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Posted: Fri Jun 22, 2007 8:17 am
by IceBear
I shoot again.

Roll 15+3=18
Damage: 5

Posted: Fri Jun 22, 2007 11:06 am
by Chaosraven
CSL is up: engaged with 4

Roll(1d20)+4:
16,+4
Total:20

Roll(1d20)+4:
20,+4
Total:24

(I think I'll skip rolling the criticals on the Kobolds...)

Roll(1d8)+2:
3,+2
Total:5

Roll(1d8)+2:
4,+2
Total:6



Belisarius dispatches half his foes in a barrage of blows


Kobolds versus Belisarius:

Roll(1d20)+3:
7,+3
Total:10

Roll(1d20)+3:
5,+3
Total:8

Arnir engaged with 1


The tide has turned against the Kobolds

Ralph at range - action pending
Arnir engaged with 1 - action pending
IceBear at Range - action pending

3 Kobolds remain (2 vs Belisarius, 1 vs Arthur)
Ralph and Icebear at Range

Posted: Fri Jun 22, 2007 2:53 pm
by Arnir
I go after my kobold.

1d8+2
4+2 = 6

1d20+3
18+3 = 21

(the above rolls are out of order due to how the d20 dice bag presents the list.)

CR: I'm a bit confused. How many hitpoints have I lost?

Posted: Fri Jun 22, 2007 2:58 pm
by Ralph-Wiggum
If I decide to use magic missile, how do I need to roll?

Posted: Fri Jun 22, 2007 3:32 pm
by Hemlock Bones
A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.

Posted: Fri Jun 22, 2007 7:51 pm
by Remus West
Here I am
Searin

I need to go back and fill in feats and skills but will do that soon. I think I already sent CR a list of everything.

Posted: Sat Jun 23, 2007 12:27 am
by Chaosraven
Arnir wrote:I go after my kobold.

1d8+2
4+2 = 6

1d20+3
18+3 = 21

(the above rolls are out of order due to how the d20 dice bag presents the list.)

CR: I'm a bit confused. How many hitpoints have I lost?
5, by my count. Oh, the Kobold missed in my latest post.
Arnir engaged with 1
Roll(1d20)+1:
9,+1
Total:10
Arthur swiftly dispatched his last opponent

Posted: Sat Jun 23, 2007 11:13 pm
by Arnir
I'm going to use my spontaneous casting to convert magic weapon to cure light wounds, which I will cast on Arthur (myself.) A dead cleric can't heal anyone else. Then I will go back to hacking bad guys or kolbolds.

If I understand the system properly since one of my domains is healing, my casting of cure light wounds should be at level 3.

Posted: Sat Jun 23, 2007 11:30 pm
by Ralph-Wiggum
So if I cast magic missile, do I not need to make a "to hit" roll?

Posted: Sun Jun 24, 2007 1:42 am
by Arnir
Ralph-Wiggum wrote:So if I cast magic missile, do I not need to make a "to hit" roll?
If I'm not mistaken, that is correct. As long as you don't have to pass a concentration check, it should be automatic.

Posted: Tue Jun 26, 2007 12:44 am
by Chaosraven

Magic Missile will not miss a Target within Range that you can See.

Concentration checks are required to avoid provoking an Attack of Opportunity if within a Threatened area or when attempting other Odd Stuff at the same time.

Arnir - your Cure Light should heal 1d8 + 3 pt

Posted: Tue Jun 26, 2007 7:58 am
by Arnir
Will I need to roll a concentration check?

Posted: Tue Jun 26, 2007 8:30 am
by IceBear
I'll shoot again.

Hit: 12+3 = 15
Damage: 4

Posted: Tue Jun 26, 2007 9:13 am
by Ralph-Wiggum
So how do bonuses and the like work? Do I roll a 1d4 + 1 like Hemlock said, or are there other bonuses I should add?

Posted: Wed Jun 27, 2007 12:30 am
by Chaosraven
Arnir wrote:Will I need to roll a concentration check?
No, as the two remaining Kobolds are in combat with Belisarius
IceBear wrote:I'll shoot again.

Hit: 12+3 = 15
Damage: 4
Correction, one last remaining Kobold...

And yes RW, 1d4+1.

Posted: Wed Jun 27, 2007 12:39 am
by Ralph-Wiggum
Hell, if there's only one kobold left, I won't waste a magic missile. Crossbow attacks for the win (or, more likely in my case, for the miss):

Crossbow roll (1d20 + 4) = 7 :lol:
Damage roll (1d6) = 1 :doh:

Posted: Wed Jun 27, 2007 12:43 am
by Arnir
I'll still convert my magic weapon to cure light wounds on Arthur just in case this is UberKobold in disguise. If we are still fighting, I'll attack again.

Posted: Thu Jun 28, 2007 2:00 am
by Chaosraven
CSL

Roll(1d20)+4:
14,+4
Total:18


Roll(1d8)+2:
6,+2
Total:8



Belisarius removes the deadly threat of Kobold

Posted: Thu Jun 28, 2007 8:56 pm
by Arnir
Okay, combat is over, it appears. I'll still cast my spell on Arthur to heal him up. Then I will check on the wounds of the others.

