Combat Map - Turn 35

Monday, July 31, 2017

GoM: What Lurks in the Woods - GM Turn Post 24

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:

Cando Numida (19/19), Wahesh Captain (20/20), Stabem (17/17), Lady Emyralda (16/16), Ro-Mahn (15/15), Barnacleez (19/19), Lou G'Boo (9/9)

11 comments:

  1. Barnacleez rolled 9+2=11 init
    Zap it with Missy D4=3+1=4
    D20: 6, 5, 1, 9, 4

    ReplyDelete
  2. Initiative: 22

    If 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

    ReplyDelete
  3. Initiative: 4 +5 = 9

    Draw 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

    ReplyDelete
  4. My questions might be moot but...
    Nature 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

    ReplyDelete
    Replies
    1. If it weren't already attacking you might be able to tame it. But this one looks magically rabid or possessed.

      Delete
    2. @Joe - You can ask one question about the creature.

      Handle 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.

      Delete
  5. Looking for posts from Matt H and Steve.

    ReplyDelete
  6. Init: 12 +2 = 14

    If 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

    ReplyDelete
  7. Initiative 3+4=7
    Move into a position for flanking, I doubt I'll have movement for much else
    2+3 to attack
    16,15,17,1,4

    ReplyDelete
  8. My one question - does it have any special abilities?

    Wahesh 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.

    ReplyDelete
    Replies
    1. It has the following special ability:

      Rage (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.

      Delete