Friday, June 26, 2020

Tuesday Blog Game - Turn 22


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.

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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

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Injuries:
Ursi – 1 damage

10 comments:

  1. charge forward to C3 and attack
    "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

    ReplyDelete
  2. i charge into close to combat.

    Initiative: 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."

    ReplyDelete
  3. Init 18+5 = 23
    Move 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.


    ReplyDelete
  4. Initiative: 12
    Move to nearest skeleton. Kick it.
    To hit: 9 Whiff!

    4 1 15 3 17

    ReplyDelete
  5. Initiative: 18
    Ursi 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.

    ReplyDelete
  6. Move up within 30' of a skeleton and acid splash him

    Initiative: 12
    Ranged touch: 23 (20+dex+pbs, doesn't include in melee modifier)
    Damage: 4

    ReplyDelete

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Iconics 2

Iconics 2
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