Given the small passage, and crowded room with a creature in the middle, I figured it is kind of tough for everyone to get in. Reid went first, said he stepped back, and loaded so I went ahead and moved him. Ember said she swung melee, so moved her the only safe step into the room. Then Father goes, and any further movement and he will provoke. Not sure where Valachi is in the order, I think his Init was missed.
Father listens to Reid's warnings, but it doesn't affect him, as he doesn't use either. He steps in before Delia protectively, as he always does, and swings at the thing. Given it's location as a puddle, Father clasps his hands together, bringing them both down with an overhead swing into the gooey mess.
Move into the room
As the device closes its doors on Valachi, Father doesn't need to be told what he must do, despite his urge to protect Ember. He rushes towards the Iron Maiden, and tries to find a handhold to pull the doors open. Sadly, he doesn't even know where to start as he paws uselessly at the thing.
Move, to the Iron Maiden
Perception 1d20 + 4 ⇒ (1) + 4 = 5
Father looks around the room, making no connection with the equipment or its purpose. At Delia's concerns, he stands in front of her protectively, uncertain what threats may lie within.
Father Thinks this dwarf may be one of those unhittable things that they have faced so many of in this place. He decides instead to try and go for the last skull. Those he has been able to hit. Still uncertain of the dwarf, he tries to move carefully past Valachi to the other side of him, but his big ungainly form is too clunky to do it with any skill. When he gets to the other side, his swings poorly, trying to recover from his atrocious dance past Valachi.
Acrobatics to move w/o provoking (to other side of Valachi) 1d20 + 1 ⇒ (3) + 1 = 4
Father also swings at the ghostly dwarf, despite his experience of not being able to actually hit with an unmagiced fist.
Slam 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12, if by chance that can affect it even if it hits 1d10 + 4 ⇒ (9) + 4 = 13
Father steps just inside the door, and takes a swing at the nearest skull harassing Valachi. He sees the ghostly dwarf swing, but he doesn't see how it's affecting Valachi, so he is uncertain if he can affect it without one of Delia's special spells for him. He sticks to attacking a kind of enemy he has fought before.
5' step into room
I can't see any grid labels. So, I'm just moving him on the map, and will try to explain it as best I can.
Father hears the sounds of another enemy before the group, and tries to move up as best he can to see what it is they face. He passes the doorway with Valachi in it, and stands beside the portcullis on Valachi's other side. He prepares himself to deal with any enemy that should try to leave the room and threaten anyone else.
Move to where he is on the map.
Father moves in to face the spirit like the others, crowding around it.
Move from N29 to I31
Father will only move and attack if Ember steps out of her square. If so, he does the following:
Father moves into the new opening, swinging again.
Move from O30 to M30
If her space doesn't open up, he will just stay where he is and ready for if it comes near him.
Reminder, Father's initiative is now after Delia's from his delay earlier.
Father once again rushes in after the enemy, trying to keep with Valachi in providing a threat and a target besides the others.
Move, from K29 to O30
Father continues to follow after the thing, accepting that he will need to stand over Reid's prone from to strike at the once-man.
Move, 5' step from I28 to I29
Father moves up after Delia gives him her magical enhancements. Not wanting to step on Reid's prone form, he moves to stand beside him as he takes a swing at the thing that was once a man.
Delay until after Delia's turn
Stabilize 1d20 + 1 - 11 ⇒ (5) + 1 - 11 = -5, down to -12
Took 2 damage from aura, stabilize attempt 1d20 + 1 - 5 ⇒ (14) + 1 - 5 = 10Just made it.
Father waits for her to heal, about to move into the space beside Reid. He decides instead to wait to see what the others do first. After Valachi moves up, and Reid moves out, Father moves in to fill the gap left by Reid. Instead of attacking the skeleton Valachi went after, he goes after the floating head, hoping a good solid hit will take it out of the fight.
Move, S29 to R29
Father relaxes with only one of them left, and decides to move out and finish it. He makes his way carefully across the greasy spot on the floor, and takes a heavy swing at the thing.
Move from Z37 to X35, Acrobatics 1d20 + 1 ⇒ (18) + 1 = 19
Father swings now at the skeleton standing before him, ready to hold his position and fight to keep those behind him safe. His focuses much of his attention on protecting, and his swing falls short.
Fight defensively, Slam attack on Z36 1d20 + 4 - 4 ⇒ (5) + 4 - 4 = 5
Father takes a swing at the one most likely to be able to get past him toward those he stands protectively before. The amount of damage he suffered from the attack of the other has weakened his strike, and he misses it by a long shot.
