[IC] Dungeon Fantasy -- Gorefest Dungeon
Welcome to...
Gorefest Dungeon! In a far-flung dystopian future, five friends log on to the vast world-wide neural network to test the latest virtual reality fantasy game, Gorefest Dungeon! Level 1: Grave of Garinham Current Map: http://img40.imageshack.us/img40/2294/gorefest6.jpg When moving about the map, please advise the GM steps by direction (N, S, E, W, NE, NW, etc.). For example: "I move SW, S, S, S, SW, W, and W, then stop." Current Party (by order of Basic Speed):
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Down the steps you descend, deep into the bowels of the earth, deep into the Grave of Garinham!
With walls and floors of stone, the massive antechamber's vaulted ceiling is so high above that it disappears into darkness. Shadows dance and play across the furrowed brows and sinister features of the many scowling, fanged grotesque reliefs carved into the walls. A great abysmal crevasse opens before your feet, crossed by an arching stone bridge. The bridge appears very solid as if hewn from a single ashlar. Perched atop each of its four posts is a small winged gargoyle statue. At the center of the bridge sits a stone box too small to be a sarcophagus. From a distance, it's hard to see it behind the bridge's low railing. Atop four pedestals stand towering golems armored in polished bronze. Each golem is identical and they all possess huge mauls, the heads of which rest on the floor at their feet. Intermittently, sparks crackle and surge around their weapons. Their eyelids remains closed as if they were asleep at their posts. Other than the open arching threshold through which you entered on the east wall, there are two door ways, both on the west wall. In the center across from the bridge are a set of massive ironbound double doors 12 feet tall. |
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jorin, surprised at being so close to the nearest guardian, steps back east, watching to see if mere entry into the room triggers the guardians.
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The golems appear to remain at rest, unmoving...
...so far. |
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"I say," Marcy says. "None of my magics seem to apply in this situation."
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"Well, the obvious course of action is to knock them into the ravine. The creator seems to have taken some care to ensure they don't walk away from their positions. I wonder what the trigger is"
Jorin looks around for loose pebbles on the ground. He intends to throw them to see if he can get the golems to react. He will first throw across the room, then down the chasm (listening for an aproximation of depth) and then at the chest of one of the Golems. Also, about how much do the golems weigh, what are the doors on the opposite side of the room made of, and do they appear to be locked? PS: Jorin has two copies of continual light going: one on a small stone in a pocket, the other on a pin stuck into his hat. Both were cast yesterday, the Bright as day versions. |
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Jorin finds a few small pebbles and rock chips at his feet and starts tossing.
The first bounces off the far wall and clatters to the stone floor. The next goes over the pit's edge and into the darkness, but never makes a sound. The chasm is at least deep enough that the impact from such a small rock can't be heard. Larger rocks are easy to come by; the passage around the pit is littered with pieces of rubble broken away from the walls. Jorin then takes aim at one of the golems pondering its massive weight. When changed from solid stone into animated "flesh," the golem's mass is greatly reduced. So, being about nine feet tall, the muscular creatures probably weigh upwards of 800-900 pounds, he figures. OOC: Make your roll if you wish to throw a rock at one of the golems. To hit the nearest one roll against [DX-3, Range -1, SM +1, All-Out Attak +4 (I'm guessing)] = 16. You'll have to wait your turn, though. I considered the single step basically a free action since I don't care where you all start on the map. |
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"I vote for the minotaur to poke one of the golems." Hfuhruhurr has his Fine Orichalcum Thrusting Broadsword readied as well as his shield.
"I think they may start moving once we start crossing this bridge" |
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Jim will then make a Hidden Lore check to see if he can discover any weaknesses of the golems, or at least of these types of golems. Then, if nothing interrupts, he'll take five seconds and try Detect Magic on the bridge. 3d6=12, 3d6=16 Success by 4 on the Hidden Lore, assuming it's Magical Items Lore or another that isn't Magical Writings (which would be success by 5). Detect Magic skill 19 - 2 for range (at the end of the staff that is 2 yards long) = 17, so success by 1 there as well. FP: 13/14 HP: 10/10 PI: 17/17 |
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Golems like these*, Jim knows, are little more than mindless servitors -- pure muscle. If they take enough damage, though, they'll crumble back into a pile of stone.
