Wednesday, April 8, 2009

Barrow of the Forgotten King - GM Turn Post 7

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.

16 comments:

  1. Jean – Player Action Response - GM Turn Post #7

    Move 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 –

    ReplyDelete
  2. paul, wtf, i didnt know he was playing in this...

    ReplyDelete
  3. He was looking for the Gold Star for being the first to post.

    ReplyDelete
  4. Torvald – Player Action Response - GM Turn Post #

    Move 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 –

    ReplyDelete
  5. Randy,

    I 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.

    ReplyDelete
  6. Thurstan Howl - responce to GM turn post #7

    action - 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
    -------------------------------------------------
    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
    -------------------------------------------------

    ReplyDelete
  7. Bruce,

    Your damage should be 10 (5 for your roll + 5 from STR), correct?

    Thanks.

    ReplyDelete
  8. right, bad math, go sit in the corner!

    ReplyDelete
  9. Just making sure that I was not missing something.

    ReplyDelete
  10. Bruce,

    Do 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.

    ReplyDelete
  11. Clint - Kicking ass - GM Turn Post #7

    Clint 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

    ReplyDelete
  12. her name is Eunice, but i call her 'Lovey'

    ReplyDelete
  13. Character Name – Banjo
    Player 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

    ReplyDelete
  14. Character Name – Blunderbuss
    Player 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

    ReplyDelete
  15. well that's all of us, confusing as it might be. time for the screen-monkey to make scence of it all.

    p.s. I call the wolf.... wolf.

    ReplyDelete