Chapter 3: The Lord's House

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AureoBuendia
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Re: Chapter 3: The Lord's House

#461 Post by AureoBuendia »

Shmehk is the only full sized one and he does full damage, right? So he does 7?

Init round 10 [1d16+2] = 9+2 = 11

SHmehk goes before me. So I attack just in case:
Two Handed Sword Attack: [1d20+3] = 7+3 = 10 Deed [1d3] = 2

12... Well, this fell short.

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Re: Chapter 3: The Lord's House

#462 Post by shaidar »

you could spend luck, I have a point of fleeting luck I can pass your way.

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Re: Chapter 3: The Lord's House

#463 Post by Sapperzz »

Saal has one he can throw as well! Given only he has hit so far we might need the extra damage just in case

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Re: Chapter 3: The Lord's House

#464 Post by drpete »

Though there is some fresh fleeting luck coming in this round you need not spend it... the automaton is defeated!

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Re: Chapter 3: The Lord's House

#465 Post by drpete »

Round 10

Still off balance, Shmehk swings his longsword once more, slamming it into the automaton, hitting some core mechanism. The thing stops whirring, and titters unsteadily until Saal's stone smacks it, causing it to teeter, then fall over with a final CRASH! The automaton is destroyed!

Shmehk Scree | Wizard | HP: 2/10 8 | AC: 10 | Luck: (10-5)+1=6 (-2) (Spellburnt)
Offense:
Spellburn: 6 points agility and 4 points of strength Agl->8, str->6!
Init: +1 -1 | Str: 0 -1 | Agl: +1 -1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 +0 Fort: +1 Will: 0
Agl: +1 -1 / Armor (Padded): +1 / AC: 12 10
Armor Check: 0 | Fumble: d8
-------------------
Raamiz | Thief | HP: 10/10 | AC: 12 | Luck: (16-5)+0=11 (+0)
Luck Die: d3

Offense:
Init: +1 | Str: -1 | Agl: +1
Actions: d20 | Attack: +0
Threat: 20 | Crit: d10+2 for lucky roll/II

Dagger: d4/d10 | 10/20/30
Shortsword: d6

Defense:
Ref: +2 Fort: +1 Will: +1
Agl: +1 / Armor(Padded): +1/ AC: 12
Armor Check: 0/ Fumble: d8
-------------------
Saal | Thief | HP: 3/6 | AC: 13 | Luck: (9-2)+1=8 (-1)
Luck Die: d3

Offense:
Init: +2 | Str: 0 | Agl: +2
Actions: d20 | Attack: +0
Threat: 20 | Crit: d10/II

Guild Dagger: d4/d10 | 10/20/30
Garrote: 1/3d4

Defense:
Ref: +3 Fort: +1 Will: 0
Agl: +2 / Armor(Padded): +1/ AC: 13
Armor Check: 0/ Fumble: d8
-------------------
Aurs Bonne | Warrior | HP: 9/9 | AC: 13 | Luck: (15-1)+0=14 (+1)
Offense:
Init: +2 | Str: +2 | Agl: +1
Actions: d20 | Attack: 1d3
Threat: 19-20 | Crit: d12/Table III

Two-Handed Sword: d10 (d16 for initiative) (+1 to hit for lucky weapon)

Defense:
Ref: +2 Fort: +3 Will: 0
Agl: +1 / Armor (Leather): +2 / AC: 13
Armor Check: -1 | Fumble: d8
-------------------
Hlalf Frostmane | Warrior | HP: 9/9 2/7 | AC: 12 | Luck: 8+0=8 (-1)
Offense:
Init: +2 | Str: +1 | Agl: +1
Actions: d20 | Attack: 1d3
Threat: 19-20 | Crit: d12/Table III

War Hammer: d8 (Lucky Weapon, "Skull Breaker")
Javelin: 1d6 30/60/90
Dagger: 1d4/1d10 10/20/30

Defense:
Ref: +2 Fort: +2 Will: -1
Agl: +1 / Armor (Padded): +1 / AC: 12
Armor Check: 0 | Fumble: d8

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Re: Chapter 3: The Lord's House

#466 Post by AureoBuendia »

Victory!!

Now. I didn't drink the potion since I was worried I'd end up big with Shmehk getting small. But since we're sort of safe for now, if I drink it and the effect is the same as last time, we can abuse our health potion to patch him up.

Big potion on tiny person = lots of doses. :twisted:

Group decision on this, though. Should I do it?

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Re: Chapter 3: The Lord's House

#467 Post by shaidar »

As the automaton crashes to the floor Shmehk sags with relief, exhausted he slips to the floor.