The bridge seems totally unenchanted. OOC: These are stock standard Stone Golems from DF 2. |
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"Yeah, I got nothin'. You folks enjoy this one; I do bodies, not rocks. Still, I reckon we should avoid the bridge - specially since there's a perfectly good path 'round."
So said, Jim will take a cautious step south. FP 13/14 HP 10/10 PI 17/17 |
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"Hang on Jim, they're guarding the path that supposedly 'goes around'. I can distract them and get them all in a corner if we need to, but I'd prefer to dispatch them rather than sneaking by. How fast are these things, and how complicated are their orders likely to be?"
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Shadows dance an play across the furrowed brows and sinister features of the many gargoyles and scowling grotesque reliefs carved into the walls.
Still, the golems remain steadfast at their posts. If they can comprehend Jim's announced plans to pass by them, they show no sign of it. |
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Jim stops in his tracks and very, very carefully leans back against the wall. "Well, I ain't no expert on this sort of thing, but the sorts I've seen move roundabout as fast as a man, and hit like a bull. As for orders? Could be complicated as you like, from, 'Do a four step waltz in time to Niriel's Seventh on alternate Tuesdays while pretending to sip martinis and drawing a fish motif on your stomachs in the provided red paint,' to, 'Kill all intruders; I am not an intruder.' Probably closer to the second than the first, though."
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"What do you mean hit like a bull?" Jorek says agitated by the remark, "I'll show you how we hit things!"
With that Jorek runs forward to the nearest golem and takes two mighty swings with his halberd. Polearm 18-6(Rapid Strike)=12, roll 9, success by 3. Damage: 5d+3, roll 21 cutting damage Polearm 18-6(Rapid Strike)=12, roll 6, success by 6. Damage 5d+3, roll 23 cutting damage Link to the rolls. ooc: The idea would be to close the distance, then make the attacks, not to make a running attack. |
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How loose are the rocks on the ceiling?
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The towering golem comes to life and steps into combat with the minotaur, swinging its giant maul! In a mighty clash, the maul meets halberd with a shower of sparks. Ironhide quickly reverses, sending a hail of rock flying from the golem's side.
The other golems ready their mauls and step forward. OOC: The golem was taking the Wait maneuver. He took the Ready maneuver and readied his maul for a Reach of 1. I had Ironhide attack from Reach 3, seeing no instruction in that regard. Parry: 3d6=8. Success. Dodge: 3d6=15. Fail. Golem takes 23-4=19*1.5=28damage! |
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Jim winces and heckles from the sidelines. "Ooh, that looks like it hurt," and like comments.
Generally he'll stay where he is, unless golems come near him or otherwise he gets harrassed. OOC: Taking a Wait maneuver until such a time as a golem or some other dangerous thing wanders within three yards, at which point he'll beat a hasty retreat from his perch against the wall out the entrance arch. You can assume I'm doing so for the whole combat, unless something substantive changes, like either a) enemies or hazards Jim can deal with or b) someone gets seriously hurt. |
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"let the fun begin!"
Hfuhruhurr moves forward with his shield readyand stop short of the golem. (All out defense increase to dodge, moved north to steps end facing north and crouching) Block score: 15 Parry score: 15 Dodge score: 14 (AoD+2) |
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Marcy presses his left hand down against the concertina strapped to his right hand, releasing a major chord into the air, quickly followed by a diminished seventh. "To my friends I'd be help, against anything else..."
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The damaged golem charges forward, swinging its huge hammer downward.
The other stone giants take foot as well, their booming footfalls echoing throughout the cavernous chamber. OOC: Move and Attack (Ironhide): 3d6=9. Success. Ironhide, your turn. |
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OOC: Quick post. Golem takes the damage.
Sir H is up. |
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Hfuhruhurr stands while swinging his blade at the Golem's side.
committed attack swing to torso at -6 decpitive, skill roll 14 or less, made by 4. damage is 15 before modifier. 3d6=10, 2d6+4=15 golem defends at -3 for deciptive and -2 for side attack. end facing golems and standing. |
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Sir H's gleaming orichalcum sword puts the last fragments of the golem's shattered torso to the test and succeeds, cleaving right through in a shower of broken bits. The golem's glowing eyes extinguish as its head topples to the floor with a resounding crash.
