Chapter 3: The Lord's House

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Sapperzz
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Re: Chapter 3: The Lord's House

#301 Post by Sapperzz »

Lets get to that door!
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drpete
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Re: Chapter 3: The Lord's House

#302 Post by drpete »

A narrow landing lies at the top of the stairs, its edge ringed by the balusters and newel posts of a carved balustrade. The balustrade’s handrail depicts a line of rats crouched in single file. The eastern wall of the landing holds a steel door set in a bronze frame.

The steel door's lock is below its handle, which is 35 feet up. To get there, you will need a DC 12 Climb (or strength) check.
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Re: Chapter 3: The Lord's House

#303 Post by Sapperzz »

excellent, can i use my grappling hook and my "climb sheer surfaces" skill? id that gives me a d24 like last time i'll just roll below now:

climb check [1d24+5] = 15+5 = 20


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Re: Chapter 3: The Lord's House

#304 Post by drpete »

Excellent! Saal makes it up to the lock with no trouble.

Now, you wanted to pick the lock with the spear-sized tool? It is DC 10.
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Re: Chapter 3: The Lord's House

#305 Post by Sapperzz »

Sure thing, I'll use my pick lock skill:

pick lock [1d20+3] = 10+3 = 13
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Re: Chapter 3: The Lord's House

#306 Post by drpete »

*CLICK*

The 70 foot tall door seems to be unlocked.
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Re: Chapter 3: The Lord's House

#307 Post by Sapperzz »

Saal calls down to his companions:

In low Lankhmarese:

"The door has been unlocked! now, how do we move it? It seems rather heavy"
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Re: Chapter 3: The Lord's House

#308 Post by Enoch »

In Low Lankhmarese:

"Perhaps if we all push together? My only other idea is to harness the cat somehow."
Morvith, Human Wizard, The Western Lands
Ekene Orjee, Xenologist and Imperial Agent, Shadow of the Storm (Traveller MgT2e)
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Re: Chapter 3: The Lord's House

#309 Post by shaidar »

Shemhk looks at the others with a smile on his face

He nods at Raamiz's suggestion
(Low Lankhmarese)
"Hopefully we'll soon be back to normal. It's worth trying to push it first. If that doesn't work maybe a lever of some kind"

He looks at Hlalf and gestures towards the door
(Northspeak)
"All of us will try and push the door open"
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Re: Chapter 3: The Lord's House

#310 Post by Wintermute »

Hlalf nods and prepares to push on command.
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Re: Chapter 3: The Lord's House

#311 Post by drpete »

You gather together to push on the door, Saal still up on his perch at the lock...

Amazingly, the gigantic door responds to your pressure without difficulty!

Within, you see a windowless chamber. The opposite (east) wall is 15 feet across (150 feet at your scale), and the room extends to the right (south) about 35 feet (350 feet at your scale). A work table with various alembics, crucibles, glass tubing, and other esoteric objects runs along the farthest (southeast) corner of the room. A brick chimney lacking a hearth protudes from the opposite (east) wall. A minute steel door (standing 6 feet high at your scale) is set into the chimney at ground level. A stuffed, dust-coated alligator hangs from the ceiling, suspended by ropes moored to the west wall.

A tiny shelf also runs along the baseboard of the west wall, about 10 feet to the south of you. A line of little white bottles, sized for miniature hands, rests under a blanket of dust on the shelf.

Standing motionless inside the room is a bronze giant (about 50 feet tall at your scale). The humanoid figure appears fashioned from brazen plates and gears, its eyes glowing a pale blue in the gloom. The giant stands between two strange depressions which are visible in the tiled floor, each the size of a large round shield (about 30 feet across and 3 feet deep, at your scale).

As you take in the room, the automaton begins to whir and tick! Moments later, it springs to life, and begins to stomp across the room at you, arms raised to strike!

Ok folks... here comes the attack of the 50 foot robot! What do you do?

Oh, and roll initiative!
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Re: Chapter 3: The Lord's House

#312 Post by Sapperzz »

Saal looks down in astonishment at the automaton, trying to catch his bearings:

Initiative: [1d20+2] = 10+2 = 12

Saal will try to swiftly to the rope end around him on his turn so that he won't fall to his death if he loses his footing, and will ready his sling to attack from above!
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Re: Chapter 3: The Lord's House

#313 Post by AureoBuendia »

Init: [1d16+1] = 12+1 = 13

Plan would be to try to trip the thing.
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Re: Chapter 3: The Lord's House

#314 Post by drpete »

AureoBuendia wrote:Init: [1d16+1] = 12+1 = 13

Plan would be to try to trip the thing.
Empire Strikes Back style, or something else? How does one trip a 50 foot robot?
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Re: Chapter 3: The Lord's House

#315 Post by shaidar »

Does Shmehk have any inkling as to whether a rope summoned by Ropework would be normal or reduced size?
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Re: Chapter 3: The Lord's House

#316 Post by drpete »

shaidar wrote:Does Shmehk have any inkling as to whether a rope summoned by Ropework would be normal or reduced size?
Not yet...?

Edit: More seriously, make an intelligence check, to see what you know...
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Re: Chapter 3: The Lord's House

#317 Post by shaidar »

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Re: Chapter 3: The Lord's House

#318 Post by drpete »

Shmehk can tell that this thing that has been done to them is sort of like a powerful version of enlarge, reversed. Magic can be somewhat chaotic, but your spells are likely to be at usual size, unless they are somehow tied to your body... Ekim's mask was small, but the owl was regular size. Since the ropes aren't really tied to your body, they will probably be full sized.
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Re: Chapter 3: The Lord's House

#319 Post by AureoBuendia »

drpete wrote: Empire Strikes Back style, or something else? How does one trip a 50 foot robot?
I first read it as 20'. 50' might be trickier to knock even with a Mighty Deed. How does the creature move? How are its joints? How solid? Is there an opening I can use? Would a deed be able to get into the heel to slow it down or make it fall>
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Re: Chapter 3: The Lord's House

#320 Post by shaidar »

Shmehk

Initiative: [1d20+1] = 19+1 = 20

He looks at the others and speaks in Low Lankhmarese:
"I'm going to try and entangle it with a spell"

Shmehk quickly draws his dagger and slices his hand. Using the blood he draws a sigil on his forehead and utters a short incantation. The sigil flashes briefly and vanishes. The others see him sag, like the effort has weakened him.

Spellburn: 5 points agility and 4 points of strength for an additional +9 to his spell check

Shmehk forces himself to straighten and starts casting:

Ropework: [1d20+11] = 6+11 = 17

I'll spend 2 points of luck to bring the result up to 19

Multi-coloured threads spring from the ground and wind themselves into a rope that Shmehk directs to entangle the metal man.
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