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Re: Rolls

Posted: Wed May 21, 2014 9:20 pm
by thirdkingdom

Re: Rolls

Posted: Fri May 23, 2014 9:17 pm
by thirdkingdom
Ambush!
Orcs are surprised on a roll of 1 on 1d2: (1d6=5)I ruled that since the orcs are obviously on their guard, there will be a reduced chance of gaining surprise.
Initiative, PC first in order, then orcs: (1d6=6, 1d6=6, 1d6=6, 1d6=1, 1d6=6, 1d6=1, 1d6=6) Whole lotta sixes.

Anohir (+1 Dex): 8
Aquar (+1 Dex): 8
Mursley (+0 Dex): 7 Hit Dice affected: (2d8=5)
Rhys (+2 Dex): 41d20+6=23, 1d12+3=12
Severi (-1 Dex): 6
Thurgan (-1 Dex): 1
Orcs: 6

Re: Rolls

Posted: Sat May 31, 2014 12:17 am
by thirdkingdom

Re: Rolls

Posted: Wed Jun 04, 2014 1:32 am
by thirdkingdom
Wandering Monster Checks
There is a 1-2 chance on 1d6 you are spotted moving from building 8 to building 12: 1d6=1
Wandering Monster check (1-2 on 1d6): (1d6=4)

Re: Rolls

Posted: Fri Jun 06, 2014 9:43 pm
by thirdkingdom
A Rain of Death upon the Orcs

Surprise Round
I'm giving you guys automatic surprise. There are five archers (one is currently crazy) and two crossbowmen. Thurgan has a crossbow. I'm going to let Rhys turn and fire his bow, if desired, after the surprise round. I'm also going to say that you guys are going to open fire once the orcs are about 100 feet away. This will put all the missile weapons at medium range.

Orc hp: (1d8=3, 1d8=4, 1d8=8, 1d8=6, 1d8=6, 1d8=2, 1d8=3, 1d8=7, 1d8=7, 1d8=4, 1d8=6-3)
Reaver hp: (2d8=13)
Archers: (1d20+2=18, 1d8=4, 1d12=10, 1d20+2=8, 1d8=7, 1d12=7, 1d20+2=12, 1d8=6, 1d12=2, 1d20+2=22, 1d8=5, 1d12=9, 1d20+2=6, 1d8=7, 1d12=11)
Crossbowmen: (1d20+2=8, 1d8=7, 1d12=11, 1d20+2=14, 1d8=3, 1d12=11)
Thurgan: (1d20=2, 1d6=6, 1d12=7)
Morale (9 or higher fails): (2d6=9)
Round One
Round Two

Re: Rolls

Posted: Sun Jun 15, 2014 12:48 pm
by thirdkingdom
The Darokin Standoff


Round One
Orc hp: (1d8=8, 1d8=4, 1d8=2, 1d8=5, 1d8=3, 1d8=6, 1d8=4, 1d8=1, 1d8=8, 1d8=7)
Shaman hp: (3d6=10)
Orcish Reaver: (3d8=12)
Orcish Juggernauts: (5d8=27, 5d8=25)
Giant Shrew: (3d8=16) 16-1-6-1-3

Archers:1d20=5, 1d6=3, 1d20=19, 1d6=1, 1d20=2, 1d6=3, 1d20=16, 1d6=1, 1d20=20, 1d6=4
Crossbowmen: 1d20=6, 1d6=2, 1d20=19, 1d6=1
Rhys: 1d20+2=14, 1d6=3
Thurgan: 1d20-1=13, 1d6=5
Aquar: Hmm. The spell description just gives a range, not an area of affect. Since the orcs are spread out, roughly ten feet apart, I'd kind of like to know how many will be affected. Huh, all of the rulebooks I have don't give that, but instead say it affects up to 4 people in a "group". I'm going to roll 1d3+1 to see how many orcs it can affect: 1d3+1=2.
Anohir: 1d20+1=19, 1d4=3
Okay, saves for Hold Person: Aquar is casting it at the center of the line, and I'll say he's targeting the shaman and the dude with the whip: Reaver first (15 or better saves), then shaman (15 or better saves): (1d20=3, 1d20=1) Both fail miserably.
Round Two