Across the chasm, the sprinting golems take to the bridge and cross it; the remaining is sprints north, nearly reaching Jim before he ducks for cover. OCC: Dodge: 3d6=12. Fail. Golem dies at -45 HP. Thanks for all the modifier info and letting me know exactly what I need to roll, everyone. Since poor Jim is right in the line of fire, his Wait maneuver triggers and he's moving back through the arch as directed. As all PC's now share a Basic Move of 6, order can be taken as needed. |
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Turn sequence, as far as I know from reading p. B363, is based solely on Basic Speed, not Move.
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Which I waved for the PbP environment.
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Oh, I wrote Basic Move, didn't I. Sorry. XD
Regardless, if no one else has something they wish to do, then we can start from the top with Ironhide. |
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Jim is going to Wait this turn as well, and retreat if any of the golems come after him, up the stairs if necessary (unless that's off-limits). Next turn, if the golems seem not to be paying him any mind, he'll come up behind one and stand at Reach 2 to beat it about the head and shoulders with his staff.
(Am I correct in assuming that you would not allow a Wait to interrupt a Move and Attack between the move and the attack? The ideal situation would be to stay out at Reach 2 of a golem the whole time, without coming into range for an attack.) |
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Jorek runs over to the golem attacking the mage and takes a swing at his maximum reach.
-1FP Heroic Charge Polearm 18-6(Deceptive Attack)=12, roll 12 success by 0; Golem defends at -3 5d+3 cutting damage, roll 20 Link to rolls ooc: I figured with move 8 and a reach 3 weapon I could get back to Jim in one turn, if not then I guess you can ignore the attack and just note the movement. |
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The north-most golem skids to a stop, then dodges back.
OOC: Retreating dodge (12): 3d6=9. Success, surprisingly. Sir H is up. |
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Hfuhruhurr moves south and holds his shield steady while making himself small.
(All out defense increase to dodge, moved 2 hexes south and facing south, end in a crouch) Block score: 15 Parry score: 15 Dodge score: 14 (AoD+2) |
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If combat with the golems is a storm, the clouds now gather around the adventurers, lightning rumbling within the ominous thunderheads.
The first golem arrives from the bridge and strikes, swinging its huge maul straight at the giant minotaur warrior. OOC: Golems are all at Reach 2. #1 makes a Defensive Attack (13) against Ironhide to random location: 3d6=10 Damage: 3d6+8-3=13 crushing. Location: 3d6=10; torso. I took the liberty of backing Marcy up a couple hexes. Otherwise, he would be getting attacked right now. EDIT: Anyone with Basic Speed 6 may now go. If no one else wants to do anything, Ironhide is up. |
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Jorek parries the golem's attack, then makes two more attacks against it.
Parry 12, roll 8, success by 4. Polearm 18-6(rapid strike)=12, roll 7, success by 5. 5d6+3 cutting, roll 17. Polearm 18-6(rapid strike)=12, roll 12, success by 0. 5d6+3 cutting, roll 24. Link to rolls. |
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Attempting in vain to defend against the mighty Ironhide's assault, the golem backs into another behind him. The minotaur's axe destroys the hollow golem's torso.
OOC: Retreating Parry (10): 3d6=11. Fail. Retreating Dodge (10): 3d6=11 Fail. Golem takes 19+30 damage, reducing it to -19. It's in the same hex as #3. Sir H! |
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Hfuhruhurr Steadies his shield as he moves south towards the golems once more
(stood up from crouching. All out defense increase to dodge, moved south east then south, ending in front of golem number 2) Block score: 15 Parry score: 15 Dodge score: 14 (AoD+2) |
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Please don't turn around and hurt me now. |
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Sir Hfuhruhurr avoids the attack by sliding his blade along and deflecting the blow.
parry score 15: 3d6=9 |
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Suddenly, the ground beneath rumbles sending large boulders of worked stone and pieces of statues crashing to the floor or falling into the abyss.
