HAKKI the DWARF

Gladiator combat PbP action

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Rhialto
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Re: HAKKI the DWARF

Post Sat Aug 20, 2016 7:56 am

Despite the dubious missile, Hakki's aim is steady on the second shot (roll 19 + 1 attack - 2 cover = 18 to hit, damage 4).
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Longman
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Re: HAKKI the DWARF

Post Sun Aug 21, 2016 6:15 pm

You hit the dwarf is the leg and he falls over. This is especially bad for him because both fired bolts do indeed explode at the end of the round and his leg blows off.

The whistle blows and you are declared winner. You get 500 exp and a reputation point.
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Rhialto
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Re: HAKKI the DWARF

Post Mon Aug 22, 2016 2:30 pm

Hakki salutes his opponent (or what is left of him), turns around, and marches back to the gate through which he entered the arena.
He sends a silent prayer to the dwarven gods to forgive him for using such an ignoble weapon on a fellow dwarf.

OOC: I'll spend the reputation on extra hp for the next fight.
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Longman
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Re: HAKKI the DWARF

Post Mon Aug 22, 2016 9:12 pm

A few days pass. The guards have taken a linking to you and give you the good food. Please roll 1d2 to work out how many hp you get extra for the next combat.

Your next fight is in the starting arena (1). You come out the southern gate.

Your opponent is not immediately visible. You are given a battle axe and a shield and leather armor. Your move is 30 (6, 12 if you run).

You see to the right of you, on the pillar at E04, is a long pole, about 8' in length, with a hook attached.

In front of you, at J10 and K11, are two fellows who appear to be a bit dead, but still walking about. They begin stumbling towards you.

The guard behind you closes the arena door.

Go kill some zombies. Or avoid them, whatever.

(Roll init).
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Rhialto
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Re: HAKKI the DWARF

Post Tue Aug 23, 2016 3:22 pm

Rolled 1 bonus hp, inititiative 6.

Hakki stays close to the wall, since he does not want to face two zombies at once (move 6 spaces to E02).
He tries to figure out what the pole is intended for and whether there is an opponent other than the walking dead.

Is there a way to carry both the pole and the axe, or would Hakki have to drop the axe to pick up the pole?
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Longman
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Re: HAKKI the DWARF

Post Wed Aug 24, 2016 6:44 pm

You can get to E02. Done.

Yes, you could hold the hook and still use the battle axe. But you could not use the hook and make n attack with the battle axe in one round.

The zombies, I have decided, cannot run. Therefore they can only move 4 squares (20'). The lurch forward. 1 gets to F07, the other to H07.

You notice the one at H07 in the dwarf you just killed. No point in wasting bodies right?

(Incidentally the other zombie is your old character but you would not know that).
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Rhialto
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Re: HAKKI the DWARF

Post Thu Aug 25, 2016 3:51 pm

"They don't let you go even when you're dead..."
Hakki is not pleased.

He turns around abruptly and jogs to Q12 (12 spaces in the opposite direction, intiative 6 - vs. zombies no less), since he can't reach the pole now without being attacked.

Is there any sign of a living opponent?
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Longman
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Re: HAKKI the DWARF

Post Fri Aug 26, 2016 8:02 pm

There's no sign of a living opponent. This game appears to be about zombies. You notice that the crowd is quite significant (100+), but no one is cheering just yet.

You do notice a treasure ingot - - - hanging up about 10' high on the north side of the central pillar at J13. You could try to climb up there, but if the zombies trapped you, you'd be in trouble. You get get it down with the hook in one action, with a dex roll.

Bad news - there are 2 more zombies. They were stationed guarding the base of the pillar,. They see you and move towards you, ending the round at N13 and N14.

The other two zombies move to K10 and I10.
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Rhialto
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Re: HAKKI the DWARF

Post Sat Aug 27, 2016 11:39 am

"Curses! Making an old dwarf run around like that..."

Hakki stops abruptly and backs away from the two other zombies until he reaches the column in the south-east corner (initiative 4, move 6 spaces to Q06).

[OOC: should I keep rolling for init?]
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Longman
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Re: HAKKI the DWARF

Post Sat Aug 27, 2016 10:23 pm

No need to roll for init. They always go last.

The zombies are pretty dumb and will always make a beeline for you rather than try to flank you or surround you tactically. They move to Q09, Q10, N07 and N08.

Your move. According to the rules as I have written them, you can move right past the zombies without triggering any free attacks on you. But you can't move through a square containing a zombie. So pick your route carefully.
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