Welcome to OpenRPG version 1.6.1...
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Locating server at 127.0.0.1:6774...
Game connected!
(2) Jacob 2 (enter): 10:48
Server Administrator-> You have connected to an OpenRPG server, version '1.6.1'.
Welcome to Jack Simth's temporary server!
I put this up just for
a short gaming session on Saturday, and stop it after.
(2) Jacob 2: ?
(3) No Name (enter): 10:56
(3) No Name: Disconnecting from server...
(3) No Name (exit): 10:56
(4) Narf the DM (enter): 10:57
(2) Jacob 2: Welcome.
(2) Jacob 2: Hello? You just logged in, so you pretty much have to be at your machine....
(4) Narf the DM: Hello
(4) Narf the DM: Had to get a napkin.
(4) Narf the DM: Shall we head over to the D&D room?
(2) Jacob 2: Sure, but I'm already there, as well.
Moving to room 'D and D'..
(2) Jacob 2 (enter): 10:59
Server Administrator->
Welcome to Jack Simth's temporary server!
I put this up just for
a short gaming session on Saturday, and stop it after.
(1) Jacob (enter): 10:59
(4) Narf the DM (enter): 11:00
(4) Narf the DM: So...Wait till 12:15?
(2) Jacob 2: Standard timeframe.
(2) Jacob 2: Another, what, 19 minutes?
(4) Narf the DM: 17 minutes for me. And I meant 11:15 :)
(2) Jacob 2: Heh, strange - I expected to see 11:15, so I saw 11:15, even though you typed 12:15. Funny how that happens.
(4) Narf the DM: The mind can do that.
(4) Narf the DM: Ok, 11:16
(4) Narf the DM: Got the map?
(1) Jacob: Let's see.... When we last left our intreped heros, they were storming the fortress, and the gate had just had a few holes knocked in it. A few of the hired hands had been taken down.
(1) Jacob: Yep
(4) Narf the DM: I beleive the main doors had in fact been pulverized.
(4) Narf the DM: Also, nothing was said about P.W. and Corleg. I'll just say the're off investigating the Grate Road. Since neither of them are exactly military. :)
(4) Narf the DM: I also forgot to account for the captains in combat.
(1) Jacob: Presumeably, one is giving orders to the archers, the other to the blades.
(4) Narf the DM: That works. :)
(2) Jacob 2: Let's see... the initiative was: Aph #2, Company #2, Jacob #2, Mob, Aph #1, Jacob #1, Company #1, and we ended just after Jacob and Aphrisini 1.
(2) Jacob 2: So it's time for Company 1... who are the blades taking down the door. Is it to the point where we can pass through it yet?
(4) Narf the DM: Sounds right. Yes, it is. Just have to finish putting mini's up.
(4) Narf the DM: ...And done.
(4) Narf the DM: ----BEGIN----
(4) Narf the DM: Company 1...Two of them could probably attack either end at a -4 penalty.
(4) Narf the DM: [1d20-1] -> [11,-1] = (10)
(4) Narf the DM: [1d20-1] -> [14,-1] = (13)
(4) Narf the DM: Both misses
(4) Narf the DM: Aph #2
(2) Jacob 2: Bite (base): [1d20+4] -> [2,4] = (6) ===> Damage: [1d6+2] -> [1,2] = (3)
(4) Narf the DM: Miss
(2) Jacob 2: Archers turn; they are probably having fun trying to get through the arrow slits.
(4) Narf the DM: I estimated that about 1/4 could make good shots, to speed things up. (75% cover) :)
(2) Jacob 2: And we were down what, three of them?
(4) Narf the DM: Company #2? I hadn't logged any losses there. I think I logged them all with Company #1.
(2) Jacob 2: Okay.
(4) Narf the DM: Still learning. :)
(4) Narf the DM: [1d20+3] -> [17,3] = (20)
(4) Narf the DM: [1d20+3] -> [3,3] = (6)
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: [1d20+3] -> [6,3] = (9)
(4) Narf the DM: [1d20+3] -> [19,3] = (22)
(4) Narf the DM: Two left, three right.
(2) Jacob 2: And one solid hit on each side?
(4) Narf the DM: [1d8+0] -> [8,0] = (8)
(4) Narf the DM: [1d8+0] -> [7,0] = (7)
(4) Narf the DM: Yep. Very solid.
(4) Narf the DM: You hear two screams.