Re: Rolls

Posted: Tue Jun 17, 2014 11:05 pm
by thirdkingdom

Re: Rolls

Posted: Tue Jun 24, 2014 9:08 pm
by thirdkingdom

Re: Rolls

Posted: Sat Jun 28, 2014 2:16 am
by thirdkingdom

Re: Rolls

Posted: Sun Jul 20, 2014 7:22 pm
by thirdkingdom
Ogre Encounter
Surprise Round

Ogre hit points: (4d8+1=16, 4d8+1=16, 4d8+1=17, 4d8+1=20, 4d8+1=14, 4d8+1=14)
Hit points: 16
16-10-6

Sleep affects which two ogres: (1d6=5, 1d6=6, 1d6=4, 1d6=3)
Anohir (+1 Dex):
Aquar (+1 Dex): Casts Hold Person: Ogres targeted: (1d6=6, 1d6=2, 1d6=5, 1d6=3, 1d6=5, 1d6=5, 1d6=2, 1d6=5) Targets ogres # 2, 3, 5 and six. Save v. Spells (15 or better succeeds, in order of ogres): (1d20=4, 1d20=8, 1d20=18, 1d20=7) Luckily for you guys, the only ogre to make its save is targeted by Sleep.
Mursley (+0 Dex):
Rhys (+2 Dex):1d20+9=17, 1d12+3=10, 1d2=2
Severi (-1 Dex):
Thurgan (-1 Dex): 1d20+2=17, 1d6=6, 1d2=2
Round One

Re: Rolls

Posted: Sun Jul 20, 2014 7:33 pm
by thirdkingdom

Re: Rolls

Posted: Sat Jul 26, 2014 8:34 pm
by thirdkingdom
Ogre Trap
Okay, so here's what we're doing. There is a 1 in 6 chance the ogres will hear Severi before he has a chance to steal something from the ogres: 1d6=5
Further, I will make an intelligence check for the ogres. Success indicates they notice something is awry and stop before the oil trap. The rulebook gives their Intelligence as 6. They will succeed on 1-6 on 1d20: 1d20=3
Round Two
32-6-2-10 = 14 - 8
26-8-7 = 11
20-7 = 13 - 8 (fire)
16 - 1d8=5
21
Save v. Death Ray, the damage: (1d20=19, 1d8=4, 1d20=20, 1d8=3)
Initiative, PCs first, then ogres: (1d6=6, 1d6=5, 1d6=1, 1d6=1, 1d6=1, 1d6=6, 1d6=5)
Anohir (+1 Dex): 8
Aquar (+1 Dex): 7 1d20+1=11, 1d6+2=4 Forgot +2 bonus for attacking from hidden. Still a miss.
Mursley (+0 Dex): 2
Rhys (+2 Dex): 5 1d20+7=19, 1d12+3=6 Save v. Death Ray to deflect (11 or better succeeds): (1d20=12)
Severi (-1 Dex): 11d20+4=17, 1d12+2=8
Thurgan (-1 Dex): 6 1d20+3=10, 1d8+2=9, 1d2=1

Ogres: 5 Morale Check for ogres (11 or 12 fails): (2d6=7)
1d20+6=21, 2d4+3=7, 1d5=1 Hits Aquar for 7 hp.
1d20+6=20, 1d6+3=7, 1d5=5 Hits Thurgan for 5 hp.

Re: Rolls

Posted: Mon Jul 28, 2014 9:31 pm
by thirdkingdom
Round Three
Round Four
6-4
11
5
11
21 1d8=5 16

Initiative, PCs first, then ogres: (1d6=6, 1d6=5, 1d6=1, 1d6=2, 1d6=3, 1d6=3, 1d6=4)

