Begin Round 2 of combat. Starting positions for Turn 24 are displayed on the Combat Map.
The initiative order is:
27: Wolf Skeleton 1
16: Blunderbuss
16: Banjo
H15: Clint
H12: Thurstan
H11: Thurstan’s Wolf
9: Wolf Skeleton 2
H8: Jean
5: Torvald
Characters with held actions are marked with an “H” before their initiative number.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Map Key:
Gray is the mausoleum floor.
Small white rectangle is a door.
Dotted line is opening of shaft in ceiling.
this is easy, thurstan, wolf and jean stand around and twiddle their thumbs. maybe initiative should be based on how quickly you return postings...
ReplyDeleteOne behalf of Randy ...
ReplyDeleteTorvald – Player Action Response - GM Turn Post #
Move 1 – Can I bullrush the undead wolf and then sidestep right five feet into the corridor? I would like to do that if it is possible. If not I will smash it again.
Attack – 8 unmoddified
Move 2 – Whether I was able to get into the side corridor or know I continue to attack he first wolf.
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 2 unmoddified
Confirm Potential Crit –
Damage Roll(s) – 8 unmoddified
Crit Damage –
Special Damage –
Those with held actions can react whenever they wish. Bull Rush and Tumble are options. If Torvald kills the skeleton, a square will open up. If Torvald wants to attack and step back, that will also open a square.
ReplyDeleteThis might require co-ordination between the players.
Actually, as it goes first, I can tell you that the first Wolf Skeleton will attack Torvald and miss. It will take a 5-foot step back to I6.
ReplyDeleteCharacter Name – BLUNDERBUSS
ReplyDeletePlayer Action Response - Graaaaaahhhh!
GM Turn Post #24
Move 1 – to I5 after wolf skeleton so conveniently vacates the space
Attack –power attack wounded skeleton
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 6+7-1=12
Confirm Potential Crit –
Damage Roll(s) – 9+2+10=21
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks 10, 20, 19, 18, 1, 16
Character Name – Banjo Badaim
ReplyDeletePlayer Action Response - pfft
GM Turn Post #24
Move 1 –NA
Attack – spaf!
Move 2 –
Cast a Spell – Acid Splash
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 18+4+1-4-4=15
Confirm Potential Crit –
Damage Roll(s) – 1+1=2
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks – 17, 13, 1, 7, 3, 9
Thurstan Howl - responce to GM turn post #24
ReplyDeleteaction - move & attack (trident)
Move 1 - to where-ever i can attack
Initiative roll(+1) – 11+1=12
Attack roll (+6) - 13+6=19
Damage roll (d8+5) - 2+5=7
Rolls for Saving Throws/Skill checks -
[1] [19] [15] [2] [19]
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T.H.Wolf
action - look around for attack site
Move 1 - to where-ever i can attack
Initiative roll(+2) - 9+2=11
Attack roll (+3) - 10+3=13
Damage roll (d6+1) - 2+1=3
Special,trip (+4) - 17+4=21
Rolls for saving throws/skill checks-
[15] [14] [9] [17] [13]
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Jean(aka bruce)
action - move & attack
Move 1 - to where-ever i can attack(axe/dagger)
Attack –skeleton
Initiative Roll (+3)- 5+3=8
1st Attack Roll (+4)- 6+4=10
1st Damage Roll(d6+2)- 6+2=8
2nd attack roll (+4)- 14+4=18
2nd damage roll(d6+2)- 3+2=5
Rolls for Saving Throws/Skill checks –
[19] [17] [13] [1] [17]
Clint
ReplyDeleteWatch the rear, bow at the ready... Nowhere to go!
Attack Roll: 16 +6 = 22
Damage = 8
Rolls! - [6] [5] [20] [8] [4]