Friday, July 17, 2009

Barrow of the Forgotten King - GM Turn Post 35

As Blunderbuss draws closer, he sees an alarming sight. From the shadows, a spindly creature snarls through its oversized sharp teeth. It resembles a hairless, carnivorous chimp that has tentaclelike limbs, each ending in spiny, handlike appendages. Both of which are wrapped around Clint’s neck.

The combat map does not apply to this fight. The combat is taking place in a 5-foot shaft. The order is currently:

Monster
Clint
Blunderbuss

Roll initiative.

Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Map Key:

Gray is the floor.
Textured gray is rubble. Squares counts as hindering terrain.
Blue is a pool of water. Squares counts as hindering terrain.
Small white rectangles (or close approximations) are doors.
The gray circle is a shaft in the ceiling with a rope ladder hanging down.

6 comments:

  1. What actions can Blunderbuss take? Surely he cannot attack the monkey-thing with his mighty greataxe?
    Fuckin monkeys. Damn.

    If he can cut one of its arms off with a dagger, he will do that.

    Player Action Response - Save Elf!
    GM Turn Post #35

    Move 1 – Move to melee demon monkey.
    Attack – RAGE, POWER ATTACK and stab with little knife.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – RAGE! GRRAAAUUUAGH!
    Search –
    Talk to X –Bellow "DIE DEMON MONKEY TENTACLE THING!"

    Initiative Roll – 3RD

    Attack Roll (s) – 16-2+9=23
    Confirm Potential Crit –

    Damage Roll(s) – 2+7+2=11
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    19, 7, 13, 14, 13


    If attacking is not possible, he will try and yank Elf out of its hairy clutches.

    ReplyDelete
  2. responce to GM turn post #35

    Thurstan Howl - Initiative(+1) = 3+1=4

    Move 1 - climb ladder
    action - get w/in healing range

    Attack roll (+6) -
    Damage roll (d8+5) -

    Rolls for Saving Throws/Skill checks -
    [20] [18] [14] [2] [18]
    --------------------------------------
    T.H.Wolf - Initiative(+2) = 1+2=3

    move to - out of everyones way
    action - gaurd the rear

    Attack roll (+3) -
    Damage roll (d6+1) -
    Special,trip (+4) -

    Rolls for saving throws/skill checks-
    [5] [3] [19] [6] [3]
    --------------------------------------
    Jean(aka bruce) - Initiative(+3) = 17+3=20
    Move 1 - climb up to help
    action - full move

    1st Attack Roll (+4)-
    1st Damage Roll(d6+2)-
    2nd attack roll (+4)-
    2nd damage roll(d6+2)-

    Rolls for Saving Throws/Skill checks –
    [13] [12] [7] [15] [11]

    ReplyDelete
  3. Banjo will scratch teh wolf behind his ears. Is it a magic wolf?

    13, 8, 16, 4, 13

    ReplyDelete
  4. Can Banjo manage to see and cast Sleep on the monster (also catching Clint)? If so he will do that.

    ReplyDelete
  5. Yes, Banjo could cast a spell. He will need to be directly under the shaft or in the shaft on the ladder to do so.

    ReplyDelete
  6. Then Banjo will peer up the shaft and cast Sleep above the monkey demon and Clintsuvius, narrowly missing Blunderbuss with his MIGHTY magic.

    ReplyDelete