Page 12 of 33

Posted: November 15th, 2010, 17:35
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.

Posted: November 15th, 2010, 17:58
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

Posted: November 15th, 2010, 18:22
by Dog Pants
Initiative:
Roll(1d20)+4:
9,+4
Total:13

Posted: November 16th, 2010, 12:34
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!

Posted: November 16th, 2010, 14:27
by Roman Totale
I'm going to utilise my awesome roll by...


...continuing to play bardic music!

Posted: November 16th, 2010, 15:27
by Grimmie
Remind me what it does again? I want to give my shrine goblins a good chance at hitting you :)

Posted: November 16th, 2010, 16:08
by Roman Totale
I think I put it on the previous page - will check when I get home.

Posted: November 16th, 2010, 16:09
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.

Posted: November 16th, 2010, 16:25
by buzzmong
Does that mean Doggers should have gotten a boost to his plugging shot?

Posted: November 16th, 2010, 16:27
by Baliame
Yes.

Posted: November 16th, 2010, 16:52
by Dog Pants
Woo! That doubled my damage!

Posted: November 16th, 2010, 18:30
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.

Posted: November 16th, 2010, 18:56
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?

Posted: November 16th, 2010, 19:49
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?

Posted: November 16th, 2010, 20:31
by Dog Pants
7. Have I missed a couple of points somewhere then?

Posted: November 16th, 2010, 20:34
by Roman Totale
Dog Pants wrote:7. Have I missed a couple of points somewhere then?
2 from the Javelin

4 from the mace

Posted: November 16th, 2010, 21:32
by Dog Pants
Yep, definately scooting off to the back then.

Posted: November 16th, 2010, 21:50
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.

Posted: November 16th, 2010, 22:00
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.

Posted: November 16th, 2010, 22:45
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.