Chapter 3: The Lord's House

Message
Author
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#341 Post by drpete »

A heads up... lets roll for initiative each round, as some are already doing (I know it's not standard DCC/D20, but bear with me :) )

Automaton init: [1d20-2] = 17-2 = 15

The automaton is currently (at the start of the round) 150 (scale) feet from the door, so take that into account with any missile fire. It will be moving toward the heroes at the door, though, and will close that distance, if you want/need to hold your action until it gets close.
Sapperzz
Scout
Scout
Posts: 76
Joined: Tue Oct 16, 2018 8:16 pm

Re: Chapter 3: The Lord's House

#342 Post by Sapperzz »

Saal's initiative for the second round:

Initiative: [1d20+2] = 4+2 = 6


and he will hold his action until the automaton gets closer
User avatar
AureoBuendia
Scout
Scout
Posts: 77
Joined: Mon Oct 15, 2018 8:43 pm

Re: Chapter 3: The Lord's House

#343 Post by AureoBuendia »

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

Guess I'll see how ordering and plans go before I decide what to do.
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#344 Post by drpete »

Round 2, Part 1

The giant automaton moves over to the door and tries to slam Shmehk, but misses.

What does Aurs do? Everyone else has declared and rolled... will move this forward in a bit...

Automaton Smash: [1d20-4] = 3-4 = -1 dam:[1d8+1] = 8+1 = 9
User avatar
AureoBuendia
Scout
Scout
Posts: 77
Joined: Mon Oct 15, 2018 8:43 pm

Re: Chapter 3: The Lord's House

#345 Post by AureoBuendia »

Didn't notice everyone else already declared round 2 actions. I should be still close to the automaton. Did the automaton try to smack with it's arm? That'd mean he's bent over. I think my initiative is that I go right after it, can I aim for the head or arm area?
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#346 Post by drpete »

Sure, you can reach its arm as it reaches down to swipe at Shmehk.
User avatar
AureoBuendia
Scout
Scout
Posts: 77
Joined: Mon Oct 15, 2018 8:43 pm

Re: Chapter 3: The Lord's House

#347 Post by AureoBuendia »

Atk (aiming for arm joint): [1d20+3] = 9+3 = 12 Deed [1d3] = 2

That puts me at 14. AC is 15. I didn't get an ok if luck can be applied to the deed die (might be op to have a luck affect attack, damage, AND deed success), so I'll burn a luck to increase the atk to 15. Not enough to do anything fancy to the joint as I was planning, but it'll do.

Damage for Two Handed is d10 + 2 for Str and +2 for Deed.
Two Handed Strike [1d10+4] = 4+4 = 8
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#348 Post by drpete »

Round 2, Part 2

As the automaton gets close, Raamiz tosses his dagger, hitting the robot in the leg (1 damage).

Aurs swings at the automatons arm as it swipes at Shmehk. His sword makes a loud *clang* as it dents the metal (3 damage).

Saal slings a stone at the automaton, which bounces off without much obvious effect (1 damage).

Hlalf gets to the shelf. He grabs a potion and downs it quickly. Sparkling lights swirl around him, then extend outward and upward. The lights run up to the stuffed alligator, surrounding it. As you watch, the alligator begins to dissolve, and little bits of it fly back toward Hlalf. Hlalf finns himself being pelted by little blobs of alligator! As each blob hits him, he gets a little bit bigger. A few seconds later, the flashes subside, and Hlalf is restored to full size!

Shmehk takes off toward the shelf, as well.

Hlalf, you take 1d4 temp stamina damage. Please roll it :)

Shmehk Scree | Wizard | HP: 10/10 | AC: 11 | Luck: (10-4)+0=6 (-1) (Spellburnt)
Offense:
Spellburn: 5 points agility and 4 points of strength Agl->9, str->6!
Init: +1 +0 | Str: 0 -1 | Agl: +1 0
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 +1 Fort: +1 Will: 0
Agl: +1 0 / Armor (Padded): +1 / AC: 12 11
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: 6/6 | AC: 13 | Luck: 9+1=10 (+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 | 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
Wintermute
Scout
Scout
Posts: 82
Joined: Mon Oct 15, 2018 7:30 pm

Re: Chapter 3: The Lord's House

#349 Post by Wintermute »

Stamina Dam: [1d4] = 2

A wry smile snakes across Hlalf's chapped lips even as he momentarily staggers under the weight of his body adjusting to a restored size. He tightens his grip on Skull Breaker, his old friend, and readies himself for battle.

