Calendar
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 4, AC 1000
Mursley studies Magic Missile 10/8 25, then 30% chance: (1d100=94, 1d100=25)
Severi studies Magic Missile 10/16
Thurgan studies with sword with teacher 8/8 1-50 success: (1d100=10)
Mursley studies Magic Missile 10/8 25, then 30% chance: (1d100=94, 1d100=25)
Severi studies Magic Missile 10/16
Thurgan studies with sword with teacher 8/8 1-50 success: (1d100=10)
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 5, AC 1000
Weather: (1d20=17, 1d20=11, 1d20=13)
Rain w/in 24 hours. Mild storm lasting 1d6 hours. When does the rain occur and how long does it last? (1d24=15, 1d6=2)
Random encounter (1-3 on 1d12): (1d12=11)
Wagons move at 30'/round. That gives 27 miles (or 9 hexes) per day on the Duke's Road. A day's travel puts you in hex 56.15.
Severi studies Magic Missile: 12/16
Mursely studies Invisibility: 2/16
Random encounter (1-2 on 1d12), followed by which watch it occurs during: (1d12=4, 1d5=1)
Weather: (1d20=17, 1d20=11, 1d20=13)
Rain w/in 24 hours. Mild storm lasting 1d6 hours. When does the rain occur and how long does it last? (1d24=15, 1d6=2)
Random encounter (1-3 on 1d12): (1d12=11)
Wagons move at 30'/round. That gives 27 miles (or 9 hexes) per day on the Duke's Road. A day's travel puts you in hex 56.15.
Severi studies Magic Missile: 12/16
Mursely studies Invisibility: 2/16
Random encounter (1-2 on 1d12), followed by which watch it occurs during: (1d12=4, 1d5=1)
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 6, AC 1000
Weather: (1d20=10, 1d20=1, 1d20=16)
Random encounter (1-3 on 1d12), when it occurs: (1d12=6, 1d12=4).
The party ends the day in 59.07.
Severi studies Magic Missile: 14/16
Mursely studies Invisibility: 4/16
Random encounter (1-2 on 1d12) followed by the watch in which it occurs: (1d12=3, 1d5=4)
Weather: (1d20=10, 1d20=1, 1d20=16)
Random encounter (1-3 on 1d12), when it occurs: (1d12=6, 1d12=4).
The party ends the day in 59.07.
Severi studies Magic Missile: 14/16
Mursely studies Invisibility: 4/16
Random encounter (1-2 on 1d12) followed by the watch in which it occurs: (1d12=3, 1d5=4)
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 7, AC 1000
Weather: (1d20=8, 1d20=14, 1d20=1)
Random encounter (1-3 on 1d12), hour when it occurs: (1d12=1, 1d12=3)
Type encountered, surprise (party 1-2 on 1d6), surprise (monster 1-2 on 1d6), distance in yards: (1d10=2, 1d6=6, 1d6=2, 4d10=13)
Number encountered: (4d6=12)
Feature encounter (1 on 1d6): (1d6=3)
Severi studies Magic Missile: 16/16 (1-45% chance of success): 1d100=70
Mursely studies Invisibility: 6/16
Encounter (1-3 on 1d12): (1d12=6)
Weather: (1d20=8, 1d20=14, 1d20=1)
Random encounter (1-3 on 1d12), hour when it occurs: (1d12=1, 1d12=3)
Type encountered, surprise (party 1-2 on 1d6), surprise (monster 1-2 on 1d6), distance in yards: (1d10=2, 1d6=6, 1d6=2, 4d10=13)
Number encountered: (4d6=12)
Feature encounter (1 on 1d6): (1d6=3)
Severi studies Magic Missile: 16/16 (1-45% chance of success): 1d100=70
Mursely studies Invisibility: 6/16
Encounter (1-3 on 1d12): (1d12=6)
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 8, AC 1000
Weather: (1d20=5, 1d20=5, 1d20=5)
Ecounter (1-4 on 1d12) and time of day followed by feature (1 on 1d6) and time of day: (1d12=1, 1d8=1, 1d6=3, 1d8=3)
Type of encounter: 1d8=1, 1d13=1
1 on 1d6: (1d6=2)
Wandering Monster (1-3 on 1d12): (1d12=1)
Finally.
