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Melee Group 5

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melee - Melee Group 5 Empty Melee Group 5

Post by Benedict Marsten Fri Dec 16, 2016 6:50 pm

Benedict Marsten
Code:
   | A | B | C | D | E | F | G |
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 1 |   |   |   | E |   |   |   |
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 2 | L |   |   |   |   |   | T |
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 3 |   |   |   |   |   |   |   |
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 4 |   |   |   |   |   |   |   |
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 5 | G |   |   |   |   |   | B |
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 6 |   |   |   | A |   |   |   |

Group 5:
Ereth Redwain (PC)
Ser Eoric Tully
Baelon (PC)
Ser Adrian Redfort
Ser Glendon Goode
Lord Lymond Mallister


Last edited by Benedict Marsten on Fri Dec 16, 2016 7:05 pm; edited 1 time in total
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Benedict Marsten Fri Dec 16, 2016 7:03 pm

Eroic
Initiative 3d6 Melee 5 initiative: 3d6 8-3 =5
CD 11 (3+4+3+4-3) Superior plate, superior lg shield
AR 10
Health 12/12
F/I/W 0/0/0
Attack 7d6k5+1 Superior Longsword
Damage 5

Adrian
Initiative 3d6Melee 5 initiative: 3d6-4 7/17 13
CD 10 (3+4+3+4-4) Plate, lg shield
AR 10
Health 12/12
F/I/W 0/0/0
Attack 7d6k5 longsword
Damage 5

Glendon
Initiative 3d6Melee 5 initiative: 3d6-4 1011
CD 12 (3+4+4+4-3) Superior plate, lg shield
AR 10
Health 12/12
F/I/W 0/0/0
Attack 7d6k5+2 superior longsword, Talented(fighting)
Damage 5
Anointed, long blade fighter

Lymond Mallister
Initiative 3d6Melee 5 initiative: 3d6-4 7/138
CD 11 (3+4+3+4-3) Superior plate
AR 10
Health 9/9
F/I/W 1/0/0
Attack 7d6k5+1 Superior Battle axe
Damage 5

The breaker. Melee 5 initiative tie breaker: 2#3d6 17 13

Melee 5 starting fatigue/injury TN 18: 4#7d6k5 18 19 19 14


Last edited by Benedict Marsten on Mon Dec 19, 2016 4:27 pm; edited 6 times in total
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Baelon Drakeson Fri Dec 16, 2016 7:49 pm

Melee G5 initiative: 3d6-3 10 init tiebreaker: 3d6-3 4
Combat Defense: 11 (Base 10, -3 Armor, +4 shield) AR 10, Bulk 4
Health: 9/9
F/I/W: 0/0/0
Superior Longsword, Superior Plate, Large Shield, VS dagger
Will take fatigue to ignore AP if attacked while knocked down.

Some of them should have superior plate, yes? Looks like all of them but Ser Adrian, actually. That would eliminate both initiative ties - Lord Lymond would be adjusted up but Ser Adrian would not, and Ser Glendon would be adjusted up, but I already took superior plate into account, so my 10 would stay 10.

Also, what do they have for weaponry/shields?
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Ereth Redwain Sat Dec 17, 2016 12:47 am

Initiative: Initiative: 3d6-3 7 Ini. Tie Breaker: 3d6-3 11
Combat Defense: 11 (Base 10, -3 Armor, +4 Shield)
Fighting (Long Blades): 6d6k4; Damage 5
AR 10, Bulk 4
Health: 9/9
F/I/W: 1/0/0
Superior Plate, Superior Longsword, Superior Large Shield, Great Sword


Last edited by Ereth Redwain on Sat Dec 17, 2016 6:25 pm; edited 1 time in total
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Benedict Marsten Sat Dec 17, 2016 2:36 pm

(ooc: Edited NC post. I put in equipment, changed CDs, etc. Baelon, if all looks good I will try to start this melee as soon as I can. Though I will be at a wrestling tournament for the remainder of the day.)
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Baelon Drakeson Sat Dec 17, 2016 6:03 pm

[OOC Looks like Sers Eoric, Adrian, and Glendon are short 2 CD, probably didn't get updated for the large shields.
Other than that Ser Eoric's initiative was adjusted down instead of up, but last is last.

Just need a tiebreaker roll from Ereth as his 7 tied with Adrian's. Adrian's 17 tiebreaker should have been 13 from AP, tough but not impossible to beat.]
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Ereth Redwain Sat Dec 17, 2016 6:26 pm

Tie breaker edited into my post.
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Benedict Marsten Sat Dec 17, 2016 9:43 pm

Initiative order:
Glendon
Baelon
Lymond
Adrian
Ereth
Eroic
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Benedict Marsten Sat Dec 17, 2016 10:51 pm

Code:
   | A | B | C | D | E | F | G |
---|---|---|---|---|---|---|---|
 1 |   |   |   | E |   |   |   |
---|---|---|---|---|---|---|---|
 2 | L |   |   |   |   |   | T |
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 3 |   |   |   |   |   |   |   |
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 4 |   |   |   |   |   | G |   |
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 5 |   |   |   |   |   |   | B |
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 6 |   |   |   | A |   |   |   |

Ser Glendon, eager to show his prowess to the Queen, he chooses the most capable swordsman of the group, Riverrun's champion. There would be time for the one Green, after. Lurching into a charge he blasts the upstart bastard. 


