The initiative order
is:
Initiative 22: Banjo
Initiative 22: Mr. Wolfe
Initiative 20: Fadheela
Initiative 17: Clint
Initiative 14: Kirlic
Initiative 14: Grimlock 3
Initiative 12: Grimlock 4
Initiative 10: Dargoth
Initiative 10: Bloodhulk Fighter
Initiative 3: Thurstan
Initiative 2: Grimlock 1
Please submit your turn instructions using the Player Action
Response - Turn Post Template.Initiative 22: Mr. Wolfe
Initiative 20: Fadheela
Initiative 17: Clint
Initiative 14: Kirlic
Initiative 14: Grimlock 3
Initiative 12: Grimlock 4
Initiative 10: Dargoth
Initiative 10: Bloodhulk Fighter
Initiative 3: Thurstan
Initiative 2: Grimlock 1
-------------------------------------------------------------------------------
Conditions
Banjo – Ash
Doom Antidote (6 days)
Banjo – Haste
Dargoth - Haste
Kirlic - Ash Doom Antidote (6 days)
Kirlic - Haste
Mr. Wolfe - Ash Doom Antidote (6 days)
Mr. Wolfe - Haste
Thurstan - Ash Doom Antidote (6 days)
Thurstan – Haste
Banjo – Haste
Dargoth - Haste
Kirlic - Ash Doom Antidote (6 days)
Kirlic - Haste
Mr. Wolfe - Ash Doom Antidote (6 days)
Mr. Wolfe - Haste
Thurstan - Ash Doom Antidote (6 days)
Thurstan – Haste
Haste: When
making a full attack action, a hasted creature may make one extra attack with
one natural or manufactured weapon. The attack is made using the creature’s
full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1
dodge bonus to AC and Reflex saves. Any condition that makes you lose your
Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including
land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum
of twice the subject’s normal speed using that form of movement.
--------------------------------------------------------------------------------Party Health:
Thurstan
72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 54/66, Dargoth 84/84,
Kirlic 81/81
-------------------------------------------------------------------------------Kirlic 81/81
Map Key:
Gray is the floor of the room.White rectangles are doors.
Red pie shape is remains of the spiral stairs.
Black circle is foul-smelling shaft.
Stacks of crates represent the contents of the room to the east.
Brown rectangles are stone counters.
E3-F3 are filled with a pile of pillows.
Blue pie wedge and black star are a gargoyle sink.
Black wavy shapes are curtains.
Black circles with green wavy shape are rods and electricity.
Black stars are statues.
D4, F4, D7, F7: drow warriors in battle poses
I13: female drow with hands out and palms upward
K13: angelic being preparing to take flight
I11: male duergar with hammer raised
K11: two drow children point upward with expressions of awe
I9: male drow crouches low like a hound
K9: female drow balanced on one foot
I7: male human with snakes for arms
K7: armored humanoid that has a viper’s head
I5: female creature that has a snake tail instead of human legs
K5: willowy female with upturned eyes and a sneering mouth full of pointed teeth
Attack the nearest. I don't think I have to move. 5" step if Necessary
ReplyDeletePower Attacks: 16,9,17, (+12/+7/+12) - 28, 16, 29
Damage: +13 = 16, 17, 19
Roll(3d10)+0:
3,4,6,+0
Total:13
Roll(10d20)+0:
18,16,13,13,16,12,7,+0
Total:137
I didn't add the Haste bonus in there only the additional attack if applicable.
DeleteMatt, you will have to move further into the room to be able to make an attack. You cannot use your melee weapons around a corner.
DeleteMoving into the room will require more than 5 feet of movement and will likely generate attacks of opportunity.
I guess I go into the room then. Taking the AoO. Move to gain flanking.
Delete------------responce to GM turn post-----------#131
ReplyDeleteThurstan Howl ~ Initiative (+1) 2+1=3 wait for haste
Move ~ e7
Action ~ attack creature in e8
Att w/+1rapier(+10) ~ 9+10=19+haste
Dam w/+1rapier(d6+6) ~ 5+6=11
---------------------------------------------------
T.H.Wolfe ~ Initiative (+2) 20+2=22 wait for haste
Move ~ 5' step to e8, to provide flanking if clint
Action ~ attack creature in f6
Attack roll(+6) ~ 17+3=20+haste
Attack roll(+6) ~ 14+3=17+haste
confirm ~ +3=
Damage (d6+4) ~ 4+4=8
Damage (d6+4) ~ 2+4=6
Special,trip(+9) ~ 18+7=25+haste?
---------------------------------------------------
d20 rolls ~ 6-6-15-5-7-13
---------------------------------------------------
d6 rolls ~ 1-4-3-4-3-5
---------------------------------------------------
Bruce, Your move does not make sense for the current turn. Please review and update.
DeleteI forgot to update a couple lines. I do not move, I attack the grim next to me.
DeleteIs this better?
Yes. Does the wolf attack a Grimlock too, move to attack the bloodhulk or does he get away from the curtain area where it knows that there is something lurking behind?
DeleteOK do I stay and pound the Blood THingus, assist with a Grimlock, or try and tumble-flank to a Grimlock? And which one - we need to start downing guys here... Keith which number(s) are wounded?
ReplyDeleteBruce
None of the three remaining grimlocks are wounded. The bloodhulk (F8) is wounded. Clint knows that there is something behind the curtains that targeted him with a gaze attack and he is currently averting his eyes.
DeleteIf Clint squeaks out any warning about a gaze attack, I put my smoked goggles on
ReplyDeleteThis comment has been removed by the author.
DeleteIf not i move to i6 and magic missile wand the closest visible target
Delete7 force damage
19 6 2 8 12
Does Clint shout a warning?
DeleteJust waiting on Brad. I talked to him yesterday and he still plans to play. He was not aware that the game had resumed as all the blog e-mails went to a folder.
ReplyDeleteKirlic – 131
ReplyDeleteApologies for my absence, as Keith said PBB emails go to a folder, I stopped monitoring it in the downtime. Will modify my filter a bit so that doesn't happen again.
Move 1 – Looks crowded, going to whistle some feathers by Dargoth's ear
Attack – Best targets of opportunity through the melee, try to help clear a path.
(assuming -4 for cover on each shot, Precise shot negates firing into melee)
Attack Roll (s) – [7]-4+1+11= 13, [14]-4+1+11= 22, [18]-4+1+6= 21
Damage Roll(s) – [5]+4=9, [4]+4=8, [3]+4=7
Rolls for Saving Throws/Skill checks –
7,18,17,12,18,15,5,4,8,8,11,16
I think I got everything right, check my math and let me know if I missed something, feeling rusty. :)
Need a final post from Matt H. Need final instructions and rolls.
ReplyDeleteStill need final post from Matt H.
ReplyDeleteStill need final post from Matt H.
ReplyDeleteClint shouts a warning to his comrades - "Something gazed at me from behind that curtain, and it was not lovingly! Avert thine eyes!"
ReplyDelete5ft to G8 and go after the Bloodhulk with flanking, I think?
Attack Meth: 9 +5 +2 = 16
damage: 2 +3 = 5
Sneak: 3,3,1 = 7
Attack Ripper: 4 +5 +2 = 11
damage: 2 +2 = 4
Sneak: 1,5,2 = 8
Other Rolls: 14,12,3,16,1,3,5,2