Watch period during which it occurs: (1d5=4)
Fourth watch (Aquar) plus three infantry and two archers.
Is the party surprised (1-2 on 1d6): (1d6=5)
Encounter distance (in yards) x 5: (2d6=10)
Number appearing: (1d8+6=9)
Severi studies Magic Missile: 18/16 1-50% chance of success: (1d100=66)
Mursely studies Invisibility: 8/16
Weather: (1d20=5, 1d20=5, 1d20=5)
Ecounter (1-4 on 1d12) and time of day followed by feature (1 on 1d6) and time of day: (1d12=1, 1d8=1, 1d6=3, 1d8=3)
Type of encounter: 1d8=1, 1d13=1
1 on 1d6: (1d6=2)
Wandering Monster (1-3 on 1d12): (1d12=1)
Finally.
Watch period during which it occurs: (1d5=4)
Fourth watch (Aquar) plus three infantry and two archers.
Is the party surprised (1-2 on 1d6): (1d6=5)
Encounter distance (in yards) x 5: (2d6=10)
Number appearing: (1d8+6=9)
Severi studies Magic Missile: 18/16 1-50% chance of success: (1d100=66)
Mursely studies Invisibility: 8/16
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 9, AC 1000
First Aid: 1d20=12, 1d3=3
Weather: (1d20=6, 1d20=11, 1d20=12)
1-4 on 1d12: (1d12=11)
Severi studies Magic Missile: 20/16
Mursely studies Invisibility: 10/16
1-55 success: (1d100=39)
Wandering Monster (1-3 on 1d12): (1d12=12)
First Aid: 1d20=12, 1d3=3
Weather: (1d20=6, 1d20=11, 1d20=12)
1-4 on 1d12: (1d12=11)
Severi studies Magic Missile: 20/16
Mursely studies Invisibility: 10/16
1-55 success: (1d100=39)
Wandering Monster (1-3 on 1d12): (1d12=12)
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 10, AC 1000
Weather: (1d20=14, 1d20=15, 1d20=1)
When storm starts and how many hours it lasts: (1d24=3, 6d6=20)
Okay. The tower is one hex (3 miles) to the west of your current location. Movement is halved due to the storm, so I'm going to say it takes a minimum of two hours to break camp and get there. However, since visibility is so poor there is a chance that it will take longer. I am going to roll a series of % dice. The first roll of between 1-25% indicates you guys have arrived at the tower. Every roll made adds an additional half hour to the time required. A result of 95-00 indicates y'all are totally lost.
1d100=51, 1d100=17, 1d100=53, 1d100=32, 1d100=86, 1d100=17, 1d100=72, 1d100=72, 1d100=44, 1d100=87
Oh, well. That is anti-climactic. It takes a total of 2.5 hours to find the tower. For every half hour traveled there is a 2% chance of lightning striking the party. So, I will roll % five times, with a result of 1-2 indicating a lightning strike.
1d100=71, 1d100=29, 1d100=90, 1d100=93, 1d100=65
You guys lucked out.
Morale check for mercenaries (10 or higher fails): (2d6=6)
Weather: (1d20=14, 1d20=15, 1d20=1)
When storm starts and how many hours it lasts: (1d24=3, 6d6=20)
Okay. The tower is one hex (3 miles) to the west of your current location. Movement is halved due to the storm, so I'm going to say it takes a minimum of two hours to break camp and get there. However, since visibility is so poor there is a chance that it will take longer. I am going to roll a series of % dice. The first roll of between 1-25% indicates you guys have arrived at the tower. Every roll made adds an additional half hour to the time required. A result of 95-00 indicates y'all are totally lost.
