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Post by sfliegel on Sept 8, 2007 8:12:27 GMT -5
That's cool I guess.
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Post by sfliegel on Sept 8, 2007 14:02:58 GMT -5
I am now ready for my butt whoopin'
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Post by Game Master on Sept 13, 2007 2:07:44 GMT -5
sorry about delays. Works been hell. Initiative: Bowmen get to auto go first to do being ready and distance. REEKS: crossbow Silvermail: crossbow elfthrasher: crossbow dwarf 1: crossbow Halfhelm 20 Goblin 20 Goblin 20 Goblin 20 Goblin 20 Goblin 19 Goblin 18 Orc 17 Ogre 14 Goblin 14 Ogre 12 Orc 12 Goblin 11 FireBug 11 Goblin 11 Kursaville 9+1=10 #1 dwarf/ axe 10 Goblin 8 Orc 7 Siff 6 Goblin 6 Orc 5 Goblin 5 Ogre 4 #2 Dwarf/axe 2 Goblin 2 Scary thing is I rolled 3 of the 4 20s in a row then a 19 then the last 20. Did I forget anyone?
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Post by sfliegel on Sept 13, 2007 7:43:04 GMT -5
dang, that seems like a lot of baddies, I don't see Halfhelm
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Post by Game Master on Sept 13, 2007 13:23:33 GMT -5
Thanks I added him in. Oh and I think there are only 2 dwarves off to the side not three like you posted. There were 9 to begin with. 2 left to guard the secret passage. 1 killed in your battle with the Ogre and 1 killed in the second groups battle with an Ogre and troll. That leaves 5. Elfthrasher, Silvermail, One un-named crossbowman, leaving two with axes and shields.
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Post by Game Master on Sept 14, 2007 3:49:10 GMT -5
Update. I normally don't do this but this may help us keep thins straight.
REEKS: crossbow Silvermail: crossbow wounded elfthrasher: crossbow dwarf 1: crossbow Halfhelm 20 Goblin1 20 wounded Goblin2 20 dead Goblin3 20 Goblin4 20 wounded Goblin5 19 Goblin6 18 dead Orc 17 Ogre 14 Goblin7 14 wounded Ogre 12 (MY TURN) Orc 12 Goblin8 11 wounded FireBug 11 Goblin9 11 Kursaville 9+1=10 #1 dwarf/ axe 10 Goblin10 8 dead Orc 7 Siff 6 Goblin11 6 Orc 5 Goblin12 5 Ogre 4 #2 Dwarf/axe 2
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Post by sfliegel on Sept 14, 2007 9:31:42 GMT -5
So where are we on the initiative list? Siff and Kursaville still need to act. How many spells can I for my turn?
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Post by Game Master on Sept 14, 2007 13:47:03 GMT -5
The list is at the Ogre that says 'my turn' in blue. I tried to get all the way to Firebug but it took forever to post what I did. FireBug can cast two spells per melee.
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Post by sfliegel on Sept 14, 2007 17:14:32 GMT -5
ok well Firebug will cast Armor of Ithan and will then if I can see the ogre, I want to cast firebolt at him. One, that will do some damage to him and two, should make him angry enough to kill some more of the smaller baddies to get to me.
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Post by Game Master on Sept 16, 2007 1:39:21 GMT -5
ok, I will let you change your mind if you wish when the time comes. You will cast the armor spell and then a lot more fighting is going to happen before you cast fire bolt. I'll let you decide then.
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Post by sfliegel on Sept 16, 2007 14:42:20 GMT -5
That's cool. I really think that I will need the armor, but I also want options when the time comes. So when you're ready to hand me my arse, I'll be here.
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Post by Game Master on Sept 17, 2007 1:34:45 GMT -5
ok, first, read the game thread before continuing to read this.
I have to ask this even though I'm sure I know the answer. You now have a goblin barreling down on you with a sabre. Sabres do 2d4 damage. You are in the middle of casting a spell so you are unarmed. This means you can not parry. If you dodge you will lose the spell. If you do not dodge, then the goblin needs to roll a modified 19 or higher to hit you. Are you dodging? It would be unfair of me not to ask you see.
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Post by sfliegel on Sept 17, 2007 9:08:09 GMT -5
damn the torpedoes! Continue on with fire bolt but at the goblin with the sabre.
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Post by sfliegel on Sept 17, 2007 16:15:07 GMT -5
what's a torpedo?
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Post by Game Master on Sept 18, 2007 1:04:40 GMT -5
damn the torpedoes! Continue on with fire bolt but at the goblin with the sabre. Hmmm, interesting, well you may change your mind yet again. Just keep me posted. A torpedo is a bad word substitute. The funny thing is I thought I removed the cencer but I guess I was wrong.
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