apn
5th Level Troll
Posts: 524
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Post by apn on May 10, 2022 16:08:23 GMT -5
OOC I will amend the results of last rounds' combat.
12 TTYF damage got through to one Ape. That's it. The TTYF prevented the Apes from winning and the damage got through to one Ape. Had it scored more than the 12 of TTYF that would have scored as damage on the other apes.
Don't want to get bogged down too much with the rules. Will go with what works, just think the book could explain this clearer. New round:
Will fails LK and IQ checks trying to distract the Apes and becomes distracted! He earns AP for the failed checks. He also loses 1D6 per failed check because he is distracted!
Will loses the following from his Combat total: apn rolls 1d6 = 4 apn rolls 1d6 = 5
Wills' combat HPT is reduced from 23 to 14.
He earns 12AP and is on 131AP
Firdle blasts off another TTYF! for 12 Points for 2 Wiz and gains 2AP. He is on 155AP and EDIT: 11/19 Wiz. Firdle recovered to full Wiz in the 70+ minutes since the spider fight. Thanks for catching that one nialldubh
Klarrrrchur scores 126HPT in combat with no Spite. Unfortunately he fumbles his attempt to direct all his attacks into one target and becomes the target of all the attacks! If the Apes win the combat round ALL damage will be directed at Klarrrrchur this round (for the fumble!).
Party total 152HPT
The Apes attack once more... 19D6 + 84 adds.
apn rolls 19d6 + 84 = 4 +3 +4 +1 +6 +5 +6 +4 +3 +5 +6 +2 +4 +5 +5 +5 +4 +4 +3 + 84=163 HPT apn: apes explode! apn rolls 2d6 = 6 +5=11 apn: and explode again... apn rolls 1d6 = 1 for a total of 12 extra points from the exploding dice!
Apes HPT 175!
The Apes win by 23 points which would normally be shared amongst the party but because of the fumble the Apes direct their attacks to Klarrrrchur!
Using Armour to reduce that to 17 points drops Klarrrrchur to 14/32 Con and a luck check for his armour comes up... apn rolls 2d6+13 = 5 +4 + 13 22 apn: Klarrrrchur passes armour check and earns 9AP (total 88AP)Buoyed by their previous success the party gets slightly careless (OOC or more likely, extremely unlucky) with Will looking about for something to distract the apes with and being distracted himself! Klarrrrchur targets his efforts at a single Ape and slips in the rain soaked mud! The Apes turn their efforts on the Dwarf and he feels their full force as they pound him into the mud! He rises but is battered black and blue and bleeding from a number of small cuts! Firdle desperately forms the words and symbols in his mind to fire off another of his speciality Take That You Fiend! spells! CRACK! Bang! WHIZZ! Woosh! OOC One of the Apes is walloped again, the same one Firdle zapped last time! It's looking scorched and worse for wear but the Apes feel they are winning!

End of Round 3! The fight is ebbing and flowing... A summary so far...
Round 1 saw the fight too close to call despite Firdle being face down in the mud after a fall from his horse!
Round 2 saw the Party rally and Firdle tipped the balance with a scorching TTYF! on an ape...
Round 3 but the tide turned when the Apes struck back and Klarrrrchur slipped in the mud, being pounded upon before he was able to rise, muddied and bloodied but still defiant! Will got distracted whilst looking for something to distract the Apes with and Firdle once more reminded the Apes that they faced a dangerous foe but his magic was running low!
We now join our heroes in round 4, where the fight is finely balanced on a knifes' edge! You're up!
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Post by nialldubh on May 10, 2022 16:59:24 GMT -5
Klarrrrchur Deathaxe:
In a fury of disbelief, the Dwarf scrambles to his feet, “KHAVAD DOOM ya Bass!!!”
He unleashes fury on the apes...
Actions:
Actions of Dwarf... Klarrrrchur DOES NOT go berserk....
Nialldubh rolls 20d6+54 = 4 +3 +3 +2 +6 +1 +6 +4 +1 +5 +6 +3 +2 +2 +5 +1 +4 +5 +6 +5 + 54 = 128 (four 6s, and three 1s).
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apn
5th Level Troll
Posts: 524
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Post by apn on May 10, 2022 17:09:40 GMT -5
Klarrrrchur Deathaxe:
In a fury of disbelief, the Dwarf scrambles to his feet, “KHAVAD DOOM ya Bass!!!” He unleashes fury on the apes... Actions:Actions of Dwarf... Klarrrrchur goes berserk....
Nialldubh rolls 20d6+54 = 4 +3 +3 +2 +6 +1 +6 +4 +1 +5 +6 +3 +2 +2 +5 +1 +4 +5 +6 +5 + 54 = 128 (four 6s, and three 1s). First one, is best, adding second for historical evaluation!  Nialldubh rolls 20d6+54 = 1 +5 +6 +5 +1 +4 +3 +3 +1 +2 +5 +3 +2 +2 +5 +1 +2 +5 +2 +1 + 54 = 113. Rolled 1d6 and rolled 6 for STR loss, which will be at 57 for next round and 20d6+48. OOC "When a character goes berserk, they no longer get personal adds. Warriors lose their warrior level bonus and the benefits of training that let them get extra mileage from their armor and shields. (The berserkr of Scandinavian history were said to fight clad in only a bear or wolf skin. We let warriors keep their armor but get no special benefit from it.)" DT&T pg 82... So you'd roll 8D6. Berserk is great for low level warriors like WIll but not so great for higher level guys like Klarrrrchur. He loses all his adds and those extra dice from the warrior levels (12 of those bad boys). In short no way is it worth it for him!!! Feel free to alter your post if you decide he comes to his senses!
