Rolls

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thirdkingdom
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Re: Rolls

#84 Post by thirdkingdom »

On the Way out Wandering Monster Checks
First check is in the orok lair, next two are in the caves. I increased your speed on the way back, since y'all have been over this terrain recently and theoretically don't have to spend as much time searching for traps.
Wandering Monster Checks (1 on 1d6): (1d6=6, 1d6=3, 1d6=5)
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thirdkingdom
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Re: Rolls

#85 Post by thirdkingdom »

Approaching Threshold
Surprise Round
Round One
Round Two
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thirdkingdom
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Re: Rolls

#86 Post by thirdkingdom »

Round Three
Goblin hp: 5-3, 3, 7-6
Initiative, PCs first, then goblin: (1d6=6, 1d6=1, 1d6=6, 1d6=5, 1d6=1, 1d6=4, 1d6=5)

Quint: 6
Rhys (+2 Dex): 4 1d20+7=26, 1d12+3=12
Semele (+1 Dex): 8
Severi (-1 Dex): 5 1d20+6=21, 1d12+3=6
Tev (+1 Dex): 3 1d20+7=11, 1d12+3=6
Thurgan (-1 Dex): 4 1d20+4=16, 1d8+2=3, 1d2=1
Goblins: 1d20+1=19, 1d6=2, 1d20+1=18, 1d6=3 First attack against Tev, second against Rhys.Save v. Death Ray (Rhys first, then Tev): (1d20=13, 1d20=8) Rhys deflects the blow, Tev does not. Tev takes 2 hp.
1d20+1=3, 1d8=1
Round Four
Goblin hp: 2, 1
Initiative, PCs first, then goblins: (1d6=4, 1d6=1, 1d6=6, 1d6=2, 1d6=6, 1d6=2)

Quint:
Rhys (+2 Dex): 1d20+7=16, 1d12+3=9
Semele (+1 Dex):
Severi (-1 Dex): 1d20+6=19, 1d12+3=10
Tev (+1 Dex):
Thurgan (-1 Dex):
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thirdkingdom
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Re: Rolls

#89 Post by thirdkingdom »

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Re: Rolls

#92 Post by thirdkingdom »

Pursuit!

Okay. There are six orcs, and three woodsman able to pursue. The woodsman are able to catch up with the orcs in one round. They gain a +2 bonus "to-hit": 1d20+2=19, 1d6=5, 1d6=1, 1d20+2=21, 1d6=3, 1d6=2, 1d20+2=21, 1d6=4, 1d6=2

Wow. 1, 8-7, 2, 8-2 hit points left. I'm going to make another morale check: 8 or better means they continue to flee: 2d6=6

Okay, so they stand and fight, drawing long daggers.

Initiative, woodsmen first: (1d6=6, 1d6=5)
1d20=14, 1d6=2, 1d5=4, 1d20=1, 1d6=6, 1d5=2, 1d20=2, 1d6=4, 1d5=1
1d20+1=9, 1d4=3, 1d3=1 Shoot. Need two more.
1d20+1=10, 1d4=2, 1d3=1, 1d20+1=14, 1d4=3, 1d3=3.

And then the PCs roll up.

Initiative, PCs first, the woodsmen, then orcs: (1d6=4, 1d6=4, 1d6=3, 1d6=1, 1d6=4)

Severi: 1d20+6=9, 1d12+3=4, 1d4=2
Tev: 1d20+7=19, 1d12+3=9, 1d4=1
Thurgan: 1d20+4=22, 1d8+2=4, 1d4=3
Woodsmen: 1d20=8, 1d6=6, 1d4=4, 1d20=9, 1d6=3, 1d4=1, 1d20=11, 1d6=3, 1d4=2
Orcs: PCs first: (1d20+1=13, 1d4=1, 1d6=3, 1d20+1=14, 1d4=3, 1d6=6, 1d20+1=8, 1d4=4, 1d6=2, 1d20+1=8, 1d4=3, 1d6=1)

Severi: 1d20+7=16, 1d12+3=6, 1d2=1
Tev: 1d20+7=26, 1d12+3=8, 1d2=2
Thurgan:

Keeping the same initiative:
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thirdkingdom
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Re: Rolls

#93 Post by thirdkingdom »

Putting the Plan into Action

Okay, so I need to do a Wandering Monster Check (1-4 on 1d12): 1d12=11. Nothing. These goblins are pretty sneaky, but it is daylight, so they have only a 1 in 8 chance of hearing you guys. You just need to get within bowshot, pretty much. 1d8=7

Okay, so I'm going to say that Severi targets the group south of the road, and Quint those on the north. There are 22 goblins. Those on the north side have a combined total of 11 HD, those on the south a combined total of 13. Severi first, then Quint: (2d8=3, 2d8=9). Man. Severi's Sleep spells have been somewhat underwhelming, of late.