(4) Narf the DM: Jacob #2
(2) Jacob 2: Jacob 2 - move through the line (to open up a space for more swords, and get flanking on the center two, then attack 5; make sure to roll attacks of opportunity for the two I'm passing between.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [1,2] = (3) ===> Damage: [2d6+1] -> [2,2,1] = (5)
(4) Narf the DM: Miss, of course.
(2) Jacob 2: And.... I hit the floor. Why did I hit the floor?
(4) Narf the DM: Because it's worked stone and you're a druid? :D
(2) Jacob 2: AoO's? Then Mob's turn?
(4) Narf the DM: [1d20+3] -> [8,3] = (11)
(4) Narf the DM: [1d20+3] -> [20,3] = (23)
(4) Narf the DM: [1d20+3] -> [20,3] = (23)
(4) Narf the DM: Ouch. Good thing criticals aren't cumulative.
(4) Narf the DM: [1d6+0] -> [5,0] = (5)
(4) Narf the DM: [1d6+0] -> [6,0] = (6)
(4) Narf the DM: 11 points of damage on Jacob #2
(2) Jacob 2: Brings him down to 7. Let's see.. if that was just the AoO's, it's the mob's turn.
(4) Narf the DM: Yep. Sorry, I need to BRB.
(4) Narf the DM: Back
(4) Narf the DM: Ok, the four you
(4) Narf the DM: The four you're facing...
(4) Narf the DM: One on each...
(4) Narf the DM: [1d20+0] -> [10,0] = (10)
(4) Narf the DM: [1d20+0] -> [10,0] = (10)
(4) Narf the DM: [1d20+0] -> [1,0] = (1)
(4) Narf the DM: [1d20+0] -> [17,0] = (17)
(4) Narf the DM: And the one on the far right...I think that's a solid hit on an Aph.
(4) Narf the DM: Especially since I forgot the +3 attack bonus. :)
(4) Narf the DM: [1d6+0] -> [3,0] = (3)
(2) Jacob 2: 10 base, 2 natural armor, 2 dex - yep, that's a hit.
(4) Narf the DM: One attack from the right (I mixed up the left and right guardrooms last time, so I switched them back, since it doesn't really matter)
(4) Narf the DM: [1d20+3] -> [10,3] = (13)
(4) Narf the DM: OOC: On the bow-guys.
(4) Narf the DM: [1d8+0] -> [7,0] = (7)
(4) Narf the DM: Still livin'
(4) Narf the DM: (Could be the title of a song. :) Probably is :D )
(4) Narf the DM: One from the left...
(4) Narf the DM: [1d20+3] -> [10,3] = (13)
(4) Narf the DM: [1d8+0] -> [2,0] = (2)
(4) Narf the DM: Movement...
(4) Narf the DM: Aph #1
(1) Jacob: Bite (base): [1d20+4] -> [4,4] = (8) ===> Damage: [1d6+2] -> [2,2] = (4)
(4) Narf the DM: Miss
(1) Jacob: Bite 4 - or snap at him, anyway; don't forget that 4's at -2 ac due to flanking. Of course, as he would still have AC 13 or soo....
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [6,2] = (8) ===> Damage: [2d6+1] -> [1,1,1] = (3)
(1) Jacob: Missing 5.
(4) Narf the DM: OOC: You could switch with the sword company with nothing moe than an AoO
(1) Jacob: With a 5-ft step or withdrawl, could even avoid that.
(1) Jacob: Something to think about when he's injured.
(4) Narf the DM: Company #1...One at normal (Vacated space), two at -4
(4) Narf the DM: [1d20+3] -> [9,3] = (12)
(4) Narf the DM: [1d20-1] -> [3,-1] = (2)
(4) Narf the DM: [1d20-1] -> [1,-1] = (0)
(4) Narf the DM: OOC: Have I done fumbles before? I don't think so...(And now wouldn't be the time to start)
(4) Narf the DM: Aph #2
(2) Jacob 2: Bite (base): [1d20+4] -> [7,4] = (11) ===> Damage: [1d6+2] -> [4,2] = (6)
(2) Jacob 2: Biting at 5 - don't forget that 5 is flanked, and so is at -2 ac.
(2) Jacob 2: If hit, trip attempt - opposed str:
(2) Jacob 2: Str check: [1d20+1] -> [1,1] = (2)
(4) Narf the DM: [1d20+0] -> [3,0] = (3)
(2) Jacob 2: Still standing, obviously.
(4) Narf the DM: Yep.
(2) Jacob 2: And apparently a hit for 6 damage.
(4) Narf the DM: Yep.
(4) Narf the DM: Company #2...
