Sunday, June 7, 2020

Tuesday Blog Game – Turn 17


Another crossbow bolt streaked from the darkness and struck Remy for 8 more damage and rendered the wounded rogue unconscious.

The party rushed forward to Remy’s aid. Buzz ran forward stopping just behind the fallen rogue and determined that he was still alive. Further, the paladin was able to make out the pit trap just ahead. Just past the edge of the light he was able to see four small figures.

Mangi pressed forward after seeing Buzz head that way and hearing the pained scream of Remy. Remy’s condition stabilized. Brother Gronk moved forward next to Remy. The half-orc could make out the shapes in the darkness with his darkvision. He saw a ratfolk wearing leather armor and reloading a light crossbow. A trio of dire rats stood next to it; one to the left and two to the right.

Osric moved forward but held back at the edge of the light source created by Magni. Thayross and Ursi moved forward to aid Remy. The druid had the Wand of Cure Light Wounds in his hand.

Starting positions are displayed on the map.

Initiative 20: Ratfolk
Initiative 17: Busby
Initiative 16: Dire Rat 1
Initiative 14: Magni
Initiative 14: Dire Rat 2
Initiative 8: Remy
Initiative 7: Brother Gronk
Initiative 7: Osric
Initiative 7: Thayross and Ursi
Initiative 6: Dire Rat 3
-------------------------------------------------------------------------------


Map Key:

Black starbursts are gem shaped holes in the wall.
Blue dotted lines are the boundary of a pit trap.
Yellow checked filled squares are light from Busby’s gem.
Pink checked filled squares are light from Magni’s stone.
RF1 = Ratfolk
DR1 - DR3 = Dire Rats
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
-------------------------------------------------------------------------------

Conditions:

Remy – Unconscious
-------------------------------------------------------------------------------

Injuries:

Remy – 17 damage

17 comments:

  1. I go to J9 and summon a fire beetle at middle corner at L7 and have him flash. 10 foot radius, Dc 12 Fort or dazed for 1d3 rounds. Fire beetle is Dr / evil. AC 12, hp 4, rolled a 3, or you can roll.

    Try to shield my eyes.

    extra d20 rolls: 3, 10, 3, 7

    ReplyDelete
    Replies
    1. With a speed of 20, if you move to J9, you will not be able to start casting summon until next round. You can move less, say to G8, and start casting if you like.

      Delete
    2. I took Fleet twice = got a speed of 30. I 9 is fine.

      Delete
    3. @Kelly - No, you did not. You took Toughness as your single feat at 1st level. You do not have the Fleet feat.

      Delete
    4. @Kelly - if you want to cast the summon spell, you cannot move more than 5 feet. Unless I hear otherwise, I will full move you to J9.

      Delete
  2. Buzz will run around the pit to the north ending in L6.
    and will attack the DR1..

    Roll(1d20)+4:
    18,+4
    Total:22

    Roll(1d10)+4:
    7,+4
    Total:11

    Roll(5d20)+0:
    20,20,12,7,19,+0

    ReplyDelete
    Replies
    1. As Buzz moves around the concealed pit, he detects two more pits covering squares H4-I5 and K5-L6. Going around the pits, he can get as far as L4. Is that what you want to do?

      Delete
    2. I will go that far and ready for a rat to get close enough to attack.

      Delete
    3. That will be a full move. You will be able to attack next round.

      Delete
  3. Kick a dire rat that will no doubt be all up in my bidness by the time my intiative rolls around. If there isnt one, go kick the ratfolk.

    To Hit: 8

    2 2 20 15 12

    ReplyDelete
    Replies
    1. Assuming nothing comes to engage you, do you plan to move to engage? If so, what path do you take?

      Delete
    2. Not knowing any better, he would go I9 - J9 - K9 - L8 to attack the ratfolk, or the most direct route to move and attack another target if he moves out of range.

      Delete
  4. 'Bother Gronk, would you be so kind as to step to your right?'
    I move up to H8 and I shot an Arrow at DR3
    12 to hit (9+2dex+1pbs)
    4 damage

    ReplyDelete
  5. Heal Remy with the wand.

    Roll 2+1=3

    (38 charges left)

    Have Ursi move up and attack RF 1
    13 dmg: 2

    ReplyDelete
    Replies
    1. @Jim - per my count, this will be the 4th charge you have expended. Total remaining charges should be 40.

      Delete
    2. My bad. I only have 20 fingers and toeses. After that I get confuzzled.

      Delete

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