GM Snorter |
Map revisedHERE.
Initiative:
Galstok 28
Tregar 26
Sephird 24
Valoria 23
Chief 22
Orik 21
Ensu 20
Goblins 13
Galstok |
Galstok around Ensu towards the door stopping to swing his hammer around at the creature attack the Wise One, a snarl on his lips as he sees his prefered prey fleeing the fight.
Raging rnd 2
Attack(PA):1d20 + 8 - 1 ⇒ (17) + 8 - 1 = 24
Damage(PA):2d6 + 9 + 3 ⇒ (1, 4) + 9 + 3 = 17
Wisp
Attack:1d20 + 1 ⇒ (4) + 1 = 5
Damage:1d4 - 1 ⇒ (2) - 1 = 1
Tregar Quill |
Tregar swaps weapons, incurring AoO from the enraged goblin;
AoO 1d20 + 4 ⇒ (5) + 4 = 9
And swings the spiked club at it's head.
1d20 + 3 ⇒ (20) + 3 = 23
1d20 + 3 ⇒ (9) + 3 = 12
Damage 1d8 + 2 ⇒ (2) + 2 = 4
The goblin ducks, and takes the blow on the shoulder, grunting in pain.
These bodygaurds are showing far more resilience than their common warriors...
Sephird Brookside |
sorry, game dropped off my notifications list, thanks for the email, and feel free to bot me for a combat round if needed.
Might I suggest that everyone post their actions, then the GM posts a recap in initiative order?
Sephird has been rather miffed that these goblins just are not realizing they should give up or die. If needed, he will 5' to get into a flanking position.
rapier, twf 1d20 + 4 ⇒ (15) + 4 = 19
shortsword, twf 1d20 + 3 ⇒ (19) + 3 = 22
shortsword, confirm crit 1d20 + 3 ⇒ (12) + 3 = 15
rapier damage 1d6 ⇒ 6
shortsword damage 1d6 ⇒ 4
shortsword crit damage 1d6 ⇒ 6
sneak attack damage 2d6 ⇒ (2, 6) = 8
GM Snorter |
rapier, twf 1d20+4
shortsword, twf 1d20+3
shortsword, confirm crit 1d20+3rapier damage 1d6
shortsword damage 1d6
shortsword crit damage 1d6
sneak attack damage 2d6
There's only one goblin left in the room; the one by the east door.
You can't get into a flanking position, but you don't need to, since both attacks land, the first dropping the goblin to his knees, the second, benefitting from his lack of defences, cutting his throat from one ear to the other.(6 damage [no sneak], drops him to -1, followed by 4+6+6=16, for an obvious kill)
GM Snorter |
Sorry for the delay. Been having to put right some plumbing problems.
I've put up the current situation here, assuming we're in the middle of Valoria's turn.
She's completed a normal move action, and ended up immediately behind Orik, with the Chief nowhere in sight.
A quick Perception check 1d20 ⇒ 4 reveals that she can hear the scrape of a door round the nearest left corner.
She still has a standard action left, which could be used to move further, cast, or ready.
(I'm allowing free-swinging, unlocked doors to be opened for the price of five feet of movement, to prevent logjams, raher than costing a move action.)
GM Snorter |
To the immediate left is a small waiting area, ten feet square.
Set within the left, western wall are double doors, which are slightly ajar.
The doors are carved with images of horrific, deformed monsters clawing their way out of pregnant women of all races.
The sound of a dog-like barking can now easily be heard, through the opening.
GM Snorter |
Perception checks for Orik and Valoria:
1d20 + 1 ⇒ (19) + 1 = 20
1d20 + 3 ⇒ (14) + 3 = 17
Both hear the sound of a chair scraping back, further up the coridor, and possibly a bag being dragged.
You look up to see the door at the far end of the corridor open slightly, and a dark-skinned female face peering out with furrowed brow.
The owner appears to be trying not to be seen, but can tell she is spotted, and begins chanting.
Perception for Valoria;
1d20 + 3 ⇒ (8) + 3 = 11
Given the difficulty of hearing through the door, she does not fully hear enough of the spell to identify it, but sees no obvious effects.
GM Snorter |
With 40' speed, you can reach the doors in a single move (using 5' to get through the first door), so you can take a quick recce, before deciding to plough through.
Perception 1d20 + 6 ⇒ (8) + 6 = 14
You hear the sound of the baying hound, before you get to the doors.
You can see a slice of the northern section of the room beyond the door, which is at least 20' long. You can see a stone column, bathed in a low red light, emanating from further within.
You can carry on into the room, but this will be your action for the round, so won't get to attack. What do you want to do for the second half of your turn?
Galstok |
sorry about that
Stopping at the door, believing his quarry cornered, Galstok pauses his headlong dash through the hall. There he waits ready to spring into action as soon as Orik is ready.
he will use his remaining move to move in when Orik does. Unless you don't want to use delay like that then will go on his next initiative count.