(4) Narf the DM: [1d20+3] -> [13,3] = (16)
(4) Narf the DM: [1d20+3] -> [4,3] = (7)
(4) Narf the DM: [1d20+3] -> [7,3] = (10)
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: [1d20+3] -> [5,3] = (8)
(4) Narf the DM: [1d8+0] -> [7,0] = (7)
(4) Narf the DM: [1d8+0] -> [6,0] = (6)
(2) Jacob 2: Looks like two fairly solid hits.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [2,2] = (4) ===> Damage: [2d6+1] -> [5,3,1] = (9)
(4) Narf the DM: And two screams.
(2) Jacob 2: Jacob 2, missing 5, correct?
(4) Narf the DM: Yep.
(4) Narf the DM: Mob...
(4) Narf the DM: [1d20+3] -> [18,3] = (21)
(4) Narf the DM: [1d20+3] -> [13,3] = (16)
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: [1d6+0] -> [5,0] = (5)
(4) Narf the DM: [1d6+0] -> [5,0] = (5)
(4) Narf the DM: Solid hits on far left and second left, looks like. AC check. :)
(2) Jacob 2: Aph's: 14; Jacobs: 19
(4) Narf the DM: Aph's second to left, Jacobs far left?
(2) Jacob 2: Well, on my screen, we have (from left to right) Hired Sword, Aphrisini 1, Jacob 1, Aphrisini 2; with another Jacob up top (2)
(2) Jacob 2: So I'm guessing a sword takes 5, as does Aph 1.
(4) Narf the DM: There would be one hired sword on the left, who's beside a door and one on the other side. Call those extreme left and right.
(2) Jacob 2: Also one taking up the position that Jacob 2 left.
(4) Narf the DM: Also one sword on the right. We'll rename those 'middle left' and 'middle right'.
(4) Narf the DM: OOC: Next time I make a fort, I'm leaving at least one square on the outside. :/
(4) Narf the DM: So one attack on Aph 1 and one on Jacob 1 (I don't see the elite door guards making harder attacks when there are easier targets)
(2) Jacob 2: So Aphrisini 1's turn? Attack, then back off (at urging of Jacob 1 - she's down to the point where she can be one-hitted to dying)
(1) Jacob: Bite (base): [1d20+4] -> [1,4] = (5) ===> Damage: [1d6+2] -> [6,2] = (8)
(1) Jacob: Back off with 5-ft step, of course, letting another sword take some of the heat.
(4) Narf the DM: Yep. Jacob #1's turn...Going to do mob movement.
(1) Jacob: That's a miss... Jacob 1's turn - attempting to hit 5
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [19,2] = (21) ===> Damage: [2d6+1] -> [5,4,1] = (10)
(1) Jacob: Yay! A Hit! Finally!
(4) Narf the DM: Ok...Order is Sword, Sword, Jacob #1, Sword Aph #2, Sword
(4) Narf the DM: So #4 would have been hit.
(4) Narf the DM: #4 staggers and nearly falls.
(4) Narf the DM: (Middle left)
(4) Narf the DM: Company #1
(4) Narf the DM: [1d20-1] -> [17,-1] = (16)
(4) Narf the DM: [1d20-1] -> [19,-1] = (18)
(4) Narf the DM: [1d6+0] -> [2,0] = (2)
(4) Narf the DM: [1d6+0] -> [3,0] = (3)
(4) Narf the DM: Minor damage.
(4) Narf the DM: [1d20+3] -> [9,3] = (12)
(4) Narf the DM: Flanked; hit.
(4) Narf the DM: [1d6+0] -> [1,0] = (1)
(1) Jacob: A scratch.
(4) Narf the DM: Yep.
(4) Narf the DM: Aph #2
(1) Jacob: Bite 5
(2) Jacob 2: Bite (base): [1d20+4] -> [17,4] = (21) ===> Damage: [1d6+2] -> [3,2] = (5)
(2) Jacob 2: Str check: [1d20+1] -> [1,1] = (2)
(2) Jacob 2: Hit, but likely failed the free trip.
(4) Narf the DM: [1d20+0] -> [15,0] = (15)
(4) Narf the DM: Yep.
(4) Narf the DM: The one on the far right groans and lurches, but remains standing.
(2) Jacob 2: Company 2, bows?
(4) Narf the DM: Company #2...Since there doesn't appear to be any archers left at the arrow slits, do you have different orders?
(2) Jacob 2: Yes; approach to give support once we are fully in room 1; no firing until then, however.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [10,2] = (12) ===> Damage: [2d6+1] -> [5,3,1] = (9)
(2) Jacob 2: And try to hit 5 again. Hmm... Flanking Good....
