Chapter 3: The Lord's House

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drpete
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Re: Chapter 3: The Lord's House

#361 Post by drpete »

Round 3

Seeing an opening, Saal leaps across into the automaton as it turns away to attack Hlalf. His jump takes him across to the things waist, and he hangs on as it stomps away from the door toward Hlalf.

Shmehk follows Hlalf's lead, and quaffs the second potion. Little sparkly lights erupt from Shmehk and swirl around in ever widening circles. Somewhat to Hlalf's horror, the sparkles focus on him! The sparkles hit Hlalf. Each one pulls a bit of his mass away, and carries it over to Shmehk! In the space of a few seconds, Hlalf is tiny again, and Shmehk has grown up to regular size!

A new large opponent having presented itself, the automaton switches its attack to Shmehk, slamming him (6 damage!).

Aurs runs for the small potion shelf!

Hlalf, again shrunken to a tiny state, hits the automaton on ther ankle, instead of the knee (2 damage)

Shmehk and Hlalf, please both take 1d4 temp stamina damage!

Automaton Smash: [1d20+2] = 17+2 = 19 dam:[1d6+1] = 5+1 = 6

Shmehk Scree | Wizard | HP: 4/10 | 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
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AureoBuendia
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Re: Chapter 3: The Lord's House

#362 Post by AureoBuendia »

How fast is the transformation time? Do all the potions look alike? I'm considering grabbing a bottle, run under the automaton, chug it, put my hands above my head, closed fists and all, and let the growth spurt knock the thing from below.

Init round 4 [1d16+2] = 1+2 = 3

My initiative suggests otherwise, though. Maybe it can be used to our advantage. The new normal sized can take their action and then I'll aim for the knockdown is no one else comes up with something.
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shaidar
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Re: Chapter 3: The Lord's House

#363 Post by shaidar »

Shmehk

Stamina dmg: [1d4] = 2

that's just downright cruel :-)

so this is hp dmg or points off of stamina? If my stamina does down then I'll lose my hp bonus :-(
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drpete
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Re: Chapter 3: The Lord's House

#364 Post by drpete »

Aureo, it's not instantaneous like an ant man type thing where you zing up at high speed, unfortunately... it takes a few seconds. It might be a good way to pop up "behind" someone, though.

Shaidar, the damage is temp damage to stamina, and yeah, your hp bonus may go away (temporarily) as a result...
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Re: Chapter 3: The Lord's House

#365 Post by shaidar »

ok, thanks. So Shmehk loses 2hp temporarily, putting him at 2. I need to seriously consider what I'm doing next round, init will be crucial :?
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Re: Chapter 3: The Lord's House

#366 Post by Wintermute »

Stamina Dam: [1d4] = 3

Edit: with the earlier damage, that's 5 total, bringing my HP down by 2, to 7 i think.
Last edited by Wintermute on Wed Nov 07, 2018 6:27 pm, edited 2 times in total.
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Re: Chapter 3: The Lord's House

#367 Post by drpete »

At the moment, the automaton is going to continue going after Shmehk, since he is big...

Oh, and I should totally have given Saal a fleeting luck for jumping on the automaton.

Automaton Init [1d20-2] = 15-2 = 13
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Re: Chapter 3: The Lord's House

#368 Post by Sapperzz »

Saal's Initiative

Initiative: [1d20+2] = 17+2 = 19

Seeing the imminent danger of the fellow Forrester, Saal desperately searches for some loose paneling to sink his dagger, or work his disable traps skill to hinder the metal beast.