In a shock wave of light, starting at the top of their head and quickly flowing downward to the bottom of their feet, bronze armor is layered onto the golems' forms. The first stone man is still as damaged as before; the armor conforms to his injuries. Everyone present knows what just happened... "Hot fix!" Just then, an awful racket of screeches quickly ascends from the depths of the black crevasse. A twin helix of of bats cyclones up in two columns, one on each side of the bridge. They continue flapping upwards into the shadows high above. When the last has disappeared, one giant form remains perched on the bridge, wings spread: a Batchala! |
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A gaint bat. DF 2, p. 23. :)
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It's monster #4 on the map, the one on the bridge.
EDIT: Anyone with BS 6 is free to act. The Batchala took his turn to appear dramatically. :) |
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Anyway, seeing something he can deal with, Jim gets a big, wicked grin, then takes a step forward and sticks out his staff and wiggles it at the huge bat from his "safe" cubbyhole. Casting Frailty to reduce HT by 5(Resisted by HT): Skill 19-5 for distance (casting at the end of his staff)=14:3d6=6, success by 8 (damn distance penalties and their not letting me have a crit) HP:10/10 FP:4/10 PU:17/17 |
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The map updates indeed!
Jorin will back up E farther into the shadows (2 steps). |
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Batchala's resistance roll: 3d6=10. Success by 2. The Batchala's HT is reduced by 5!
The map has been updated after every single turn, by the way. XD |
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Ironhide, after resolving defenses, you can take your turn.
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Jorek takes a step back dodging the first Golem's attack, but fails to parry the second attack taking the blow to his chest. He steps forward and attacks the first Golem twice as hard as he can, but only the first attack hits.
Dodge 10+3(retreat)-2(deceptive attack)=11, roll 10, success by 1. Parry 12, roll 16, fail by 4; Jorek takes 5 damage after DR. Polearm 18-6(rapid strike)=12, roll 12, success by 0. 5d6+3+5(mighty blow), roll 26 cutting damage. Link to rolls. Polearm 18-6(rapid strike)=12, roll 13, fail by 1 5d6+3+5(mighty blow), roll 26, but the attack missed. Link to rolls. HP: 20/25 FP: 14/16 |
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Ironhide smashes through the golem with ease, reducing it to ruble.
OOC: Stix, what's your DR? 2 for mail and 2 for tough skin, right? 14 crushing damage - 4 DR = 10 injury, right? Sir H is up! |
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The golem steps back with the attack, attempting to parry with its giant maul, lightning bolts surging around the weapon's massive steel head. Though it fails, Sir H can tell the golem is now more skilled than before.
Apparently, in addition to their shiny new bronze armor, the upgrade brought with it increased martial skill and Lightning Weapons for the golems. OOC: Golems now have skill 15 (16 counting balanced) with their oversize, fine, balanced, dwarven mauls of shocking. They'll sell for a pretty penny back at town! Golem #2 makes a retreating parry (11) at +1 and -2. Rolling against 10: 3d6=13. Fail. Golem #2 takes 16 - DR 9 = 7 * 1.5 = 10 damage. |
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Wings spread wide, the Foul Bat lunges off the bridge and takes flight. In an instant, the evil creature is upon Marcy, long, slavering fangs snapping and gnashing at his face. The horrendous stench of burned sulfur and brimstone is overwhelming, assaulting both Marcy and the minotaur warrior beside him.
OOC: Foul Bat takes the Move and Attack maneuver and flies 8 hexes to enter close combat with Marcy. Bite (16) to face (-5): 3d6=6. Success. Damage: 1d6+1=2 cutting + follow-up 1 FP. Both Marcy and Ironhide must make an HT roll. Those who don't resist are nauseated (-2 to attribute and skill rolls, -1 to active defenses, and possible vomiting; see p. B428) for minutes equal to margin of failure. I read Flying Combat, p. B398, Combat at Different Levels, p. B402, and High-Speed Movement, pp. B394-395, but those last rules made my head hurt. Please, by all means, correct me if I'm wrong with anything the Foul Bat does here. |
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Jim gives a yelp and stumbles back, smacking about ineffectually with his staff in an attempt to fend off the bat.
OOC: Retreating parry (+1): 3d6=14, 3d6=12 failure by 1; the second number was for HT, and thankfully unnecessary. FP: 3/14 (half move and dodge) HP:8/10 (Shock penalty: -2) PU: 17/17 Conditions: Nauseated (-2 to attributes, -1 to active defenses) for 1 minute |
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Marcy slashes with his cutlass, then steps back.
