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 panicked -2 and Dazed -1
-Nori currently panicked -2
-Kori currently panicked -2
-Turumarth is Injured -3
-M1 takes 7 damage bringing it to 21 (Injured -3)
-M2 takes 13 damage bringing it to 23 (Injured -3)
-M3 takes 15 damage bringing it to 34 (Injured -3)
-M5 is healthy
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:Ghouls (+3) - 14
Vári (+2) - 13
Idhriel (+3) - 12
Turumarth (+2) - 7
Nori (+2) - 4
Gumbo (+3) - 3
Kori (+2) - 5
M1 attacks Idhriel(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 13 AC +6, Specialty +2, Ferocity +3, Injured -3 =+8-------------------------
Action 1
Rolled 2d6+8 : 1, 6 + 8, total 15
Action 2
Rolled 2d6+8 : 6, 1 + 8, total 15
M2 attacks Gumbo(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 12 AC +6, Specialty +2, Ferocity +3, Injured -3 =+8-------------------------
Action 1
Rolled 2d6+8 : 2, 6 + 8, total 16
Action 2
Rolled 2d6+8 : 6, 4 + 8, total 18
M3 attacks Vári(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 12 AC +6, Specialty +2, Ferocity +3, Injured -3 =+8-------------------------
Action 1
Rolled 2d6+8 : 3, 4 + 8, total 15
Action 2
Rolled 2d6+8 : 4, 5 + 8, total 17
M5 attacks Turumarth(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 10 AC +6, Specialty +2, Ferocity +3 =+11-------------------------
Action 1
Rolled 2d6+11 : 1, 1 + 11, total 13
Action 2
Rolled 2d6+11 : 5, 6 + 11, total 22
:ooc: Damages unless parried (damage may be altered based on DOS):
M1 on IdhrielRolled 1d6+5 : 3 + 5, total 8
Rolled 1d6+5 : 5 + 5, total 10
M2 on GumboRolled 1d6+5 : 5 + 5, total 10
Rolled 1d6+5 : 1 + 5, total 6
M3 on VáriRolled 1d6+5 : 6 + 5, total 11
Rolled 1d6+5 : 1 + 5, total 6
M5 on TurumarthRolled 1d6+5 : 3 + 5, total 8
Rolled 1d6+5 : 5 + 5, total 10
Suddenly, Idriel was on the defensive, desperately trying to escape the flurry of claws and slashed around her. Her blades spun to meet them and frantically tried to attack as well. Was she fast enough? Had she even wounded it? In the hallway's confusion it was difficult to tell if anything at all was slowing the foul creature.
:ooc:
Combat Action 1: Parry
+12 AC +2 specialty w/ weapon - 2 lighting + 1 weapon parry bonus = +13 mod.
Parry 1st attack from M1 (TN 15)
Rolled 2d6+13 : 3, 5 + 13, total 21
Combat Action 2: Parry+12 AC +2 specialty w/ weapon - 2 lighting + 1 weapon parry bonus - 5 MAP = +8 mod.
Parry 2nd attack from M1 (TN 15)
Rolled 2d6+8 : 2, 1 + 8, total 11
Combat Action 3: Parry+12 on M1 AC +2 specialty w/ weapon - 2 lighting + 1 weapon parry bonus - 10 MAP = +3 mod.
Attack (3rd combat action)
Rolled 2d6+3 : 2, 6 + 3, total 11
:ooc: Note that my third action was an attack on M1, not a parry (copy/paste error). Thanks.
Flashes of doubt filled Turumarth's mind.
Why was he here? He was foolish to think he could survive such an adventure! The undead creature was a foe beyond his meager skill. His resolve began to crack and his only thought was of escape as he desperately tried to counter the creature's blows.
Resist Terror - TN13Willpower +5, Resist Fear +5, Injured -3Rolled 2d6+7 : 3, 2 + 7, total 12
Parry M5 Attack 1 - TN13Armed Combat+2, Specialty +2, Staff Parry bonus +2, Darkness -2, Injured -3Rolled 2d6+1 : 5, 1 + 1, total 7
Parry M5 Attack 2 - TN22Armed Combat+2, Specialty +2, Staff Parry bonus +2, Darkness -2, Injured -3Rolled 2d6+1 : 5, 6 + 1, total 12
:ooc: Terror test - Failure - Frightened -1
Parry 1 result 7-1 = 6 (TN13)
+ remaining 3 Courage +9 = 15 - Parried
Parry 2 result 7-1 = 6 (TN22)
- Disastrous Failure - 10 Wounds (Wounded -5)
Nori
Terror Check:
Roll(2d6)+2:
4,1,+2 (willpower)+5 spell,-2 panicked
Total:10 FAILED
Nori saw the terror before him, despite the fact that the creature was turned on another he couldnt bring himself to bring his axe to bear. The dark of the ancient halls of his kindred dampened the spirit of the son of Durin.
Gumbo
Terror test
Roll(2d6)+2:
1,1,+2(will)+5 spell, -2 panicked, -1 dazed
Total:6
the dark of Moria seemed to claw at Gumbo, just as the foe before him did. He brought his shield up before him trying to gain as much protection from it as he could. Stepping back his retreat was stemmed by Nori behind him. Feeling the solid dwarf behind him in other fights had been a source of strength, but now the hobbit felt trapped.