1d100=51, 1d100=17, 1d100=53, 1d100=32, 1d100=86, 1d100=17, 1d100=72, 1d100=72, 1d100=44, 1d100=87
Oh, well. That is anti-climactic. It takes a total of 2.5 hours to find the tower. For every half hour traveled there is a 2% chance of lightning striking the party. So, I will roll % five times, with a result of 1-2 indicating a lightning strike.
1d100=71, 1d100=29, 1d100=90, 1d100=93, 1d100=65
You guys lucked out.
Morale check for mercenaries (10 or higher fails): (2d6=6)
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 11, AC 1000
Weather: (1d20=17, 1d20=7, 1d20=7)
Random Encounter (1-5 on 1d12): (1d12=7)
Severi studies ?:
Mursely studies Invisibility: 14/16
Okay, here's how we're going to do this. The orcs send out tw war parties, each headed by two giant shrews. As it is, giant shrews are not the best trackers, and you guys are making some effort at remaining hidden (I'm assuming this means a reasonable effort at concealing your trail, not having a fire, etc.). Each orc party as a 1-5 out of 20 chance of finding you guys.
1-5 on 1d20 (1d20=17, 1d20=10)
There is also a chance (1-4 on 1d12) of a random encounter: 1d12=8
Weather: (1d20=17, 1d20=7, 1d20=7)
Random Encounter (1-5 on 1d12): (1d12=7)
Severi studies ?:
Mursely studies Invisibility: 14/16
Okay, here's how we're going to do this. The orcs send out tw war parties, each headed by two giant shrews. As it is, giant shrews are not the best trackers, and you guys are making some effort at remaining hidden (I'm assuming this means a reasonable effort at concealing your trail, not having a fire, etc.). Each orc party as a 1-5 out of 20 chance of finding you guys.
1-5 on 1d20 (1d20=17, 1d20=10)
There is also a chance (1-4 on 1d12) of a random encounter: 1d12=8
- thirdkingdom
- Rider of Rohan
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- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 12, AC 1000
Weather: (1d20=1, 1d20=13, 1d20=18)
1d100=23
Strange weather event: High winds start at this hour, last for 1-2 minutes 3-4 turns 5-6 hours, amount of time: (1d24=24, 1d6=5, 1d8=4)
Mursley studies Invisibility: 16/16 1-25%: (1d100=85)
1-3 on 1d12: (1d12=1)
1d8=1, 1d13=6
Number Appearing, Reaction roll, encounter distance (x10, yards), surprise (PCs first, then lizards): (1d4=1, 2d6=8, 3d4=8, 1d6=5, 1d6=2)
Wandering Monster (1-2 on 1d12): (1d12=1)
1d8=5, 1d13=13
Huh. Human, unique.
Weather: (1d20=1, 1d20=13, 1d20=18)
1d100=23
Strange weather event: High winds start at this hour, last for 1-2 minutes 3-4 turns 5-6 hours, amount of time: (1d24=24, 1d6=5, 1d8=4)
Mursley studies Invisibility: 16/16 1-25%: (1d100=85)
1-3 on 1d12: (1d12=1)
1d8=1, 1d13=6
Number Appearing, Reaction roll, encounter distance (x10, yards), surprise (PCs first, then lizards): (1d4=1, 2d6=8, 3d4=8, 1d6=5, 1d6=2)
Wandering Monster (1-2 on 1d12): (1d12=1)
1d8=5, 1d13=13
Huh. Human, unique.
