Page 22 of 27
Re: Chapter 3: The Lord's House
Posted: Thu Nov 15, 2018 8:37 pm
by drpete
Round 6
Hanging on to the automaton's leg, Hlalf tosses a javelin at it, poking a hole in the metal (
3 damage). Saal tosses his grappling hook up, and hooks it on a decorative piece on the giant robot's hip.
The automaton swipes again at Hlalf, but Hlalf is able to swing around to the back of the thing's leg, avoiding the blow.
From the doorway, Shmehk reaches deep, and conjures the energy to cast a spell. It conjures walls of force which shield the little men still on the ground from attack, allowing them to attack from cover, should they wish to.
The automaton has now taken... 19 damage
Shmehk Scree | Wizard | HP: 5/
10 8 | AC: 10 | Luck: (10
-5)
+0=5 (-2)
(Spellburnt)
-------------------
Raamiz | Thief | HP: 10/10 | AC: 12 | Luck: (16
-5)
+0=11 (+0)
-------------------
Saal | Thief | HP: 3/6 | AC: 13 | Luck: 9
+0=9 (+0)
-------------------
Aurs Bonne | Warrior | HP: 9/9 | AC: 13 | Luck: (15-1)
+0=14 (+1)
-------------------
Hlalf Frostmane | Warrior | HP:
9/9 7/7 | AC: 12 | Luck: 8
+1=9 (+0)
Re: Chapter 3: The Lord's House
Posted: Thu Nov 15, 2018 8:54 pm
by shaidar
Shmehk
Initiative: [1d20-1] = 7-1 = 6
Shmehk once again casts his Force Manipulation spell...
Spell Check (d20): [1d20+2] = 7+2 = 9
...but in his weakened state the delicate spell fails.
Re: Chapter 3: The Lord's House
Posted: Thu Nov 15, 2018 10:03 pm
by AureoBuendia
Init round 7 [1d16+2] = 6+2 = 8
Pulling the rope to try to bring down the thing. If position allows it, I'll stay close to the shields. Hopefully we can get a better attack angle while it's down.
If the automaton's initiative is higher than mine and somehow frees itself from the rope, I'm drinking the potion I'm still carrying around.
Strength check for pull?
Re: Chapter 3: The Lord's House
Posted: Fri Nov 16, 2018 3:35 am
by drpete
Yeah, it's a DC 20 to pull this guy over.
Together, you can make it with a d24, and both of your str mods.
Re: Chapter 3: The Lord's House
Posted: Fri Nov 16, 2018 3:04 pm
by Wintermute
Clamoring up the metal man's leg,
Hlalf pokes a javelin into the gears of its hip joint.
Init: [1d20+2] = 14+2 = 16
Melee attack with javelin: [1d20+1] = 19+1 = 20, Damage: [1d6+1] = 4+1 = 5, Deed: [1d3] = 3
Deed: jam a javelin into its gears to immibilize or slow it.
This may make it easier to topple for the other characters. I used my melee stats to attack this round with it instead of ranged. If that's not correct, let me know. Last round you said I used a sword, it was actually a javelin throw to attempt the same deed, which failed.
Re: Chapter 3: The Lord's House
Posted: Fri Nov 16, 2018 8:18 pm
by drpete
You're right... sorry about the javelin/sword thing.
The javelin goes into the automaton's knee, and definitely messes it up. It loses 10 feet off its movement (making it, now, move at the same speed you guys do) and the guys trying to topple it can add your deed die (+3) to their attempt (which they can roll whenever they are ready...)
(Modelling the effect off of the critical hit result on page 82)
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 8:16 am
by AureoBuendia
So it's me and Sal to pull?
Pull rope [1d24] = 10 Deed [1d3] = 3
I have 2 STR to add to that. Since we're using the other person's deed for the pull I also rolled my deed just in case.
If both deeds can be used, I'm willing to burn the two luck needed, or go halfsies with the other puller, to hit 20.
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 4:31 pm
by Sapperzz
Oh yeah Saal can use one or two luck dice!
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 4:39 pm
by drpete
Sapperzz wrote:Oh yeah Saal can use one or two luck dice!
Go for it. You need two points to topple him.
