The party has encountered 2 deep ones: vile 6' tall humanoids, covered in light green scales, with fins on their heads and limbs. These specimens are armed with turtle-shell shields and whale-bone tridents. Their bronze helmets are in the likeness of anglerfish, and their only garments are sea-sponge codpieces.
The deep ones leap from the bulkhead ready for battle! Neither side is surprised, and you have the initiative.
I am house-ruling right here and now that rolling natural 20 is a critical hit that automatically uses d12's for damage. Breath rolls 11 and bisects Deep One A with her glaive and 18 strength!
Shade (pole arm) needs 15 and rolls 20, 21! The sheer force of the impact does 2d12=12 damage, plus an additional 1d12=7 neon damage! Deep One B is no more! Both deep ones were slain instantly before they could sound the alarm!
Fated, Minion, and Gunnery hear the sound of breaking glass and clanging metal from the cellar below. If they act immediately, they will achieve surprise over whatever's down there, as Round 1 continues...
The spacious cellar runs the length of the house. It is high-ceilinged, so that even Shade can stand comfortably. There is an assembly-line running the center of the room, and a party of [green]7 deep one cultists[/green] in the process of toppling the machinery and smashing the bottles!
4 deep ones wearing white robes and wielding maces 2 green women with chainmail and halberds 1 bone man with platemail and battleaxe
The bone man is nearest, his back turned to you. The deep ones work methodically as a unit, dismantling the motors, hydraulic press, and conveyor belt. The green women are farthest away from you, in the deepest darkest part of the cellar, using their halberd shafts to overturn a large vat.
Minion, Fated, and Gunnery may attack with surprise this round against the bone man, and if they can get past him, against the deep one clerics.
[OOC - I like d20 for most party vs. bad guy fights. I like the 2d6 for battles where there are like 20 to a side. What I find myself doing a lot with MtM is that the 'initiative' system ends up dividing itself into each little engagement that's going on, which is something I like. For example, say Minion and Breath are fighting a Dark Young and everybody else is on the Evil Wizard. By using MtM, you totally don't have to worry anymore about whether the dark young goes before the wizard, you're free to just deal with those who are in combat with each other. This is a godsend for PbP, since it can alleviate some of the "we have to wait for the others in the combat to declare their actions" stuff.]