Chapter 3: The Lord's House

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drpete
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Re: Chapter 3: The Lord's House

#421 Post by drpete »

Round 6

Hanging on to the automaton's leg, Hlalf tosses a javelin at it, poking a hole in the metal (3 damage). Saal tosses his grappling hook up, and hooks it on a decorative piece on the giant robot's hip.

The automaton swipes again at Hlalf, but Hlalf is able to swing around to the back of the thing's leg, avoiding the blow.

From the doorway, Shmehk reaches deep, and conjures the energy to cast a spell. It conjures walls of force which shield the little men still on the ground from attack, allowing them to attack from cover, should they wish to.

The automaton has now taken... 19 damage

Shmehk Scree | Wizard | HP: 5/10 8 | AC: 10 | Luck: (10-5)+0=5 (-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+0=9 (+0)
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 7/7 | AC: 12 | Luck: 8+1=9 (+0)
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
Last edited by drpete on Fri Nov 16, 2018 8:20 pm, edited 1 time in total.
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shaidar
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Re: Chapter 3: The Lord's House

#422 Post by shaidar »

Shmehk

Initiative: [1d20-1] = 7-1 = 6

Shmehk once again casts his Force Manipulation spell...

Spell Check (d20): [1d20+2] = 7+2 = 9

...but in his weakened state the delicate spell fails.
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Re: Chapter 3: The Lord's House

#423 Post by AureoBuendia »

Init round 7 [1d16+2] = 6+2 = 8

Pulling the rope to try to bring down the thing. If position allows it, I'll stay close to the shields. Hopefully we can get a better attack angle while it's down.

If the automaton's initiative is higher than mine and somehow frees itself from the rope, I'm drinking the potion I'm still carrying around.

Strength check for pull?
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Re: Chapter 3: The Lord's House

#424 Post by drpete »

Yeah, it's a DC 20 to pull this guy over.

Together, you can make it with a d24, and both of your str mods.
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Re: Chapter 3: The Lord's House

#425 Post by Wintermute »

Clamoring up the metal man's leg, Hlalf pokes a javelin into the gears of its hip joint.

Init: [1d20+2] = 14+2 = 16
Melee attack with javelin: [1d20+1] = 19+1 = 20, Damage: [1d6+1] = 4+1 = 5, Deed: [1d3] = 3

Deed: jam a javelin into its gears to immibilize or slow it.

This may make it easier to topple for the other characters. I used my melee stats to attack this round with it instead of ranged. If that's not correct, let me know. Last round you said I used a sword, it was actually a javelin throw to attempt the same deed, which failed.
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Re: Chapter 3: The Lord's House

#426 Post by drpete »

You're right... sorry about the javelin/sword thing.

The javelin goes into the automaton's knee, and definitely messes it up. It loses 10 feet off its movement (making it, now, move at the same speed you guys do) and the guys trying to topple it can add your deed die (+3) to their attempt (which they can roll whenever they are ready...)

(Modelling the effect off of the critical hit result on page 82)
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Re: Chapter 3: The Lord's House

#427 Post by AureoBuendia »

So it's me and Sal to pull?

Pull rope [1d24] = 10 Deed [1d3] = 3

I have 2 STR to add to that. Since we're using the other person's deed for the pull I also rolled my deed just in case.

If both deeds can be used, I'm willing to burn the two luck needed, or go halfsies with the other puller, to hit 20.
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Re: Chapter 3: The Lord's House

#428 Post by Sapperzz »

Oh yeah Saal can use one or two luck dice!
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Re: Chapter 3: The Lord's House

#429 Post by drpete »

Sapperzz wrote:Oh yeah Saal can use one or two luck dice!
Go for it. You need two points to topple him.
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Re: Chapter 3: The Lord's House

#430 Post by AureoBuendia »

Saal, you have 9 luck to my 14. Might consider saving yours for a better situation.

Up to you.
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Re: Chapter 3: The Lord's House

#431 Post by drpete »

Hlalf can also toss in his fleeting luck, if you want more choices.
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Re: Chapter 3: The Lord's House

#432 Post by Sapperzz »

Mine Regenerates!

luck die [1d3] = 1

luck die [1d3] = 1

Wow horrible rolls but still enough!
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Re: Chapter 3: The Lord's House

#433 Post by AureoBuendia »

Ha! That's what I was fearing!
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Re: Chapter 3: The Lord's House

#434 Post by drpete »

Round 7

Hlalf jams his javelin into the knee of the automaton, causing a great screeching noise, as the gears grind over it and the leg locks in place (4 damage).

The automation reacts by slamming Hlalf with its mighty fist, breaking his ribs and sending him spinning head over heels to the ground, where he lands with a crunch (Crit! 6+6=12 damage). (Sorry, man... wasn't to control Raamiz while Hlalf's fate gets sorted out?)

In the landing, Shmehk tries to cast another spell but it sputters out, ineffectually. Something wet drops out of his sleeve and slats on the ground.

Saal and Aurs pull mightily on the rope, toppling the giant robot. It lands on the ground with a big crash! (fleeting luck for Aurs and Saal!)

The robot whirs and twists, already moving to try to get up again!

You guys can have +2 to hit it before it gets up... or tries to, on init 16.

Automaton Init [1d20-2] = 16-2 = 14
Automaton Smash: [1d20-4] = 20-4 = 16 dam:[1d8+1] = 5+1 = 6 Crit!
Crit on Hlalf: [1d10] = 1
Extra crit damage [1d6] = 6
Next Round:
Automaton Init [1d20-2] = 18-2 = 16

Shmehk Scree | Wizard | HP: 5/10 8 | AC: 10 | Luck: (10-5)+0=5 (-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)+1=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: 9/9 0/7 | AC: 12 | Luck: 8+1=9 (+0) DOWN
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

#435 Post by AureoBuendia »

Damn! That's a nasty blow.
Initiative Round 8 [1d16+2] = 13+2 = 15

I think someone else should try to stabilize the downed ally, since I can put out the most dos, but can do so if needed.
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Re: Chapter 3: The Lord's House

#436 Post by shaidar »

Ouch! Can big Shmehk help small Hlalf? Would the healing potion be of any use (although it's a big potion). Shmehk's damage isn't being reduced because he is big, but he's at -1 to-hit at the moment, but he does get a deed die so can try and keep the thing down (if he gets a good init), so I'm not sure if it would be better for him to attack it
drpete wrote:In the landing, Shmehk tries to cast another spell but it sputters out, ineffectually. Something wet drops out of his sleeve and slats on the ground.
Urgh, can he tell what it is? Is this his spell burn or something else :shock:
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Re: Chapter 3: The Lord's House

#437 Post by drpete »

Shmehk *can* help Hlalf, if he wants, sure.

Full sized potions can be used on little people... they only drink a tiny bit, so several could share one.

It's not clear what the stuff coming out of your sleeves is... do you want to stop and examine it? :D
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Re: Chapter 3: The Lord's House

#438 Post by shaidar »

Shmehk

Initiative: [1d20-1] = 17-1 = 16

Shnehk stares in horror at the ooze on the floor before his attention snaps back as Hlalf is flung across the room.

He calls out to the others as he rushes over to fallen Northman.

(Low Lankhmarese)
Keep the thing down, I'll help Hlalf!

He carefully rolls the broken northman over, hoping he still lives, and if he does he'll give him some of the healing potion.
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Re: Chapter 3: The Lord's House

#439 Post by drpete »

Hlalf wil be restored to 1d4 HP (by the healing unguent), and can start acting next round.
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Re: Chapter 3: The Lord's House

#440 Post by shaidar »

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