Chapter 3: The Lord's House

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Sapperzz
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Re: Chapter 3: The Lord's House

#441 Post by Sapperzz »

Saal's Initiative:

Initiative: [1d20+2] = 15+2 = 17

Would Saal get his backstab bonus for his advantageous position and initiative?

Backstab [1d20+1] = 19+1 = 20

SO CLOSE! add +2 to hit and that 22!

Damage if backstab is applicable:

backstab damage [1d10+1] = 7+1 = 8

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drpete
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Re: Chapter 3: The Lord's House

#442 Post by drpete »

Generally, in addition to being behind an opponent, I'll let you backstab a prone opponent. Unfortunately... this guy is immune to critical hits!

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Re: Chapter 3: The Lord's House

#443 Post by Sapperzz »

Alright does that mean he is immune to backstab? Cause I came close but didn't crit.

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Re: Chapter 3: The Lord's House

#444 Post by drpete »

Yeah... he is lacking those kinds of vulnerabilities. There was a way to figure out some actual vulnerabilities, but it involved that searching for traps roll...

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Re: Chapter 3: The Lord's House

#445 Post by Sapperzz »

Crap...

Okay then this is the revised damage roll:

dagger [1d4+1] = 4+1 = 5

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Re: Chapter 3: The Lord's House

#446 Post by AureoBuendia »

I aim to disable or cripple the thing as much as I can.

Atk Disable: [1d20+3] = 13+3 = 16 Deed [1d3] = 3

Finally a deed I can use!!

Since it's initiative is before mine, where I hit depends on whether it manages to stand up.
  • If it manages to stand up, I'll be aiming at the leg/knee joint that was wounded by the spear in an attempt to further break it. Ideally the plan would be to cripple it so it slows down or stays down unable to move much.
  • If it's still toppled, my goal is the neck area, around the spine, through any vulnerabilities I can see. Hopefully I can break something in there that'll make it's arms or legs useless, or at the least slower/more predicable.
Damage:
Two Handed Strike [1d10+5] = 10+5 = 15

BOOM! 15 DAMAGE (The +5 is +2 for STR modifier and +3 for the Deed.)
Sparks fly! Smoke comes out! Gears crack! Wires are sliced! Take it away Mr. Judge.

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Re: Chapter 3: The Lord's House

#447 Post by drpete »

Round Eight

Saal moves in and stabs at what seems to be a weak spot. He cuts open a wire mesh, but it's hard to tell how much damage this does (1 hp)

The automaton climbs to its feet. You can see that its damaged knee remains straight, but this does not prevent the thing from getting up. (Good Reflex/Agility roll)

Automaton Reflex Save [1d20+1] = 16+1 = 17

Shmehk moves in, and rescuscitates Hlalf, pouring a few drops of a healing draught into his little mouth. Hlalf's damaged ribs are soothed, and he awakens (+2 hp).

Aurs drops the rope and moves to cripple the giant. The thing's knee being a bit too high, he jams his sword into the thing's ankle, severing multiple cables, and making a mess of it (4 damage). The automaton's foot now dangles loosely from the bottom of its leg. It seems unlikely it would be able to move much at all, at this point (movement rate 5' vs your 10').

The automaton has more taken... 28 damage. With a pretty mangled leg, and several holes in it, it doesn't seem to be much longer for this world.

Again seeing a large sized opponent in its sights, it will try to attack Shmehk next round, and it will act on 15. If it is still moving at that point, Shmehk's gonna get whacked...

Automaton Init [1d20-2] = 17-2 = 15

Automaton Smash: [1d20+2] = 18+2 = 20 dam:[1d6+1] = 2+1 = 3

Shmehk Scree | Wizard | HP: 5/10 8 | AC: 10 | Luck: (10-5)+0=5 (-2) (Spellburnt)
Offense:
Spellburn: 6 points agility and 4 points of strength Agl->8, str->6!
Init: +1 -1 | Str: 0 -1 | Agl: +1 -1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 +0 Fort: +1 Will: 0
Agl: +1 -1 / Armor (Padded): +1 / AC: 12 10
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: (9-2)+1=8 (-1)
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)+1=15 (+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 2/7 | 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

#448 Post by AureoBuendia »

Is the rope still attached?
Init round 9 [1d16+2] = 12+2 = 14

Unless something really bad happens, only thing I can think of doing is whacking other foot to see what happens.
Atk Other Foot: [1d20+3] = 16+3 = 19 Deed [1d3] = 1
For:
Two Handed Strike [1d10+5] = 1+5 = 6
Actually, that +5 is a mistake (autofill from last time), should be +3 (str + deed). Total is 4 damage, not 6.
Barely a tickle.

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Re: Chapter 3: The Lord's House

#449 Post by Sapperzz »

Saal will desperately let fire a stone from his sling to halt the creature:

Initiative: [1d20+2] = 1+2 = 3


sling attack [1d20+2] = 14+2 = 16

sling damage [1d4+1] = 4+1 = 5

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Re: Chapter 3: The Lord's House

#450 Post by shaidar »

Shmehk

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

Shmehk spins around as he hears the automaton approach, but is too slow as it smashes him with its metal fists.