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 13, AC 1000
Weather: (1d20=12, 1d20=6, 1d20=8)
Clear
Random encounter (day, 1-4 on 1d12), followed by hour (counted from 8 am), followed by feature (1 on 1d6): (1d12=5, 1d8=5, 1d6=5)
Random encounter (1-2 on 1d12), time of night (starting at 8 pm): (1d12=3, 1d12=4)
Mursley studies Invisibility (18/16): 1-30% success: (1d100=5)
Weather: (1d20=12, 1d20=6, 1d20=8)
Clear
Random encounter (day, 1-4 on 1d12), followed by hour (counted from 8 am), followed by feature (1 on 1d6): (1d12=5, 1d8=5, 1d6=5)
Random encounter (1-2 on 1d12), time of night (starting at 8 pm): (1d12=3, 1d12=4)
Mursley studies Invisibility (18/16): 1-30% success: (1d100=5)
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 17, AC 1000
Rhys trains with sword 8/32
Severi trains with sword 8/32
Mursley studies
Shield and ring are taken to be identified. They will be done in one week (24th).
Rhys trains with sword 8/32
Severi trains with sword 8/32
Mursley studies
Shield and ring are taken to be identified. They will be done in one week (24th).
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 18, AC 1000
Rhys trains with sword 16/32
Severi trains with sword 16/32
Mursley studies
Rhys trains with sword 16/32
Severi trains with sword 16/32
Mursley studies
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 19, AC 1000
Rhys trains with sword 24/32
Severi trains with sword 24/32
Mursley studies
Rhys trains with sword 24/32
Severi trains with sword 24/32
Mursley studies
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 20, AC 1000
Rhys trains with sword 32/32 Chance to become skilled (base 1-20, increasing by 5% for every additional three hours spent practicing): (1d100=55, 1d100=44, 1d100=67, 1d100=47, 1d100=52, 1d100=9, 1d100=83, 1d100=84). It takes an additional 15 hours for Rhys to become skilled.
Severi trains with sword 32/32 Chance to become skilled (base 1-20, increasing by 5% for every additional three hours spent practicing): (1d100=13, 1d100=95, 1d100=59, 1d100=92, 1d100=68, 1d100=40, 1d100=13, 1d100=63)
Mursley studies sling 32/32: Chance to become Skilled (1-20 base, plus 5% for every additional three hours spent practicing): (1d100=88, 1d100=78, 1d100=83, 1d100=98, 1d100=97, 1d100=88, 1d100=93, 1d100=33)
Rhys trains with sword 32/32 Chance to become skilled (base 1-20, increasing by 5% for every additional three hours spent practicing): (1d100=55, 1d100=44, 1d100=67, 1d100=47, 1d100=52, 1d100=9, 1d100=83, 1d100=84). It takes an additional 15 hours for Rhys to become skilled.
Severi trains with sword 32/32 Chance to become skilled (base 1-20, increasing by 5% for every additional three hours spent practicing): (1d100=13, 1d100=95, 1d100=59, 1d100=92, 1d100=68, 1d100=40, 1d100=13, 1d100=63)
Mursley studies sling 32/32: Chance to become Skilled (1-20 base, plus 5% for every additional three hours spent practicing): (1d100=88, 1d100=78, 1d100=83, 1d100=98, 1d100=97, 1d100=88, 1d100=93, 1d100=33)
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 21, AC 1000
Rhys practices 40/32
Severi studies Invisibility: 8/20
Mursely studies:
Rhys practices 40/32
Severi studies Invisibility: 8/20
Mursely studies:
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 22, AC 1000
Rhys practices 47/32
Severi studies Invisibility: 16/20
Mursely studies:
Rhys practices 47/32
Severi studies Invisibility: 16/20
Mursely studies:
- thirdkingdom
- Rider of Rohan
- Posts: 8057
- Joined: Tue Oct 30, 2012 4:23 pm
Re: Calendar
Yarthmont 23, AC 1000
Camp in hex 55.14
Weather: (1d20=3, 1d20=18, 1d20=9)
Random encounter (day, 1-3 on 1d12), Feature (1 on 1d12), Random encounter (1-2 on 1d12): (1d12=9, 1d12=2, 1d12=6)
Camp in hex 55.14
Weather: (1d20=3, 1d20=18, 1d20=9)
Random encounter (day, 1-3 on 1d12), Feature (1 on 1d12), Random encounter (1-2 on 1d12): (1d12=9, 1d12=2, 1d12=6)