Deleted
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Post by Deleted on Feb 6, 2012 19:05:06 GMT -6
Minion swings at the flies with the flat of his axe for better swatting coverage.
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Post by Mushgnome on Feb 6, 2012 19:10:05 GMT -6
Gunnery assists with the swatting of flies... The inexperienced Gunnery rolls only 1 die [1+1=2] and is unable to harm the agitated botflies. [OOC: I assume Gunnery's default melee style is dual-wielded axe/dagger; is that correct? These weapons individually attack as Light Foot, but combined they count as Heavy Foot.] Minion swings at the flies with the flat of his axe for better swatting coverage. Minion needs a 4 and rolls a 4! One additional botfly is swatted.
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Post by ehiker133 on Feb 7, 2012 8:46:13 GMT -6
If there are more, The Shade will continue flailing at them... again, mightily.
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kipper
Level 3 Conjurer
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Post by kipper on Feb 7, 2012 11:51:07 GMT -6
Breath joins in the general melee, slicing with her Glaive (but careful not to cut her companions!)
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Post by Mushgnome on Feb 7, 2012 12:05:50 GMT -6
The freshly-level-upped Breath doesn't know her own strength [3, 2] and whiffs on the botflies with her glaive.
The remaining half-dozen flies descend on [1d5] Gunnery, who fails his save vs. wands [5] and cannot brush them away in time.
At the end of Round 1, Gunnery is covered in botflies that crawl all over him, tickling his exposed flesh!
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 7, 2012 12:52:36 GMT -6
Breath drops her Glaive and draws her daggar. She grabs at a fly, pulling it off Gunnery with one hand and stabbing it with her weapon.
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Post by Deleted on Feb 7, 2012 13:27:36 GMT -6
Minion starts trying to brush the flies off Gunnery with his hands "quick, get them off!"
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Post by ehiker133 on Feb 7, 2012 15:07:59 GMT -6
(Obviously now that they are on Gunnery, The Shade does not use his mighty fly swatter...)
The Shade also attempts to grab a botfly off of Gunnery and kill it (squishing it seems easiest in this case, but throwing it to the ground and stomping on it would be fine, as well).
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Post by waysoftheearth on Feb 7, 2012 15:08:52 GMT -6
Gunnery rolls around on the ground as if he were on fire, attempting to dislodge the flies. "Get 'em off me!" he cries.
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Post by crusssdaddy on Feb 7, 2012 18:33:23 GMT -6
Fated sheathes his sword and tries to grab two flies from Gunnery and smash them together like coconuts.
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Post by Mushgnome on Feb 7, 2012 18:56:21 GMT -6
Round 2 of the Botfly Battle...
Breath cannot get a grip on the wriggling botflies. [3, 3]
Minion [6] brushes off one of the flies and crushes it with his hands.
Shade [3, 7] squishes a fly with his gauntlet.
Fated [1, 2] is blocked by all the flailing hands and elbows.
Gunnery drops to the ground and rolls [4] and the remaining 4 botflies scatter and buzz off toward the orchard.
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Post by Deleted on Feb 7, 2012 23:21:14 GMT -6
Repulsed and seemingly unable to function until free of the ichor, Minion goes inside to wash his hands.
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Post by ehiker133 on Feb 8, 2012 8:22:20 GMT -6
The Shade throws the bloody remains of the botfly in his hand at the fleeing botflies and... well, he doesn't howl in triumph, but if you saw him, you might think he was.
**Let's hope that is the worst of what we find in the basement**
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Post by crusssdaddy on Feb 8, 2012 9:13:51 GMT -6
Fated readies his light and grips the door -- when everyone's back, he'll pull it open.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 8, 2012 12:05:54 GMT -6
Breath re-sheaths her daggar and picks up her Glaive.
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Post by Deleted on Feb 8, 2012 22:17:11 GMT -6
His ablutions complete, Minion returns to the cellar door, axe ready.
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Post by Mushgnome on Feb 9, 2012 2:28:17 GMT -6
The party has encountered 2 deep ones: vile 6' tall humanoids, covered in light green scales, with fins on their heads and limbs. These specimens are armed with turtle-shell shields and whale-bone tridents. Their bronze helmets are in the likeness of anglerfish, and their only garments are sea-sponge codpieces.
The deep ones leap from the bulkhead ready for battle! Neither side is surprised, and you have the initiative.
Your hit points:
Breath: 2d10 = 7 Fated: 2d8 = 10 Gunnery: 1d10+1 = 10 Minion: 1d8+1 = 9 Shade: 2d10 = 5
We will use Man-to-Man combat, so be specific which weapon you're using.
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Post by Deleted on Feb 9, 2012 2:33:10 GMT -6
Minion attacks one of the Deep Ones with his axe.
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Post by ehiker133 on Feb 9, 2012 8:05:22 GMT -6
The Shade Of The Evermore swings his bang stick (arc welder) around and brings it down on a Deep One.