That's alright, though. The freedmen are going to open with a round of missile fire. Seven will target the south bank, eight the north:

South:1d20=1, 1d6=5, 1d11=2, 1d20=10, 1d6=4, 1d11=8, 1d20=14, 1d6=6, 1d11=9, 1d20=13, 1d6=2, 1d11=8, 1d20=16, 1d6=6, 1d11=1, 1d20=17, 1d6=5, 1d11=6, 1d20=4, 1d6=2, 1d11=3. Four hit, accounting for the +2 bonus for attacking unseen.

North: 1d20=19, 1d6=2, 1d11=11, 1d20=19, 1d6=2, 1d11=5, 1d20=5, 1d6=3, 1d11=10, 1d20=6, 1d6=2, 1d11=10, 1d20=3, 1d6=6, 1d11=1, 1d20=16, 1d6=2, 1d11=9, 1d20=20, 1d6=2, 1d11=3, 1d20=16, 1d6=3, 1d11=10

Thurgan surprise: 1d6=3
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Re: Rolls

#95 Post by thirdkingdom »

I'm going to roll morale checks for the fifteen freedmen. We'll use Severi's Charisma of 17, since it is highest. Reaction roll for the freed captives: (2d6+1=5, 2d6+1=10, 2d6+1=8, 2d6+1=7, 2d6+1=8, 2d6+1=3, 2d6+1=10, 2d6+1=6, 2d6+1=11, 2d6+1=7, 2d6+1=8, 2d6+1=7, 2d6+1=8, 2d6+1=8, 2d6+1=8)

Two refuse, three accept. Roll again for ten: 2d6+1=5, 2d6+1=7, 2d6+1=6, 2d6+1=8, 2d6+1=5, 2d6+1=8, 2d6+1=7, 2d6+1=10, 2d6+1=7, 2d6+1=8

Two refuse, one accepts. Seven roll again. 2d6+1=7, 2d6+1=5, 2d6+1=8, 2d6+1=6, 2d6+1=10, 2d6+1=10, 2d6+1=10

Three accept, one refuses. Three reroll: 2d6+1=13, 2d6+1=11, 2d6+1=4

Two accept, one with elan. One refuses. A total of nine end up agreeing to follow the adventurers into battle.
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thirdkingdom
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Re: Rolls

#96 Post by thirdkingdom »

Trollfight!
Freshwater scrag: 5+5 HD, AC 2, 3 attacks 1d4+1/1d4+1/3d4
hp: 45
Round One
Round Two
Round Three
hp: 21-8-9-5
1d6=3, 1d6=4, 1d6=4, 1d6=1
Tev +1: 5 1d20+6=19, 1d12+3=8
Thurgan +2: 7 1d20+3=21, 1d8+2=9
Vanco 5 1d20+5=24, 1d6+1=5
Troll +1: 2 1d20+6=19, 1d4+1=2, 1d20+6=24, 1d4+1=4, 1d20+6=14, 3d4=6 Deflect chance: Deflect, which attack: (1d20=6, 1d2=1)
Fail.
Huh. So, the orcs across the river have a modified morale of 12, so I'm not even going to roll for the them. There are two units of warg riders within visible range, each of them has a morale of 10. The other goblins have a modified morale of 12, so I'm not going to roll for them either. 2d6=5, 2d6=3
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Re: Rolls

#98 Post by thirdkingdom »

Selling Magical Items

15% for figurine, 25% for ring: (1d100=48, 1d100=89, 1d100=94, 1d100=17, 1d100=78, 1d100=79, 1d100=84, 1d100=51, 1d100=13, 1d100=69)

Buyers are found for both items. Here's what we're going to do. I'm going to make a reaction roll for each item, modified by Severi's Charisma, as follows:

0-1: -50% of base cost
2-4: -25% of base cost
5-9: Base cost
10-12: +25% of base cost
13-14: +50% of base cost

Note that because of demand, there will be a -1 penalty applied to the roll for the figurine.
2d6+1=9, 2d6+2=12

Figurine sells for base price, ring for +25%. As stated OOC, that's 10,000 for the statue, and 2,500 for the ring.
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