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 5:46 pm
by AureoBuendia
Saal, you have 9 luck to my 14. Might consider saving yours for a better situation.
Up to you.
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 7:26 pm
by drpete
Hlalf can also toss in his fleeting luck, if you want more choices.
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 7:29 pm
by Sapperzz
Mine Regenerates!
luck die [1d3] = 1
luck die [1d3] = 1
Wow horrible rolls but still enough!
Re: Chapter 3: The Lord's House
Posted: Sat Nov 17, 2018 8:09 pm
by AureoBuendia
Ha! That's what I was fearing!
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 3:35 am
by drpete
Round 7
Hlalf jams his javelin into the knee of the automaton, causing a great screeching noise, as the gears grind over it and the leg locks in place (
4 damage).
The automation reacts by slamming Hlalf with its mighty fist, breaking his ribs and sending him spinning head over heels to the ground, where he lands with a crunch (
Crit! 6+6=12 damage). (
Sorry, man... wasn't to control Raamiz while Hlalf's fate gets sorted out?)
In the landing, Shmehk tries to cast another spell but it sputters out, ineffectually. Something wet drops out of his sleeve and slats on the ground.
Saal and Aurs pull mightily on the rope, toppling the giant robot. It lands on the ground with a big crash! (
fleeting luck for Aurs and Saal!)
The robot whirs and twists, already moving to try to get up again!
You guys can have +2 to hit it before it gets up... or tries to, on init 16.
Automaton Init [1d20-2] = 16-2 = 14
Automaton Smash: [1d20-4] = 20-4 = 16 dam:[1d8+1] = 5+1 = 6 Crit!
Crit on Hlalf: [1d10] = 1
Extra crit damage [1d6] = 6
Next Round:
Automaton Init [1d20-2] = 18-2 = 16
Shmehk Scree | Wizard | HP: 5/
10 8 | AC: 10 | Luck: (10
-5)
+0=5 (-2)
(Spellburnt)
-------------------
Raamiz | Thief | HP: 10/10 | AC: 12 | Luck: (16
-5)
+0=11 (+0)
-------------------
Saal | Thief | HP: 3/6 | AC: 13 | Luck: (9-2)
+1=8 (-1)
-------------------
Aurs Bonne | Warrior | HP: 9/9 | AC: 13 | Luck: (15-1)
+1=15 (+1)
-------------------
Hlalf Frostmane | Warrior | HP:
9/9 0/7 | AC: 12 | Luck: 8
+1=9 (+0)
DOWN
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 4:13 am
by AureoBuendia
Damn! That's a nasty blow.
Initiative Round 8 [1d16+2] = 13+2 = 15
I think someone else should try to stabilize the downed ally, since I can put out the most dos, but can do so if needed.
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 7:59 am
by shaidar
Ouch! Can big Shmehk help small Hlalf? Would the healing potion be of any use (although it's a big potion). Shmehk's damage isn't being reduced because he is big, but he's at -1 to-hit at the moment, but he does get a deed die so can try and keep the thing down (if he gets a good init), so I'm not sure if it would be better for him to attack it
drpete wrote:In the landing, Shmehk tries to cast another spell but it sputters out, ineffectually. Something wet drops out of his sleeve and slats on the ground.
Urgh, can he tell what it is? Is this his spell burn or something else 
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 3:02 pm
by drpete
Shmehk *can* help Hlalf, if he wants, sure.
Full sized potions can be used on little people... they only drink a tiny bit, so several could share one.
It's not clear what the stuff coming out of your sleeves is... do you want to stop and examine it?

Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 3:12 pm
by shaidar
Shmehk
Initiative: [1d20-1] = 17-1 = 16
Shnehk stares in horror at the ooze on the floor before his attention snaps back as Hlalf is flung across the room.
He calls out to the others as he rushes over to fallen Northman.
(Low Lankhmarese)
Keep the thing down, I'll help Hlalf!
He carefully rolls the broken northman over, hoping he still lives, and if he does he'll give him some of the healing potion.
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 3:33 pm
by drpete
Hlalf wil be restored to 1d4 HP (by the healing unguent), and can start acting next round.
Re: Chapter 3: The Lord's House
Posted: Sun Nov 18, 2018 3:37 pm
by shaidar