The party headed to the west with Remy scouting the way.
Shortly down the corridor the passage was lit again by the magical green gems.
From around the corner ahead, two animated skeletons armed
with spears appeared.
Roll initiative. Begin Combat round 1.
-------------------------------------------------------------------------------
Map Key:
Green starbursts are magic gems that shed light.
Green squares are lit by the gems.
S1, S2 = Skeletons
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
-------------------------------------------------------------------------------
Conditions:
None
-------------------------------------------------------------------------------
Injuries:
Ursi – 1 damage
New post.
ReplyDeletecharge forward to C3 and attack
ReplyDelete"There's EVIL here!"
initiative 14+1=15
attack 16+4+2=22
d10= 6+4=10 great club
Roll(5d20)+0:
6,9,15,13,14
i charge into close to combat.
ReplyDeleteInitiative: 14
attack: 7, 14 - 4 for cover = 10 ranged touch.
19-4 = 15 ranged touch.
damage: 4, 1
then check the area
Perception: 13, 20, 8, 22
prestidigitate the spears.
other roll 20: 7, 6, 3, 8
"good job guys."
Init 18+5 = 23
ReplyDeleteMove up to S1 and attack with my spear
15+1 = 16 to hit
5+1=6 damage
if applicable add 5 points of sneak damage.
Initiative: 12
ReplyDeleteMove to nearest skeleton. Kick it.
To hit: 9 Whiff!
4 1 15 3 17
Initiative: 18
ReplyDeleteUrsi attacks S1
Atk 16+4 = 20
Dmg:4
Thayross holds action till the end of the round thrn heals worst injured party member for 6.
Just need to hear from David.
ReplyDeleteMove up within 30' of a skeleton and acid splash him
ReplyDeleteInitiative: 12
Ranged touch: 23 (20+dex+pbs, doesn't include in melee modifier)
Damage: 4
Uhhh...
ReplyDeleteHello?
Will try to post later today.
ReplyDelete