Chapter 3: The Lord's House

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drpete
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Re: Chapter 3: The Lord's House

#61 Post by drpete »

AureoBuendia wrote:How violent are the constables acting? Are they behaving within reason?

If all is within proper law keeping behavior, Aurs will stand up for his self declared servant and state he has been here long enough to notice no relationship with the other northerner.

At the very least, this one does seem as much of a threat at the moment and the constables should focus their energies on the others.
Well... so far, they haven't hit anyone with a club, they are just grabbing people. It is, perhaps, early to say whether they will *get* more violent...?
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Re: Chapter 3: The Lord's House

#62 Post by shaidar »

Shmehk follows Raamiz
Enoch wrote:Raamiz nods and ducks quickly toward the door.

Raamiz will try the door, and assuming that no one is immediately visible, try to find a place to hide in order to get the drop on anyone following.
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Re: Chapter 3: The Lord's House

#63 Post by Trinculo »

Subtlety be damned! I attempt to charm the constable that is grabbing at Fiemar. Clearly something is going on with this guy, and I need to know what it is.

I spellburn 3 points of Stamina and 1 point of Agility. Edit: This takes the form of... Spellburn Action [1d24] = 17 The wizard starts to itch! He has strange uncontrollable itches and scratches constantly.
Charm Person [1d20+7] = 1+7 = 8

ooh, ouch
Spell-fumble [1d6] = 6=Misfire
Misfire [1d4] = 3=Caster inadvertently puts intended target to sleep (Will save DC 7 to resist).


Well, I turn to the charmed constable and tell him to take the fallen constable home: he is clearly drunk and unfit for duty.
Last edited by Trinculo on Fri Oct 19, 2018 8:33 pm, edited 1 time in total.
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drpete
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Re: Chapter 3: The Lord's House

#64 Post by drpete »

Trinculo wrote:Subtlety be damned! I attempt to charm the constable that is grabbing at Fiemar. Clearly something is going on with this outcast, and I need to know what it is.

I spellburn 3 points of Stamina and 1 point of Agility. Edit: This takes the form of... Spellburn Action [1d24] = 17 The wizard starts to itch! He has strange uncontrollable itches and scratches constantly.
Charm Person [1d20+7] = 1+7 = 8

ooh, ouch
Spell-fumble [1d6] = 6=Misfire
Misfire [1d4] = 3=Caster inadvertently puts intended target to sleep (Will save DC 7 to resist).


Well, I turn to the charmed constable and tell him to take the fallen constable home: he is clearly drunk and unfit for duty.
This stuff will play out over a bit of time... waiting on that roll for Fiemar to resist the grab to finish up round 1, and this spell can be round 2 for Asle, then you can tell them what to do from there :)
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Re: Chapter 3: The Lord's House

#65 Post by Marullus »

(beat a 9 to avoid being grabbed),

Not grabbed [1d20-1] = 17-1 = 16

Fiemar

"Hey now! There's really no need for that!" Fiemar objects as he sidesteps the rough-handling attempt, still being clear to not offer any threat of his own and giving a chance for Aurs' advocacy to kick in.
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Re: Chapter 3: The Lord's House

#66 Post by drpete »

Round 1 (part 2)

The running constable catches up to Hlalf and tries to grab him but Hlalf body-checks him, knocking him to the ground.

Fiemar shrugs off the constable trying to grab him.

Now, I'm sure I understand what Shmehk, Raamiz and Hlalf are planning (going in the back door) and what Alse is doing (this botched spell).

If Aurs wants to try to tell them to leave off Fiemar, we can call that a DC 10 personality roll with that d24, now.

What does Fiemar want to do?
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Re: Chapter 3: The Lord's House

#67 Post by Marullus »

Can I aid Aurs' roll?

Got to handle these club-happy bastards before we return to the matter of the house, Fiemar thinks. He continues to show his 'good citizenship' offering no offense to the guards so they can lay-off and move on...
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Re: Chapter 3: The Lord's House

#68 Post by drpete »

Marullus wrote:Can I aid Aurs' roll?
Sure. With your aid, he can get a bonus die, and include your personality bonus, so it will be a d30+1 roll.
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Re: Chapter 3: The Lord's House

#69 Post by AureoBuendia »

Aurs speaks on behalf of Fiemar.

