Begin Round 4 of combat. Starting positions for Turn 9 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 – Torvald
10 – Thurstan’s Wolf
10 – Thurstan
5 – Blunderbuss
Combat for this round will likely be mostly mop up. Please advise of non-combat and post combat actions that will be taken once the skeletons are destroyed.
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
ReplyDeletePlayer Action Response - mop up
GM Turn Post #9
Move 1 – move to D5
Attack –NA
Move 2 –
Cast a Spell – Detect Magic
Use Ability/Item/Skill –16
Search –17 Give the whole room a once-over with the detect magic
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 - SMASH
GM Turn Post #9
Move 1 – chase down nearest opponent if neccessary
Attack –power attack
Move 2 –
Cast a Spell – BRAWR 1/2
Use Ability/Item/Skill –8
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –15-2+7=20
Confirm Potential Crit –
Damage Roll(s) –10+4+10=24
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Character Name – Player Action Response - GM Turn Post #
ReplyDeleteMove 1 – Charge F3-D2
Attack – Power Attack Skeleton 1 2handed Should Skeleton 1 be out same attack to Skeleton 3
Move 2 –
Cast a Spell –
Use Ability/Item/Skill – Post Combat Dectect Evil & look for further threats. Should other players decide to search tombs, bodies, doors etc. Torvald will be holding for the most likely attack.
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 12 (20)
Confirm Potential Crit –
Damage Roll(s) – 7 (16)
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Thurstan Howl - responce to GM turn post #9
ReplyDeleteaction - if skeletons are dead explore the room,
starting in a2 crypt a1,if not attack a skeleton
Move 1 - as nessarry
Initiative roll[+1] - 9 (10)
Attack roll - 4(10)
Damage roll - 3(8)
Special damage -
Rolls for saving throws/skill checks-9,18,2,18,17
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T.H.Wolf's action - attack skeleton
Move 1 -
Attack - skeleton3
..w/bite,str+1,BAB+1,feat+1(+3)..dam 1d6+1str
Talk to thurstan - bark yip [human here]
Initiative roll[+2] - 8 (10)
Attack roll - 20(22)
Confirm potential crit - na
Damage roll - 1(2)
Special damage - 17(21)
Ability,imp trip +1+1+0+2(+4)
Rolls for saving throws/skill checks-2,16,16,12,3
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Jean – Player Action Response - GM Turn Post #9
ReplyDeleteMove 1 –
Attack – Attack Skeleton in B3
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – MH 16+3=19, OH 9+3=12
Confirm Potential Crit
Damage Roll(s) – MH 1+2=3, OH 2+2=4
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Clint - Response - GM Turn Post #9
ReplyDeleteClint, seeing the skeletons about to be finished off by his impressively muscled friends, moves to the east end of the room to closely examine the door there. Search for traps, signs of recent and/or heavy use, footprints/tracks, and listen to see if I hear anything on the other side...
Move - L3
Action - Search as above...
Skill/Saving Rolls - 3, 20, 5, 8, 17
Keith do you need me to list off my skills when I use them? Like listing perception, disable device, Knowledge: Macrame...
Matt,
ReplyDeleteIf you want to specifically call out a skill that would be fine. Otherwise I will apply the appropriate skill as I see fit based on your instructions.