He retaliates, drawing his sword and striking at it's already damaged leg, but his exhaustion gets the better of him

(apply -1 from reduced strength)
Long Sword: to-hit [1d20] = 1, deed [1d3] = 2, dmg [1d8] = 2

nooooooooooooooooo!

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Re: Chapter 3: The Lord's House

#451 Post by drpete »

Ouch... you can, ummmm... go ahead and roll that fumble... :?

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Re: Chapter 3: The Lord's House

#452 Post by shaidar »

Fumble: [1d8] = 7

not sure if it gets modified by luck.

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Re: Chapter 3: The Lord's House

#453 Post by Wintermute »

As the giant's metal fist smashes Hlalf against its leg, his world turns black. He feels himself falling, falling, landing with a thud.

Opening his eyes Hlalf finds himself in a frozen cave. Blue light filters through an icey reflecting pool, bathing the cave walls with undulating glimmer. Upon a rock overlooking the pool sits a mighty snow leopard, eyes fixed on Hlalf.

Without words is speaks in the low rumble of the cave: Not yet, prey.

Suddely the ceiling and walls close in, stalactites pierce Hlalf like the teeth of a predator. A rush of icey water pushes him towards the mouth of the cave...

Hlalf gasps for air as his eyes snap open. He is back in the manor, the sound of battle raging around him. His entire body aches. He sees the enormous form of Shmehk above him.

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Re: Chapter 3: The Lord's House

#454 Post by drpete »

Round 9!

The Automaton swings at Shmehk, slamming him in the chest (3 damage). Shmehk counters with his own blow, but the blow goes wide, leaving Shmehk off-balance and vulnerable to the Automaton's next attack (Automaton gets +2 on its next attack vs you).

Aurs moves to attack the Automaton's other foot, and he cracks open the metal casing (2 damage). Saal steps back and tosses a sling stone at the giant. His stone pings off of the automaton's thigh, denting it (1 damage).

Back from the brink, Hlalf rises to his feet, visions of the other side dancing in his head. The automaton sways, metal grinding against metal, as it attempts to finish off Shmehk.

(This thing has taken 31 damage... it appears to be very close to collapse. It's going to attack the vulnerable Shmehk at the end of the round, if you haven't defeated it...)

Automaton init: [1d20-2] = 2-2 = 0

Shmehk Scree | Wizard | HP: 2/10 8 | AC: 10 | Luck: (10-5)+0=5 (-2) (Spellburnt)
Offense:
Spellburn: 6 points agility and 4 points of strength Agl->8, str->6!
Init: +1 -1 | Str: 0 -1 | Agl: +1 -1
Actions: d20 | Attack: 0
Threat: 20 | Crit: d6/Table I

Longsword: d8 (Deed Die: d3)

Defense:
Ref: +2 +0 Fort: +1 Will: 0
Agl: +1 -1 / Armor (Padded): +1 / AC: 12 10
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: (9-2)+0=7 (-1)
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 2/7 | 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
Last edited by drpete on Mon Nov 19, 2018 6:52 pm, edited 1 time in total.

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Re: Chapter 3: The Lord's House

#455 Post by Sapperzz »

Saal goes to launch another stone:

Initiative: [1d20+2] = 3+2 = 5

sling attack [1d20+2] = 20+2 = 22

CRITICAL! but, no crits on this thing...

sling damage [1d4+1] = 2+1 = 3

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Re: Chapter 3: The Lord's House

#456 Post by drpete »

Sapperzz wrote:Saal goes to launch another stone:

Initiative: [1d20+2] = 3+2 = 5

sling attack [1d20+2] = 20+2 = 22

CRITICAL! but, no crits on this thing...

sling damage [1d4+1] = 2+1 = 3
You can still have a fleeting luck :)

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Re: Chapter 3: The Lord's House

#457 Post by shaidar »

Shmehk

With the metal menace looming over Shemhk, ready to strike at his exposed flank, Shmehk tries to drop low, once again aiming for the already damaged legs:

Initiative: [1d20-1] = 13-1 = 12

(apply -1 to the following attack)
Long Sword: to-hit [1d20] = 20, deed [1d3] = 2, dmg [1d8] = 5

:shock:

Not sure if I still got an attack this round, but thought I'd roll it to move things along, it can always be ignored, would be a shame :-)

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Re: Chapter 3: The Lord's House

#458 Post by drpete »

Again, no actual "crit" but you can totally have a fleeting luck :)

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Re: Chapter 3: The Lord's House

#459 Post by shaidar »

:D

we've had quite the extreme of rolls recently, very dramatic!

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Re: Chapter 3: The Lord's House

#460 Post by Wintermute »

Am I free to attack this round?
Now on the ground, and gripping his final javelin, Hlalf looses it at the same knee he burried the previous into.
Init: [1d20+2] = 4+2 = 6
To hit with javelin: [1d20+1] = 7+1 = 8, Damage: [1d6-1] = 2-1 = 1, Deed: [1d3] = 2

But alas, head still swimming, his throw goes wide.

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