Anohir (+1 Dex): 8 Casts light at Ogre #4, Save v. Spells (15 or better succeeds): (1d20=2)
Aquar (+1 Dex): 7 Cure light wounds on Thurgan: 1d6+1=3
Mursley (+0 Dex): 2 Casts sleep on Ogre #2
Rhys (+2 Dex): 5 Rhys' attack, followed by Deflect (11 or better): (1d20+7=23, 1d12+3=4, 1d20=3)
Severi (-1 Dex): 3 1d20+4=13, 1d12+2=3, 1d4=2, 1d20=14
Thurgan (-1 Dex):31d20+4=15, 1d8+2=9, 1d4=2, 1d20=17
Ogres: 1d20+6=15, 1d6+3=4, 1d5=2, 1d20+6=8, 1d6+3=4, 1d5=2, 1d20+6=10, 1d6+3=5, 1d5=1
url=http://invisiblecastle.com/roller/view/4589197/]1d20+6=19, 2d4+3=7, 1d5=4[/url] Thurgan is struck again, or 4 hp.
Morale Check (11 or better fails): 2d6=6

Re: Rolls

Posted: Wed Jul 30, 2014 10:23 am
by thirdkingdom

Re: Rolls

Posted: Thu Jul 31, 2014 10:11 am
by thirdkingdom

Re: Rolls

Posted: Wed Aug 13, 2014 9:56 pm
by thirdkingdom
Round One

Round Two

Construct hp: 23
Initiative, PCs first, then construct: (1d6=1, 1d6=5, 1d6=1, 1d6=6, 1d6=4, 1d6=1, 1d6=3)
Quint: 2
Rhys (+2 Dex): 8 1d20+7=12, 1d12+3=12
Semele (+1 Dex): 3
Severi (-1 Dex): 6
Tev (+1 Dex): 6 1d20+7=8, 1d12+3=9
Thurgan (-1 Dex): 1 1d20+4=12, 1d8+2=6
Construct: 3 1d20+6=19, 1d6=2, 1d20+6=22, 1d6=2, 1d20+6=22, 2d4=5. Totally not fair for you guys.
Thurgan takes 9 hp.

Re: Rolls

Posted: Fri Aug 15, 2014 12:33 am
by thirdkingdom
Round Three

Construct hp: 23-2
Initiative, PCs first, the construct: (1d6=5, 1d6=3, 1d6=4, 1d6=2, 1d6=6, 1d6=3, 1d6=6)
Quint: 5
Rhys (+2 Dex): 6
Semele (+1 Dex): 6 1d20+3=16, 1d4=1
Severi (-1 Dex): 2
Tev (+1 Dex): 8
Thurgan (-1 Dex): 3 1d20+3=20, 1d6=2
Construct: 6
Round Four
Construct hp: 21-3-4-6
Initiative, PCs first, then construct: (1d6=3, 1d6=3, 1d6=3, 1d6=2, 1d6=3, 1d6=4, 1d6=3)
Quint: 4
Rhys (+2 Dex): 6 1d20+3=19, 1d6=3
Semele (+1 Dex): 5 1d20+3=23, 1d4=2
Severi (-1 Dex): 2
Tev (+1 Dex): 5 1d20+4=20, 1d6=6
Thurgan (-1 Dex): 4 1d20+3=4, 1d6=2
Construct: Retreats

Re: Rolls

Posted: Sun Aug 17, 2014 12:52 am
by thirdkingdom
Round One, back in the lair
Construct hp: 8
Initiative, PCs first, then spider: (1d6=6, 1d6=1, 1d6=5, 1d6=4, 1d6=5, 1d6=4, 1d6=6)
Quint: 7
Rhys (+2 Dex): 4
Semele (+1 Dex): 7
Severi (-1 Dex): 4
Tev (+1 Dex): 7 1d20+7=18, 1d12+3=10
Thurgan (-1 Dex): 4
Construct: 1d20+6=16, 1d6=2, 1d20+6=13, 1d6=5, 1d20+6=19, 2d4=4

Treasure: (1d100=52, 1d100=91, 1d100=13, 1d100=96, 1d100=18)
1d4=4, 1d100+80=143 4 diamonds, worth 4,000 gp apiece.

1d100=63, 1d100=100

Re: Rolls

Posted: Thu Aug 28, 2014 12:23 am
by thirdkingdom

Re: Rolls

Posted: Mon Sep 01, 2014 8:11 pm
by thirdkingdom