Wednesday, July 29, 2020

Tuesday Blog Game – Turn 24

Remy moved ahead and looked into the room ahead. Not seeing any immediate dangers, the rogue moved to investigate the door to the southwest. Magni followed on his heels but remained in the corridor. Busby and Gronk moved into the room while Osric, Thayross and Ursi took up the rear.

As the party started to investigate the room, four ghostly presences made themselves known.

Slimy, shifting masses the shape of a humanoid, but is made out of something that appears to be some form of sticky rope or cloth. Their body lurches jerkily, struggling to maintain its horrid form as they phase through the torture equipment.

-------------------------------------------------------------------------------

Roll initiative. Begin combat round 1.

You may roll Knowledge (Religion) to try to identify the creatures.



Map Key:

Green starbursts are magic gems that shed light.
Green squares are lit by the gems.
Rusty brown shapes are torture devices.
White rectangle is a door.
EH1-EH4 = Ectoplasmic Humans
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

16 comments:

  1. are they EVIL ?

    Roll(5d20)+0:
    9,1,1,12,12,+0

    ReplyDelete
    Replies
    1. If you want to use your Paladin ability of Detect Evil, it will take a move action to find out.

      Delete
    2. Can I move action that and ready for attack if it gets within my range?

      Delete
  2. Initiative:9

    "Aren't we avoiding combat until we rest?". Magni starts to summon a fire rat. " Get out of there! I'll distract them with a rat."

    Additional rolls:
    15, 16, 17, 1.

    ReplyDelete
  3. Initiative: 17

    5ft to H6 and flurry
    To hit: 22
    To hit: 17
    Damage: 9
    Damage: 9

    1 2 15 8 5

    ReplyDelete
  4. Initiative 15

    Ursi Charges nearest thingy and attack

    Attk Roll 6

    I'm assuming tgat misses

    ReplyDelete
    Replies
    1. Thayross readies his action and waits for someone to need healing.

      Delete
  5. Mmmmm -. Summon dire rat. - mmmmm.

    ReplyDelete
  6. Init 19
    If I beat them to Init
    Move to B8 and attack EH1
    22 Acrobatics if I need it
    19 to hit with spear dealing 8+1+1(trait)+6=16



    If I did not
    I will assume I got attacked. Attack the one that did more damage.
    19 to hit with spear dealing 8+1=9
    If I am in melee with 2 try and take a 5ft step back

    ReplyDelete
  7. Int: 9
    Hit ranged touch: 19
    Dam: 3

    Move to F8 and acid splash EH2
    (If I go before him...if not I try to move within 20 feet of one... preferably one not engaged in melee or with characters blocking)

    ReplyDelete
  8. "anyone know anything about these abominations?"

    ReplyDelete
  9. Rat attacks d6. 14
    3 and save for filth fever.

    Acrobatics:3 if needed.

    Additional rolls:
    17, 3, 14, 6

    Magni will disrupt eh2. 4, 16 to hit.
    1 point of damage.



    ReplyDelete
  10. It is. The rat will appear next round.

    ReplyDelete

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