Shortsword, 16 (3d6=15) Cutlass Damage, cutting (1d6+1=7) Edit: Let's see if I still even get to attack. Marcy will do a retreating parry, with Feverish Defense. Parry (16/2=8, +3, +2 FD, +1 Retreat), 14 (3d6=7) Then I get to try to hurt it because I parried it, yes? Parrying unarmed, skill 16 (3d6=14) Cutlass Damage Parry, cutting (1d6+1=5) HP 11 FP 10 And so then on his turn after that, he'll step back into combat with the bat instead of stepping away. |
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Marcy's blade cuts into the foul beast's hideous face, fending off its nasty, drool-slick teeth.
Again Marcy employs his slashing cutlass, but somehow the creature manages to dive and flip away from the slicing attack. OOC: Foul Bat takes 5 - DR 1 = 4 * 1.5 = 6 injury. Aerobatics(14): 3d6=7. Success. Retreating aerobatic dodge (9+2+3=14): 3d6=12. Success. Marcy, technically you should have had to roll HT against the smell attack before attacking, but due to all the confusion, we'll just say Marcy hasn't breathed until now! ;D Go ahead and roll. Anyone else with BS 6 may go. Then, it's the golems. After them, Ironhide. Ironhide must roll HT first, though. |
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Jim, who really wasn't feeling that bad at all in fact, stares hard at the bat from his safe hidey-hole in the doorway.
OOC: Concentrate maneuver on Rotting Death at 20: 3d6=9, or what would be a critical success if they went that high. It's a melee spell, so Jim will have to touch the bat with it later for it to take effect. FP:3/14 (half move and dodge) HP:10/10 PU: 17/17 |
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Jorin lightly leaps onto the wall, his feet cleaving to its surface, he then walks onto the ceiling.
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Golem #2 makes an All-Out Attack (Determined), Deceptive Attack, to a random location, against Sir H. Skill 16 + 4 - 4 = 16: 3d6=14. Success. Sir H defends at -2.
Damage: 3d6+8=22 crushing. Location: 3d6=5. Face. Golem #3 steps north and makes the same attack against Ironhide: 3d6=9. Success. Ironhide defends at -2. Damage: 3d6+8=16 crushing. Location: 3d6=15. Hand. 1d6=4. Right Hand. Ironhide's turn. Roll Against HT first for the Foul Bat's smell-emanation. |
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Jorek is unaffected by the foul odor and easily parries Golem #3's attack, taking two heavy swings against the opening it left with its attack.
HT 16, roll 12, success by 4. Parry 12+1(retreat)-2(deceptive)=11, roll 10, success by 1. Polearm 18-6(rapid)=12, roll 10, success by 2. Damage 5d6+3, roll 22 cutting damage. Polearm 18-6(rapid)=12, roll 7, success by 5. Damage 5d6+3, roll 24 cutting damage. Link to rolls. HP: 15/25 FP: 14/16 |
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Ironhide's unrelenting onslaught shatters the golem's defenses and tears through its polished bronze armor like tinfoil, destroying the stone beneath as if it were little more than wet sand.
How the stone warrior manages to stand after being flung back six feet is a mystery, one that will no doubt be soon solved at the edge of the minotaur's pole axe. OOC: Retreating Parry (11+1=12): 3d6=13. Fail. Golem #3 takes 22 - 9 = 13 * 1.5 = 19 injury. DX roll to avoid falling: 3d6=6. Success. HT roll to avoid Knockdown and Stunning: 3d6=6. Success. Dodge (9): 3d6=10. Fail. Golem #3 takes 24 - 9 = 15 * 1.5 = 22 injury. HT roll to avoid Knockdown and Stunning: 3d6=11. Success. DX roll to avoid falling: 3d6=8. Success. Both attacks result in 1 yard knockback each (p. B378). Something we've been forgetting to do! Not sure if the knockback would have caused the second attack to require a step or not. We'll say not for now. Golem is at -11 hp. Must roll to remain conscious at the start of each turn. Sir H is up! |
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Sir Hfuhruhurr avoids the attack by stepping back and letting the swing arc over,
He then charges at the golem (2) with his shield up closing the gap. Retreating dodge 12 or less 3d6=12 made by 0 All out defense increase dodge. I am right next to golem 2 |
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Behind Sir H, the Foul Bat continues its fearsome attacks against Marcy, blood and drool spattering all over the bard. The overwhelming stench is perhaps worse than the fangs, stinging Marcy's eyes and burning his nose.