"He is not a threat. Go after the others if you will."

Per for Fiemar [1d30+1] = 4+1 = 5
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Re: Chapter 3: The Lord's House

#70 Post by Marullus »

:shock: :o
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Re: Chapter 3: The Lord's House

#71 Post by drpete »

Round 2

In the back of the house, Shmehk and Raamiz make their way into the backdoor of the house, with Hlalf right behind them. They find that they are facing a stairway rising up to the second floor. To the right, there is a room that looks like a dining room, but the dining table seems to have a bunch of mechanical stuff on it. To the left is as study. They see bookcases and a cold fireplace.

Outside, as Aurs and Fiemar try to talk their way out of things, Asle lets loose with a powerful spell that goes... sideways? Again, the gentle music sounds, but this time it is not restful, but manic, and focused on the constable who had been trying to grab Fiemar! That constable's eyes roll up into the back of his head, and he faints!

There is nothing about this situation that seems unthreatening, despite Aurs' assertion that everything is ok, and the available constables jump into action!

The one who tripped climbs to his feet, drawing his club.

The one who tangled himself up rips a strap on his armor, freeing his club. Seeing all this going on, he turns his attention to the wizard group rather than run down the alley.

The constable who had been talking to Aurs is shocked to see this spell cast on his companion, and tries to club Asle:

Constable vs Asle: [1d20+2] = 19+2 = 21 dam: [1d4+1] = 4+1 = 5

Asle goes down, with a solid clubbing! (subdual damage)

This causes the charmed constable to cry out "What the hell, man??" and try to push back the one that clubbed Asle.

Constable vs Constable: [1d20] = 2 vs [1d20] = 19

Asle's friend grabs at the one that beat him but he is not able to move him in a significant way. Their confrontation wil probably continue...

With the fumble, everyone loses their fleeting luck!

Aurs and Fiemar, especially, what do you do? Asle is out, but not dead...

Remaining threats:
tripped constable (got up)
tangled constable (untangled)
Asle's friend (doesn't really know you)
Asle's attacker (kind of busy with Asle's friend)


Shmehk Scree | Wizard | HP: 10/10 | AC: 12 | Luck: (10-2)+0=8 (-1)
Offense:
Init: +1 | Str: 0 | Agl: +1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 Fort: +1 Will: 0
Agl: +1 / Armor (Padded): +1 / AC: 12
Armor Check: 0 | Fumble: d8
-------------------
Raamiz | Thief | HP: 10/10 | AC: 12 | Luck: (16-2)+0=14 (+1)
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
-------------------
Asle Lunn | Wizard | HP: 0/3 | AC: 11 | Luck: 10+0=11 (+0)
Spellburn: -3 sta, -1 agl
Offense:
Init: 0 | Str: +1 | Agl: 0
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8

Defense:
Ref: +1 Fort: 0 Will: 0
Agl: 0 / Armor (Padded): +1 / AC: 11
Armor Check: 0 | Fumble: d8
-------------------
Fiemar Snow-Born | Wizard | HP: 5/5 | AC: 9 | Luck: 10+0=10 (+0)
Offense:
Init: -1 | Str: -1 | Agl: -1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (+1 for lucky roll)

Defense:
Ref: 0 Fort: 0 Will: +2
Agl: -1 / Armor (None): 0 / AC: 9
Armor Check: 0 | Fumble: d4
-------------------
Aurs Bonne | Warrior | HP: 6/6 | AC: 13 | Luck: 15+0=15 (+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: 7/7 | 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

#72 Post by Enoch »

Raamiz quickly shuts the door, and locks it if there is an obvious way to do so (key in the lock, bar that can be lowered, etc) or jams a spike under the door. He casts a distrustful look at Hlalf and asks in a boyish voice in the Northern tongue, "And who, in the name of the King of Kings, are you? Why are you here, and why do you follow us? A man cannot do an honest thieving job without a barbarian bring the law down on us!"
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Re: Chapter 3: The Lord's House

#73 Post by Marullus »

As the four thugs pull their clubs and escalate the violence, knocking the other Northman unconscious already and now left to come after him and the lanky Noble, Fiemar's jovial merchant demeanor falls from his face. He looks solemnly at the guards with his steel-gray eyes and tells them in Low Lankmarese, "You are mistaken tonight. But I see your fates, and it is not your time to die."