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Post by nialldubh on May 10, 2022 17:17:40 GMT -5
OOC: I would not go berserk if I not get anything for it apn, the double, plus thing and roll overs is the extreme damage of berserk, if you not give me that it a waste of time going berserk, if I losing my PA also?
I knew the berserkers loose their PA, but considering if I not getting rollovers, you meant keep your PA. it will not work; the Dwarf would have no power. I presumed that if I rolled twice and choose the better and suffer lost STR would be the negative, I could never achieve any serious damage without rollovers.
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Post by houndle on May 10, 2022 23:47:16 GMT -5
Will Darness Slightly disheartened by the pounding his companion has taken, and his own failure to remember how to use two weapons properly, Will doesn't try anything clever (or berserk) this time.
ACTIONS Fighting with two weapons, an extra 3d6 to "catch up" from previous rounds. WillDarness rolls 10d6+6 = (6 +1 +6 +4 +1 +3 +1 +4 +2 +1) + 6 = 35
COMBAT TOTAL 35
OOC Hmm...
Not sure if I will be able to post again today or tomorrow. If we get to the next round before I am back, then unless something has changed dramatically (like one of the apes being finished off, reducing the number of dice they throw) Will will go berserk. I think he fits the description of a "low level fighter".
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Post by nialldubh on May 11, 2022 5:21:19 GMT -5
Klarrrrchur Deathaxe:
“By the Great Huzzan Duzzan; the spiritual connection to the greater cosmos,” shouts Klarrrrchur, “fight for your lives or die in the mud!”
“Send them to Hell and may their mothers rue the day they were born, avast ye ya blaggards and may ya gizzard shrivel and yer souls petrify and yer testicles fall off and yer eyesight fade and kneecaps ache ya BASTARDS!!!”
Actions:
Actions of Dwarf... Keep fighting to the DEATH!!!
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on May 11, 2022 7:51:49 GMT -5
Firdle Given the apparent severity of the situation, Firdle will keep casting TTYF until his WIZ runs out then he will (reluctantly) wade in with his dagger
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apn
5th Level Troll
Posts: 524
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Post by apn on May 11, 2022 10:34:02 GMT -5
ROUND 4 OOC Seeing as I'm a 'on the players side kinda guy' I'll apply the logic from this post: HERE
Will (as a Human) didn't re-roll his failed LK and IQ checks last time (and was distracted). If we take those two rolls as fail roll and re-roll for LK (fail second as well) he won't therefore need to process what he saw with IQ.
Will loses 5AP (and is on 126AP) but as a result Klarrrrchur will not take the 5 damage as a result of losing HPT from distraction.
Klarrrrchur is on 19/32 Con. Still battered but in a slightly less perilous state.
The Dwarf ploughs on with Axe and Mace. Nialldubh rolls 20d6+54 = 4 +3 +3 +2 +6 +1 +6 +4 +1 +5 +6 +3 +2 +2 +5 +1 +4 +5 +6 +5 + 54=128 HPT plus 1 Spite (four 6s, three 1s). Spite comes up apn rolls 1d6 = 2. Klarrrrchur Attack=130HPT
Will seems to find hidden reserves of energy (with his 3D6 extra from missed Warrior bonus). WillDarness rolls 10d6+6 = 6 +1 +6 +4 +1 +3 +1 +4 +2 +1 + 6=35 HPT no Spite (all those 6s cancelled by 1s!)
Firdle once more fires off his speciality spell (and will continue to do so until drained) TTYF! for 12 HPT/focused damage on injured Ape. He gets 2AP for the spell, is on 157AP and 9 Wiz.
Party Total 177
The Apes sense their prey weakening and attack, darting in and out and landing more blows!
19D6 + 78 apn rolls 19d6+78 = 2 +3 +3 +4 +1 +2 +6 +4 +4 +2 +5 +5 +4 +5 +2 +4 +2 +1 +3 + 78=140 HPT No spite (6 cancelled).
