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thirdkingdom
Rider of Rohan
Rider of Rohan
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Re: Calendar

#62 Post by thirdkingdom »

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)





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thirdkingdom
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Re: Calendar

#67 Post by thirdkingdom »

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)

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thirdkingdom
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Joined: Tue Oct 30, 2012 4:23 pm

Re: Calendar

#68 Post by thirdkingdom »

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






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thirdkingdom
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Joined: Tue Oct 30, 2012 4:23 pm

Re: Calendar

#74 Post by thirdkingdom »

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).







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