Tuesday, May 12, 2020

Tuesday Blog Game - Turn 7


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

20 comments:

  1. Initiative: 19

    in a hushed tone: "Psst Thayross, are you good or neutral?"

    ReplyDelete
    Replies
    1. Do you have an action you would like to take?

      Delete
    2. Heal Thayross if he claims to be good.

      Delete
    3. how can you heal him? You are a sorcerer.

      Delete
    4. Celestial heavenly fire. Rolled a 2, so 2. After that I move up and disrupt undead. 18 to hit, 5 damage.

      Delete
    5. Got it. Thanks. Did you roll a 2 or did you roll 1 +1? The ability does 1d4+1 per 2 sorcerer levels.

      Due 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.

      Delete
    6. rolled a 2, and only have one level.

      next roll: 4 to heal injured, or 13 to hit with disrupt.

      Delete
    7. So 2+1. The minimum is +1. It will go to +2 at 4th level.

      Based on this, Thayross is fully healed going into the fight.

      Delete
  2. I wink at Brother Gronk, and say "dibs right! There's EVIL here!"
    i 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

    ReplyDelete
  3. Initiative 25: Skeleton 2
    Initiative 24: Skeletal Archer 2
    Initiative 15: Skeleton 1
    Initiative 13: Skeletal Archer 1

    ReplyDelete
  4. Take a 5ft step north/Load SLing
    Sling at SA2
    20 to hit 4 damage.

    ReplyDelete
    Replies
    1. @Alan - What is your initiative?

      Are 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.

      Delete
    2. Sorry, Init 25
      Did not know of that rule so make the to hit a 19

      Delete
  5. I move forward to get line of sight /a within 30' and use acid splash on an Archer.

    Initiative: 20 (16+4)
    Ranged touch: 20
    Damage: 3

    ReplyDelete
  6. GRONK bellows "GRONK SMASH!" and rushes alongside the paladin to punch the other skeleton.

    Initiative: 17
    To hit: 17
    Damage: 8

    Other: 8 8 4 8 7

    ReplyDelete
  7. @Jim - Do you have an Initiative roll and an action for this turn?

    ReplyDelete
    Replies
    1. On behalf of Jim:

      Ursi 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)

      Delete

Note: Only a member of this blog may post a comment.

Iconics 2

Iconics 2
New Paths Compendium: Pathfinder RPG Expanded Edition -- Kicktraq Mini
All for One: Satan's Playground -- Kicktraq Mini
Perils of the Surface World -- Kicktraq Mini
Revelations of Mars -- Kicktraq Mini
Space: 1889 - SF Role Playing in a More Civilized Time -- Kicktraq Mini
Leagues of Gothic Horror -- Kicktraq Mini
Quantum Black: Cosmic Horrors -- Kicktraq Mini
Globetrotters' Guide to London -- Kicktraq Mini
Perils of Mars -- Kicktraq Mini
Sandy Petersen's Cthulhu Mythos for Pathfinder -- Kicktraq Mini
Leagues of Gothic Horror: Shapeshifters & Vampires -- Kicktraq Mini
Leagues of Cthulhu -- Kicktraq Mini
Leagues of Gothic Horror: Ministry & Mordavia books and Dice -- Kicktraq Mini
Pathfinder: Kingmaker -- Kicktraq Mini
Starfinder Masterclass Miniatures -- Kicktraq Mini