The party moved down the hallway to investigate further.
The northern passage leading from the intersection went 25
feet and turned to the east before opening into a guard room. A large table sat
in the center of a room with six cell doors. A clutter of papers, small objects
and quivers of arrows sat atop the table. The room was lit in the green light
shed by two additional wall mounted gems.
Two skeletons armed with spears stood at the end of the
table nearest the passage. Two skeletons armed with short bows stood at the
opposite end of the table.
Roll Initiative.
-------------------------------------------------------------------------------
Map Key:
White rectangles are doors.
Orange rectangles are crates.
Brown rectangle is a table.
Blue circle is the water barrel.
Green starbursts are glowing gems.
Black starbursts are gem shaped holes in the wall.
S1 & S2 = Skeletons
SA1 & SA2 = Skeletal Archers
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
-------------------------------------------------------------------------------
List of Assets:
The group has located 12 days of trail rations in a sturdy
crate.
There is a large barrel full of fresh water but currently
nothing to transport it in.
There is enough scrap wood and bones to fashion a few
torches or act as fuel for a small fire.
Brother Gronk has the iron wall hook.
Buzz picked up 2 skeleton spears and a rock suitable for
bashing.
Buzz picked up the wooden door bar (Great club).
Buzz has a green glowing gem.
Magni has located and recovered 4 throwable stones.
Remy had fashioned a makeshift sling and located and
recovered 2 throwable stones.
Thayross has fashioned a makeshift staff/club from pieces of
barrel.
-------------------------------------------------------------------------------
Injuries:
Thayross: 3 damage
Initiative: 19
ReplyDeletein a hushed tone: "Psst Thayross, are you good or neutral?"
Do you have an action you would like to take?
DeleteHeal Thayross if he claims to be good.
Deletehow can you heal him? You are a sorcerer.
DeleteNeutral good
DeleteCelestial heavenly fire. Rolled a 2, so 2. After that I move up and disrupt undead. 18 to hit, 5 damage.
DeleteGot it. Thanks. Did you roll a 2 or did you roll 1 +1? The ability does 1d4+1 per 2 sorcerer levels.
DeleteDue to the notification issue and you not seeing the posts for the last couple of turns, I will assume that you did this prior to the start of this turn.Normally this is a Standard action.
rolled a 2, and only have one level.
Deletenext roll: 4 to heal injured, or 13 to hit with disrupt.
So 2+1. The minimum is +1. It will go to +2 at 4th level.
DeleteBased on this, Thayross is fully healed going into the fight.
I wink at Brother Gronk, and say "dibs right! There's EVIL here!"
ReplyDeletei rush forward 3 squares and attack with my Miyamoto Musashi inspired great club.
initiative 8+1=9
attack 16+4=20, damage 7+4=11
extra d20: 20, 9, 11, 16, 5
Initiative 25: Skeleton 2
ReplyDeleteInitiative 24: Skeletal Archer 2
Initiative 15: Skeleton 1
Initiative 13: Skeletal Archer 1
Take a 5ft step north/Load SLing
ReplyDeleteSling at SA2
20 to hit 4 damage.
@Alan - What is your initiative?
DeleteAre you applying the following?
You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a –1 penalty on attack rolls.
Sorry, Init 25
DeleteDid not know of that rule so make the to hit a 19
init 20+5 = 25
DeleteI move forward to get line of sight /a within 30' and use acid splash on an Archer.
ReplyDeleteInitiative: 20 (16+4)
Ranged touch: 20
Damage: 3
GRONK bellows "GRONK SMASH!" and rushes alongside the paladin to punch the other skeleton.
ReplyDeleteInitiative: 17
To hit: 17
Damage: 8
Other: 8 8 4 8 7
@Jim - Do you have an Initiative roll and an action for this turn?
ReplyDeleteOn behalf of Jim:
DeleteUrsi bites nearest skellie
Theyross moves up closer and gives it the finger.
Initiative: 18 (+ unknown bonus)
To Hit:. 14 (+ unknown bonus)
Damage:. 3 (+ unknown bonus)
No bonuses
Delete