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Nocturno (private)

This is a Hackmaster v4 (aka AD&D 2.5E parody) game.

This campaign is currently in developmental/debug stages.

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Re: Nocturno (private)

Post by Chris1234 »

Round 3
Alex spins his quarterstaff round in a return arc and cracks the cat on the head which puts the cat off its strike, missing with its claw/claw/bite routine.
Shaken but the funble with his dagger, Yaren swipes at thin air.

Round 4
Intentions and relevant rolls?

======
Inits: Cat 1d10-2=5-2=3, Yaren (shortsword) 1d10-2-2=9-2-2=5, Alex (QStaff) 1d10-4-1-1=7-4-1-1=1
to hits: Alex 1d20+1=14+1=15 (AC5, just hits), Cat 1d20=7 (AC12, miss), 1d20=5 (AC14, miss), 1d20=9 (AC10, miss), Yaren 1d20+1 =4+1=5 (miss not even looking that one up)
Dam Alex: 1d6+1=6+1 +(penetration 1d6-1+1=4+1-1=2)=9HP damage

======
Hackmaster Combat (Ignoring surprise):
1) A combat round is 6 seconds long and is divided into 10 segments.
2) Everyone engaging in melee rolls initiative (1d10 modified by Dex, Honour & weapon speed). All negatives and 0 are regarded as 'shades of "1".' Greater than 10 has 10 subtracted and occurs the following round.
3) Movement delays the action on a segment by segment basis. Movement is ended when an action is performed. Dropping one item takes 0 segments and does not count as an action. Draw a weapon or other item takes 5 segments (although Fast Draw skill or Quick Draw Talent can reduce this) and does not count as an action.
4) Spellcasting must be announced before rolling initiative. It takes 1d4 segments to get spell components out (modified by Dex and Honour, minimum 1). Spell gives off in last segment o casting. Interrupted spell casting can produce a nasty spell fumble (d10,000 table). Can't move and spellcast in the same round (without the Mobile Caster Talent.) No Dex bonus to AC for 5 segments following the end of the spellcasting. Components or weapons can be readied thereafter.
5) Missile fire with prepared weapons goes off as determined by RoF. (RoF 1 is segment 1; RoF 2 is segments 1 & 6; RoF 3 is segments 1, 5, 9 etc). Movement delays missile fire on a segment by segment basis. Elves have extra abilities with bows.
6) Roll to hit, compare against Armour Class, roll damage for hits. Armour takes damage on a 1 HP per die of damage basis but prevents the wearer taking that HP. Damage die penetrate upwards.
7) Unconscious at 0HP, (Endurance skill allows extra actions). Bleed at 1HP/round (but Thick Blood Talent allows extras). Dead at -10HP or any damage that takes the receiver straight to -4HP or less.
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Re: Nocturno (private)

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Waiting to get on a pc to post and do rolls for my next post.
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Re: Nocturno (private)

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Encouraged by his success he will swing with his staff again.

Ini, Attack, Dmg [1d10] = 10 [1d20] = 11 [1d6] = 3

[Unseen Servant ID? I could find the name but not the id, from Tristen's rolls.]
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Re: Nocturno (private)

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Edited 28 Dec:
Round 4:
The cat decides it's had enough and flees provoking immediate opportunistic attacks from Yaren, who drops his short sword, and Alex who just manages to give the cat a resounding crack on the back with his stave. The cat collapses, lifeless.

Alex gains +51xp for vanquishing the cats, +100xp for heroic spellcasting & +5 Temporal Honour.

What next?
======
Inits: Cat 1d10-2=2-2=0, Yaren (shortsword) 1d10-2-2=6-2-2=2, Alex (QStaff) 1d10-4-1-1=10-4-1-1=4
to hits: Cat Morale check TN3 1d20=11 (fail, flees), Yaren 1d20+1 =1+1=2 (fumble, natural 1 so ignores the +2 rear attack bonus), Alex 1d20+1+1=11+1+1=13 (AC7, but +2 to hit from rear, AC5, just hits),
Dam: Alex 1d6+1=6+1 +(penetration 1d6-1+1=4+1-1=2)=9HP damage

Notes:
You had "Ini, Attack, Dmg [1d10] = 10 [1d20] = 11 [1d6] = 3" which is fine, but then the modifiers have to be applied as follows:
Init is modified by Dex modifier, weapon speed & Great Honour, i.e. -4 (Dex) & -1 (weapon speed) & -1 (GH), so 1d10-4-1-1=10-4-1-1=4
To hit is modified by Str modifier, weapon ability & Great Honour, i.e. +1 (Str) & nil (weapon ability) & +1 (GH), so 1d20+1+1=11+1+1=13
Dam is modified by Str modifier, weapon ability & Great Honour, i.e. +3 (Str) & nil (weapon ability) & +1 (GH), so 1d6+3+1=3+3+1=7
As the cat flees before Yaren or Alex can make their regular attacks, I've used the attack rolls instead for the attacks of opportunity.

======
Hi Nocturno! I hope you had a great christmas!

It was in the section 'Char Generation':
"Unseen Servant for player rolls. Campaign ID = 461. "
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Re: Nocturno (private)

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"Now to get our bearings. Which way did he point again?"
[Can you do the direction roll please?]
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Re: Nocturno (private)

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Alex thinks it's vaguely off to the left which takes him almost an hour off the shortest route.
He follows a slow flowing river and stumbles across an abandoned canoe. The pair decide to take a chance on the river which is heading in roughly the right direction.
After a while the river decends a little more rapidly, then narrows and the canoe picks up speed.
Riding your luck while it holds, you cover a lot of distance in maybe half an hour; perhaps 3 hours' progress on foot..

