D&D Adventure #2: Green Shell Suit

For games played by men (and women) with beards, such as tabletop RPGs.

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Roman Totale
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Post by Roman Totale »

Initiative:
16,+2 = 18

:w00t:

Spot:
18,+1 = 19

:w00t:

Bless you WotC roller, bless you.



Now watch it fuck me over once combat starts proper.
shot2bits
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Post by shot2bits »

Initiative:

Roll(1d20)+0:
3,+0
Total:3

oof, slow gnome is slow

Spot:

Roll(1d20)+5:
14,+5
Total:19

but atleast i have eyes for seeing things
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Post by Dog Pants »

Initiative:
Roll(1d20)+4:
9,+4
Total:13
Grimmie
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Post by Grimmie »

Good job.

Play order
Glibebrig
Shrine Goblins
Forenrond
Thoroar
Thor
Orc
? - It rolled a natural 20 to hide :)
Orovan

Go go action Bard!
Roman Totale
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Post by Roman Totale »

I'm going to utilise my awesome roll by...


...continuing to play bardic music!
Grimmie
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Post by Grimmie »

Remind me what it does again? I want to give my shrine goblins a good chance at hitting you :)
Roman Totale
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Post by Roman Totale »

I think I put it on the previous page - will check when I get home.
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Post by FatherJack »

Roman Totale wrote:
That right there is some Bardic Music - Inspire Courage in this instance. Everyone receives +1 morale bonus on saving throws against charm and fear effects, and +1 morale bonus on attack and weapon damage rolls.

This will last for as long as I keep playing/singing and for 5 rounds thereafter. I think I'll only stop if a clear shot opens up or something else happens.
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Post by buzzmong »

Does that mean Doggers should have gotten a boost to his plugging shot?
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Post by Baliame »

Yes.
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Post by Dog Pants »

Woo! That doubled my damage!
Grimmie
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Post by Grimmie »

Nice. The Orc jumped <i>two</i> feet then!

The doors have swung inwards, one goblin pulling each door open to reveal the inside of the shrine.
The one on the left spots the oily little half-elf standing there with his bow out and shrieks.
Goblin wrote:Stinky elf, you will die!
And tosses his drawn javelin at Forenrond for.. 2 damage!

The other one trundles around the open door and lays into Forenrond with his spiked mace, swearing and cursing as he does so, hitting for.. 4 damage!

I think that puts you at 1hp :lol:
Fortunately, it's your turn.
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Post by Dog Pants »

I'm not a fucking elf! Bloody goblins.

I'm backing the hell out of there. I'm not supposed to be the front line guy. I had me on 3 hits. Did I not recover the damage from the last adventure?
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Post by Grimmie »

Oh right, maybe I monged and changed your spreadsheet on my end by accident, I have you on 7hp max, what is it normally?
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Post by Dog Pants »

7. Have I missed a couple of points somewhere then?
Roman Totale
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Post by Roman Totale »

Dog Pants wrote:7. Have I missed a couple of points somewhere then?
2 from the Javelin

4 from the mace
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Post by Dog Pants »

Yep, definately scooting off to the back then.
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Post by FatherJack »

I kind of expected you'd be able to run back to where we were after shooting the orc's arse. I'm a bit confused as to where we are positionally now combat has started so suddenly, do we have to use our turns moving around? I'd have gotten in a postion to attack whatever comes around the corner first if I'd known it would all kick off so quickly.
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Post by Dog Pants »

Actually I won't run, I didn't see the mace. I'd already been hit by a javelin from the last goblin I failed to surprise, so I'm now on -1.
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Post by Grimmie »

I figured you all had time to move before DP shot an arrow into the Orc's sphincter.
You can however move around during you turn. (Move & standard / Two moves / Full round / pg141)

Forenrond is now "Unconscious and dying", this happens when you're between -1 and -9hp

Each time your turn comes around again you lose 1hp. Before this point loss you can roll d100 to 'stabilise'.
On a 1-10 you stop losing hit points, on 11-100, you lose 1hp.

Anyone can make a Heal check, a 15 will stabilise someone who is unconscious and dying.
Any amount of magical healing will stabilise a character.
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