Begin Round 2 of combat. Starting positions for Turn 7 are displayed on the Combat Map.
The initiative order is:
20 – Skeletal Archer 1
19 – Banjo
16 – Jean
14 – Skeletal Archer 3
13 – Clint
13 – Skeletal Archer 2
13 – Torvald
10 – Thurstan’s Wolf
10 – Thurstan
6 – Zombie 1
5 – Blunderbuss
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Map Key:
Blue star is the winged celestial statue.
Gray is the mausoleum floor.
Textured gray is rubble. Squares counts as hindering terrain.
Orange starbursts are torches.
Small white rectangles are doors.
Large white rectangles are tables.
Jean – Player Action Response - GM Turn Post #7
ReplyDeleteMove 1 –
Attack –Attack Zombie in B8
Move 2 –5ft step to A9
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – MH 5+3=8 OH 7+3=10
Confirm Potential Crit –
Damage Roll(s) – mh 1+2=3 OH 6+2=8
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
paul, wtf, i didnt know he was playing in this...
ReplyDeleteHe was looking for the Gold Star for being the first to post.
ReplyDeleteTorvald – Player Action Response - GM Turn Post #
ReplyDeleteMove 1 – E5
Attack – NA
Move 2 – If skeleton2 remains E4 then F4 If skeleton2 moves move to engage
Cast a Spell –
Use Ability/Item/Skill – Detect Evil
Search –
Talk to X –
Initiative Roll – 13
Attack Roll (s) – NA, 6 (11)
Confirm Potential Crit –
Damage Roll(s) – NA,1 (8)
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Randy,
ReplyDeleteI am not sure that I understand what you want to do. Your post is confusing.
Do you want to move to E5 and Detect Evil?
Do you want to move to skeleton 2 and attack it?
If it moves out of your reach do you want to full move to it?
To get to E5 will require 5 squares of movement which is a full move for you. You can move up to 8 (4 and make an attack action). Hindering squares count as two.
Thurstan Howl - responce to GM turn post #7
ReplyDeleteaction - attack zombie
Move 1 -
Attack - zombie in b8(with flanking+2)
..w/trident,1hand,str+5,BAB+1(+6)..dam 1d8+5str
Move 2 - 5'step to c8, after att.
Initiative roll[+1] - 9 (10)
Attack roll - 18(26)
Damage roll - 5(13)
Rolls for saving throws/skill checks-11,6,1,5,17
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T.H.Wolf's action - move & attack zombie
Move 1 - d6,c6,b6,a6,a7
Attack - zombie in b8, giving flanking to thurstan
..w/bite,str+1,BAB+1,feat+1(+3)..dam 1d6+1str
Initiative roll[+2] - 8 (10)
Attack roll - 15(18)
Damage roll - 2(3)
Special damage - trip 17(21)
Rolls for saving throws/skill checks-8,19,5,19,18
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Bruce,
ReplyDeleteYour damage should be 10 (5 for your roll + 5 from STR), correct?
Thanks.
right, bad math, go sit in the corner!
ReplyDeleteJust making sure that I was not missing something.
ReplyDeleteBruce,
ReplyDeleteDo you bother to name your companion? I have been calling it Thurstan's wolf but if you have a name to use instead I can use that.
Clint - Kicking ass - GM Turn Post #7
ReplyDeleteClint eyes the skeletons and waits to see what their move is.... if they advance and engage in melee, he will attempt to gain flanking on one, and attack with his longsword. If they stand back and shoot, he will start sliding north along the wall, moving up to F6 for the moment...
Move 1 – As above
Attack – If skeleton moves into range, Longsword -
Move 2 –
Attack Roll (s) – 8 (+3) = 11
Damage Roll(s) –
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks – 7, 17, 16, 4, 15
her name is Eunice, but i call her 'Lovey'
ReplyDeleteOh my fuck. Lovey it is.
ReplyDeleteCharacter Name – Banjo
ReplyDeletePlayer Action Response - Scrabbling to be useful
GM Turn Post #7
Move 1 – to D8, or other adjacent square if it somehow becomes occupied
Attack – NA
Move 2 – NA
Cast a Spell – Cast Mage Armor on Lovey
Use Ability/Item/Skill – Cast on Defensive: 9+10= 19
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –14
Character Name – Blunderbuss
ReplyDeletePlayer Action Response - Noting decided lack of bubblegum
GM Turn Post #7
Move 1 –Charge nearest monster. If unable to charge, move to nearest monster
Attack – Power attack
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –17
Search –
Talk to X – Bellow RAAWWWRRR!!! To all those assembled.
Initiative Roll –5
Attack Roll (s) –17
Confirm Potential Crit –
Damage Roll(s) – 6+4+10=20
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –11
well that's all of us, confusing as it might be. time for the screen-monkey to make scence of it all.
ReplyDeletep.s. I call the wolf.... wolf.