A tight stairway descends to a landing below. Between sharp ringing reports that must be a metal tool against stone you hear shouting in a guttural language. (In goblin, “Faster, you idiot! Faster!”)
The narrow stairs give way to a wide room lit by faint white light.
Four statues stand in the wide area where the room opens up, each apparently ensorcelled to add a lifelike aspect to it. One represents a tall male human who has a salt-and-pepper beard, plate armor, and a symbol of Iomedae emblazoned on his shield. His brown eyes flash and his black hair blows in an illusionary wind. Another shows a female elf dresses in armor made from overlapping metal leaves. Her tall bow is made of ivory, and the green of her cloak seems to blend into the background of the room. She crouches in a hunter’s stance, peering off in the distance at an unseen target. The red-haired woman from the paintings you have seen is depicted in the third statue. Her hair, kept in check by a silver circlet set with a gleaming diamond, falls in waves down her back, over her white and gold robes. In one hand, she holds a staff tipped with a dragon’s head. Her other hand stretched out to the statue across the room – a kingly figure. The gold crown on his head nearly blends into his blond, flowing hair. The man’s blue eyes shimmer in the dim light as he stares across the room at the red-haired woman. He holds a black longsword point down in one hand. The man’s other hand is held out, palm upward, toward the statue of the woman.
Beyond the statues , sarcophagi along the southern wall have been wrenched open, their lids cast to one side. From where you stand, you cannot see the eastern part of the room, but you can tell the shouting and ringing come from there.
Clint crept forward to get a complete view of the room.
Two more thoughtlessly opened sarcophagi occupy the eastern portion of the room. Here also, swinging a pick at the floor is a male hobgoblin clad in half-plate, his black hair shorn close to his scalp. Nearby stands a slight but imposing man in rich violet robes, replilian scales on his forehead and bald pate, as well as his bright yellow eyes, marking him as not quite human. He leans wearily on and ornate spear.
Spying Clint, he sputters “Fools! You’ll ruin everything!”
Roll initiative. Start round 1 of combat.
Starting positions for Turn 132 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 50/52, Wolf 33/33, Banjo 44/44, Clint 47/47, Dargoth 59/60, Kirlic 42/58, 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.
Textured gray is floor covered in heavy rubble.
Line-filled squares are stairs going down.
White rectangle with ”S” is a secret door.
Blue stars are statues.
Light gray rectangles are open sarcophagi.
Black oval is a hole in the floor.
Female half elf image is Leera.
Clint cuts loose an arrow as quickly as he can... "Die, foul robbers!"... and chuckles quietly to himself...
ReplyDelete5ft step as necessary to move out of melee with bad guy, if applicable.
Shoot crazy reptile head guy
Initiative: [12] +5 = 17
Attack Rolls: [14] +6 +1 +1 = 22
Damage: [6] +1 = 7
Other Rolls:
[11] [6] [14] [10] [7]
------------responce to GM turn post-----------#132
ReplyDeleteThurstan Howl - Initiative (+1) [16]=17
Action - full move to F6
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T.H.Wolfe - Initiative (+2) [14]=16
action - move to attack the robed guy
Attack roll(+2)...18+2=20
Damage (d6+1)...6+1=7
Special,trip(+4)...14+4=18
---------------------------------------------------
d20 rolls...[14] [11] [16] [20] [13] [13] [8]
Character Name – Banjo the Crafty
ReplyDeletePlayer Action Response - ...Pew?
GM Turn Post #132
Move 1 –D3
Attack – HOLD action, waiting for Xeron to attempt a spell (assuming the snake-man is Xeron)
Move 2 –
Cast a Spell – Magic Missile
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll – 10 (darg!) I will hold my glowie finger til next round if Xeron goes before me
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –7
Crit Damage –
Special Damage –force effect
Rolls for Saving Throws/Skill checks –
15, 1, 10, 6, 12, 16
Dave,
ReplyDeleteWhat do you want to do if he acts before you and does not cast a spell? Do you still want to ready to try and disrupt a spell?
Yes... that's what I meant. I know that means I might not go in the first round.
ReplyDeleteDave,
ReplyDeleteThere are no half-moves in Pathfinder. If you move you may as well take your complete action. You would act in round 1, ready in round 2 and act in round 3.
Kirlic -
ReplyDeleteDashing across the room, then tossing a Thunderstone in to give this guy a headache.
GM Turn Post #132
Move 1 – Move to D6, or comparable square that will make ranged attacks a more clear shot.
Use Ability/Item/Skill – Throw Thunderstone at the best square to hit the robed lizard, and not affect any party members engaging in melee.
Initiative Roll – [18] +6= 24
Attack Roll (s) – [5] +9= 14
(p160 for thunderstone, need to hit AC 5 to hit square of my choice within a range increment of 20') H8 looks like a good square if all pieces are where they are now. If I need to take a penalty for extra range and make the use safe for the party, I will.
Misc rolls - 10,19,8,18,9,8,11,15,9
Alright, I'll pelt him for the 7 and start the hold for next round.
ReplyDeleteCharacter Name – Dargoth
ReplyDeleteGM Turn Post #132
Move 1 – Move to H5 to close them off from the rest of the group.
Attack – (What I think is the caster or person in front of me to tie them up).
Move 2 – Blocking only to contain the enemy.
Talk to X – Prepare to meet your maker!
Initiative Roll – [19]+6 = 25
Attack Roll (s) – [13] +10(Base) +1(Masterwork?) +1(Above) -2 (Power Attack)=23
Damage Roll(s) – [8] +4 (PA) +? (Weapon) +5 (Str)= 17
Special Damage – ?
Rolls for Saving Throws/Skill checks – [18] [1] [17] [14] [19] [3] [16] [16] [11]