Author Topic: OLD SCHOOL DUNGEON CRAWL  (Read 470483 times)

ugnis13

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #450 on: September 30, 2009, 09:40:35 PM »
Percival mounts his steed, trots in a circle, and calls to his followers!

"We shall stop these bandits and save the town from destruction!"

initiative
Rolling 1d20:
(12): Total = 12


ooc* do i get to roll for hp as a pally, or am i still at 2? how bouts my horse? i am lacking in reference bookage

clockworkjoe

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #451 on: September 30, 2009, 09:43:03 PM »
FINE ROLL 1d10 FOR HIT POINTS

ur horse is a war horse - use stats from OSRIC or whatever.


ugnis13

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #452 on: September 30, 2009, 09:50:07 PM »
OSRIC work not for this noble knight, so his steed shall only have
Rolling 1d8:
(7): Total = 7
hitpoints

and he shall have
Rolling 1d10+1:
(8)+1: Total = 9
hitpoints

And Percival charges the bandits with his ragtag army at his heels, or hoofs, or whatever. when its his turn

Setherick

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #453 on: September 30, 2009, 09:51:44 PM »
Hairy Fapper

Oh, yeah, after Hairy finishes fortifying the inn. He'll go on initiative

Rolling 1d20:
(17): Total = 17


and Five God

Rolling 1d20:
(8): Total = 8
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kiki

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #454 on: September 30, 2009, 10:15:02 PM »
Elsie

rolling for hit points

Rolling 5d8+11:
(6+6+1+3+7)+11: Total = 34



kiki

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #455 on: September 30, 2009, 10:25:45 PM »
Elsie

rolls for initaive

Rolling 1d20:
(7): Total = 7

ArtfulShrapnel

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #456 on: September 30, 2009, 10:45:42 PM »
Murkin

Initiative, wot? Rolling 1d20:
(4): Total = 4


"Noble villagers, this is not your fight! Scatter to your homes and bar the doors until I call for you!"

Persuasion or somesuch.
Rolling 1d20:
(13): Total = 13

ArtfulShrapnel

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #457 on: September 30, 2009, 10:50:08 PM »
Also, when my initiative comes around, Murkin will likely attempt to Hide in Shadows as the fleeing villagers create enough visual chaos to mask his temporary disappearance.

Dunno if 1 is the highest or lowest initiative in this version, so I'll just roll to disappear now.

Hide in Shadows (according to OSRIC I have a 50% chance, so I guess I need a 10. My dex is a +2 if it is relevant.)
Rolling 1d20:
(15): Total = 15


clockworkjoe

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #458 on: September 30, 2009, 10:59:35 PM »
Pathethic villagers initiative!

Rolling 1d20-5:
(5)-5: Total = 0



Maze

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #459 on: September 30, 2009, 11:01:20 PM »
Zimmermann

Zimmermann was walking down the streets of (whatever) village, when suddenly....

(cue for dungeon master)

Boyos

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #460 on: September 30, 2009, 11:04:40 PM »
Atilla Redcap 50,013/70,001

Atilla agrees to follow Elsie as her Quote Merry Men as he finishes washing the mud from his eyes.

Initiative
:1d20:

Boyos

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #461 on: September 30, 2009, 11:05:06 PM »
Lets try that again

Rolling 1d20:
(17): Total = 17

Maze

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #462 on: September 30, 2009, 11:09:26 PM »
Zimmermann

Zimmermann decides to draw 5 cards.

Rolling 1d22:
(18): Total = 18


Rolling 1d22:
(16): Total = 16


Rolling 1d22:
(2): Total = 2


Rolling 1d22:
(8): Total = 8


Rolling 1d22:
(22): Total = 22
« Last Edit: September 30, 2009, 11:11:39 PM by Maze »

clockworkjoe

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #463 on: September 30, 2009, 11:15:46 PM »
Zimmerman draws 5 cards while the battle swarms around the village!

Sun Gain beneifcial magic item and 50,000 xp.

Skull  Defeat dread wraith or forever be destroyed.

Comet Defeat the next monster you encounter to gain one level.

Gem Gain your choice of 25 pieces of jewellery or 50 gems.

The Void Body functions but soul is trapped elsewhere.




clockworkjoe

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Re: OLD SCHOOL DUNGEON CRAWL
« Reply #464 on: September 30, 2009, 11:18:43 PM »
Unnoticed by everyone, Zimmerman the bard collapses. The dread wraith kicks the comatose body but decides not to kill him because his soul will still exist.

MEANWHILE

In the Grey Wastes

Asinius the lich notices another adventurer's soul appears in his soul prison. He chuckles.

If Berkin is rescued, so will Zimmerman!