Start round 4 of combat.
There is a Bless spell in effect. There is a Spiritual Weapon currently not targeted.
Starting positions for Turn 67 are displayed on the Combat Map.
Initiative Order for the round:
21: Render (Unconscious)
17: Clint
17: Henpeck
11: Thurstan’s Wolf
11: Thurstan
9: Simone
8: Skeleton 4
8: Banjo
8: Hobgoblin
8: Spiritual Weapon
2: Torvald
Please submit your turn instructions using the Player Action Response - Turn Post Template
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Map Key:
Gray is the upper floor.
Light gray is the lower floor.
Textured gray is dense rubble.
Black is the shaft.
Brown lines with circles are ladders.
Blue stars are statues.
Blue octagon is the pool.
Small white rectangles are doors.
responce to GM turn post #67
ReplyDeleteThurstan Howl - Initiative (+1) =11
move - 5' step to d5
action - Channel for [5] [5] =10 hp (exclude baddies)
Attack roll....(+6) - na
Damage roll..(d8+5) - na
Extra d20 rolls for Thurstan & wolf -
[8] [7] [2] [10] [7] [3] [8] [12] [6]
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T.H.Wolf - Initiative (+2) =11
attack - skeleton (tripped last round)
move - 5' step to e7 pre-attack, for tiger to ---
---go to h7
---for flanking
Attack roll....(+2) -11+3=14
Damage roll...d6+1) - 5+1=6
Special,trip...(+4) - 9+4=13
..and the wolf 5' steps into attack range, or farther if need be..
ReplyDeletePlayer Action Response - Turn Post Template
ReplyDeleteRender – Christian - GM Turn Post #
Move 1 – move to skeleton on Simone
Attack – skeleton on Simone
Use Ability/Item/Skill – Still raging
Initiative Roll – 17+4=21
Render & Simone -
Attack Roll: Render 20+6=26
Confirm Potential Crit 18+6=24
Damage Roll – 12+10=22
Crit Damage – 66
Rolls for Saving Throws/Skill checks –
9 11 3 17 10
1 17 6 6 15
Simone – Christian - GM Turn Post #
Move 1 –
Attack – Attack nearby skeleton, if still alive, otherwise stay by Render's side, guarding
Attack Roll: Simone Bite: 20+3=23
Confirm Potential Crit 7+6=13
Attack Roll: Simone Claw: 7+3=10
Attack Roll: Simone Claw: 8+3=11
Damage Roll: Bite – 1+1=2
Crit Damage Bite – 4
Damage Roll: Claw – 4+1=5
Crit Damage Claw – 10
Damage Roll: Claw – 2+1=3
Crit Damage Claw – 6
Special Damage –
Rolls for Saving Throws/Skill checks –
8 9 12 8 20
13 18 17 10 3
Character Name – Banjo
ReplyDeletePlayer Action Response - get crafty
GM Turn Post #67
Move 1 – wait til AFTER the hobbo goes, then pop around the corner to E5
Attack – Hobbo
Move 2 –
Cast a Spell –magic Missile
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –7+2=2
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
8, 19, 1, 6, 20
Character Name – Torvald
ReplyDeletePlayer Action Response - SMITE!
GM Turn Post #67
Move 1 – NA unless hobbo is dead. Then charge skeleton and do NOT Smite Evil.
Attack – hobgoblin
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –SMITE EVIL, Power Attack
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) - 14-2+3+8=23
Confirm Potential Crit –
Damage Roll(s) –3+2+5+3=13
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
4, 9, 15, 1, 1, 18
Clint, sensing an opening with the Minotaur down, draws his longsword and leaps into the room...
ReplyDeleteMove to: G8
Attack Hobbo (now with more flanking!)
Attack roll: 1 !!!!
Skill/Save Rolls:
[20] [15] [3] [20] [16]