I assume the transformation takes the whole round so I cannot attack as well.
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#350 Post by drpete »

Wintermute wrote: I assume the transformation takes the whole round so I cannot attack as well.
Yeah... you get one "action" which was to drink the potion.

You can act on this upcoming round, though!
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#351 Post by drpete »

Seeing a big opponent, the automaton turns and tries to smash Hlalf (he may be moving away from the little people near the door, depending on what happens with Hlalf, but you can act against him before he moves if you beat him in initiative).

Automaton init: [1d20-2] = 10-2 = 8
Wintermute
Scout
Scout
Posts: 82
Joined: Mon Oct 15, 2018 7:30 pm

Re: Chapter 3: The Lord's House

#352 Post by Wintermute »

Hlalf brings his hammer down towards the metal man's knees, attempting to knock it to the ground (deed) so that his smaller allies have a better chance to strike vital components.

Init: [1d20+2] = 3+2 = 5
To hit with Skullbreaker: [1d20+2] = 14+2 = 16, Damage: [1d6+1] = 5+1 = 6, Deed: [1d3] = 1

These Initiative rolls!
Sapperzz
Scout
Scout
Posts: 76
Joined: Tue Oct 16, 2018 8:16 pm

Re: Chapter 3: The Lord's House

#353 Post by Sapperzz »

If the robot is within the sufficient distance, Saal would like to jump on the thing, and begin to search for some way to impede the metal beast. If the robot is too far away, Saal will descend from the handle and rush to the potions as quick as possible.
User avatar
AureoBuendia
Scout
Scout
Posts: 77
Joined: Mon Oct 15, 2018 8:43 pm

Re: Chapter 3: The Lord's House

#354 Post by AureoBuendia »

50' contraption, we're at a 1/10 scale sort of, that makes it 5'. One of us is normal sized. I'm heading to the potion area as well, focusing on not getting smashed.
Init round 3 [1d16+2] = 4+2 = 6
Pretty sure that dice roller is broken...
User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 16226
Joined: Fri Apr 04, 2014 4:27 pm

Re: Chapter 3: The Lord's House

#355 Post by shaidar »

Shmehk

Initiative: [1d20+1] = 9+1 = 10

Shemhk is still heaidng towards the potions.

Is he able to quaff a potion this round?
Is there anything else on the shelf apart from the potions (such as a big sign saying DO NOT DRINK)? :-)
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#356 Post by drpete »

Saal, it's closer enough to do that until its initiative, so if you beat its init roll, you can try this jump.

It seems like this would be pretty tough, so how about a DC 15 climb walls roll? (to reflect your general skill in this vertical arena)

Shmehk can drink a potion this round, yes. He won't be able to do that and attack, though.
User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 16226
Joined: Fri Apr 04, 2014 4:27 pm

Re: Chapter 3: The Lord's House

#357 Post by shaidar »

Is it possible to tell how effective our hits have been so far, just scratches or having some effect?
User avatar
drpete
Rider of Rohan
Rider of Rohan
Posts: 4492
Joined: Tue May 28, 2013 2:40 am

Re: Chapter 3: The Lord's House

#358 Post by drpete »

shaidar wrote:Is it possible to tell how effective our hits have been so far, just scratches or having some effect?
So far, it doesn't look like it's been damaged much...
Sapperzz
Scout
Scout
Posts: 76
Joined: Tue Oct 16, 2018 8:16 pm

Re: Chapter 3: The Lord's House

#359 Post by Sapperzz »

Saal's initiative:

Initiative: [1d20+2] = 9+2 = 11

He's gonna try for it!

climb check [1d20+5] = 14+5 = 19

Saal dives from his perch, using the rope to finagle himself towards the dreaded robot, aiming to land of the thing's back!
User avatar
shaidar
Rider of Rohan
Rider of Rohan
Posts: 16226
Joined: Fri Apr 04, 2014 4:27 pm

Re: Chapter 3: The Lord's House

#360 Post by shaidar »

Shmehk grabs a potion and drinks it down.
Post Reply

Return to “DrPete's Lankhmar Game (DCC)”