Well,
the time has come for another Friday Night Fights. This time we will
pit some flying monsters against each other. Now I certainly intend
on doing some aerial combat at some point, but for now I am going to
assume that our combatants are meeting on the ground. In aerial
combat the griffons could choose to either use their bite or claws,
while the manticores could only use claws (and spikes).
NO.
APPEARING: 2-12
ARMOR
CLASS: 3
MOVE:
12”/30”
MANEUVERABILITY
CLASS: C (D when mounted)
HIT
DICE: 7
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-4/1-4/2-16
SPECIAL
ATTACKS: Nil
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 7
INTELLIGENCE:
Semi-
ALIGNMENT:
Neutral
SIZE:
L
HIT
POINTS: 34, 33
They
don't really have any special attacks, but never back down when
defending the nest. Griffins need a '9' to hit an AC 4 manticore.
Next
we have two manticores. Let's say these are two male adults out
looking for trouble. Let's call them Manny and Monty.
NO.
APPEARING: 1-4
ARMOR
CLASS: 4
MOVE:
12”/18”
MANEUVERABILITY
CLASS: E
HIT
DICE: 6+3
NO.
OF ATTACKS: 3
DAMAGE/
ATTACK: 1-3/1-3/1-8
SPECIAL
ATTACKS: Tail spikes
SPECIAL
DEFENSES: Nil
MAGIC
RESISTANCE: Standard
SAVE:
Fighter 7
INTELLIGENCE:
Low
MORALE:
78%
ALIGNMENT:
Lawful evil
SIZE:
L
HIT POINTS: 27,
34
Can fire up to 4
volleys of tail spikes (18' range as a light crossbow, 1-6 hit points
of damage per hit). They need an '10' to hit an AC 3 griffin.
This
fight will take place in the great outdoors. Each monster is
searching for its favorite meal. The griffins are searching for
horses, while the manticores are looking for men. But the manticores
come too close to the griffin's nest, and the monsters fight.
Let's
see about surprise and encounter distance. The griffins roll a 1 and
the manticores also roll a 1, so both are surprised, but the effect
is canceled because they have the same value. Now we look at
encounter distance. Outdoors is 6”-24” and I roll a 13, so
factoring in the -1 for surprise, we get 12” distance.
Next
we declare intentions. The manticores will fire their spikes and the
griffins will close to attack. Now roll for initiative. Griffins
roll a 2 and manticores roll a 3.
The
first manticore fires its spikes at griffin 2 and the second
manticore fires them at griffin 1, but they roll a 6 and 7, so both
miss. Now the griffins have closed the distance by the end of the
round and we are in melee.
New
intentions and we have both sides melee-ing. Roll for initiative.
Griffins roll 3 and manticores 4, so the manticores get to go first
again. Manticore 1 rolls an 8, 15 and 18 and aims for griffin 1. It
hits for 9 points of damage ( I rolled an '8' for the bite attack).
Manticore 2 rolls 4, 10, and 11, and hits griffin 2 for 4 points of
damage.
Griffin
1 rolls 17, 9, and 2 and hits manticore 1 for 5 points of damage.
Griffin 2 rolls 14, 8 and 9 and hits manticore 1 for 9 points of
damage.
End
of round 2.
Peter
Griffin - 25 hp
Lois
Griffin - 29 hp
Manny
Manticore - 13 hp
Monty
Manticore - 34 hp
Next
round, new intentions. They continue to melee. Roll for initiative.
Griffins roll 1 and manticores roll 3. Manny rolls 1, 16, 13 and
hits Peter Griffin for 10 points (I rolled another '8' for the bite
attack!) Monty rolls 9, 5, and 10 so it hits once for 7 points, also
on Peter. I'm deciding targets randomly.
Peter
Griffin rolls 4,7,4! All misses. Lois rolls 4,1, 12 and hits once
with the high damage attack, doing only 2 (I rolled 2 '1's) points to
Manny. Weird dice rolls are strangely favoring the manticores.
End
of round 3.
Peter
Griffin - 8 hp
Lois
Griffin - 29 hp
Manny
Manticore - 11 hp
Monty
Manticore - 34 hp
New
round, the combatants still are going all out on melee attacks.
Initiative roll: griffins roll a 6 and manticores roll a 6, so
simultaneous combat occurs.
Peter
Griffin rolls a 1, 11, 13 and hits Monty for 6 points. Lois Griffin
rolls 10, 4, 12 and hits Manny for a total of 12 points. This will
be enough to reduce him to -1 and he is killed (or starts bleeding
out).
Manny
rolls 19, 10, 1 and hits Lois for 4 points. Monty rolls 17, 1, 14
and hits Peter for 5 points.
End
of round 4.
Peter
Griffin - 3 hp, looking in trouble
Lois
Griffin - 25 hp
Manny
Manticore - dead
Monty
Manticore - 28 hp
Now
Monty must roll for morale. His morale is 78%, which is computed
based on hit dice. It is base 50% +5% for each hit die over 1, and
+1% for each +1 added to hit points. For a 6+3 hit die monster, that
is 50 + 5 X 5 + 3 = 78. The roll will be at +15% for losing half of
the fighting force and another +10% for taking casualties without
inflicting any (DMG p 67). I roll a 15, so that is modified to 40,
still not enough to cause the manticore to back down.
They
continue to melee. The griffins roll a 5 and the manticore rolls a
1.
Peter
rolls a 7, 16, 16 and does 8 points. Lois rolls 17, 20, 7 and does 3
points. Monty rolls 2, 14, 19 and does 4 points to Peter, killing
him.
End
of round 5.
Peter
Griffin - dead
Lois
Griffin - 25 hp
Manny
Manticore - dead
Monty
Manticore - 17 hp
New
round requires new intentions, and they continue to claw and bite.
Lois rolls a 1 for initiative, but Monty rolls a 5 and gets to go
first. He rolls 8, 11, 20, and does a total of 5 points of damage to
her. Lois rolls 17, 20, 4 and does 8 points of damage.
End
of round 6.
Lois
Griffin - 20 hp
Monty
Manticore - 9 hp
This
doesn't look good for Monty and I rule he has to face another morale
check. His roll is still at +15% for losing half the force (and more
than half his hp), but he has killed a griffin, so we don't add the
extra +10% on. I roll a 86, which gets increased to 101, and his
morale fails. 101-78 = 23 so the manticore will “disengage-retreat”
The
griffin gets a free set of attacks as against a stunned opponent,
which means +4 and she only needs a 5 to hit. She rolls 1, 18, 19 and
hits for 11 points, killing the fleeing manticore.
The
griffins probably should have been favored here. They had slightly
better AC and potential for much better damage, but otherwise they
were similar and I could have seen this going either way.
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