(4) Narf the DM: (They'll make it in two turns, if I remember right.
(4) Narf the DM: Your opponent cries out and falls.
(2) Jacob 2: 6 squares walking, 12 hustling, 24 running; 20 squares to cross mean they can be behind the swords in a single round, as nobody is threatening them.
(4) Narf the DM: OOC: Get the body out of the way.
(4) Narf the DM: OOC: Ok. Next round the're there.
(4) Narf the DM: Mob
(4) Narf the DM: [1d20+3] -> [7,3] = (10)
(4) Narf the DM: [1d20+3] -> [7,3] = (10)
(4) Narf the DM: [1d20+3] -> [4,3] = (7)
(4) Narf the DM: I beleive those are all solid misses.
(4) Narf the DM: Mob movement
(2) Jacob 2: And they are having NO luck.
(4) Narf the DM: Carefull what you say. :D There's a lot of them coming...
(4) Narf the DM: Aph #1
(1) Jacob: Aph 1 is out of the fight until Jacob has time to heal her. She's a bit far down on HP, and has been given a "down" order. Shes wandering off to sniff at the grass or whatever.
(4) Narf the DM: Ok.
(1) Jacob: Jacob 1, however, is attacking
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [6,2] = (8) ===> Damage: [2d6+1] -> [4,2,1] = (7)
(1) Jacob: Not hitting, but attacking.
(4) Narf the DM: Company #1
(4) Narf the DM: [1d20+3] -> [11,3] = (14)
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: [1d6+0] -> [5,0] = (5)
(4) Narf the DM: Thom #2 cries out and falls.
(4) Narf the DM: [1d20-1] -> [13,-1] = (12)
(4) Narf the DM: Miss and...Oops. Forgot to get mercenary mini's.
(2) Jacob 2: Only one side this round (far right, against 6 - who is still flanked.) - although someone could move in for another full attack against 4
(4) Narf the DM: Oh, flanked. Missed that. So that's a hit.
(4) Narf the DM: [1d6+0] -> [5,0] = (5)
(4) Narf the DM: Five-foot step and one attack for M #1
(4) Narf the DM: OOC: Er...Hired Sword #1
(4) Narf the DM: [1d20+3] -> [18,3] = (21)
(4) Narf the DM: [1d6+0] -> [4,0] = (4)
(4) Narf the DM: And he drops.
(4) Narf the DM: Aph #2
(2) Jacob 2: Move in to be by Jacob.
(2) Jacob 2: Nobody's left for AoO's, after all.
(4) Narf the DM: Jacob #2
(2) Jacob 2: healing himself.
Jacob casts Cure Light Wounds ( level 1, "Cures 1d8 damage +1/level (max +5)" )
Jacob can cast Cure Light Wounds 0 more times
(2) Jacob 2: [1d8+2] -> [1,2] = (3)
(2) Jacob 2: Brings him up to 10
(4) Narf the DM: Mob movement.
(1) Jacob: Call Aph 1 back to Jacob 1 (as he has a spare moment) and Jacob 1 heals.
(1) Jacob: Jacob casts Cure Light Wounds ( level 1, "Cures 1d8 damage +1/level (max +5)" )
(1) Jacob: (heals himself, and Shares Spell with Aph)
(1) Jacob: [1d8+2] -> [2,2] = (4), [1d8+2] -> [3,2] = (5)
(1) Jacob: Jacob 1 to 17, Aph 1 to 10.
(4) Narf the DM: OOC: Ok, but that's your movement for this round.
(1) Jacob: Understood - of course, the swords will now be moving in to cover the doors....
(4) Narf the DM: And battle is joined in earnest. You might want to use the swords for more than covering the doors...
(4) Narf the DM: Company #1 - Orders?
(1) Jacob: ooc: Well, there ARE 18-20 archers able to shoot at no cover penalty and no AoO at the pincushons that just walked in. Of course, with active opponents about...
(1) Jacob: Secure this room.
(1) Jacob: ooc: aka - attack any opponents that enter it.
(4) Narf the DM: OOC: Well, Company #1 has to get out of the way first...As do you. :)
(1) Jacob: ooc: or that are already inside.
(1) Jacob: ooc: actually, you can move freely through squares occupied by friendly forces.
(4) Narf the DM: True...But do you want to put archers in the front line?
(1) Jacob: ooc: Not really, but Ordered them in as soon as the way was clear, to the center of the room, before the swords turn, and before the mob came in. It's a fog of war issue.