He looks to the wispy clouds in the night sky above and speaks Coldspeak as if to the wind. A gentle breeze carrying the scent of poppies wafts through the quiet cul-de-sac.

[1d20+4] = 20+4 = 24 patron. [1d10] = 8

All four of the remaining guardsmen catch the floral scent. Fiemar looks on stoicly. Ninguable, your fate's hand be served... If any watching might be turned away as well, we can seek the mysteries you desire...
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Re: Chapter 3: The Lord's House

#74 Post by Wintermute »

Hlalf
The Northman laughs heartily and grins a crooked smile, "You saw that man hit th'ground? Oh yes...name is Hlalf. Here for gold too, maybe find more coin than you? Winner buys round of drink, OK?" Those who know him would say that Hlalf is quick to befriend and also quick to anger. With the door securely spiked he will enter the dining room and inspect the items on the table while drawing his warhammer and shield.

"Ghosts can be smashed, right?" He inquires over his shoulder.
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Re: Chapter 3: The Lord's House

#75 Post by AureoBuendia »

What's the extent and effect of the patron spell? Are they down?
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Re: Chapter 3: The Lord's House

#76 Post by drpete »

I'll try to get it up tonight...
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Re: Chapter 3: The Lord's House

#77 Post by drpete »

Green symbols briefly appear on Fiemar's hands as he casts, signs of his patron's assistance (+2 bonus to the roll). The magic goes out, and two more of the Constables drop to the ground, asleep.

The constable who had tangled up his club seems to have been outside the area of effect of the spell. Seeing his comrades fall to the ground is too much for him, though. He drops his club and takes off, running out of the cul-de-sac.

The other constable who was unaffected is the one that had been charmed by Asle. Somehow, Asle's magic has protected him. He drops down at Asle's side. And attempts to revive him. (This may take a little while, OOC, given that the player has dropped out, but we shi have a player on the waiting list who may slide into this roll...)

Technically, you need an interrupt condition on the sleep, and some item related to that interrupt... don't know that it'll matter, but these guys will be asleep a loooooooong time!

Saves: [1d20] = 3[1d20] = 20[1d20] = 20[1d20] = 15 Two 20's on saves! Using the "threat" order from previous post.
Morale: [1d20] = 4[1d20] = 1 Not fighting, probably running.
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Re: Chapter 3: The Lord's House

#78 Post by Enoch »

Raamiz watches Hlalf cautiously as the man enters the far room, then turns to Shmeck with a worried expression, addressing his companion in Low Lankhmarese. "I'm not confident of our odds against that man in a fight. Perhaps we should leave that room to him and look elsewhere in the house. There were no windows on the top floor--did you notice?"
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Re: Chapter 3: The Lord's House

#79 Post by AureoBuendia »

Aurs Bonne looks at the outcome of Fiemar's action and proceed to aid the clubbed stranger to see the extent of the wounds. (If a PC needs to do a stabilize wounds action, this would be mine)

"I'm not sure why you are here stranger," he says to Fiemar. "I am inclined to believe nothing good", looks around to the fallen constables, " but you've shown commendable restraint. This speaks well of your character. If you'll excuse me, this is my uncle's property and until I determine why he has such a run-down hovel, I cannot allow anything to happen to it. So I must take my leave. You are free to do as you wish."

Seeing that everything has calmed down on this side and that the other strangers have gone to the back, Aurs at this point has decided that it is best to follow them. He has every intention of getting into the house to investigate, but given the events that have happened and that large number of people gathered, he has become protective of the property until he can determine the intentions of the strangers and the purpose of the house.

It seems my character, as a noble person and family member of the owner, is causing a bit of a disruption of flow in the natural 'let's join forces' angle for the time being. His current intentions are opposed and against what other characters may have in mind. Hopefully the fragile "alliance" with Fiemar will help things move forward.
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Re: Chapter 3: The Lord's House

#80 Post by Enoch »

I think that disruption is natural and would have happened anyway. I think we'll be OK if we just RP our character and remember as players that we eventually want to steer things toward cooperation.
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