Chapter 1: In the Dungeon!

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drpete
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Re: Chapter 1: In the Dungeon!

#421 Post by drpete »

Alright!

Please make (untrained, so using d10) disguise checks (so modified by personality). A DC 5 will get you up to the area by the table, and an 8 means you will fool them enough to escape through the door.

You guys have a bunch of fleeting luck, so please consider whether you will use it.

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shaidar
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Re: Chapter 1: In the Dungeon!

#422 Post by shaidar »

Shmehk

(-1 from PER, but +1 from lucky roll [skill checks])

untrained disguise: [1d10] = 8

phew!

(if I'm wrong about the +1 for skill checks being applicable then I'll use a point of fleeting luck)

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Re: Chapter 1: In the Dungeon!

#423 Post by ctcharger »

Fiapy:

DC5 disguise check [1d10-1] = 10-1 = 9

cool as a cucumber on Stardock...

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drpete
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Re: Chapter 1: In the Dungeon!

#424 Post by drpete »

You guys make your way up the aisle between the cots smoothly, drawing little attention to yourselves. Trying to be cool, Dunulk waves non-chalantly to the men dicing and says, in Lankhmari, "Hey guys, how's it going?"

Dunulk disguise check: [1d20-1] = 2-1 = 1

The guards sit up straight as a result of this, and look at him closely... Lankhmari is not their native tongue! It doesn't take much for them to notice the big blood stain on his chest.

They stand up, draw their swords, and shout to their comrades!

Attentiveness: [1d6] = 4

You guys did good, but Dunulk's roll is pretty terrible. Let's say that you got far enough that you can reach them this round. If you kill them before their initiative, they won't be able to get off a shout to wake their friends. In any case, they cannot attack this round, as they are getting up. They've got an initiative of 9.

Initiative: [1d20] = 9

Fiapy | Warrior | HP: 7/8 | AC: 15 | Luck: 17+2=19 (+3) Banter Marker
XP: 19/50

Offense:
Init: +1 | Str: +1 | Agl: 0
Actions: d20 | Deed Die: d3
Threat: 19-20 | Crit: d12/Table III

Longsword: d8
Lucky Weapon: (Rabbit's Foot)

Defense:
Ref: +1 Fort: +1 Will: -1
Agl: 0 / Armor (Hide): +3 Leather +2/ Luck: +2 / AC: 14
Armor Check: -3 -1| Fumble: d12d8
Shmehk Scree | Wizard | HP: 10/10 | AC: 12 | Luck: (10-2)+2=10 (0)
XP: 19/50
Offense:
Init: +1 | Str: 0 | Agl: +1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 Fort: +1 Will: 0
Agl: +1 / Armor (Padded): +1 (Leather): +2 / AC: 12
Armor Check: 0-1 | Fumble: d8
Dunulk | Thief | HP: 10/10 | AC: 10 | Luck: (11-2)+3=12 (0)
XP: 19/50
Luck Die: d3
Offense:
Init: 0 | Str: +1 | Agl: 0
Actions: d20 | Attack: +0
Threat: 20 | Crit: d10/II

Longsword: d8
Dagger: d4/d10 | 10/20/30
Dart: d4 | 20/40/60
Defense:

Ref: +1 Fort: +1 Will: -1
(Urban Affinity: +1 to STs in Lankhmar)

Agl: 0 / Armor(None): 0 (Leather): +2/ AC: 12

Armor Check: 0-1/ Fumble: d4d8

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shaidar
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Re: Chapter 1: In the Dungeon!

#425 Post by shaidar »

ooc: could we get through the door in the round they are getting up in?

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drpete
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Re: Chapter 1: In the Dungeon!

#426 Post by drpete »

Sure. You could move up there, and open the door, and get through.

Some notes:
Someone will need to use their action/attack to open the door. If this is after the guards get up, nobody can get through before they get up, but you can still execute this... there would just be attacks of opportunity.
The others *may* attack the guards as they go by... if they get their attack in before they get up, they get a +2 to hit.
If anyone moves through the door after the guard initiative (and they have stood up), they will be subject to attacks of opportunity.

Also, the sleepers will not be able to enter combat "instantly" if they do get awakened. It'll take them a bit of time to wake up...

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Re: Chapter 1: In the Dungeon!

#427 Post by shaidar »

Shmehk leaps at the closest guard, slashing with his long sword, aiming for throat hoping to silence any cries (deed)

Initiative: [1d20+1] = 7+1 = 8

Long Sword: to-hit [1d20] = 4, deed [1d3] = 1, dmg [1d8] = 5

:cry:

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Re: Chapter 1: In the Dungeon!

#428 Post by ctcharger »


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drpete
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Re: Chapter 1: In the Dungeon!

#429 Post by drpete »

Round One

Seeing that the guards have penetrated their disguises, Fiapy rushes over and runs one through before he can react. Dunulk is just behind Fiapy, and his sword blows unbalance the guard as he stands up (3 damage).

The guard attacked by Dunulk avoids the death- granting end of the thief's short sword, however, and manages to get to his feet, draw his sword, and shout the alarm! The other guards begin to stir!