(1) Jacob: ooc: And the swords (who are now having their turn) can go through the archers freely to give them melee protection.
(4) Narf the DM: Ah. So I should mix in a few archers...
(1) Jacob: ooc: That IS a wall to the north, right?
(4) Narf the DM: OOC: Wall and door. The door might be a little hard to see; it's a little easier at x0.7
(1) Jacob: ooc: You know, if they are in the way, you can just right-click and remove the dead critters.
(4) Narf the DM: Need to keep track of where to dead critters are.
(4) Narf the DM: Not sure why, just being organized. :)
(1) Jacob: ooc: In case they stabilize, or our opponents have a healing capable cleric?
(4) Narf the DM: OOC: In case of contigences. :)
(1) Jacob: ooc: Ready for actions by the 2's?
(4) Narf the DM: OOC: There are 18 of them left...:D
(4) Narf the DM: OOC: Sorry, but I can't make moving mini's less boring.
(4) Narf the DM: OOC: Wish I could.
(1) Jacob: ooc: You can - just find a "mob" picture somewhere that represents, say, 4 of them, and size it to cover 4 squares.
(4) Narf the DM: OOC: *Thud* ARGH!
(4) Narf the DM: OOC: Why didn't I think of that before??
(4) Narf the DM: OOC: Thanks. Do you know of any place I might find a mob mini?
(1) Jacob: Here's one
(1) Jacob: Although that is the wrong shape for a group of four....
(4) Narf the DM: Thanks. I'll just use it for all of them. :)
(4) Narf the DM: You might want to move your mini's. :)
(4) Narf the DM: OOC: I'll just assume ten Swords and ten Bows got inside. :)
(1) Jacob: ooc: Makes for a nice wall. Only 10 arrows to turn enemies into pincushions.... but there's only three or four of them in the room at the moment....
(4) Narf the DM: OOC: And, given the crowd...Five bows can take good shots. Again. :)
(4) Narf the DM: Five attacks by Company #1 possible...
(4) Narf the DM: [1d20+3] -> [7,3] = (10)
(4) Narf the DM: [1d20+3] -> [1,3] = (4)
(4) Narf the DM: [1d20+3] -> [18,3] = (21)
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: [1d20+3] -> [18,3] = (21)
(4) Narf the DM: [1d6+0] -> [1,0] = (1)
(4) Narf the DM: [1d6+0] -> [2,0] = (2)
(1) Jacob: ooc: Two grazes.....
(4) Narf the DM: [1d20+3] -> [19,3] = (22)
(4) Narf the DM: [1d20+3] -> [7,3] = (10)
(4) Narf the DM: [1d20+3] -> [13,3] = (16)
(4) Narf the DM: [1d20+3] -> [20,3] = (23)
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: [1d8+0] -> [1,0] = (1)
(4) Narf the DM: [1d8+0] -> [3,0] = (3)
(4) Narf the DM: [1d8+0] -> [1,0] = (1)
(4) Narf the DM: [1d8+0] -> [1,0] = (1)
(1) Jacob: ooc: and four more ... although one medium hit.
(4) Narf the DM: OOC: I sort of glued their turns together...Oh well. Companies #1 and 2 now act on...#1's turn.
(4) Narf the DM: OOC: Which is later in the turn order.
(1) Jacob: ooc: the half-thickness walls - what are those? Doors? Windows? Secret doors?
(4) Narf the DM: OOC: Bad tile selection in a paint program. :)
(4) Narf the DM: Aph #2
(1) Jacob: ooc: Walls, then?
(1) Jacob: Moving up to the front, off to the side to avoid AoO at this point (will be 5-footing later, to add flanking to the opponents on the extreme edges)
(4) Narf the DM: OOC: Walls
(4) Narf the DM: Jacob #2
(2) Jacob 2: Going With Aph 2.
(2) Jacob 2: Wait - no, too crowded. Other side.
(2) Jacob 2: Can double move to do so (not attacking this turn anyway).
(4) Narf the DM: Mob...Movement and attack.
(4) Narf the DM: OOC: Ok, now I have to add the ones from the other rooms.
(4) Narf the DM: OOC: As noted, some of those mini's are mobs.
(2) Jacob 2: ooc: could you up their size to multiple squares to make it clear which is which?
(4) Narf the DM: OOC: That would be information you wouldn't have till you see them. :)
(2) Jacob 2: ooc: so the ones in the room are all singles, then?
(4) Narf the DM: It appears that there's a maximum of 50 mini's.
(4) Narf the DM: I'll be doing 4-squares.
