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Re: (080) Where a Hobbet Goes

Posted: Tue Feb 23, 2016 2:33 pm
by The Red Baron
Dopey's current orders stand.

Re: (080) Where a Hobbet Goes

Posted: Tue Feb 23, 2016 5:08 pm
by Eris
Freid can't get into the front line until someone steps back, so he waits his opportunity. He'll take a place in the line and fight, though, if he gets a chance.

Re: (080) Where a Hobbet Goes

Posted: Tue Feb 23, 2016 6:14 pm
by mgtremaine
Zem the Ogre-Dwarf, startled but focused, moves to finish the Bugbear. "Little goblinkicker , how do you like some you own size!"

Re: (080) Where a Hobbet Goes

Posted: Sun Feb 28, 2016 9:09 pm
by waysoftheearth
There is a lot of feinting, parrying, and testing and the two-sides size each other up. Ogre-Zem is clearly a match for the great bugbear, and Leudigar has proved himself a deadly foe to hobgoblins. After a brief lull, it's on again; Zem and the bugbear trade blows, with the dwarf-ogre suffering 4 hp in the proceedings, but delivering a staggering head-hit that--somehow--doesn't slaying him! Leudigar, likewise, scores a non-fatal hit on his opponent.

Meanwhile, in the Bleakmass Tree room, Dopey the hobbet has located a black hobgoblin hand-axe, a curved knife, and a riveted cudgel. All are distinctly wicked look about them.
Combat Turn 3

The ref dices for initiative, players d6 → 4 then non-players: d6 → 1 so the players have gained the initiative.

Missile/Magic Segment
There is no missile fire or magic happening.

Movement Segment
Dopey searches for alternative armaments among the dead.

Melee Segment
As fighting had already commenced, there will be up to three rounds of melee this turn.

Melee Segment, 1st Round

Ogre-Zem vs Bugbear (FC 4 Men/Hero!) 1 # d20 (as a Hero, THAC2 14) → [8], would hit AC 9 so misses. [16, 11]
Leudigar vs Hobgoblin (FC 2 Men-2) 2 # d20 - 2 → [4, 4] two misses.

Bugbear vs Ogre-Zem (FC Hero-1) 1 # d20-1 (THAC2 14) → [3], miss.
Hobgoblin vs Leudigar (FC Man+1) 1 # d20+1 (THAC2 17) → [2], miss. Everyone misses everything!


Melee Segment, 2nd Round
Ogre-Zem vs Bugbear (FC 4 Men/Hero!) 1 # d20 (as a Hero, THAC2 14) → [2], miss. [16, 11]
Leudigar vs Hobgoblin (FC 2 Men-2) 2 # d20 - 2 → [4, 6] another two misses.

Bugbear vs Ogre-Zem (FC Hero-1) 1 # d20-1 (THAC2 14) → [14], would hit AC 2, so hit, d6 → 3 Zem takes 3 hp.
Hobgoblin vs Leudigar (FC Man+1) 1 # d20+1 (THAC2 17) → [14], would hit AC 5, so miss (Leudigar is AC3).


Melee Segment, 3rd Round

Ogre-Zem vs Bugbear (FC 4 Men/Hero!) 1 # d20 (as a Hero, THAC2 14) → [12] would hit AC 4, so hit. d6+2 → 8 [16, 11 3]
Leudigar vs Hobgoblin (FC 2 Men-2) 2 # d20 - 2 → [6, 16] one hit, d6 → 1 [5 4 3]

Bugbear vs Ogre-Zem (FC Hero-1) 1 # d20-1 (THAC2 14) → [18], would hit AC 2, so hit, d6 → 1 Zem takes another 1 hp.
Hobgoblin vs Leudigar (FC Man+1) 1 # d20+1 (THAC2 17) → [13], would hit AC 6, so miss (Leudigar is AC3).


End of Combat Turn 3.

Re: (080) Where a Hobbet Goes

Posted: Mon Feb 29, 2016 2:08 am
by mgtremaine
Zem is not happy with the endless struggle he would draw deep on his hatred of the goblinoids and yell out a might battle cry. "By AXE and HAMMER, DIE!"

Re: (080) Where a Hobbet Goes

Posted: Mon Feb 29, 2016 4:16 am
by ehiker133
Leudigar presses on against the hobgoblin, sure that he will be able to put it down.

Re: (080) Where a Hobbet Goes

Posted: Mon Feb 29, 2016 6:54 pm
by The Red Baron
Dopey suddenly remembers he can't see in the dark, and quickly remedies the situation by lighting a torch.

The hobbet stowes the curved knife at his belt, and heads back to the passage-head with the black goblin axe and thirst for vengance.

Re: (080) Where a Hobbet Goes

Posted: Mon Feb 29, 2016 9:57 pm
by waysoftheearth
The hobgoblin warrens, including the Bleakmass Tree room, are lit by intermittently placed torches... so all Dopey has to do is grab one.

Re: (080) Where a Hobbet Goes

Posted: Tue Mar 01, 2016 12:28 am
by The Red Baron
In this case, Dopey will not expend a torch of his own, preferring to acquire a lit brand from a sconce.

Re: (080) Where a Hobbet Goes

Posted: Tue Mar 01, 2016 11:19 am
by waysoftheearth
Blows are traded in the tight confine of the passage, weapons striking sparks of the flags and stone walls as both sides muscle for advantage. All of a sudden the balance is tipped, and Ogre-Zem crushes the Bugbear's chest, and Leudigar decapitates the stalwart Hobgoblin fighter--the enemy is defeated and the clamor of combat ends. Victory is yours!
Combat Turn 4

The ref dices for initiative, players d6 → 3 then non-players: d6 → 5 so initiative passes to the non-players.

Missile/Magic Segment
There is no missile fire or magic.

Movement Segment
Dopey grabs a torch from a wall and runs back to the frontline.

Melee Segment
Fighting has already commenced, so there will be up to three rounds of melee this turn.

Melee Segment, 1st Round

Bugbear vs Ogre-Zem (FC Hero-1) 1 # d20-1 (THAC2 14) → [10], would hit as 6, miss.
Hobgoblin vs Leudigar (FC Man+1) 1 # d20+1 (THAC2 17) → [11], would hit AC 8 miss.

Ogre-Zem vs Bugbear (FC 4 Men/Hero!) 1 # d20 (as a Hero, THAC2 14) → [1], miss.
Leudigar vs Hobgoblin (FC 2 Men-2) 2 # d20 - 2 (THAC2 17) → [15, 11] hits AC 4 and 8, one hit d6 → 1 [5 4 3 2]. This hob is legend!


Melee Segment, 2nd Round
Bugbear vs Ogre-Zem (FC Hero-1) 1 # d20-1 (THAC2 14) → [0], miss.
Hobgoblin vs Leudigar (FC Man+1) 1 # d20+1 (THAC2 17) → [12], would hit AC 7, so miss.

Ogre-Zem vs Bugbear (FC 4 Men/Hero!) 1 # d20 (as a Hero, THAC2 14) → [14], hit. d6+2 → 5 [16, 11, 3 -2], slain.
Leudigar vs Hobgoblin (FC 2 Men-2) 2 # d20 - 2 → [8, 13] hits AC 6, d6 → 6 head hit slays it!

All enemies are slain, the combat is over.

End of Combat Turn 4.