Tuesday, April 13, 2010

Barrow of the Forgotten King - GM Turn Post 78

Roll Initiative.

Starting positions for Turn 78 are displayed on the Combat Map.

(Note: I made a mistake on the placement of the magic area on the cavern floor. It was corrected on the turn 78 Combat Map.)

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

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Map Key:

Dark Gray is the labyrinth floor.
Textured Dark Gray is rubble.
Light Gray is the cavern floor and spire tops.
Blue is water.
Light Green is where magic was detected.
Labyrinth floor is 20 feet above the cavern floor/water.
Spires are 10 feet above the water.

4 comments:

  1. Character Name – Banjo
    Player Action Response - Ptang!
    GM Turn Post #78

    Move 1 –NA
    Attack – shoot Clint-devouring water monster with light crossbow
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –17

    Attack Roll (s) –9+1+4-4=10
    Confirm Potential Crit –

    Damage Roll(s) –8
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    12, 20, 12, 14, 12, 1

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  2. responce to GM turn post #78
    Thurstan Howl - Initiative (+1) =16+1=17
    action - shoot lightening arc at clints buddy
    Attack roll....(+6) - 1+6=7
    Damage roll..(d8+5) - doh!
    Extra d20 rolls for Thurstan & wolf -
    [5] [3] [19] [7] [3] [20] [5] [9] [2]
    ------------------------------------------------
    T.H.Wolf - Initiative (+2) =14+2=16
    action - jump in to attack the worm
    move - to f11
    Attack roll....(+2) -18+2=20
    Damage roll..(d6+1) -1+1=2
    Special,trip...(+4) -if posible...19+4=23

    ReplyDelete
  3. Character Name – Dargoth

    Player Action Response - GM Turn Post # 78
    Move 1 (20 ft/*3) – Move to H11
    Attack – Attack Creature in F10
    Move 2 –
    Cast a Spell – Not a Caster
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll (+6) – [13]

    Attack Roll (s) (Melee +8 / Range +5)– [22]
    Confirm Potential Crit – [20]

    Damage Roll(s) (1d10 +5 - 1 Handed) – [9]
    Crit Damage – [8]
    Special Damage –

    Rolls for Saving Throws/Skill checks (fort +5, Reflex +3, Will +3) Not adjusted – [11] [10] [5] [13] [9]

    ReplyDelete
  4. Clint attempts to scramble out of the water as the critter tries to eat him...

    Initiative: [13] +5 =18
    Move - Nearest square to get out of water

    Other skill/save rolls:

    [12] [11] [6] [14] [10]

    ReplyDelete