Begin Combat Round 6. Starting positions for Turn 66 are displayed on the Combat Map.
Initiative order is:
Initiative 26: Dargoth - Paralyzed
Initiative 14: Kirlic - Paralyzed
Initiative 10: Clint
Initiative 8: Banjo
Initiative 8: Mr. Wolfe
Initiative 7: Thurstan
Initiative 7: Ghoul Mimic
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
All - Haste (5 rounds)
Banjo – Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Kirlic – Paralyzed (2 rounds)
Dargoth - Disarmed
Dargoth – Paralyzed (2 rounds)
Dargoth – Grappled (Mimic adhesive) - cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.
Mr. Wolfe - Grappled (Mimic adhesive) - cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.
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Party Health:
Thurstan 71/72, Mr. Wolfe 32/43, Banjo 60/60, Clint 63/66, Dargoth 68/84,
Kirlic 81/81
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Map Key:
Gray is the floor.
White rectangles are doors.
White rectangles with dotted lines are secret doors.
Charcoal pie shape is iron spiral stairs.
Orange rectangles are fireplaces with shelves and iron rods.
Light gray rectangles are shelves (I5:I6) and a table with utensil rack (J4:K4).
Blue circular wedge (M3) is an empty sink.
Black star is a gargoyle spigot.
Clint continues to press the attack on the mimic
ReplyDeleteAttacks:
Merth 1: 17 +5 = 22
Ripper: 15 +5 = 20
Merth 2: 1 +5 = 6
Damage: 8 +3 = 11
1 +3 = 4
Other Rolls: 11,8,17,19,4
Talk to X: "mmff!"
ReplyDeleteRoll to shoot icy glare at mimic [20]
(please look up the damage on that for me)
Misc: 4,1,1,20,5
i made an error last turn, the damage i did should have been 1 more, i failed to update my blog reply to have lightening damage be 1d6+3, i had the old 1d6+2 written down, sorry.
ReplyDeleteThis comment has been removed by the author.
ReplyDelete------------responce to GM turn post-----------#66
ReplyDeleteThurstan Howl - Initiative (+1)6=7
attack mimic
conc. check(+8)...13+8=21, level 1 domain ability
Att w/Lightening Arc...(+4)... 10+4=14
dam w/Lightening Arc[no ST](d6+3)... 5+3=8
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T.H.Wolfe - Initiative (+2)6=8
move
action - attack monster on him
Attack roll(+3).... 18+3=21-2=19
Damage (d6+1)...... 6+1=7
Special,trip(+7)... 13+7=20-2=18
haste Attack roll(+3).... 9+3=12-2=9
haste Damage (d6+1)...... x+1=7
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d20 rolls...9-2-1-10-3
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d6 rolls 1-4-6-5
Character Name – Uncle Banjo
ReplyDeletePlayer Action Response - QUIVERING WEB OF CHAIN-FIREBALLS!
GM Turn Post #66
Move 1 –na
Attack –
Move 2 –
Cast a Spell – RAYMOND
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 20-4=16 ranged touch
Confirm Potential Crit –
Damage Roll(s) –15
Crit Damage –
Special Damage – FIRE
Rolls for Saving Throws/Skill checks –
6, 2, 7, 20, 9, 9
Dargoth - is standing still pretending he is making a board.
ReplyDeletedid you put points in 'planking'?
ReplyDelete