Glendon
Initiative 3d6Melee 5 initiative: 3d6-4 1011
CD 12 (3+4+4+4-3) Superior plate, lg shield
AR 10
Health 12/12
F/I/W 0/0/0
Attack 7d6k5+2 superior longsword, Talented(fighting)
Damage 5
Anointed, long blade fighter



Activate Anointed
Melee 5 Charge vs Tully: 7d6k4+2 21
3DoS x 7 = 21(Disregard Tully for attack was misinformed of Glendon's Color. My apologies for misidentifying the roll.)
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Baelon Drakeson Sat Dec 17, 2016 11:01 pm

[OOC: with 4 bulk (3 armor, 1 large shield) he can only charge 4, so he would have to take a fatigue to take a move action first. If he does so it would be reduced to a 2 DoS hit, which would still do 14-10AR = 4 damage.

Actually, did you roll to see if they start with a fatigue/injury? They had to fight through a round already, too.]
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Post by Benedict Marsten Mon Dec 19, 2016 4:31 pm

(ooc: Fatigue/injury rolls edited into stat post. Will go with Glendon taking fatigue for movement and dropping to 2 DoS. Sorry for all the jam-ups and missteps.)
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Baelon Drakeson Tue Dec 20, 2016 1:51 pm

Ser Glendon charges across the circle and strikes Baelon with significant force.
This will not be as easy as Riverrun, now that I have a reputation as a strong competitor. Much of my success there was being underestimated
Baelon tries to use his foe's momentum against him to drive him to the ground, but Ser Glendon, filled with knightly zeal, does not falter or fall.
He strikes at Ser Glendon, but accomplishes little but getting his sword into a defensive position.



Knockdown Ser Glendon: 4d6 12 vs TN 17
Cautious Attack Ser Glendon: 8d6k5+1 16 well, that's a crap roll, wouldn't make it past AR even without Anointed.

Combat Defense: 14 (incl. Defensive)
Health: 9/9
F/I/W: 0/0/0

Code:
---| A | B | C | D | E | F | G |
---|---|---|---|---|---|---|---|
 1 |   |   |   | E |   |   |   |
---|---|---|---|---|---|---|---|
 2 | L |   |   |   |   |   | T |
---|---|---|---|---|---|---|---|
 3 |   |   |   |   |   |   |   |
---|---|---|---|---|---|---|---|
 4 |   |   |   |   |   | G |   |
---|---|---|---|---|---|---|---|
 5 |   |   |   |   |   |   | B |
---|---|---|---|---|---|---|---|
 6 |   |   |   | A |   |   |   |

Initialtive Order/Status
Ser Glendon Goode (12/12) Anointed active
Lord Baelon Drakeson (5/9) Defensive
Lord Lymond Mallister
Ser Adrian Redfort
Lord Ereth Redwain
Ser Eoric Tully
Baelon Drakeson
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Benedict Marsten Thu Dec 22, 2016 12:55 pm

Lymond's decision was easy. The cider peddling bannerman had chose to Wed and breed with an Ironborn. He was no better than those reaving, raping, thieves.

The Mallister let years of animosity carry him headlong into Ereth. His easier efforts reducing what might have been a crushing blow. It still rings true.

Melee 5 charge Ereth: 7d6k4 19 C1
2DoS x7=14-10AR =4Damage

Lymond Mallister
Initiative 3d6Melee 5 initiative: 3d6-4 7/138
CD 11 (3+4+3+4-3) Superior plate
AR 10
Health 9/9
F/I/W 1/0/0
Attack 7d6k5+1 Superior Battle axe
Damage 5
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Post by Benedict Marsten Thu Dec 22, 2016 1:00 pm

Redfort knows that many here would be his match and more. He decides to play it safe and wait for a good opening. His eyes keep busy watching for just that moment.

Pass +2b next turn
Adrian
Initiative 3d6Melee 5 initiative: 3d6-4 7/17 13
CD 10 (3+4+3+4-4) Plate, lg shield
AR 10
Health 12/12
F/I/W 0/0/0
Attack 7d6k5 longsword
Damage 5
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Post by Ereth Redwain Thu Dec 22, 2016 7:19 pm

ooc: Never mind.

Ereth winces at the blow "Good to see you to lord Mallister, I always wanted to be acquainted with you" Ereth brings his sword low catching lord Mallister in the back of the knee and makes him fall down, leaving Ereth enough time to swing his sword return the greeting with some pain.


Health 5/9
Combat Defense: 11
F/I/W: 1/0/0

Knockdown: 4d6 20
Attack: 7d6k5 22 - 3 DoS 15dmg -10 = 5 dmg
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melee - Melee Group 5 Empty Re: Melee Group 5

Post by Ser Alfred Haigh Wed Jan 04, 2017 9:48 pm

Lets see...
Ser Alfred:
Melee 5, Initiative: 4d6-4 13
CD 12
AR 11 Bulk 3
Health 15/15
F/I/W 0/0/0
Attack 7d6k5
Damage 4

Fatigue check ! (TN 18): 7d6k5 21 Success !

Ser Alfred holds off for this round, as he's not engaged in combat and uses the opportunity to keep a close eye on the others and the way they engage their chosen opponents. (Action: Pass)


Last edited by Ser Alfred Haigh on Thu Jan 05, 2017 8:27 am; edited 1 time in total
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Post by Theomore Tullison Wed Jan 04, 2017 10:07 pm

(Superior Weapons can be bought at 50% at any time so you should have ready access to that, Superior Plate at 50%? Next downtime if you can't get it from some other house. At 100% whenever you feel like, though, but probably not worth it.)
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Post by Ser Alfred Haigh Thu Jan 05, 2017 8:26 am

(Ah, right, amended)
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