Begin Round 3 of combat. Starting positions for Turn 8 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
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.
Character Name – Banjo Badaim
ReplyDeletePlayer Action Response - Ineffectual Flailing
GM Turn Post #8
Move 1 –NA
Attack –NA
Move 2 –NA
Cast a Spell – Cast Acid Splash on Skeleton #1
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –19
Attack Roll (s) – 10+1+4=15
Confirm Potential Crit –
Damage Roll(s) – 1 (Bring the PHEAR)
Crit Damage –
Special Damage – acid
Rolls for Saving Throws/Skill checks –19
Character Name – Blunderbuss
ReplyDeletePlayer Action Response - SMASH!
GM Turn Post #8
Move 1 – Charge Skeleton 1 or 3, depending on remaining targets
Attack – power attack
Move 2 –
Cast a Spell –
Use Ability/Item/Skill – +2 to hit / -2 AC
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 3+2+7=12
Confirm Potential Crit –
Damage Roll(s) –9+4+10=23
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –12
Thurstan Howl - responce to GM turn post #8
ReplyDeleteaction - blat
...channel(7)1d6 heal/harm,ST 13-flee 1d4+2 rnds
Move 1 - d8,d7,d6,d5,e4
Initiative roll[+1] - 9 (10)
Attack roll -
Damage roll -
Special damage - blat for 5
...3(5)rnds...(trying to get them in the corner)
Rolls for saving throws/skill checks-15,7,18.8,13
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T.H.Wolf's action - move & attack skeleton
Move 1 - to a3
Attack - skeleton3
..w/bite,str+1,BAB+1,feat+1(+3)..dam 1d6+1str
Initiative roll[+2] - 8 (10)
Attack roll - 1
Damage roll -
Special damage -
Rolls for saving throws/skill checks-17,20,3,20,2
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Clint
ReplyDeleteAction - Seeing arrows have little effect on these bony abominations, Clint slinks forward, and peers to the East, looking to see what is over there, and if anything else needs to be dealt with. Door open? Closed? Arms reaching out of loose soil? Should a skeleton (or other creature) approach, he has his longsword still in hand, ready to swing...
GM Turn Post #8
Move 1 – Move to G3
Attack – None, unless a skeleton comes into range
Move 2 –
Search – Look towards the East, to the door... is it open? Closed? Anything else in that section of the room that would concern us immediately?
Attack Roll (s) – 12 (+3) = 15
Confirm Potential Crit –
Damage Roll(s) –6 (+2) = 8
Rolls for Saving Throws/Skill checks – 19, 5, 12, 7, 11
Blunderbuss cannot charge due to hindering terrain. He can still move and attack.
ReplyDeleteJean – Player Action Response - GM Turn Post #8
ReplyDeleteMove 1 – Move to B3
Attack – Attack Zombie in B2
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 3+5=8 (I hate this die roller)
Confirm Potential Crit –
Damage Roll(s) – 5+2=7
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
If you all hate the die roller, you can also use the one on the Obsidian Portal or you can roll them for real and log the result. I am trusting you.
ReplyDeleteI was also looking at a die roll service which verifies and stores your rolls. I think it is called Invisible Castle. I am not sure of the costs or the need but it was something to look into.
Paul,
ReplyDeleteThere is no zombies left, only skeletons. The gray textured squares are hindering terrain. They cost double movement to navigate. It will take you 10 squares of movement to reach B3. As there is hindering terrain, you cannot charge. I believe that will prevent you from attempting an attack.
Please refer to the Combat Map - Turn 8 at the top of the blog.
On behalf of Randy ...
ReplyDeleteTorvald – Player Action Response - GM Turn Post #
Move 1 –Lose Shield Overhand Chop & Power Attack.
Attack –
Move 2 – Continue or move toward nearest surviving enemy
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –20 (natural so a 25)
Confirm Potential Crit –18 (23)
Damage Roll(s) –1 (10)
Crit Damage – 3 (12)
Special Damage –
Rolls for Saving Throws/Skill checks –