Begin combat round 2. Starting positions for Turn 52 are displayed on the Combat Map.
The initiative order is:
Initiative 21: Banjo
Initiative 19: Clint
Initiative 16: Kirlic
Initiative 10: Drow 2
Initiative 9: Dargoth
Initiative 8: Thurstan
Initiative 7: Mr. Wolfe
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Banjo - Ash Doom Antidote (1 week)
Clint – Drow Poison - Unconscious (1 minute)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
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Party Health:
Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 59/66, Dargoth 84/84,
Kirlic 81/81
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Map Key:
Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)
Dargoth,
ReplyDeleteI am going to move to attack.
I think it is a full move to get there unless the wolf moves out of my way.
Rolls:
[2] [20] [16] [4] [20] [17] [2] [6] [19] [16]
Character Name – Uncle Banjo
ReplyDeletePlayer Action Response - PewPewPew!
GM Turn Post #52
Move 1 – D9
Attack –
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) – 4+3+1(+3)=11
Crit Damage –
Special Damage –force effect
Rolls for Saving Throws/Skill checks –
12, 2, 11, 3, 2, 15
Matt F,
ReplyDeleteIt will take you moe that 4 squares to get there regardless of where the wolf is. Do you hold for Thurstan and the wolf to go before you move?
Dargoth,
ReplyDeleteI can wait if they are going to move. I was thinking full movement. But I am ok holding. Drow 2 goes before me and I am not losing anything by holding my action.
Kirlic –
ReplyDeleteGM Turn Post #52
Move 1 – 25' to D7, or next best unhindered shot within 30' (for point blank bonus)
Attack – Drow Archer
Use Ability/Item/Skill – Focused shot
Talk to Clint - "Awww man, why does Clint get to sleep? We're all tired too.'
Attack Roll (s) – [20!] +1 +11 -4 = 28
Confirm Potential Crit – [19!] = 27
Damage Roll(s) – [2] +4 +2 = 8
Crit Damage – [3] +4 +2 = 9
Rolls for Saving Throws/Skill checks –
[14] [2] [18] [15] [20] [4] [17] [17] [12]
(I'm betting there's two drow that wish they'd given Clint's words more thought)
Brad,
ReplyDeleteBows do X3 Crit. You are due another dice plus modifiers of damage.
Oops, thanks! Was posting in a rush from work while meeting with my boss. :)
ReplyDelete[6] +4 +2 = 12
Total damage for this shot: 29!
------------responce to GM turn post-----------#52
ReplyDeleteThurstan Howl - Initiative (+1)[7]=8
Att w/+1rapier(+9).....[9]+9=18
Dam w/+1rapier(d6+6)...[6]+6=12
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T.H.Wolfe - Initiative (+2)[5]=7
move to 5' to D5
action - attack
Attack roll(+3)....[7]+3=10
Damage (d6+1)......[1]+1=2
Special,trip(+7)...[3]+7=10
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d20 rolls...[11] [7] [3] [9] [13] [6] [6] [1]
Clint says: "ZZZzzzzzzzzz"
ReplyDeleteRolls: (in his sleep)
[5] [4] [19] [7] [3]