(2) Jacob 2: ooc: time to remove the dead's, then.
(4) Narf the DM: OOC: Yep.
(2) Jacob 2: ooc: Hmmm... did the mob open the far door to bring reinforcements?
(4) Narf the DM: That should do it.
(4) Narf the DM: So...Attack.
(2) Jacob 2: ooc: Mob, or the 1's?
(4) Narf the DM: For simplicity, I'll just have them attack the companies. Ugh. No more big battles for a long while.
(4) Narf the DM: Five attacks.
(4) Narf the DM: [1d20+3] -> [10,3] = (13)
(4) Narf the DM: [1d20+3] -> [17,3] = (20)
(4) Narf the DM: [1d20+3] -> [5,3] = (8)
(4) Narf the DM: [1d20+3] -> [5,3] = (8)
(4) Narf the DM: [1d6+0] -> [4,0] = (4)
(4) Narf the DM: [1d6+0] -> [2,0] = (2)
(4) Narf the DM: [1d4+0] -> [3,0] = (3)
(4) Narf the DM: [1d4+0] -> [4,0] = (4)
(2) Jacob 2: ooc: That was 4.
(4) Narf the DM: OOC: Rolling 1d4. On a four, the attack hits a bowman.
(4) Narf the DM: OOC: BRB
(2) Jacob 2: ooc
(2) Jacob 2: ooc: if you really wanted to simplyfy such mass battles, you could pretend at Matter/Antimatter - when NPC Evil Guys meet NPC Good Guys, they both drop at a 1-for-1 basis; gets rid of the ability to do tactics (e.g, the bowment in the room all targetting the EG's as they come in the door) but it would cut down on the die rolling a lot.
(4) Narf the DM: OOC: Went and got a drink, broke a handle on a cup...
(4) Narf the DM: OOC: Depends...Do you want to?
(4) Narf the DM: OOC: And now I must BRB. Feel free to talk to yourself. :)
(4) Narf the DM: OOC: Back
(2) Jacob 2: ooc: Yeah, sure. We brought 40 of them, and are down by what, five of them at this point?
(2) Jacob 2: ooc: well, 42, if you count each of the level-3 leaders once.
(4) Narf the DM: Down by 2; some others are pretty wounded.
(4) Narf the DM: OOC: Poof. Five dead on each side.
(2) Jacob 2: ooc: and now we know the reason for gaming tending to focus on one BBEG, rather than mobs of LBEG (Big Bad Evil Guy and Little Bad Evil Guys, repsectively)
(4) Narf the DM: Aph #1 still exploring?
(2) Jacob 2: No, she was called back for healing, and got it. She's just behind the Mercs, at the moment.
(4) Narf the DM: OOC: Yes. And methinks I won't be repeating this except at the express request of the player(s).
(4) Narf the DM: OOC: Ah.
(4) Narf the DM: Well, it's her turn, if she wants to do something.
(2) Jacob 2: OI'll have her go stand by Jacob 1.
(2) Jacob 2: Wait - she already is. Lets have the Jacob's and Aphs shuffle around this turn so that we have a jacob on either side of the door, with a Aph beside. Then we can open the door.
(4) Narf the DM: Well, the door was already opened by the mob, but ok.
(2) Jacob 2: ooc : Oh, nevermind on the door opening, then. I missed that part. The room is small enough that that is all within husling capability.
(4) Narf the DM: OOC: More Mob-Merc detonations - Four, this time.
(2) Jacob 2: ooc: so 31 1st mercs remaining, two leaders?
(4) Narf the DM: OOC: Yep.
(4) Narf the DM: Well, next turn, I guess...Unless you have orders for the companies?
(2) Jacob 2: Yeah - move out into the hallway - speeds exploration of the area, and gets more detonations in.
(4) Narf the DM: OOC: 4 'detonations'.
(4) Narf the DM: Aph #2
(1) Jacob: Let's get PC hands back into this - move and attack mob in hall.
(2) Jacob 2: Bite (base): [1d20+4] -> [5,4] = (9) ===> Damage: [1d6+2] -> [4,2] = (6)
(4) Narf the DM: Jacob #2
(4) Narf the DM: OOC: 9 left.
(2) Jacob 2: And... doesn't hit anything. Ah well. Jacob 2 does basically the same.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [15,2] = (17) ===> Damage: [2d6+1] -> [2,2,1] = (5)
(2) Jacob 2: ooc: Except he does get a hit in.... if not the best hit he could manage.
(4) Narf the DM: Yep.
(4) Narf the DM: Mob...