I recommend that we search the kobolds and see what we can find and also check on the halflings.

Posted: Thu Jun 28, 2007 11:08 pm
by Arnir
I felt a sudden, blurring, like our world has moved....

Welcome to the new forum.

Posted: Mon Jul 02, 2007 9:11 pm
by Arnir
It's okay, the monsters are gone. Everyone can come back now!

Posted: Mon Jul 02, 2007 9:16 pm
by Chaosraven
Arnir, the lone survivor of the Planar Shift, finds himself surrounded by Werewolves, Vampires, Aliens, and Monty Python Knights... :wink:

Posted: Mon Jul 02, 2007 9:32 pm
by Remus West
Searin rides calmly through the new forum wondering where all those people making noise went to.

Posted: Mon Jul 02, 2007 10:35 pm
by Arnir
Chaosraven wrote:Arnir, the lone survivor of the Planar Shift, finds himself surrounded by Werewolves, Vampires, Aliens, and Monty Python Knights... :wink:
I wonder if it might not be safer with the kobolds.

Posted: Thu Jul 05, 2007 3:24 am
by Remus West
Searin scratches lightly at his scarred face.

I could have sworn I heard shouting and what sounded like fighting around here somewhere.

Proceeds to ride slowing along alert to any signs of trouble ahead or possible places of ambush, lone traveler can never be to careful.

Posted: Fri Jul 06, 2007 3:53 am
by Chaosraven
Players still active in this game please check in

Arnir
Remus West

Ralph-Wiggum?
IceBear?

Posted: Fri Jul 06, 2007 2:43 pm
by Arnir
Chaosraven wrote:Players still active in this game please check in

Arnir
Remus West

Ralph-Wiggum?
IceBear?
OH yeah, baby. I'm here. Sorry, long day at work.

Posted: Fri Jul 06, 2007 2:59 pm
by Remus West
Ralph is gone until Saturday so he wont be checking in until at least then. You might try PMing them.

Posted: Mon Jul 09, 2007 12:26 pm
by Remus West
Searin knocks down a tree to see if anyone can hear it.

Posted: Wed Jul 11, 2007 10:16 am
by Arnir
Huh, what was that? Sounded like one hand clapping.

Posted: Sun Jul 15, 2007 8:28 pm
by Chaosraven

You see a Pair of Doors...

Standing with no walls.

On one is painted a Shield, split in half right down the center, one side Black, the other White.

The other door bears the image of a Bloody Handprint.

Posted: Mon Jul 16, 2007 12:18 am
by Remus West
Chaosraven wrote:
You see a Pair of Doors...

Standing with no walls.

On one is painted a Shield, split in half right down the center, one side Black, the other White.

The other door bears the image of a Bloody Handprint.
Is that actual game or are you just posting to bump?

Posted: Mon Jul 16, 2007 11:31 am
by Chaosraven
Actual Game.

Posted: Mon Jul 16, 2007 6:30 pm
by Arnir
Chaosraven wrote:Actual Game.
Really? What did we find on the bodies? Are the halflings okay? Did I find my mule? etc?

Posted: Tue Jul 17, 2007 1:56 am
by Remus West
Chaosraven wrote:Actual Game.
In that case I start taking very close notice of everything around the doors and myself. Can I see around the doors? Are there any scuff marks on the ground leading up to the doors? (either side if I can see the back of them ) Is the image actual blood?(I know you, you bastage) Any marks that might indicate either door had been opened?

Posted: Tue Jul 17, 2007 9:33 am
by Chaosraven
Arnir wrote:
Chaosraven wrote:Actual Game.
Really? What did we find on the bodies? Are the halflings okay? Did I find my mule? etc?
The world around you has faded from your perception, but each time you get concerned about it, the doors draw your attention back to them.

Remus West wrote:
Chaosraven wrote:Actual Game.
In that case I start taking very close notice of everything around the doors and myself. Can I see around the doors? Are there any scuff marks on the ground leading up to the doors? (either side if I can see the back of them ) Is the image actual blood?(I know you, you bastage) Any marks that might indicate either door had been opened?
The doors are visible from all angles, and have the same insignia on the reverse side... an Arrow and an Ax crossed. There are no scuff marks leading up to either side of either door. The imagery is painted. Neither door seems to have been opened.

Posted: Tue Jul 17, 2007 12:54 pm
by Remus West
Assuming that the doorway is large enough for my horse to be led through, I open the door with the shield on it and prepare to lead my horse through to the other thread er.....side.

Posted: Tue Jul 17, 2007 6:39 pm
by Arnir
What the hell, I'll follow Remus' character.

Posted: Tue Jul 17, 2007 9:13 pm
by Remus West
Arnir wrote:What the hell, I'll follow Remus' character.
Whoa, didn't see you there. I'm Searin. Sometime blacksmith, currently just a traveler looking for work. You are?

Posted: Wed Jul 18, 2007 8:31 am
by Chaosraven
Remus West:
You pass through the doorway easily, and yes, you (player-wise) are correct.


Arnir:
The doorway seems solid as rock, though you are able to see and converse through it.