You follow Mia through the hills north of town before you reach the cemetery.
Ivy winds its way up the iron bars of the cemetery gate. No rust discolors the black metal, and flowers blossom near the wall. Beyond the wall, you see a gravel walkway that weaves its way up through the groomed grass and white tombstones. A few statues rise up along the hillside, their gray features gleaming in the sun.
"That's not good," says Mia. "The gate is open."
With a worried look upon her face, the captain continues, "This is where we part ways. May the spirits protect and watch over you! Return to Kingsholm once you have news."
You enter through the gates. The graveyard appears old but lovingly cared for. Fresh gravel covers the path and flowers, not weeds, grow beside the tombstones. A narrow path winds its way up the hill toward a large structure flanked by ancient, life-sized statues of a warrior and a priest. As you approach the mausoleum, Jean notices that the gravel has been stirred up, as if someone began to run here. There are tracks made by two booted figures. One set is slightly smaller than the other.
As you get closer to the building, you see that two humanoids lie sprawled on the mausoleum's steps. Dark liquid seeps from under the bodies, and beyond them, the doors to the mausoleum are ajar.
As you focus on the bodies, you perceive movement at the feet of the statues. Two pairs of feral eyes gleam out at you from behind the graven images. Wolves! Another, darker wolf-shape roams farther away, among the nearby gravestones.
Neither side is surprised. Roll initiative and prepare for combat.
See the combat map for starting positions. Please submit your responses using the Player Action Response - Turn Post Template.
Map Key:
ReplyDeleteBlue stars are the warrior and priest statues.
White ribbons are tombstones.
Green is grass.
Brown is the gravel path.
Gray is the mausoleum.
White rectangles are doors.
Did I have time to cast Mage Armor during the graveyard flavor text?
ReplyDeleteSure. There was plenty of time.
ReplyDeleteTorvald has a 1 initiative. He will power attack the wolf to the NW behind the column unless, a) a wolf closes allowing T to overhand chop as well or b) a chance to charge presents itself.
ReplyDeleteBTW can you post a name to go along with our pics? Torvald is Rutger Hauer but he is the only one I know so far.
fyi: #(#) = rolled number(with bonus added)
ReplyDeletethurstan - GM Turn Post #2
Move 1 –i13,i12,i11,i10
Attack –wolf in j9
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –trident at +6 to hit
Search –
Talk to X –
Initiative Roll –8(9)
Attack Roll (s) –19(25),14(19),20(26),2(8),4(10)
Confirm Potential Crit –1(6)
Damage Roll(s) –4(6),5(7),8(10),5(7),6(8)
Crit Damage –missed
Special Damage –
Rolls for Saving Throws/Skill checks –18,15,20,11,18,9,17,4
*******************************************
my wolf – GM Turn Post #2
http://www.dandwiki.com/wiki/SRD:Wolf
Move 1 –j13,j12,j11,k10
Attack –wolf in j9
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –18(20)
Attack Roll (s) –11(14),16(19),7(10),5(8),15(18),18(21),17(20),17(20),14(17)
Confirm Potential Crit –
Damage Roll(s) –3(4),5(6),5(6),3(4),2(3),1(2),6(7),2(3),3(4)
Crit Damage –
Special Damage –trip, trip,trip,etc.
Rolls for Saving Throws/Skill checks –10,1,3,3,19,8,1012,12,10
is this the way you would like it Keith?
ReplyDeletei will blat (heal) if i need to.
i dont know how often you give updates in combat, are we supposed to just go one round at a time, i went several rounds ahead, but the situation could change.
Ah, I see my error. I will post as Bruce has done.
ReplyDeleteInitiative 1
Move 1 – Advance to F9 (unless wolf closes then T will forgo move for Overhand Chop)
Attack – Power Attack Wolf in E9 (or see above)
Move 2 – Remain and attack until target is defeated or move to new target
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll – 1
Attack Roll (s) – 14 (17), 19 (22), 19(22), 9(12), 7 (10)
Confirm Potential Crit –
Damage Roll(s) – 3(10), 2(9), 4(11), 7(14),7(14)
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks – 14 19 17 13 12
why is the combat exaple at the bottom of each page?
