Some sixty feet ahead on the road, a villager is lying
curled on the ground, his hands shielding his face from two ugly, blue-skinned
creatures with over-sized, wrinkly heads. Two centipedes as big as a large man
hiss menacingly at the desperate, shaking villager, their mandibles oozing with
venom. The monsters are covered in a greasy, purplish goo that seems to be
growing from their very skin.
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.
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Conditions:
N/A
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Map Key:
N/A
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Party Health:
Cando Numida (26/26), Wahesh Captain (31/31), Stabem
(24/24), Lady Emyralda (23/23), Ro-Mahn (22/22), Barnacleez (26/26), Lou G'Boo
(13/13)
Draw Weapon if it not out weapon, Move / double move @ the villager.
ReplyDeleteCan I tell what they are (Planes / Religion)
Init +5
Roll(5d20)+0:
9,2,7,15,11,+0
Total:44
Lady Emyralda is not sure what they are but she does see the evidence of Demon's Bile. These creatures are fiendish.
DeleteI think this is why Bruce thought that spell would work.
Delete"More fiendish creatures, no doubt! CRUSH!" with a shout, Cando:
ReplyDeleteSwift action imbues the weapon to be used with Arcane Strike
IF enemy in range, drop dart and charge foe for a power attack
OR
step forward (single move) and hurl a dart at nearest foe not engaged in Melee
Init: 13 +2 = 15
Move: 20' or Charge
Attack roll: 13
Total on charge +2 -2 +6 = 19 (Charge-PA+Base)
damage: 4 +4 +1 +2 = 11 (Roll+Str+AS+PA)
Total on throw +4 = 17
damage: 2 +3 +1 = 6 (Roll+Str+AS)
Other Rolla: 18,4,8,13,7,+0
init 1+6=7
ReplyDeleterush up 20' and hurl this gawd-awfully heavy alchemist fire at the L2 monster..
19+4=23
D6=6
D20= 7, 9, 14, 14, 18
Baranacleez knows that fiendish creatures are resistant to fire. Also the range increment for Alchemists' Fire is 10 ft. He would receive a -10 penalty to his attack roll. If it misses, it will bounce/scatter 5 times.
DeleteDo you still want to do this action?
ah no, we will target something with my trusty 1d6 vs undead spell using the already rolled dice.
DeleteYou do not think that the spell will have any effect. None of the creatures are undead and there are no patches of Demon's Bile to target (which that spell would destroy). To cure any of the creatures would require a successful remove disease.
Deletesorry i thought i read that there was demon bile present.
Deletei will put Missy to work. D4=3+1=4
Wahesh full move charges blue dude at K3, shouting to distract it from beasting on that civilian.
ReplyDeleteI can't close this round, can I? Full move either way, but cognizant of outgoing missing fire.
Init = 1 + 3 = 4
Lsword (if applicable) = 8 +2(charge?) +5 = 15
Damage = 4 + 3 = 7
Rolls: 18,14,2,4,13
Hmmm...no time like the present to do my character sheet O_o'
Just need posts from Dave and Steve to move things forward.
ReplyDeleteMove up to I5
ReplyDelete14,8,16,10,17
That makes Stabem initiative 18 (14+4).
DeleteInitiative: 26
ReplyDeleteI sling a cold iron bullet at the xvart on the left: 13
Damage: 4
Knowledge Local/Nature/Dungeoneering on humanoids: 20
KS Local/Nature/Dungeoneering on centipedes: 23
2 16 20 3 14
You identify them as fiendish mites and fiendish giant centipedes respectively.
DeleteYou may ask 2 questions about the mites and 3 questions about the centipedes.
On behalf of Dave:
DeleteQuestions for monster identification, in order:
1. defenses
2. attacks
3. vulnerabilities
Ro-Man recalls the following:
DeleteMite (fey):
Special Defenses: DR 2/cold iron
Special Attacks: hatred (+1 to attack rolls) vs. dwarves and gnomes
Gian Centipede (vermin):
Special Defenses: Immune to mind-affecting effects
Special Attacks: Poison bite - injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d3 Dex damage; cure 1 save.
Vulnerabilities: none
Nolaria has a 12 Initiative.
ReplyDeleteShe will cast Bless and draw her longbow.