Leaping to his feet, the man on the throne draws his blades and descends from the dais. As he does, the bejeweled throne fades into a plain stone seat. The man's hair withdraws under the crown, and his skin grays and runs, revealing bone and muscle beneath. His armor sags and corrodes, seemingly grafting to his distended flesh along with the crown, which has lost all luster. Lidless, his eyes burn with madness.
"How dare you come here?" he howls. "Now you shall share my pain. Knights, to arms!"
The statue of the mounted figure in the corner changes to reveal a lance-bearing skeletal warrior atop a skeletal horse. A clatter from the passage to the west suggests more trouble.
Roll initiative. Start round 1 of combat.
Starting positions for Turn 127 are displayed on the Combat Map.
Conditions:
Banjo: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Thurstan: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Wolf: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Clint: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Kirlic: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Dargoth: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Leera: Shaken - –2 penalty on saves, attack rolls, ability checks and skill rolls for the next 24 hours.
Party Health:
Thurstan 52/52, Wolf 31/33, Banjo 44/44, Clint 47/47, Dargoth 54/60, Kirlic 56/58, Leera 38/38
Please submit your turn instructions using the Player Action Response - Turn Post Template
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Map Key:
Dark Gray is the floor.
Line-filled squares are stairs going down.
White rectangle is a door.
Purple wavy shapes are curtains.
Gray rectangles are coffers.
Curved semi-circles represent the raised dais.
Light gray rectangle with blue lines is the throne.
Female half elf image is Leera.
Initiative: 14+1+6= 21
ReplyDeleteBefore I declare my actions:
1) Where shall we move so we don't go out like Custer?
2) Is Banjo off his meds? :)
Character Name – Dargoth
ReplyDeleteGM Turn Post #127
Well I should be going last. So I am going to attack the closest target
Move 1 – To closest Enemy
Attack – Closest Enemy
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll – [2]+6 = 8
Attack Roll (s) – [20] -2 (PA)+1 (Above) + 10 = 29
Confirm Potential Crit –[16] -2 PA+1 (Above) + 10 = 25
Damage Roll(s) – [1]+4 (PA)+6 = 11
Crit Damage – [8]+4 (PA)+6 = 18
Special Damage –
Rolls for Saving Throws/Skill checks –
[20] [4] [16] [2] [6] [19] [19]
------------responce to GM turn post-----------#127
ReplyDeleteThurstan Howl - Initiative (+1) [17]=18
Action - 5' step to R10 & attack skeleton on horse
Attack roll(+9)...19+9=28
----------confirm 13+9=22
Damage (d6+6)...1+6=7
--------if crit,6+6=12 more for 19 total
---------------------------------------------------
T.H.Wolfe - Initiative (+2) [14]=16
action - move to R11 & attack skel on horse
Attack roll(+2)...18+2=20
Damage (d6+1)...2+1=3
Special,trip(+4)...1+4=5
---------------------------------------------------
d20 rolls...[19] [3] [17] [13] [12] [7] [15] [11]
Does anything here have reach to worry about?
ReplyDeletenot that we know of.
ReplyDeleteCan Thurstan get a Religion roll to ID these undeads?
ReplyDeletei made extra rolls...
ReplyDeleteCharacter Name –
ReplyDeletePlayer Action Response -
GM Turn Post #
Move 1 – N10 / hide behind the fighter, now that Ive started a fight
Attack –
Move 2 –
Cast a Spell – La Missile deMagic
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –9
Crit Damage –
Special Damage – force effect
Rolls for Saving Throws/Skill checks –
13, 2, 16, 11, 6
Oh yeah, I shout out "DIE, USURPER!!" as I hide behind Dargoth.
ReplyDeleteThe Skeletal Horsemen have lances which give them reach (At least with the weapon).
ReplyDeleteThurstan is pretty sure that the man from the throne is not undead despite his appearance. He is not sure about the skeletal warriors but they look like skeletons and appear to be bonded to the horses (They are one creature).
Dave,
I need an initiative value for Banjo.
Matt F,
Which weapon are you using? Bastard sword or flail?
Kirlic
ReplyDeleteMy intent is to pin the horseman in and kill him before he provides flanking, hopefully.
GM Turn Post #127
Move 1 – 5' step east to S9
Attack – Elven Blade
Initiative Roll – 21
Attack Roll (s) – 13 +1 +8 = 22
Damage - 7 +5= 12
Misc – 16,13,14,2,4,3,11,16,19,12
My crappy initiative that I rolled in teh surprise round was 7. Did you want a different roll?
ReplyDeleteNo, I will use that one. I forgot. It just helps me if it is included with the turn response.
ReplyDeleteyeah you basterd, what are you trying to pull, confusing the screen monkey like that. knock it off.
ReplyDeleteWell I AM a dick. This fact is well documented.
ReplyDeleteJust waiting on a post from Matt H. The rest of the turn is figured out.
ReplyDelete"ohhhh for crying out loud, Banjo"... TWANG goes the bowstring.... 5ft step out of melee if necessary first...
ReplyDeleteInitiative: [2] +5 = 7
To hit: [20] +8 +1 +1 = 30
Confirm Crit: [16] +8 +1 +1 = 26
Damage: [3] + [8] +1 +1 = 13
Other Rolls:
[4] [20] [16] [2] [6] [19] [19]
"Oh RIGHT! Like we were gonna WALK AWAY from the EVIL USURPER after a nice CHAT!"
ReplyDeletePEW PEW! goes the magic missile