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Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 5:00 pm
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.
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 6:04 pm
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
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 8:31 pm
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.
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 8:52 pm
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
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 9:04 pm
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?
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 10:24 pm
by drpete
Sure, you can reach its arm as it reaches down to swipe at Shmehk.
Re: Chapter 3: The Lord's House
Posted: Mon Nov 05, 2018 10:50 pm
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
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 12:45 am
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)
-------------------
Raamiz | Thief | HP: 10/10 | AC: 12 | Luck: (16
-5)
+0=11 (+0)
-------------------
Saal | Thief | HP: 6/6 | AC: 13 | Luck: 9
+1=10 (+0)
-------------------
Aurs Bonne | Warrior | HP: 9/9 | AC: 13 | Luck: (15-1)
+0=14 (+1)
-------------------
Hlalf Frostmane | Warrior | HP: 9/9 | AC: 12 | Luck: 8
+1=9 (+0)
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 12:53 am
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.
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 1:05 am
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!
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 3:10 pm
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
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 4:53 pm
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!
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 6:09 pm
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.
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 6:26 pm
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...
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 6:49 pm
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)?

Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 7:22 pm
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.
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 7:30 pm
by shaidar
Is it possible to tell how effective our hits have been so far, just scratches or having some effect?
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 7:35 pm
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...
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 7:35 pm
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!
Re: Chapter 3: The Lord's House
Posted: Tue Nov 06, 2018 7:38 pm
by shaidar
Shmehk grabs a potion and drinks it down.