ReplyDeleterandy, did you get the link i sent?
This comment has been removed by the author.
ReplyDeleteInitiative: (16)19
ReplyDeleteMove 1 - Move to I12 for a clear shot at the wolf in E9
Attack - Sleep that wolf if I can get it with the 10ft radius and not catch a friendly. Otherwise, shoot with longbow.
Attack Rolls: 2(7), 20(25), 12(17), 9(14), 11(16), 3(8), 17(22), 18(23), 19(24), 4(9)
Confirm Crit: 1
Damage: 1, 6, 1, 3, 8, 5, 7 , 1, 4, 2
Saving Throw/Skill Check: 5, 19, 3, 14, 5, 11, 18, 17, 6, 20
jeezus, this might even work out if we can get the others to read/post.
ReplyDeleteThe photos associated with the characters can be found on the web site http://sites.google.com/site/zombiehomepage/Home/zombie-s-d-d-pathfinder-page/pathfinder-play-by-blog page and also in the PBBCharacters file attached to the bottom of the page.
ReplyDeleteEach turn post should represent a single combat round. Each round I will provide an update for what has happened and provide a new combat map showing current positions.
The example map show right now. The top of the page will contain the current map. The bottom of the page will contain the last round's combat map. I will archive the older maps to the web site.
In your posts, please be sure to include as many details about your action as possible. Some things that I have found missing from the posts so far are the DC for Spell saves, type of weapon used and number of hands used to make an attack and the math related to the attack rolls and damage rolls. I have made my best guesses based on character sheets.
ReplyDeleteThis is what I have gathered from posts so far:
Initiative 20: Thurstan’s Wolf – Move to K10 and attack enemy wolf in J9 with bite. Attack roll:14, Damage roll:4, CMB roll:18 for trip
Initiative 19: Banjo – Move to I12 and cast Sleep on enemy wolf in E9. DC 16.
Initiative 9: Thurstan – Move to I10 and attack enemy wolf in J9 with trident. Attack roll:25, Damage roll:6
Initiative 1: Torvald – Move to F10 and attack enemy wolf in E9 with a long sword (one handed) using a power attack. Attack roll:19 (14 +5), Damage roll:12 (3+5+4). If the enemy wolf has moved into melee range of starting position, perform an Overhand Chop instead.
Please advise if I have captured anything incorrectly. I may ask additional questions as the turn posts are submitted.
Randy,
ReplyDeleteI need to know what weapon Torvald is using and if he is using it two-handed. (it looked like longsword but I could be mistaken) Your instructions are not clear. If he is using a weapon two-handed, he cannot use a shield. This will impact his AC. He cannot Overhand Chop with a weapon used one-handed. One or two-handed will also impact his power attack damage.
at level 2 the power attack danage is limited to BAB anyways.
ReplyDeleteClint - GM Turn Post #2
ReplyDeleteMove 1 - None, unless I am advanced upon by a Wolf, then 5ft step back
Attack –wolf in E9 w/ Longbow
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll – 17
Attack Roll (s) – 3
Confirm Potential Crit –
Damage Roll(s) –
Crit Damage –missed
Special Damage –
Two-handed power attack would add +4 damage rather than +2.
ReplyDelete2 being the number, twice for PA damage, if 2H, is all.
ReplyDeleteRandy responded that he is using his longsword and is performing a one-handed power attack.
ReplyDeleteSince I did not receive turns from Paul or Corey, I took turns for them.
ReplyDeleteBlunderbuss – Initiative 10: Does not Move. Rages and Power Attacks for 2 on Wolf 1 with Greataxe. Attack roll:1(8). Attack missed.
Jean – Initiative 7: 5-foot step to G11. Attack Wolf 1 with both handaxes. Attack rolls:2(5), 20(23), Damage roll:3(1+2) Crit roll:16(19), Crit damage roll:5(3+2). First attack missed and the second crits.