(4) Narf the DM: OOC: Two dead mob, one dead merc...Wounds. :)
(2) Jacob 2: ooc: 26 mercs....
(4) Narf the DM: OOC: two dead mob, two dead mercs.
(2) Jacob 2: ooc: 24 mercs... just keeping a running total. Tell me if my math is off.
(4) Narf the DM: OOC: Three for three.
(2) Jacob 2: ooc: 21 mercs.
(4) Narf the DM: Well, I've got 21 dead mercs, from 42 mercs is 21, so yep.
(4) Narf the DM: Aph #1
(2) Jacob 2: Move in and attack - leave a good opening for the mercs to get through easily, however.
(1) Jacob: Bite (base): [1d20+4] -> [3,4] = (7) ===> Damage: [1d6+2] -> [1,2] = (3)
(1) Jacob: Snaps her jaws in the air.
(4) Narf the DM: Jacob #1
(1) Jacob: Same basic attempts...
(1) Jacob: Jacob Tried to cast Shillelagh but has used all of them for today, "Please rest so I can cast more."
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [7,2] = (9) ===> Damage: [2d6+1] -> [2,2,1] = (5)
(1) Jacob: ooc: Hit the wrong button, then missed the shot, too; even with flanking bonuses.
(4) Narf the DM: OOC: Two dead mob, one dead merc.
(4) Narf the DM: OOC: Oops. Two dead merc.
(1) Jacob: ooc: 19 mercs....
(4) Narf the DM: You look around and notice that you have three guys with swords left, plus a captain.
(4) Narf the DM: Your archers, however, amount to sixteen plus a captain.
(1) Jacob: Any opponents left in the hallway?
(4) Narf the DM: Nope.
(4) Narf the DM: Getting the mercs out of the way.
(1) Jacob: Well... lets take some time to stabalize anyone who is dying but not dead ... hopefully getting a mob person to interrogate.
(1) Jacob: Heal Skill Check: [1d20+9] -> [3,9] = (12)
(2) Jacob 2: Heal Skill Check: [1d20+9] -> [10,9] = (19)
(4) Narf the DM: Yep, you get a mob person to interrogate.
(4) Narf the DM: Intimidate 8 to get him to talk.
(2) Jacob 2: Intimidate Skill Check: [1d20+0] -> [7,0] = (7)
(1) Jacob: Umm... can I use the Aid another action to give him a +2?
(4) Narf the DM: OOC: Yep. Or you could try the check yourself. Either way, success is success.
(2) Jacob 2: Mostly, I'm after tactical stuff - number in the fortress, distribution, and the like.
(2) Jacob 2: Survival stuff first, loot later.
(4) Narf the DM: OOC: Moving right along - Assuming you don't want a detailed interrogation.
(2) Jacob 2: Not really, no. Mostly need to see how many more there are that need taking down.
(4) Narf the DM: One ogre, head boss. About four archers in the practice room, upper left, one on the door, three covering firing slits. His group isn't part of the mob; the ogre is. They did a lot of the mobs muscle-work in this area, though. There's also a few dogs they used for tracking in the middle-farthest-right room.
(2) Jacob 2: Lets take on the ogre, before taking on the weaker stuff.
(1) Jacob: In other words, North! Taking everyone who's still standing. Don't want to be caught and taken down one at a time.
(4) Narf the DM: OOC: Ok, just move them with one square of the door north and anywhere south of that.
(4) Narf the DM: OOC: Room #16, north-east, second from right.
(1) Jacob: Like so?
(1) Jacob: Then check the door, open it, and step aside - want to give the archers a chance to fire at the ogre to soften it up before meleeing it, and hopefully get it to charge out at the archers and be flanked.
(4) Narf the DM: OOC: Well, you could also burst in the door...Wouldn't get a suprise round, though - He's expecting you.
(4) Narf the DM: Ok...The ogre charges.
(1) Jacob: Do we get Attacks of Opportunity?
(4) Narf the DM: OOC: Don't think so. He's not passing anybody.
(4) Narf the DM: [1d20+3] -> [2,3] = (5)
(4) Narf the DM: Miss.
(4) Narf the DM: OOC: Ok, roll initiative - Ogre goes first.
(2) Jacob 2: Dex check: [1d20+2] -> [4,2] = (6)
(2) Jacob 2: Dex check: [1d20+2] -> [9,2] = (11)
(1) Jacob: Dex check: [1d20+2] -> [17,2] = (19)
(4) Narf the DM: [1d20] -> [13] = (13)
(1) Jacob: Dex check: [1d20+2] -> [8,2] = (10)
(1) Jacob: Jacob2 /Aph2/Jacob 1/Aph 1 on the roll order.