OOC: Bite to random location (16 - 4 shock penalty = 12): 3d6=12. Success. Location: 3d6=12. Left arm. Damage: 1d6+1=6 cutting + follow-up 1 FP. Marcy, Roll against HT for Stench. Foul Bat is at 4 HP. The Foul Bat in DF 2 doesn't have the trait Flight (Cannot Hover; Winged). It should. I'm going to say it has landed at this point. Otherwise, it would need to take a Move and Attack and swoop around in a circle--not that doing so would be a problem. I'd just rather have it land. |
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Golem #2 takes one step back and makes a Committed Attack (Determined), Deceptive -4, against Sir H to a random location (16, +2 determined, -2 for two steps, -4 Deceptive = 12): 3d6=8. Success. Sir H defends at -2.
Location: 3d6=9. Torso. Damage: 3d6+8=25 crushing. It then takes one more step back. Goelm #3 makes a HT roll to remain conscious: 3d6=12. Success. Changes facing to southeast. All-Out Attack (Determined), Deceptive Attack, to a random location, against Sir H (16, +4, -4 = 16): 3d6=8. Success. Sir H defends at -2 for Deceptive Attack and -2 for being a side attack. Location: 3d6=12. Left Arm. Damage: 3d6+8=17 crushing. |
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Jorin, standing just out of reach of the Golem's hammers on the wall directly above the brawl, draws and nocks an arrow, Then aims the weapon at the foul bat directly below him.
two rolls to draw and nock the arrow quickly 9,9 both large successes. |
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Though the stench is strong, Jorin manages to concentrate on his task through it.
OOC: Anyone with BS 6 may take their turn. |
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Jim, looking even more pale than normal but determined, takes one step southward to the lip of the entryway and turns to wallop the bat about the ribs from a 'safe' distance.
OOC: All out attack (Determined) plus Deceptive Attack (-4)=14: 3d6=10 success, bat defends at -2 for deceptive and -2 for side. Damage = 1d6+2=4 cr Also, if the bat defends in any other way than a Dodge, I need a HT roll to resist at +11 or be subjected to Rotting Death (I can post effects here, or you can look it up). Edit: Including the roll that makes the above make sense: 3d6=9 FP:3/14 (half move and dodge) HP:10/10 PU: 17/17 |
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The Batchala turns its hideous face just in time to see Jim's staff smash him in the back of the ribs. It screeches in pain and anger.
OOC: Dodge (9 - 2 = 7): 3d6=12. Fail. Note: A Foul Bat actually can't parry; it can only dodge according to DF2. Batchala takes 4 - 1 = 3 injury. Batchala is at 1 HP. Half move and dodge. Rotting Death is Resisted. We need a quick contest; your skill against the bat's HT. See the very first paragraph on p. M12. Bat's HT (12): 3d6=14. Fail. All you must do is roll your unmodified skill or under for the spell to work. |
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HT, 11 (3d6=13) Quote:
Parry (16/2=8, +3, +1 retreat, +2 Feverish Defense, -1 Nausea), 13 (3d6=8) Parrying unarmed damage, skill 14 (3d6=6) Damage, cutting (1d6+1=5) FP 9/11 HP 11 |
Re: [IC] Dungeon Fantasy -- Gorefest Dungeon
Again, Marcy's blade bites deeply into the creature's ugly maw!
OOC: The Foul bat takes 5 - 1 = 4 * 1.5 = 6 injury, a major wound! HT roll to avoid knockdown and stunning (12): 3d6=8. Success. Batchala is at -5 hp. Must roll to remain conscious at the start of each turn. As discussed in the OOC thread, the Stench requires an HT roll after the Foul Bat makes a melee attack. One may think of it as two attacks in one. |
Re: [IC] Dungeon Fantasy -- Gorefest Dungeon
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