After the encounter with Asiclassus, the party continues to
follow the goblins’ trail. Later in the day, they come upon further evidence
that they are on the right track.
The rotting corpse of a goblin occupies the center of this
small glade. Its eyes and face are missing, as if they were chewed or pecked
off by wild animals, and its corpse is covered in purplish, festering goo that
seems to be liquefying the body.
As the party enters the glade to investigate, a large
wolverine with glowing red eyes breaks from the brush and confronts the party.
Roll initiative. Begin Combat Round 1.
Starting positions are displayed on the combat map.
Please submit your turn instructions using the Player Action
Response - Turn Post Template. If you are planning to use a specific skill,
please list the skill and the associated roll(s) along with your 5 d20 rolls.
--------------------------------------------------------------------------------
Conditions:
N/A
-------------------------------------------------------------------------------
Map Key:
N/A
-------------------------------------------------------------------------------
Party Health:
Barnacleez rolled 9+2=11 init
ReplyDeleteZap it with Missy D4=3+1=4
D20: 6, 5, 1, 9, 4
Initiative: 22
ReplyDeleteIf I win initiative: MOVE to M5 and sling it
If it goes before me, MOVE to stabbit, angling to flank.
To hit: 8+5+ff=13ff
Sling damage: 2
Flank damage: 6
Rapier damage: 4
9 10 18 6 7
Initiative: 4 +5 = 9
ReplyDeleteDraw Weapon / Shield if not equipped now.
Provide Flanking - Take a poke if I can.
Roll(5d20)+0:
4,6,10,13,8,+0
Total:41
My questions might be moot but...
ReplyDeleteNature Knowledge, does that tell me anything about this critter? 15+1=16 if so.
Is Handle Animal useful at all with wild animals? 12+4=16.
Or has that ship already sailed? :P
If it weren't already attacking you might be able to tame it. But this one looks magically rabid or possessed.
Delete@Joe - You can ask one question about the creature.
DeleteHandle Animal is generally a longer term skill. You use it to teach animals trick or to domesticate wild animals. Once a creature knows tricks, you use the skill to get the creature to perform those tricks. You can also "push" an animal to perform a trick it does not know. See the skill description on pp. 97-98 or the Core Rule Book.
Looking for posts from Matt H and Steve.
ReplyDeleteInit: 12 +2 = 14
ReplyDeleteIf I go before it, begin singing (bardic performance inspired courage +1) and move towards flanking
If I go after it, and it's in charge range -charge it
Attack: 19 +2 +5 = 26
Damage: 3+4 = 7
Other rolls 15,9,11,6,2
Initiative 3+4=7
ReplyDeleteMove into a position for flanking, I doubt I'll have movement for much else
2+3 to attack
16,15,17,1,4
My one question - does it have any special abilities?
ReplyDeleteWahesh will stick with Cando.
Initiative = 6 + 3 = 9
Attack Lsword only = 15 + 6 +2 (charge?) = 23
Damage = 5 + 3 = 8
d20: 19, 17, 16, 17, 8.
It has the following special ability:
DeleteRage (Ex) A wolverine that takes damage in combat flies into a rage on its next turn, clawing and biting madly until either it or its opponent is dead. It gains +4 to Strength, +4 to Constitution, and –2 to AC. The creature cannot end its rage voluntarily.