(4) Narf the DM: Jacob #1, Company, Aph #2, Aph #1, Jacob #2?
(1) Jacob: Looks like.
(1) Jacob: ooc: So was that the ogre's attack earlier, or the Archers?
(4) Narf the DM: OOC: Anybody of the characters here when the city treasury got raided? Ogres.
(4) Narf the DM: Jacob #2
(4) Narf the DM: OOC: Typo fairy's back.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [6,2] = (8) ===> Damage: [2d6+1] -> [6,6,1] = (13)
(2) Jacob 2: ooc: Jacob was. He's the only one, though. If I recall correctly, he was healing the quick-down monk.
(4) Narf the DM: Well, the ogre looks very familiar.
(4) Narf the DM: Miss
(4) Narf the DM: Company...Three can attack. Not too tedius.
(4) Narf the DM: [1d20+3] -> [6,3] = (9)
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: [1d20+3] -> [13,3] = (16)
(4) Narf the DM: [1d6+0] -> [6,0] = (6)
(4) Narf the DM: Aph #2
(1) Jacob: (Speaking is a free action....) Welcome to round 2. Did you forget to bring your army this time? We remembered.
(1) Jacob: The wolves are pretty much stuck on the sidelines for this battle, unless one of the Jacobs falls.
(4) Narf the DM: OOC: Yep. Just so long as it isn't a heroics speech. :)
(4) Narf the DM: Jacob #2, then.
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [4,2] = (6) ===> Damage: [2d6+1] -> [1,5,1] = (7)
(4) Narf the DM: OOC: Ytop Afiry
(4) Narf the DM: Ogre
(2) Jacob 2: ooc: ????
(4) Narf the DM: [1d20+3] -> [6,3] = (9)
(4) Narf the DM: OOC: Attacking the company.
(4) Narf the DM: OOC: Typo Fairy. :D
(4) Narf the DM: Jacob #1
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [20,2] = (22) ===> Damage: [2d6+1] -> [1,4,1] = (6)
(1) Jacob: Critical hit? [1d20+2] -> [15,2] = (17) ===> Damage: [4d6+2] -> [3,5,4,5,2] = (19)
(1) Jacob: Don't forget that the Ogre is flanked, and is down 2 AC.
(4) Narf the DM: The ogre is nearly down.
(4) Narf the DM: Ogre: 'I am INVINCEBLE!'
(2) Jacob 2: ooc: CRUNCH; mercs, and then Jacob 2.
(4) Narf the DM: [1d20+3] -> [6,3] = (9)
(4) Narf the DM: [1d20+3] -> [9,3] = (12)
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: Mercs miss cause the're not flanking.
(4) Narf the DM: Jacob #2
(2) Jacob 2: Club, Shillelagh (base): [1d20+2] -> [9,2] = (11) ===> Damage: [2d6+1] -> [3,2,1] = (6)
(4) Narf the DM: Ogre
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: OOC: Whoops. Been using the ogres base attack.
(4) Narf the DM: [2d8+7] -> [1,1,7] = (9)
(4) Narf the DM: One more dead swordsman.
(1) Jacob: Club, Shillelagh (base): [1d20+2] -> [9,2] = (11) ===> Damage: [2d6+1] -> [4,4,1] = (9)
(4) Narf the DM: [1d20+3] -> [19,3] = (22)
(4) Narf the DM: [1d20+3] -> [12,3] = (15)
(4) Narf the DM: [1d20+3] -> [17,3] = (20)
(4) Narf the DM: [1d6+0] -> [4,0] = (4)
(4) Narf the DM: [1d6+0] -> [2,0] = (2)
(4) Narf the DM: Ogre: 'I AM'*THUD*
(2) Jacob 2: Heal Skill Check: [1d20+9] -> [20,9] = (29)
(4) Narf the DM: The ogre is barely alive at 0.
(2) Jacob 2: ooc: He didn't need stabilizing? Cool. Still helpless though... hmm.....
(4) Narf the DM: And let's assume the four remaining archers surender and end this.
(4) Narf the DM: :)
(1) Jacob: After all, we do have their big boss down, and have them outnumbered roughly 5-1.... yeah.
(4) Narf the DM: ----END----
(1) Jacob: We get to search the place off-screen?
(4) Narf the DM: XP and stuff monday. Can give you 100XP for the mechanii puzzle.
(4) Narf the DM: I'll post the contents monday.