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  #151 (permalink)  
Old 01-03-2006, 08:16 PM
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1d20+1
10+1 = 11
  #152 (permalink)  
Old 01-03-2006, 08:17 PM
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Okay. You go first.
  #153 (permalink)  
Old 01-03-2006, 08:19 PM
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1d20+4
9+4 = 13
Kazar axe
hit

1d8+2
3+2 = 5
damage
  #154 (permalink)  
Old 01-03-2006, 08:22 PM
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The beetle skitters away from your attack.

Unlike Kazar, the beetle hits dealing 4 points of damage.

Your attack.
  #155 (permalink)  
Old 01-03-2006, 08:24 PM
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1d20+4
13+4 = 17
hit axe

1d8+2
5+2 = 7
damage
  #156 (permalink)  
Old 01-03-2006, 08:28 PM
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Your blow deals enough damage to the Giant Fire Beetle to kill it.
  #157 (permalink)  
Old 01-03-2006, 08:53 PM
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Halgrath being disgusted with the group's lack of empathy for Kazar and not being able to stand back and do nothing decides to go after him. Sh'rarn follows on behind.

@darkwolf, do you want to heal Kazar, he's down to at least half his HP. It's your choice.
  #158 (permalink)  
Old 01-03-2006, 09:40 PM
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Muttering to himself, "it's the bloody dwarf's fault, though I'd hate to have to carry his corpse back." While catching up to Kazar, Kron asked Sh'rarn, "have you seen any items that could identify the group? I have a skill in goblin language if you have any left over items by them.

[not sure if I have to run a check or if it is automatic]
  #159 (permalink)  
Old 01-03-2006, 09:45 PM
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Quote:
Originally Posted by Ravager
Halgrath being disgusted with the group's lack of empathy for Kazar and not being able to stand back and do nothing decides to go after him. Sh'rarn follows on behind.

@darkwolf, do you want to heal Kazar, he's down to at least half his HP. It's your choice.

In front, in a room at their left Halgrath and the rest of the party found Kazar. Beside him lay another carcass, this time of a big beetle, unlike any that he has seen before. Kazar himself looked to have injured himself. His ribs looked deeply bruised and another cut on his forehead was bleeding non-stop...

"Damn you dwarf! I've never seen one so eager to get himself killed..." Halgrath muttered, half taking to himself, while trying to stop the bleeding. Of course, being the dwarf that he is Kazar was stubbornly saying he is ok.


Use Cure Minor Wounds, two times if necessary. Do i need to roll? My understanding that i do not need to if there's no combat...

edit: instead of casting Cure Minor Wounds (which heals exactly ONE hp), changed to Cure Light Wound..heals 1d8+2 = 10hp...which i think i am lvl 2 now right?

Last edited by darkwolf; 01-03-2006 at 10:14 PM.
  #160 (permalink)  
Old 01-03-2006, 09:48 PM
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"I haven't found anything beyond the note thus far, but I expect there will be more to find in this cave system."

(@DJV, No extra rolls needed
@Darkwolf, you heal to the full capacity of the spell outside of combat which only starts after you heal Kazar. Yeah, that's fine. I'm considering you rested so you have all your spells back plus any chosen onn going up to level 2)

Sh'rarn, Sess and Kron hear snarling noise behind them. Turning around they see a dark-coloured wolf that seems to have a cunning intelligence beyond it's kin.

Roll init.

Last edited by Ravager; 01-04-2006 at 06:08 AM.
  #161 (permalink)  
Old 01-04-2006, 06:15 AM
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*Kron prepares his mind for casting*

1d20+3
11+3 = 14
  #162 (permalink)  
Old 01-04-2006, 06:26 AM
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Sess goes first and with a mighty swing of his greatsword he hits the creature for 10 damage.

Your turn.
  #163 (permalink)  
Old 01-04-2006, 06:31 AM
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*unleashes a Magic Missile at the creature*

Magic Missile (1d4 + 1) (1d20 + 1) = Resistance: 17 Damage: 5 .
  #164 (permalink)  
Old 01-04-2006, 06:39 AM
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Nice.

Your spell does further damage to the creature. It looks really angry now...

The creature attacks Sess and manages to bite him for 7 damage.

S'hrarn delivers a thrust at the creature that fails to connect.

Sess retaliates and hits with his Greatsword dealing more damage.

Your turn.
  #165 (permalink)  
Old 01-04-2006, 06:44 AM
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*fires out another Magic Missile*

Magic Missile (1d4 + 1) (1d20 + 1) = Resistance: 10 Damage: 2
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