Attack X45, 1d20 + 4 ⇒ (1) + 4 = 5
Don't know if it was intentional, but I am able to move Father on the map, and I like it. If we shouldn't he was in W43.
Father steps forward toward the creatures, but realizes that he should wait until everyone is down so he doesn't get surrounded. He steps forward, and assumes a defensive posture for when the creatures approach.
5' step, and total defense
Okay, maybe it wasn't a work issue. I just realized, the giant stirge is the only thing left.
Father decides that it seems clear enough that he will take the opportunity to step out and pick a better spot to fight from. He steps out of the room and put his back to the nearby corner. He scans the environs for the remaining enemy Reid mentioned.
Move to -L/11
Father's frustration comes to a head. He growls before hauling back and throwing his all into a single punch at the leading skeleton.
Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, crit confirm 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20, damage 2d10 + 8 ⇒ (5, 9) + 8 = 22 (blunt)
With so many others able to help Valachi with the bat things, he tries to remove some of the bigger things in the doorway. He grows frustrated at his inability to connect with anything around him.
Slam attack, on skeleton in (-L/12) 1d20 + 4 - 4 ⇒ (9) + 4 - 4 = 9
Father scowls at the idea that he not come to Delia's aid, but there are more enemies where he is at presently. He strikes out again, but his swing is still hindered by the confines of the room.
Attack the nearest Stirge, 1d20 + 4 ⇒ (2) + 4 = 6
Father, waiting until they were closer, strikes out at the first one within his reach. He swings his big inhuman fist at the skeleton in the doorway, but the tight space they are all in restricts his movements, and causes him to make an awkward swipe.
Standard, attack Skele in -L/12, 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6 (accounting for cover)
Perception 1d20 + 4 ⇒ (17) + 4 = 21
Father eyes the entryway suspiciously, "Careful, young ladies, the dead here seem to show up anywhere."
Father would try to always be in front of both Kendra and Delia, in his singular role of defending the young ladies, but Kendra keeps ending up in front of him.
Father waits until the men that tend to be in the front go in, but as soon as either Kendra or Delia make for the ladder, he steps in right before them. Primarily Kendra, as Delia knows that she doesn't exactly belong in the front.
Basically, he will go right after both Agnar and Valachi have gone down, assuming Agnar will also be toward the front.
As they stand around the dark wet hole in the floor, Father looks to each of the others, and decides to act. Some times the best way to overcome reluctance is to just charge in head first and not think about it. He shrugs, grabs the ladder carted in, and begins to maneuver it to lower into the darkness below.
Father attempts to help the injured man, making his way as best he can to him.
Move toward the man in G5
Father runs up to the nearest enemy, striking it as hard as he can with his heavy fist.
Move, as far as he can to get to an enemy. If he can't get close enough to one, he will double move to stand as best he can between a skull and a citizen.
Perception 1d20 + 4 ⇒ (5) + 4 = 9
Father is agitated by all the possible threats in the room. The town has already shown that some of them are willing to act aggressively toward the late professor's friends. He slides his chair just a little closer to Delia, and tries to watch for any threat that may become violent.
Father just breathes a heavy sigh, moves up to stand behind Delia, and rests a calming hand on her shoulder. His sign to her that he stands with her, but his sign to everyone else that he will try to temper her outbursts.
Father may not be the sharpest knife in the drawer, but he knows well enough that he is better off staying out of the way. He decides to get some wood from the shed and set about lighting a fire so the others can dry faster. After he does so, he stnads off to the side, but still in the same room as Delia. Staying out of the way is one thing, but staying out of sight of her is not an option.
Father angrily berates himself for the thing being able to frighten him off and leave Delia there without him. He turns and rushes back toward the room. Getting just inside, he looks to see if she is okay.
That should put him back in D9
Father, taken by surprise by Delia's move into the room, rushes in to stand before it, determined to stay between her and the thing.
Move to either C or D 6, based on availability. Slam 1d20 + 4 ⇒ (20) + 4 = 24, critable? confirm 1d20 + 4 ⇒ (11) + 4 = 15, damage 1d10 + 4 ⇒ (4) + 4 = 8 if crit add 1d10 + 4 ⇒ (2) + 4 = 6
Father decides to brush Delia's hands away from his outfit, she kept getting the buttons unmatched. Using his experience, he tries to set himself up to maintain the proper appearances. His blocky wooden hands make no more headway than Delia had before he gives up and follows her downstairs.
Disguise 1d20 + 4 ⇒ (5) + 4 = 9