So he either will attempt to make a backstab attack, or a disable check, depending on what he can find.
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Re: Chapter 3: The Lord's House

#369 Post by shaidar »

would Shemhk be able to take an action, such as attacking, and move enough to get out onto the landing?
Last edited by shaidar on Wed Nov 07, 2018 6:31 pm, edited 1 time in total.
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Re: Chapter 3: The Lord's House

#370 Post by Enoch »

Can Raamiz use his small size and the confusion to try and sneak behind the colossus? (Ideally, I'd love to go for a backstab.)
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Re: Chapter 3: The Lord's House

#371 Post by drpete »

shaidar wrote:would Shemhk me able to take an action, such as attacking, and move enough to get out onto the landing?
Yes, you can move and attack... you *do* open yourself up to an "attack of opportunity" though, if you move away from melee (not counting it for the vastly differently sized people/automaton, but it should apply to you "at size")
Enoch wrote:Can Raamiz use his small size and the confusion to try and sneak behind the colossus? (Ideally, I'd love to go for a backstab.)
Sure... how about if you give me a DC 10 hide in shadows check, it loses track of ya.
Sapperzz wrote:Saal's Initiative

Initiative: [1d20+2] = 17+2 = 19

Seeing the imminent danger of the fellow Forrester, Saal desperately searches for some loose paneling to sink his dagger, or work his disable traps skill to hinder the metal beast.

So he either will attempt to make a backstab attack, or a disable check, depending on what he can find.
Hrmmm... you don't "instantly" see something, but lets say you can have a DC 15 find traps roll to find something like what you're talking about... the higher you get, the more significant it might be. Disabling it would need to come after you found it...
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Re: Chapter 3: The Lord's House

#372 Post by shaidar »

drpete wrote:
shaidar wrote:would Shemhk me able to take an action, such as attacking, and move enough to get out onto the landing?
Yes, you can move and attack... you *do* open yourself up to an "attack of opportunity" though, if you move away from melee (not counting it for the vastly differently sized people/automaton, but it should apply to you "at size")
Would it still get an attack of opportunity if I tried to get onto the landing while avoiding it? I'm just wondering if I can get on to the landing then we might be able to have somebody get big without shrinking me down, assuming that makes me far enough way. I did think about attempting a knock down deed but with the little people everywhere that could be dangerous.
Last edited by shaidar on Wed Nov 07, 2018 6:58 pm, edited 1 time in total.
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Re: Chapter 3: The Lord's House

#373 Post by Sapperzz »

find traps [1d20+3] = 2+3 = 5


Saal finds very little...
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Re: Chapter 3: The Lord's House

#374 Post by drpete »

shaidar wrote: Would it still get an attack of opportunity if I tried to get onto the landing while avoiding it? I'm just wondering if I can get on to the landing then we might be able to have somebody get big without shrinking me down, assuming that makes me far enough way.
You are, basically, "engaged" by the automaton. Trying to get away gives it a swipe at you. You can totally go for it, but you can't completely evade it without it getting at least that attack roll on you.
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Re: Chapter 3: The Lord's House

#375 Post by Enoch »

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Re: Chapter 3: The Lord's House

#376 Post by shaidar »

Shmehk

thanks for your patience while I was deciding what to do.

I'm going to attack the thing and try and knock it prone:

Initiative: [1d20+1] = 15+1 = 16

edit: ignore the +1 on init, forgot i was spellburnt, so it's a 15

Long Sword: to-hit [1d20-1] = 15-1 = 14, deed [1d3] = 3, dmg [1d8-1] = 4-1 = 3

If I need to spend a point of luck to hit I will. Unless someone wants to help with some fleeting luck, my luck is getting low, but i have enough if not.
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Re: Chapter 3: The Lord's House

#377 Post by Sapperzz »

Saal will toss Schmehk a fleeting luck point!

Saal shifts his body weight to lead the robot into the oncoming longsword slash, using one point of his remaining pool of fleeting luck!
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Re: Chapter 3: The Lord's House

#378 Post by drpete »

I don't think you need a fleeting luck... a 17 (14+3) totally hits.
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Re: Chapter 3: The Lord's House

#379 Post by shaidar »

:D

I always forget that I need to add the deed die to the to-hit roll :oops:
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Re: Chapter 3: The Lord's House

#380 Post by drpete »

A bit of clarification... Shmehk is attacking, or attacking and moving toward the landing?

I've got...
Schmeck: attack
Saal: riding/ looking for weakness
Raamiz: hiding/ prepping for backstab

Aurs was thinking about trying a potion...?
Hlalf...?
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