"That was some fight, I need to catch my breath"

He starts checking himself over, concerned as to the state he is in (and the bits of him falling off it seems!)

Not a bad idea about the potion, however, if he goes small then he is going to take some more (temporary) stamina damage, and I'm not sure that's such a good idea with the state he is in, particularly as he'll take more when he goes big again. However, you guys get some healing from the potion - can Hlalf take more than one drink from the same potion? I can have Shmehk rest for a bit and spend that point of fleeting luck on some hps. If you want to drink the potion then Shmehk will head downstairs one level, hopefully that will be far enough away!

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Re: Chapter 3: The Lord's House

#468 Post by drpete »

For the sake of being specific/planning, little people can get 5 uses out of a regular sized potion.

Investigating himself, Shmehk finds a few little bloody chunks of ... well ... meat, in his shirt sleeves. The slimy chunks have stained the inside of his sleeves and his forearms with blood, and have a distinctly "rotten" smell.

In addition to the rack of white potions, there is a lab table, which has a bunch of alchemical equipment... alembics, beakers, etc. It also has a wooden rack with 10 vials in it. Six of the vials contain black liquid, three contain amber liquid, and the last is empty.

There is also a tiny-sized door in the chimney, and a large door opposite it that seems to lead to the other side of the house.

Do you guys want to do the resting/recuperating, or some combination of potions? It looks like Shmehk, Saal, and Hlalf are all down various amounts of hp. Aurs has remained unharmed.

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Re: Chapter 3: The Lord's House

#469 Post by Sapperzz »

Saal wouldn't mind a swig of health potion, then he will volunteer to scout the miniature door in the chimney, before we try to go back to normal size

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Re: Chapter 3: The Lord's House

#470 Post by shaidar »

How about those injured spend a little time recuperating to get some hp back (potentially you could get more that way than the potion) and then see what is left and top that up with the potion? Can Shmehk drink a half-used potion and get a portion of healing from it? It's just that magic is rare and I don't know when we might find another, so I'd like to use it only when necessary.

Is there any sign of Raamiz?

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Re: Chapter 3: The Lord's House

#471 Post by drpete »

Lets say that a partially used healing draught would use a lower die, or transition to lower of two rolls, depending on how many drinks were taken from it...

Raamiz is not around... he went to hide during the fight, and apparently vanished completely... wonder what he's up to?

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Re: Chapter 3: The Lord's House

#472 Post by Sapperzz »

How does healing work on short rests?

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Re: Chapter 3: The Lord's House

#473 Post by shaidar »

I believe you rest for 30 minutes, spent a point of luck and roll your dice, a bit like when you take a round out in combat

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Re: Chapter 3: The Lord's House

#474 Post by Sapperzz »

Is that a rule exclusive to Lankmar? Cause I haven't seen that in the DCC rulebook

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Re: Chapter 3: The Lord's House

#475 Post by drpete »

yes, it's Lankhmar specific... a compensation for not having clerics... check the healing rules thread, I think it's in there... 1-3 turns rest to regain your HD+stamina mod in hp.
One such test per day.

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Re: Chapter 3: The Lord's House

#476 Post by shaidar »

how long does it take to restore 'stamina damage'?

Just re-read the healing thread, and saw the price of healing 'potions', which is not as bad as I thought it might be

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Re: Chapter 3: The Lord's House

#477 Post by Wintermute »

I have been to the other side. It is cold. I need a moment.

Hlalf sits and collects himself, checking his wounds, and strengthening his resolve.

Rest: [1d12+1] = 8+1 = 9

Back up to full HP. Warriors have a D12 hit dice right? I don't have the book with me right now.

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Re: Chapter 3: The Lord's House

#478 Post by shaidar »

If Hlalf is doing it then here goes my rolls for Shemhk

healing duration: [1d3] = 3 turns

healing: [1d4] = 3

I'll use my point of fleeting luck for this.

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Re: Chapter 3: The Lord's House

#479 Post by Sapperzz »

Saal too, shall heal with a fleeting luck point:

healing turns [1d3] = 1

heal die [1d6] = 2

Man the health rolls are brutal for Saal


5/6 hp

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Re: Chapter 3: The Lord's House

#480 Post by drpete »

shaidar wrote:how long does it take to restore 'stamina damage'?

Just re-read the healing thread, and saw the price of healing 'potions', which is not as bad as I thought it might be
Stamina damage is just temp stat damage, like yet more spellburn, i think... the healing draughts are not bad, though you haven't had a lot of money to spare, so far...

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