Start round 3 of combat. Starting positions for Turn 19 are displayed on the Combat Map.
The initiative order is:
Initiative 22: Kirlic
Initiative 15: Turok
Initiative 14: Kuo-Toa 4
Initiative 10: Dargoth
Initiative 10: Kuo-Toa 5
Initiative 9: Clint
Initiative 9: Kuo-Toa 2
Initiative 8: Thurstan
Initiative 7: Banjo
Initiative 5: N’Kima
Initiative 5: Mr. Wolfe
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions:
Dargoth - Dominated - Obey the Aboleth
Turok – Greater Magic Fang – 5 hours
N’Kima – Greater Magic Fang – 5 hours
Thurstan - Dominated - Obey the Aboleth
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Party Health:
Thurstan 58/62, Mr. Wolfe 40/43, Banjo 52/52, Clint 57/57, Dargoth 59/72,
Kirlic 69/69, Turok 67/67, N'Kima 62/63
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Map Key:
Brown is road.
Textured brown is light rubble. +2 DC to Acrobatics checks. Charging over light rubble requires DC 12 acrobatics check to perform (increased difficulty already added).
Dark tan is cavern floor.
Light tan is barricade. 5 feet thick and 3 feet tall. Provides cover.
Dark gray is city walls. They are 30 feet high. DC 20 to climb.
Character Name – Turok
ReplyDeletePlayer Action Response - Graaawww!
GM Turn Post #19
Move 1 – IF fishboy is dead, pick up sword and move towards javelin tossers
Attack –
Move 2 – IF fishboy is NOT dead, turn into a grizzly bear and swipe him with a claw
Cast a Spell –
Use Ability/Item/Skill – possible wildshape
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 8+8=16
Confirm Potential Crit –
Damage Roll(s) –10
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
7, 6, 12, 6, 17
Character Name – N'Kima
ReplyDeletePlayer Action Response - Monkeeeeee Raaaaaage
GM Turn Post #19
Move 1 – If fishboy is dead, drop to all fours and commence a terrifying charge at the nearest KT
Attack –
Move 2 – If fishboy is NOT dead, finish him off with a mighty hamfisted smack
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –7+7=14
Confirm Potential Crit –
Damage Roll(s) –10
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
15, 17, 7, 16, 17
Character Name – Banjo the Curser
ReplyDeletePlayer Action Response - Pew! Pewpew!
GM Turn Post #19
Move 1 – I14
Attack – closest fishboy
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) – 5, 3, 5
Crit Damage –
Special Damage –force
Rolls for Saving Throws/Skill checks –
8, 18, 13, 8, 2
Mr.Wolfe 5' steps to give/get flanking from Thurstan
ReplyDelete& atts fish man 2+3=fail
Thurstan pokes at a fish-ling
15+9=24
6+6=12 damage
if its dead before we go, run up to the ones at the wall, and attack instead. charging if needed.
Character Name – Dargoth
ReplyDeleteGM Turn Post #19
Move 1 – Oh Stand Still.
Attack – Attack on I12
Move 2 –If fall 5 foot step to next Baddy!
If Guy is dead. Put up Sword and pull out +1 Spear. Move up as move action to get within spear Range.
Talk to X – (Baddy) - Die Beotch! Got to get to the Aboleth
Attack Roll (s) – 14+13=27
Confirm Potential Crit – N/A
Damage Roll(s) – 4+13=17
Roll(1d10)+0:
4,+0
Total:4
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Roll(10d20)+0:
,13,7,19,9,11,20,6,14,7,+0
Total:120
Clint (assuming nearest fish-man is dead) turns and races towards the wall, waving his sword madly and trying to look as scary as possible...
ReplyDeleteFull move to J5, or J4 if I can hop up onto the barrier!
IF Fishman next to me isnt dead, attack him instead...
Attack Roll: 11 +6 +2(flank) = 19
Damage: 4 [+2 +2 +6 sneak dice] +3 = [17] or 7
Other rolls: 13,1,15,18,8
Kirlic
ReplyDelete#19
Move 1 – none
Attack – I12 Fish.
Use Ability/Item/Skill – Rapid Shot/Precise Shot
Attack Roll (s) – [16]+10-4-2= 20 [20]
Confirm Potential Crit – [18]+10-4-2= 22
Damage Roll(s) – [4]+4= 8 [4]+4= 8
Crit Damage – [1]+4= 5
Misc – 14,18,7,9,10,10,3,2,14,4