The initiative order is:
Initiative 15 – BanjoInitiative 14 – Kirlic
Initiative 12 – Thurstan
Initiative 12 – Dargoth
Initiative 11 – Clint
Initiative 10 – Mr. Wolfe
Initiative 7 – Shadow
Initiative 7 – Wearying Worm
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Banjo – Ash Doom Antidote (1 week)Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (27 minutes)
Dargoth - 4 STR damage (- 2 to STR-bases skills and abilities)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (22 minutes)
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 66/66, Dargoth 84/84,
Kirlic 65/81
-------------------------------------------------------------------------------Kirlic 65/81
Map Key:
Gray is the room floor.Dark gray is the raised dais.
White rectangles are doors. (Doors in C6 and C7 are open.)
Dark grey rectangles are pews.
Black rectangle is the table with shackles.
Black square is stone lectern.
Blue squares are stone chairs.
Blue rectangles are stone desks.
Dark gray pie shapes are spiral stairs.
Column J represents the vertical ascent of the spiral stairs.
Character Name – Banjo LePew
ReplyDeletePlayer Action Response - PewPew
GM Turn Post #91
Move 1 –
Attack –
Move 2 –
Cast a Spell –
Use Ability/Item/Skill – cast on defensive:21
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –12
Crit Damage –
Special Damage – force
Rolls for Saving Throws/Skill checks –
12, 8, 2, 14, 19
Magic Missile?
DeleteSpell or wand?
DeleteCharacter Name – Dargoth
ReplyDeleteGM Turn Post #91
Move 1 – Stand Still
Attack – Wack Shadow
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Power Attack Roll(s) #1: – 6,+12-2 = a swing and a miss
Power Attack Roll(s) #2: - 20, +7 -2 = 25
Confirm Potential Crit – 18, +7 -2 = 23
Damage Roll(s) – 5,+13 -2 = 16
Crit Damage – 9,+13 -2 = 20
Roll(2d10)+0:
+0
Total:14
Special Damage –
Rolls for Saving Throws/Skill checks –
Roll(10d20)+0:
20,3,7,19,17,17,9,+0
Total:136
Looking for posts form Matt H, Bruce and Brad.
ReplyDeleteKirlic –
ReplyDeleteGM Turn Post #91
Move 1 – none
Attack – F8, or whatever I have the best shot at.
Move 2 – move to F8 if my path has been cleared.
Cast a Spell –
Use Ability/Item/Skill – Rapid Shot
Talk to: "Thurstan! Duck."
Attack Roll (s) – [19] +11 +1 -2 = 29, [20] +6 +1 -2 = 25
(potential cover not accounted for)
Confirm Potential Crit – [19] damn! you go diceroller!
Damage Roll(s) – [6] +4 = 10, [1] +4 = 5
Crit Damage – [4] +4 = 8
Special Damage – none
Rolls for Saving Throws/Skill checks – 14,11,17,16,1,19,20,12
------------responce to GM turn post-----------#91
ReplyDeleteThurstan Howl ~ Initiative (+1) 2+1=3
Move ~ if needed
Action ~ attack beastie
Att w/+1rapier(+9) ~ 15+9=24
Dam w/+1rapier(d6+6) ~ 4+6=10
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T.H.Wolfe ~ Initiative (+2) 9+2=11
Move ~ heel
Action ~
Attack roll(+3) ~ x+3=
Damage (d6+1) ~ x+1=
Special,trip(+7) ~ x+7=
---------------------------------------------------
d20 rolls ~ 13 3 6 11 18 17
---------------------------------------------------
d6 rolls ~ 6 4 5 1
Matt H?
ReplyDeleteDoes Clint have an action?
ReplyDeleteClint will attempt to acrobatically maneuver to F7 and gain some flanking (and steamy hot sneak dice!)
ReplyDeleteAcrobatics roll if needed to get there; I can move around outside of threatened space, just want to provide this in case you want to say its not easy to just walk there...
12 +13 = 25
Attack with Merth: 17 +5 +2 = 24
Damages: 5 +3 = 8
Sneakage Dice: 2+2+6 = 10
Other Rollin:
10,19,3,6,11