Combat Map - Turn 57

Wednesday, January 9, 2019

DtBP: Firebrand’s Redoubt - GM Turn Post 7


With a defiant shout, Erna charges into the fray.

Begin Combat Round 1. Roll initiative. 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.

You may make a Knowledge (religion) check to try to identify the monsters. You may make a Knowledge (local) or Knowledge (nobility) check to try to identify the insignia worn by the monsters.

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Conditions:
None

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Map Key:
None

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Party Health:

Cando Numida (39/39), Wahesh Captain (49/49), Stabem (38/38), Lady Emyralda (37/37), Ro-Mahn (35/35), Barnacleez (42/42), Lou G'Boo (21/21)

13 comments:

  1. Initiative: 20

    MOVE to H7
    STAB skellie in H8: 17+9= 26
    Damage: 9
    Flank damage: 10

    17 13 6 16 19

    ReplyDelete
    Replies
    1. Did you mean to move to G7? H7 is 35 feet away and could generate attacks of opportunity.

      Delete
  2. Barnacleez thought.. "Well there goes another meal, wrecked by a monster attack. You'd think I'd be used to it by now. Breakfast with Kobolds, or lunch with slime monsters, it's like a running gag betwixt the universe and us adventurers.

    seeing as I have no knowledge of the undead, let's get to it.


    Barnacleez rolls 10+8= 18 init

    and with a friendly slap on the butt and a hearty "go get-em boy"
    cast 'bulls strength' on Cando, +4 str


    d20= 16, 7, 1, 15, 12

    ReplyDelete
  3. On behalf of Joe:

    Wahesh will try a local knowledge roll then race to G8 to re-kill the skellington at H8.

    Initiative: 4+8=12

    Knowledge (local): 11+3=14

    Attack (longsword): 5+10=15
    Damage: 6+4=10

    Other d20: 10,19,5,4,14

    ReplyDelete
  4. "RAAWWWWWRRR!!!" Cando bellows as he charges forward...

    ...as he does so, he ponders the fiends before him:
    K:Local = 13 +7 = 20
    K:Nobility = 9 +2 = 11

    Init: 12 +6 = 18

    Move to point of attack; if unable to charge a foe, double move into a position that can lead to a flank next round

    Attack roll: 17 +8 +2(charge) = 27
    Damage: 6 +4 = 10 (slashing?)

    More rolls: 6,4,19,11,8

    ReplyDelete
  5. Initiative: +5 : Roll 13 =--> 18

    Know (Religion): +5 Roll 18 = --> 23

    If they truly are Skeletons and will be hurt by Channeling Positive Energy. Move up to F7 and Channel.

    IF they will not be hurt by it. Move to provide flanking.

    Roll(3d6)+0:
    2,6,4,+0
    Total:12


    Roll(7d20)+0:
    13,18,7,13,19,11,13,+0
    Total:94

    ReplyDelete
  6. Just looking for a post from Steve.

    ReplyDelete
  7. Ugh, I told that fuckhead yesterday. Maybe he's still in shock at the cost of the hotel for gencon

    ReplyDelete
  8. I full move to H4 (halfling speed sucks)
    14,1,10,2,3,+0

    ReplyDelete