Yaren hears the noise of thundering water long before Alex does. he says, "Waterfall! Paddle to the left for your life!"
The river is now running so fast that your efforts to steer the canoe have little effect.
Perhaps the gawds smile on you for once, but as the booming noise of the falls pounds in your ears you see an overhanging tree and both madly grasp and jump for it; both succeeding.
With a little more guesswork you wander towards where you hope the coast will be, eventually leaving the tropical forest behind and reaching the coastal path which you know that you neew to follow to the south (which is to your right.)

The light is fading fast. What next?

======
Hour 1 of 5: Unskilled Mapless Travel skill check TN 9%: d100-5(opportunist)-1(GH)=64-5-1=58% (fail. Adds 50 mins to travel time).
Hour 2 of 6: Unskilled Mapless Travel skill check TN 9%: d100-5(opportunist)-1(GH)=1-5-1=-5% (critical success. Halves the travel time.)
Hour 3 of 3: Unskilled Mapless Travel skill check TN 9%: d100-5(opportunist)-1(GH)=44-5-1=-38% (fail. Adds 20 mins to travel time.)
Unskilled Jump skill check TN 15%+20% (Easy)=35%: d100 5(opportunist)-1(GH) 29-5-1=23% (success)
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Re: Nocturno (private)

Post by Nocturno »

Any signs of settlement, or just wilderness?

Smoke from camp fires, lights or any kind of sign ?
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Re: Nocturno (private)

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Alex can't see any sign of smoke from camp fires nor lights of any kind.
There appears to be a widening of the track about a quarter mile further south; probably a passing place for wagons.
Yaren shrugs andheads off towards the passing-place, "They sometimes camp at such places."

Sure enough there's a small circle of stones marking a fire-pit and a small pile of dry wood next to it, as is customary. The near cloudless sky promises a rain-free but chilly night.
If you have tinder and flint and choose to make a camp fire, you can do so automatically. There is enough wood for several hours.

What are your plans the rest of the night?
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Re: Nocturno (private)

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"Well this looks promising. Hopefully we have scared some sense into the rest of the cats in the area!" Alex will use his flint and steel to start a fire.

"Do you have anything more tasty than rations friend?" after dinner Alex will volunteer for first watch, so he might get enough uninterrupted sleep to allow for spell concentration in the morning.
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Re: Nocturno (private)

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"Sure. Got some ham and boiled eggs. Enough for both of us. But you can buy breakfast when we get to this Namaren place!" answers the elf with a teasing grin.

After the tasty meal Yaren sets off to find some more firewood, returning with an armful after 10 or 5 minutes.

Alex sets himself up to guard for the first four hours. It's been a log day, so after the first hour monotony sets in and he finds it increasing difficult to stay awake.

What are your plans for the the morning?

======
Yaren - Survival Skill roll TN 50: d100-7(Forestry bonus)=55-7 (success)

Alex - Hour 3: Endurance skill check with a 60% bonus, Failure requires a Petrification saving throw with a +6 bonus. (Opportunist, Lucky d20 & GH apply).
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Re: Nocturno (private)

Post by Nocturno »

Endurance roll d20 or 100?

One sleep used so I will commit for spell casting.

Then suggest heading south to town.
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Re: Nocturno (private)

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all skills are d100 based.
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Re: Nocturno (private)

Post by Nocturno »

Endurance: [1d100] = 95

When they wake up:

"I need just a few minutes to recover a spell and I will buy you that breakfast!"
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Re: Nocturno (private)

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After 3 hours on guard duty Alex nods off but wakes with a shock as he feels his head start to slip sideways across his chest.
Resolving to spend the rest of his watch moving around, he remains on his feet for about another hour before waking Yaren.
It feels like only a few minutes later, but is actually 8 hours, when Taren gently shakes Alex awake. "All quiet. Right, you get your head in your book and I'll keep a look out."

Alex successfully regains his spell and the pair continue southwards along the trail. Alex notes that Yaren has extinguished the fire and restocked the wood pile.

After a few miles, Alex just catches a glimpse of some other travelers ahead on the road also heading south. They disappear around a curve in the headland. Running the image though his mind a few times, Alex realizes that the man, woman and two children were walking strangely in single file. Three others, all taller but of indistinguishable gender walk freely with them, one to the front and a pair, conversing animatedly, to the rear. With a shock, Alex realizes this is a group of slavers off to make a profit.

What next?

======
OK, just to be sure, here's how the skills work: you have a skill level (Alex's Endurance is 24%) which is modified by difficulty or circumstance (60% here, so effective skill is 84%).
The roll d100 is modified by Opportunist Talent (5%) and GH (1%), so "Endurance: [1d100] = 95%" ==> 95-5-1= 89%. Failure.
This means determination to stay on guard erodes.
Petrification saving throw is to see if Alex falls soundly asleep or catches himself with a start. Alex's PHHP (Petrification. Hackfrenzy, Hacklust, Polymorph) saving throw is 13, nodified by 6, so 7 or higher on d20 required.
OK, I've rolled d20=10 for you, modified by Lucky d20 Talent, and GH, so d20=10 ==> 10+1+1=12. Success.
Is the above clear?
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Re: Nocturno (private)

Post by Nocturno »

Yep all good. thx.

Baby awake, ill post later for the story part.
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