:ooc: Tomcat, whats the penalty for failing the roll? at this point both Nori and Gumbo have failed.
:ooc: I forgot to roll against the terror so here goes:
+1 will mod + 5 spell = +6 total mod
Rolled 2d6+6 : 2, 4 + 6, total 12
:ooc: First to correct a couple things with your posts:
Jingo:
Due to your Terror roll failing against a TN 13 by 1, Idhriel is -2 Panicked, which does the following to her rolls:
Action 1 - First parry reduced to 19 vs. TN 15 (SUCCESS)
Action 2 - Second Parry reduced to 14 vs. TN 15 (FAILED), 8 damage after armor reduction (her second action is not affecte by the MAP, each PC gets two actions). :csu: for 8 damage
Action 3 - Attack has the following mods: AC +12, Spec +2, Panicked -2, Lighting -2, MAP -5 = +5 for a total of 12 (I will give you the results in my next post.
Donimator
Turumarth's failure in his terror roll actually makes him Panicked -2. This has the following effect on his rolls:
Parry 1 - roll now would be a 5 +9 courage = 14 vs. TN 13 (SUCCESS) :csu: you updated
Parry 2 - roll now would be a 10 vs. TN 22 (FAILED); this would be an Extraordinary Success for the ghoul which does MAX damage per my house rule, so that would be 11 -2 for armour is 9 damage. :csu: you updated
Telcontar
Nori and Gumbo's terror rolls...
Nori's 10 result returns the same Panicked -2 result which he is already effected by, so no worse for wear. He can still attack as he pleases.
Gumbo rolled double 1's, which causes a cascading dice effect like double 6's, but as a penalty (per my house rule). I rolled the extra dice and got a 5. So, net result for Gumbo is:
Terror test
Roll(2d6)+2:
1,1,+2(will)+5 spell, -2 panicked, -1 dazed, -5 cascading dice
Total:1
The ghoul achieves an Extraordinary Success against Gumbo, which makes him Unmanned. He must run, flee, whatever he possibly can to get away from these creatures.
Okay, I will post for Kori and Vari as soon as I get my son to bed. If you have questions, give me a shout.
:ooc:Nori: Attacks M5, also would his battle fury trait effect the fear at all?
Nori looked at the best before him that had sullied the halls of his father's. He felt disgusted by this creature before him, but his axe willed him to fight back.
Attack Roll(2d6)+8:
3,2,+8, -2 panic
Total:11
DMG Roll(2d6)+6:
1,2,+6, +2 str
Total:11
Attack Roll2 (2d6)+8:
5,3,+8, -2 p
Total:14
DMGRoll(2d6)+6:
4,3,+6=2 str
Total:15
Nori attempted to hack twice at the creature before him. After the second blow had come forward the dwarf felt the hobbit next to him trying to pass by. Sparing a look at Gumbo he saw him ducked as far as possible behind his shield and trying his best to slip past him back into the foyer.
Vári's Willpower test(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 13 Willpower +1, Hardness of mind +2, Valour +4, Spell bonus +5 = +12-------------------------
Rolled 2d6+12 : 2, 5 + 12, total 19
Kori's Willpower test(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 13 Willpower +2, Hardness of mind +2, Spell bonus +5, Panicked -2 = +7-------------------------
Rolled 2d6+7 : 2, 6 + 7, total 15
Vári parries his attacker(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 15 and 17 AC +14, Spec +2, Dim light -2-------------------------
Action 1 vs TN 15
Rolled 2d6+14 : 5, 6 + 14, total 25
Action 2 vs TN 17
Rolled 2d6+14 : 2, 6 + 14, total 22
Kori attacks M5(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 15 and 17 AC +10, Spec +2, Dim light -2, Panicked -2-------------------------
Action 1
Rolled 2d6+8 : 4, 2 + 8, total 14
Action 2
Rolled 2d6+8 : 5, 3 + 8, total 16
Damage if successful:
Rolled 2d6+6 : 5, 6 + 6, total 17
Rolled 2d6+6 : 1, 1 + 6, total 8
:ooc: Vári took 6 damage, but his armour absorbs 7 - so no effect.
Kori did m5 a total of 12 damage, as these beasties make no attempt to parry
Now Vári attacks...
Vári attacks M3(http://rpg.avioc.org/boards/Themes/default/images/dice_a.gif)
TN 12 AC +14, Spec +2, Dim Light -2, (MAP -5)-------------------------
Action 3
Rolled 2d6+14 : 2, 6 + 14, total 22
Action 4
Rolled 2d6+9 : 2, 5 + 9, total 16
Action 5
Rolled 2d6+4 : 6, 1 + 4, total 11
Damage if successful:
Rolled 3d6+2 : 2, 6, 5 + 2, total 15
Rolled 3d6+2 : 3, 3, 1 + 2, total 9
Rolled 3d6+2 : 4, 4, 2 + 2, total 12
:ooc: I messed up above on Kori's attack notes... the TN is 12 against the mewlips and Kori deals M5 12 points damage (25 / 2 = 12).
Vári does 12 damage against M3 (24 / 2 = 12)
And to Telcontar - no, Battle-fury does not stop him from becoming panicked, but it will keep him in the fray no matter what. Nori deals M5 15 damage due to his magical axe.
To Jingo, Idhriel did 8 damage to M1