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Post by crusssdaddy on Feb 9, 2012 8:28:43 GMT -6
Fated goes to it with his sword.
[OOC: This house is turning into a real fixer-upper.]
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Post by ehiker133 on Feb 9, 2012 8:39:45 GMT -6
Fated goes to it with his sword. [OOC: This house is turning into a real fixer-upper.] Have an exalt for making me smile during some really bad times, Crusss. Thanks.
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kipper
Level 3 Conjurer
Posts: 57
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Post by kipper on Feb 9, 2012 12:41:17 GMT -6
Breath steps to the side, and swings her Glaive at one of the fish-men!
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Post by Mushgnome on Feb 9, 2012 15:26:13 GMT -6
Let's talk about Man-to-Man combat for a minute. [If you have a copy of Chainmail, this is on p. 25.]
In the 1st round of combat, the first blow is struck by:
a) the attacker (you, since you won initiative), unless b) the defender's weapon is 2 classes higher, or c) the defender has high ground (not applicable here)
The deep ones are wielding class 9 pole arms, so they will strike first unless you are wielding a spear, pole arm, halberd, 2-hand sword, lance, or pike.
Therefore the order of attack will be: Breath (glaive=halberd) Shade (arc welder=pole arm) Deep Ones A and B (pole arm) Fated (sword) Minion and Gunnery (hand axe and/or dagger)
Round 1 of the Deep One Battle
Breath (halberd vs chain & shield needs 14) rolls d20, d20+1 = 20!, 6
I am house-ruling right here and now that rolling natural 20 is a critical hit that automatically uses d12's for damage. Breath rolls 11 and bisects Deep One A with her glaive and 18 strength!
Shade (pole arm) needs 15 and rolls 20, 21! The sheer force of the impact does 2d12=12 damage, plus an additional 1d12=7 neon damage! Deep One B is no more! Both deep ones were slain instantly before they could sound the alarm!
Fated, Minion, and Gunnery hear the sound of breaking glass and clanging metal from the cellar below. If they act immediately, they will achieve surprise over whatever's down there, as Round 1 continues...
[OOC way to go Breath and Shade!]
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Post by ehiker133 on Feb 9, 2012 15:41:47 GMT -6
The Shade raises his bang stick in triumph!
He communicates, **Better than swatting botflies!**
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Post by ehiker133 on Feb 9, 2012 15:53:19 GMT -6
To Minion and Gunnery, he adds **Grab their tridents**
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Post by Deleted on Feb 9, 2012 16:25:04 GMT -6
(I use man-to-man from chainmail for all my OD&D campaigns - I think it's actually the best combat system I've ever used in an rpg)
Minion puts his axe back in his belt, switches to his arc-welder, and charges downstairs to surprise these squamous horrors!
(as well as humming Neon Knights by Black Sabbath)
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Post by Mushgnome on Feb 9, 2012 17:11:39 GMT -6
Let me describe the scene:
The spacious cellar runs the length of the house. It is high-ceilinged, so that even Shade can stand comfortably. There is an assembly-line running the center of the room, and a party of [green]7 deep one cultists[/green] in the process of toppling the machinery and smashing the bottles!
Their rank:
4 deep ones wearing white robes and wielding maces 2 green women with chainmail and halberds 1 bone man with platemail and battleaxe
The bone man is nearest, his back turned to you. The deep ones work methodically as a unit, dismantling the motors, hydraulic press, and conveyor belt. The green women are farthest away from you, in the deepest darkest part of the cellar, using their halberd shafts to overturn a large vat.
Minion, Fated, and Gunnery may attack with surprise this round against the bone man, and if they can get past him, against the deep one clerics.
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Post by Mushgnome on Feb 9, 2012 17:17:25 GMT -6
Minion needs 15 to hit plate with polearm, but only rolls 11 [+1 backstab = 12] and is therefore spared the trauma of injuring another bone-man.
OOC: As a veteran of Man-to-Man combat, how do you find our current d20 system compared to the 2d6 of old? Any other tips for running a successful M-t-M fight?
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Post by Deleted on Feb 9, 2012 20:02:07 GMT -6
[OOC - I like d20 for most party vs. bad guy fights. I like the 2d6 for battles where there are like 20 to a side. What I find myself doing a lot with MtM is that the 'initiative' system ends up dividing itself into each little engagement that's going on, which is something I like. For example, say Minion and Breath are fighting a Dark Young and everybody else is on the Evil Wizard. By using MtM, you totally don't have to worry anymore about whether the dark young goes before the wizard, you're free to just deal with those who are in combat with each other. This is a godsend for PbP, since it can alleviate some of the "we have to wait for the others in the combat to declare their actions" stuff.]
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Post by Mushgnome on Feb 10, 2012 9:51:53 GMT -6
Thanks for the feedback on the system!
We are waiting on Fated and Gunnery to conclude the surprise round...
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