Ape HPT 140
The party win by 37 points! The injured ape takes 12 from TTYF! and another 9 points from the melee battle. The other two Apes take 8 damage apiece. Almost losing his discipline, Klarrrrchur brings himself back from the edge to fight with the cold, calculated, controlled fury that makes him a deadly opponent! When an Ape dashes in, he feints and slams the Mace up and the Axe across, drawing blood and screams from an ape! Will ducks and slashes, tilts and thrusts with dagger and short sword. This time the Ape in front of him staggers from several strikes and this is compounded when another CRACK! Whizz! FWOOOSH! Bang! goes off with a shower of sparks in the Apes' side and a lot of smoke to go with the smell of singed flesh and hair! "Arrrroooooo!!" screams the Ape in pain! With the rain pouring down, the party stand shin deep in mud. They are covered head to toe in sludge and slip about in the churning quagmire. There's a real danger of losing balance and they mop the water from their eyes as they circle about and form a defensive triangle in the clearing. Blood runs in streams from wounds - more from the Apes. They are having to work for their meal and aren't used to their food fighting so hard! Breathing hard now the group see they have the upper hand again. The apes aren't beaten yet but slowly, steadily in the churned up mess of sludge they are gaining the upper hand. Still, the tide can turn again, they weren't out of the woods yet! OOC End of Round 4. Summary - Party regained the upper hand. There may still be twists but it *looks* like they have climbed the mountain and are coming down the other side... You're up!
Unless otherwise noted I will assume WIll to go berserk and Firdle to TTYF! 
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on May 11, 2022 10:55:34 GMT -5
Firdle Not entirely confident that things are going their way, Firdle focuses hard to dig deeper into his store of kremm to unleash a more powerful strike. He can sense his reserves are getting low, and he's starting to panic a bit ACTIONS Cast powered-up TTYF at 2nd level. 24 damage at double the cost, so 4 WIZ, leaving him with 5 WIZ.
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apn
5th Level Troll
Posts: 524
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Post by apn on May 11, 2022 11:14:05 GMT -5
Firdle Not entirely confident that things are going their way, Firdle focuses hard to dig deeper into his store of kremm to unleash a more powerful strike. He can sense his reserves are getting low, and he's starting to panic a bit ACTIONS Cast powered-up TTYF at 2nd level. 24 damage at double the cost, so 4 WIZ, leaving him with 5 WIZ. OOC Cost is doubled (from 6 to 12). Your school reduces that by 3, focus by another 1. Cost 8 points. DT&T Pg 93-94. Easily misunderstood though (ask me how I know...)
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cupboardgnome
4th Level Troll
I'm a long-time roleplayer, ever since the Red Box was published ⚔️🎲 I discovered T&T in 2020
Posts: 309
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Post by cupboardgnome on May 11, 2022 11:16:45 GMT -5
DT&T Pg 93-94. Easily misunderstood though (ask me how I know...) [/font] [/quote] . How do you know? 🙂
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apn
5th Level Troll
Posts: 524
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Post by apn on May 11, 2022 11:20:14 GMT -5
DT&T Pg 93-94. Easily misunderstood though (ask me how I know...) [/font] [/quote] . How do you know? 🙂[/quote] OOC because I thought the same as you did before I re-read it! If you apply the reduction as you did the School bonus is actually -6 (should be -3) and the focus bonus is -2 (should be -1). Cost of spell doubled, tripled etc when you power up. Then chop the school, focus, wizard bonus off etc.
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Post by houndle on May 11, 2022 11:51:13 GMT -5
OOC yes berserk please got to go out now I will try to get dice rolled later tonight
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Post by houndle on May 11, 2022 14:34:01 GMT -5
Will Darness With a scream of rage, Will hurls himself back into the fray. It's neck or nothing now. Will abandons technique and training in a mad frenzy of stabbing!
ACTIONS Will makes a berserk attack. 3d6 for the sword, 2d6+2 for the dagger, no warrior bonus and no personal adds OOC as I read it there is nothing about losing a weapon' s inherent adds.
1. Berserker, step one WillDarness rolls 5d6+2 = (4 +3 +3 +6 +4) + 2 = 22
2. Rerolling double 3 WillDarness rolls 2d6 = (1 +3 ) = 4
3. Rerolling double 4 WillDarness rolls 2d6 =( 6 +4 ) = 10
4. Sixes explode (none already rerolled in previous step) WillDarness rolls 2d6 = (1 +1) = 2
COMBAT TOTAL 38
5. Will's Strength reduces WillDarness rolls 1d6 = 4 Now 12 / 16
OOC For what it's worth, my intention (not properly explained sorry) for last round was that the two saving rolls were intended to be LK original and reroll, both failed so didn't bother to go to IQ.
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Post by nialldubh on May 11, 2022 14:34:50 GMT -5
Klarrrrchur Deathaxe:
Blood and rain poring down his face and into his thick black beard. Ever muscle in his body aching as the Dwarf roars his glee; sensing victory is close, but not giving his foes a chance!
His axe drips with blood and the metal-capped mace finding tufts of the four-armed apes hair and skin catching in its rough edges. He relished the fight, but with the rain and mud and the sturdy Dwarven sailor sea-going legs it would be difficult to dislodge him again.
Actions:
Actions of Dwarf... FIGHT! FIGHT! FIGHT! KILL! KILL! KILL!!!
Nialldubh rolls 20d6+54 = 1 +1 +6 +4 +5 +6 +1 +3 +1 +5 +3 +3 +2 +3 +4 +2 +5 +2 +3 +5 + 54 = 119 (two 6s and four 1s: nada).
OOC: Eh, think he uses 9 WIZ for power up spell, 6: x2 for level = 12, -3 for talent = 9, -1 for copper ring = 8 and +1 because he 1st-level casting a second level spell = 9! :/
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