Chapter 3: The Lord's House

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AureoBuendia
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Re: Chapter 3: The Lord's House

#381 Post by AureoBuendia »

I'll grab a potion and try to position myself at a strategic place. If current big person is doing well, no need to steal the height.
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Re: Chapter 3: The Lord's House

#382 Post by Wintermute »

Deeply confused by his size reversal, Hlalf continues to attack the automaton.
Init: [1d20+2] = 16+2 = 18
To hit with Skullbreaker: [1d20+2] = 5+2 = 7, Damage: [1d6+1] = 6+1 = 7, Deed: [1d3] = 2

Out of character I have an idea for the potion puzzle, but Hlalf certainly doesn't kbow what to do...
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Re: Chapter 3: The Lord's House

#383 Post by drpete »

Round 4, part 1

Perched on the automaton's back, Saal looks for a weak spot, or maybe a control switch, but doesn't notice anything from his current location.

Hlalf chases after the automaton, but is not able to get a good blow in this round (miss). At full size, Shmehk lands a solid blow on the metal man, staggering it, and sending it crashing to the ground (6 damage).

Ok, Shmehk, you can move unimpeded if you want to go to the landing, or stay in place.

Saal, this is not great news for you... you are/ were 20 feet up, so you'll take 2d6 damage from this. You can try a DC 10 reflex save for half damage (1d6).

Raamiz, you are well hidden.

Aurs, let me know what you want to do as far as the potion... this sounds like "not yet" right now?


Shmehk Scree | Wizard | HP: 4/10 8 | 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+2=11 (+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
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Re: Chapter 3: The Lord's House

#384 Post by Sapperzz »

CRITICAL FAILURE ON RELFEX SAVE!!!

reflex save [1d20+3] = 1+3 = 4
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Re: Chapter 3: The Lord's House

#385 Post by drpete »

:o

There goes the fleeting luck!

Otherwise, it's just a failure on the save, so roll your damage (which is already kinda ugly)
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Re: Chapter 3: The Lord's House

#386 Post by shaidar »

Shmehk will move onto the landing

Really sorry for Saal's situation. Bit of a no-win situation. Can Saal still spend ordinary luck on the save? As a thief he gets a d3 of pluses for each luck point spent and you only need a +6.
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Re: Chapter 3: The Lord's House

#387 Post by Sapperzz »

Saal crashes roughly to the floor:

fall damage [2d6] = 3

"Nothing kills Saal Quarth'ron!"
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Re: Chapter 3: The Lord's House

#388 Post by drpete »

Daaaaaaaamn... So unlucky, and yet... so lucky!

Shaidar, a 1 on a roll like that is, I think, and auto-fail, so luck spends don't help (I think, could be wrong about DCC saves in particular).

Now, just waiting on Aurs, I think... is he drinking that potion once Shmehk moves to the landing, or waiting?
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Re: Chapter 3: The Lord's House

#389 Post by Sapperzz »

Was that Saal's turn, or can he still do something?
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Re: Chapter 3: The Lord's House

#390 Post by drpete »

Sapperzz wrote:Was that Saal's turn, or can he still do something?
Saal's turn was the searching for a weakness, then the thing falling over. Just need to figure out if there was a potion drunk, and what that looks like, before moving to next round...
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AureoBuendia
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Re: Chapter 3: The Lord's House

#391 Post by AureoBuendia »

Yes, I'm waiting.

Next round:
Init round 5 [1d16+2] = 1+2 = 3

With that initiative, I'm drinking it on round 5. Everyone should be able to have a go at the thing. I'll be paying extra attention to how fast any transformation happens and how the sparks fly (if this potion does the same thing).
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Re: Chapter 3: The Lord's House

#392 Post by Wintermute »

Just a heads up, I may be slow to respond from Friday to Sunday. I'm attending a gaming convention and GMing way too many games
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Re: Chapter 3: The Lord's House

#393 Post by drpete »

The automation crashes to the ground, and Saal flies off, but is miraculously not hurt badly (3 damage). The automaton lumbers to its feet as Raamiz conceals himself, and Aurs looks for the perfect time to drink the potion.

For Round 5, it has init 2. With big Shmehk out of the way, it's going after formerly big Hlalf.

So far the automation has taken... 0+5+2+6=13 damage.

Automaton Init [1d20-2] = 4-2 = 2

Shmehk Scree | Wizard | HP: 4/10 8 | 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: 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+0=8 (-1)
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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shaidar
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Re: Chapter 3: The Lord's House

#394 Post by shaidar »

This round Shmehk needs to take a breather and check his wounds to recover some hit points
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Re: Chapter 3: The Lord's House

#395 Post by drpete »

shaidar wrote:This round Shmehk needs to take a breather and check his wounds to recover some hit points
Sounds good. For 1 luck, you can recover d4 hp (and regarding our previous conversation, I'd rather say you lose from your top line/ max hp, rather than current, so you are still at 4).
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Re: Chapter 3: The Lord's House

#396 Post by shaidar »

Not quite as bad a situation as I thought, but more hp are always good. I'll spend that point of luck:

healing: [1d4] = 1

:?

you cant spend more than 1 point? LOL
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Re: Chapter 3: The Lord's House

#397 Post by drpete »

Not in combat, but you can rest for 20-30 minutes and spend another point after...
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Re: Chapter 3: The Lord's House

#398 Post by shaidar »

gotcha, hoping it won't be needed
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Re: Chapter 3: The Lord's House

#399 Post by AureoBuendia »

Since we're still sorting out actions, can I change mine? Didn't notice two people got badly smacked.

If so, I'll postpone the drinking of the potion and aim to smack the thing and try to draw its attention with a deed. I'm at 9 hp, so I can probably take a beating while everyone else sort themselves out.

Atk: [1d20+3] = 16+3 = 19 Deed [1d3] = 2

That hit, but no deed. Shame.
Damage is:
Damage 2 handed [1d10 + 4] = 1+4 = 5

If it's too late to change actions, disregard this and I'll drink.
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Re: Chapter 3: The Lord's House

#400 Post by drpete »

That's fine... no problem.
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