Dunulk init: [1d20] = 17
Dunulk attack: [1d20+1] = 12+1 = 13 Damage:[1d6+1] = 2+1 = 3

Ok, for round 2, he's going to attack... his initiative is...

Init: [1d20] = 13

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Re: Chapter 1: In the Dungeon!

#430 Post by shaidar »

Shmehk

Seeing one guard down, the other injured and the rest starting to waken, Shmehk moves to secure the exit. He heads over and opens the door.

Initiative: [1d20+1] = 14+1 = 15

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Re: Chapter 1: In the Dungeon!

#431 Post by ctcharger »


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Re: Chapter 1: In the Dungeon!

#432 Post by drpete »

Round Two, part one

Shmehk flings open the door. Instead of leading outside AC he sees that it leads to another room!

Barrel arches support the roof of this wide, low-ceilinged chamber. Puddles of stagnant water collect on the dingy stone floor. Several gibbet-style cages lie in a rusting pile against the western wall. A staircase, its length illuminated by diffused sunlight shining from outside, is visible beyond an archway in the far walls. Several hairless men stand between you and the exit.

(Let me know how you react to this in the moment. You can still move, if you want to)

The guard facing Dunulk slashes away him, tearing his sleeve (1 damage).

Next is Fiapy, then Dunulk, assuming they want to act this round. Dunulk is engaged with the guard, but Fiapy and Shmehk aren't.

Guard Attack: [1d20+1] = 16+1 = 17 dam:[1d6] = 1
Dunulk init: [1d20] = 3

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Re: Chapter 1: In the Dungeon!

#433 Post by ctcharger »

Fiapy:

maybe one more swing of the sword

and he practically trips over himself instead

Fiapy Melee Longsword Attack [1d20] = 3+[1d3] = 2+3; Damage; Deed die+[1d8] = 4

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Re: Chapter 1: In the Dungeon!

#434 Post by drpete »

Fiapy misses his attack, but Dunulk attacks him furiously, downing the guard (4 damage).

Dunulk attack: [1d20+1] = 20+1 = 21 Damage:[1d6+1] = 3+1 = 4
Critical! Gain one fleeting luck.
[1d10] = 6 for critical

The guards that had been sleeping are picking up their swords, and getting ready to rise. The guards in the next room have seen Shmehk, but haven't acted/ reacted yet, but likely will, soon.

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Re: Chapter 1: In the Dungeon!

#435 Post by shaidar »

Shmehk

Shmehk's heart drops as he sees more men, options briefly flit through his head before he realises hesitation isn't one of them.

He says to the others More men. Hurry, this way, I can seal the door behind us

he steps through and to the side slightly (so he doesn't block the door)

He smiles at the men in the room Your wizard is dead, how about a bribe to let us pass unhindered?

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Re: Chapter 1: In the Dungeon!

#436 Post by ctcharger »

Fiapy:

Follows quickly through the door.

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Re: Chapter 1: In the Dungeon!

#437 Post by drpete »

Round Three

The heroes rush through the door. Shmehk in the lead, followed by Fiapy. Dunulk, a step ahead of the awakened guards, now on their feet, slams the door behind you.

Shmehk tries (in vain) to convince the four guards to let you leave. Instead of listening, they advance on you, swords drawn. Meanwhile you hear the guards in the barracks approaching the door from the other side!

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Re: Chapter 1: In the Dungeon!

#438 Post by ctcharger »


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Re: Chapter 1: In the Dungeon!

#439 Post by drpete »

Ah, this reminds me... the guards in the room will go on innit 5, the ones in the barracks on init 2.

Guard initiative: in room [1d20] = 5 in barracks [1d20] = 2

Fiapy, you are neglecting one of your class powers... you get as special effect with each attack. You just have to all for it, and if you hit and get a 3 on your deed die you get a version of that special bonus...

You can fight defensively to give yourself more ac, blind, disarm, push, trip, call a shot, etc. Add some color... slash Zs like zorro, pull down their pants... whatever you want (power level somewhat limited, since you are only 1st level)

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Re: Chapter 1: In the Dungeon!

#440 Post by shaidar »

Shmehk

Initiative: [1d20+1] = 5+1 = 6

Smhehk prepares to cast Ward Portal. Realising the poor conditions for casting and importance of success he decides to make a deal with Dark Forces. He slices at the muscles in his arms, drawing blood, while calling on the foul names mentioned in his masters ghoulish tomes:

As we are in gloom, so the spell dice is d16 (spell stipulation), with the penalty for armour, that makes d16+1. So I will spell burn 3 points of STR and a point of AGI, making d16+5. [not sure if I can mix the attributes I can sacrifice, if not then it will be 4 points of strength]

Breaking into a sweat, he forces out the eldritch words:

Ward Portal: [1d16+5] = 5+5 = 10

I'll spend 2 points of fleeting luck and 2 points of ordinary luck to bring the roll up to 14

spell manifestation: [1d4] = 2
Spell duration: [2d6] = 9

As the final words drip from his mouth, the shadows in the room crawl all over the door covering it in an unnatural darkness and sealing it shut for 90 minutes.

Locked

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