Monday, April 19, 2010

Barrow of the Forgotten King - GM Turn Post 80

Begin Combat Round 3.

Starting positions for Turn 80 are displayed on the Combat Map.

Conditions:

Characters in the water – With successful Swim Check (DC 10) - takes a –2 penalty on all attack rolls, ½ damage with slashing and bludgeoning. Full damage with piercing.

Off Balance – With a failed Swim Check - takes a –2 penalty on all attack rolls, ½ damage with slashing, bludgeoning and piercing. No Dex bonus to AC and -2 AC.

Dargoth: -4 CON – Max hit points dropped to 40.

The large leech images are swarms of smaller leeches.

Initiative Order for the round:

20: Stygian Leech Swarm 2
17: Banjo
17: Thurstan
16: Thurstan’s Wolf
16: Clint (Has a readied action. He may act whenever he likes.)
14: Dargoth
11: Giant Stygian Leech 2
10: Stygian Leech Swarm 1
5: Giant Stygian Leech 1

Please submit your turn instructions using the Player Action Response - Turn Post Template

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Map Key:

Dark Gray is the labyrinth floor.
Textured Dark Gray is rubble.
Light Gray is the cavern floor and spire tops.
Blue is water.
Light Green is where magic was detected.
Labyrinth floor is 20 feet above the cavern floor/water.
Spires are 10 feet above the water.

11 comments:

  1. Can you Sleep a swarm? Or would Banjo even know that?

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  2. Give me two Knowledge Arcana rolls. One is for the creature and the other is for general spell effects on swarms.

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  3. This comment has been removed by the author.

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  4. responce to GM turn post #80
    Thurstan Howl - Initiative (+1) =17

    talk -
    "I am a preist of the water god, and
    my advice is NEVER GO INTO UNEXPLORED BODIES OF
    WATER! ..EVER."
    and mutter 'idiots' under my breath

    action - blat for [7], exclude the 1or2 slugs
    that are hurt

    Attack roll....(+6) -
    Damage roll..(d6+1) -
    Extra d20 rolls for Thurstan & wolf -
    [17] [4] [1] [17] [3] [7] [20]
    ------------------------------------------------
    T.H.Wolf - Initiative (+2) =16
    ..move - to h13
    action - attack the worm in h12

    Attack roll....(+2) -3+2=5
    Damage roll..(d6+1) -and miss
    Special,trip...(+4) -na

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  5. Character Name – Dargoth

    Player Action Response - GM Turn Post #80
    Move 1 (20 ft/*3) – Move if Possible per Turn 79.

    Otherwise
    Attack my clingy friend. (Gee I have a lot of those!)
    Move 2 –
    Cast a Spell – Not a Caster
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll (+6) –

    Attack Roll (s) (Melee +10 with sword)Adjusted – [21]
    Confirm Potential Crit – [19]

    Damage Roll(s) (1d10 +5 - 1 Handed) adjusted – [8]
    Crit Damage – [7]
    Special Damage –

    Rolls for Saving Throws/Skill checks (fort +5, Reflex +3, Will +3) Not adjusted – [20] [19] [14] [2] [18]

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  6. Rolls for Knowledge Arcana:

    22, 18

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  7. Knowledge recalled as a result of Banjo's Knowledge Arcana rolls -

    The Stygian leeches (giant and swarm) are magical beasts native to the Abyss. They are immune to mind-affecting spells and abilities. They have minor spell resistance and resistances to acid, cold and fire. They drain blood (CON damage) and pass along a very nasty disease called Demon Fever.

    Swarms in general:
    * A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage.
    * A swarm is immune to any spell or effect that targets a specific number of creatures including single-target spells.
    * A swarm takes half again as much
    damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

    These swarms are made up of fine creatures. They have the same immunities and resistances as the giant counterparts.

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  8. Without getting back in the water, the wolf cannot effectively attack. The big worm in H12 is a swarm and they do not take damage from weapons. (You would be able to kill a few creatures but not enough to damage the swarm.)

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  9. Clint will attempt to throw a rope to Dargoth and pull him from the water, as it seems obvious he's not going to get out of there easily, and I am for damn sure not going back in...

    skill rolls:
    [13] [12] [17] [5] [2]

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  10. It looks like Clint will need to move to E13 to pull Dargoth to "safety" in F13. This will pull the fighter and the two attached leeches out of the water.

    I still need to know what Thurstan's wolf plans to do given this information and what Banjo plans to do.

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  11. Character Name – Banjo the Pants-Pissed
    Player Action Response - PEW GODDAMMIT PEW!
    GM Turn Post #80

    Move 1 –NA
    Attack –
    Move 2 –
    Cast a Spell –MAGIC MUTHAFUCKIN MISSILE
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) –10!
    Crit Damage –
    Special Damage –force effect

    Rolls for Saving Throws/Skill checks –
    18, 3, 20, 4, 16

    ReplyDelete