative of 7, so prepare your actions.

The arrow from Durgil's bow flew straight and true piercing the wight's clenched fist causing it to quickly draw back its hand and lose grip of the luminous blade. It clattered on the floor as the wight turned its complete attention to the young noble. It drew up its other hand and let loose a bolt of its own, a deadly bolt of sorcerous energy.

As if this were a signal the other two wights rushed back into the attack, Fengel got to one of them first and again Cerduil flared through the darkness, the blade of Westernesse cleaving deep into the creatures robes and flesh.

OOC: Wights attack and defend:

Greater Wight takes the hit from Durgil's bow and then casts Blast of Sorcery at the noble - TN 12
Willpower +7
ACTIONS 1 & 2
Roll(2d6)+7: 5,4,+7 Total:16 SUCCESS
Ranged Combat TN 12
RC (Spells) +5, Specialty +2
Roll(2d6)+7: 3,3,+7 Total:13
Damage if not Dodged - Roll(5d6)+5: 4,3,4,2,5,+5 Total:23

Wight 2 defends against Fengel TN 25, 24, 21
AC +13, PB +1, Wounds -3, (AA -5)
ACTIONS 1, 2, 3
Roll(2d6)+11: 6,2,+11 Total:19 FAILED
Roll(2d6)+11: 5,1,+11 Total:17 FAILED
Roll(2d6)+6: 5,6,+6 Total:17 FAILED

Damage from Cerduil:
Roll(2d6)+8: 6,6,+8 Total:20
Roll(2d6)+8: 4,4,+8 Total:16
Roll(2d6)+8: 6,5,+8 Total:19

55 total / 2 = 28

Wight 1 casts Spellbinding on Fengel TN 10
Willpower +6, Wounds -5, Fear -2
ACTION 1
Roll(2d6)-1: 2,2,-1 Total:3 FAILED
ACTION 2 (it tries again)
Roll(2d6)-1: 4,5,-1 Total:8 FAILED
Title: Re: Wight's Lair - Round 1
Post by: GandalfOfBorg on Jan 29, 2006, 06:28 PM
TN 13 Dodge - (5+5)+2-10=2

In his effort to save his friend, he opened himself up to an unlooked for counterattack.  It was only at the last second did he realize his peril and began an attempt spring out of the way.  His action was for naught as he caught the full blast of negative energy, his body collapsing in sheer, agonizing pain.

OOC: Durgil is now Wounded (-5).
Title: Re: Wight's Lair - Round 1
Post by: Wiseman on Jan 30, 2006, 04:52 AM
Moving with haste having saw another of his comrades being struck by the blade of the foul creatures Seriand swings his blade twice at the ferocious wight (w2)

Attack 1: Roll(2d6)+10: 2,3,+10 Total:15
Attack 2: Roll(2d6)+10: 2,4,+10 Total:16
Damage: Roll(2d6)+5: 1,1,+5 -1 Total:6
Damage: Roll(2d6)+5:  6,3,+5 -1 Total:13

Init: Roll(2d6)+3:  5,2,+3 Total:10
Title: Re: Wight's Lair - Round 1
Post by: tomcat on Jan 30, 2006, 06:49 AM
The shape before Fengel had barely recovered from the onslaught of the Eothraim's blade when Seriand's sword struck - it staggered back and fell. The two comrades watched as the robes and garments seemed to lose all shape as if whatever unholy thing that had been contained now departed the dried husk of a corpse. It did not stir again.
Title: Re: Wight's Lair - Round 1
Post by: sdrotar on Jan 30, 2006, 07:03 AM
OOC: Sorry I'm late... :(

Initiative: Roll(2d6)+2:1,3,+2 Total:6


***

Dirnhael heard Durgil's blade clatter as it hit the floor, and whirled in time to see the young archer disarm the wight with a remarkable shot, and then watched in horror as the wight crumpled his companion with a vile blast of sorcery.
He feared for Durgil, but he would make certain his efforts weren't for naught.
He quickly covered the ground between the two in only a few long strides, and bracing his shield in front of him, Dirnhael launched himself into the wight with all his strength, aiming to smash the creature between his shield and the stone wall behind it, crushing it's ancient bones to dust.

Attack 1 and 2: AC (Longsword) +16, Charge +2 = +18
Roll(2d6)+18:4,6,+18 Total:28
Damage: 2d6+5+1(STR)
Roll(2d6)+6:1,2,+6 Total:9 x 1.5 (Charge) = 14


OOC: If Dirnhael's successful, the Core Book shows a Charge as a two-point action. If I read it right, he has an action allowance of 4 due to his Swift Strike +2, so he'll press his attack.


***

The collision was bone-jarring for both the wight and Dirnhael, and a sickening crunch echoed in the tomb, though it was impossible to tell from whom the sound came.
The Dunedan gathered his wits, and stabbed at the vile creature as quickly as he could.

Attack 3: AC (Longsword) +16
Roll(2d6)+16:6,5,+16 Total:27
Damage: 2d6+5+1(STR)
Roll(2d6)+6:1,1,+6 Total:8

Attack 3: AC (Longsword) +16
Roll(2d6)+16:3,5,+16 Total:24
Damage: 2d6+5+1(STR)
Roll(2d6)+6:2,2,+6 Total:10


OOC: I'd be hard-pressed to make worse Damage rolls than that... :(


Next Round Initiative: Roll(2d6)+2:5,1,+2 Total:8
Title: Re: Wight's Lair - Round 1
Post by: Stefan on Jan 30, 2006, 09:42 AM
Initiative for Rd 1 (2d6+2) 4,1+2=7

Nain swings at the affront to the living.  His axe had bitten it once and would do so again.

Attack (2d6+9) 2,4+9=15
Damage (2d6+10) 2,3 +10=15

Attack (2d6+9) 6,2+9=17
Damage (2d6+10) 4,6 +10=20

Initiative for Rd 2 (2d6+2) 2,4+2=8
Title: Re: Wight's Lair - Round 1
Post by: tomcat on Jan 30, 2006, 10:23 AM
Wight 1 attempts to parry Nain TN 15 and 17
AC +13, PB +1, Fears -2, Wounds -5, AA (-5,-10)
Roll(2d6)+2: 2,3,+2 Total:7
15 damage / 2 =8
Roll(2d6)-5: 1,4,-5 Total: 0
Max damage 22 / 2 = 11

19 total damage

GW cannot resist Dirnhael's attacks;

Charge:  14 - 5 (mail) = 9 / 2 = 5
Attack 3: 8 - 5 (mail) = 3 / 2 = 2
Attack 4: 10 - 5 (mail) = 5 / 2 = 3

10 Total damage