Starting positions for Turn 109 are displayed on the Combat Map.
Conditions:
Dargoth: Demon Fever - Effect 1d6 Con damage, target must make a second Fort save or 1 point of the damage is drain instead; Cure 2 consecutive saves.
Kirlic: Poisoned – DC(18) save in 1 minute or d4 damage.
Bardic Performance - Inspire Courage: +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Initiative order for the round:
Initiative 24: Tomb Spider
Initiative 23: Clint
Initiative 20: Dargoth
Initiative 12: Kirlic
Initiative 9: Banjo
Initiative 9: Leera
Initiative 8: Thurstan
Initiative 7: Thurstan’s Wolf
Please submit your turn instructions using the Player Action Response - Turn Post Template
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Map Key:
Dark Gray is the floor.
Line filled squares are stairs going up.
Light Blue lines are web covered walls.
Blue star is a statue.
Light Gray rectangles are sarcophagi.
White rectangle is a door.
Female half elf image is Leera.
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ReplyDelete------------responce to GM turn post-----------#109
ReplyDeleteThurstan Howl - Initiative (+1) =8
move - 5'step to N8
action - attack with the rapier
Attack roll.....(+9)...14+9=25+1bs=26
Damage roll ..(d6+6)...1+6=7+1bs=8
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T.H.Wolf - Initiative (+2) =7
move -
action - attack with my mighty bite
Attack roll....(+2)...12+2=14+1bs=15
Damage roll..(d6+1)...x+1=
Special,trip...(+4)...x+4
---d20 rolls for Thurstan & wolf---
[1] [20] [15] [3] [19] [16] [1] [5] [19]
Character Name – Dargoth
ReplyDeleteGM Turn Post #108
Man would really like some Virture Priest!
Move 1 – only if I have to get him.
Attack – Big Freaking Spider
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – Power Attack [19]+10+1-2=[28]
Confirm Potential Crit –
Damage Roll(s) – [5]+4+1= [10]
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks – [17] [13] [1] [17] [13] [19] [3] [16] [16]
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ReplyDeleteCan we get a Dungeoneering or Religion roll to know what we need to bypass Tomb Spider DR?
ReplyDeleteVirtue = good aligned
ReplyDeleteCharacter Name – Banjo
ReplyDeletePlayer Action Response - Uncle Banjos Tomb Spider Fricassee!
GM Turn Post #109
Move 1 –NA
Attack –
Move 2 –
Cast a Spell – Scorching Raymond
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 13-4+1+1=11 touch
Confirm Potential Crit –
Damage Roll(s) –16
Crit Damage –
Special Damage –FIRE
Rolls for Saving Throws/Skill checks –
5,2,12,9,16,19
What the fuck does "Man would really like some Virture Priest! " mean?
ReplyDeleteAre you talking to me?
I think Matty is under the mistaken impression that you can align his weapon and so defeat the spider's damage reduction.
ReplyDeleteKirlic –
ReplyDeleteGM Turn Post #109
Move 1 – none, unless the spider moves someplace I do not have line of sight to.
Attack – Rapid Shot again (not sure if I have an attack penalty because of the group fighting him, if so, subtract it for me please)
Attack Roll (s) – 8 (2+6: miss), 25 (19+6: hit)
Damage Roll(s) – 11 (7+4)
Fort Check: 6 (1+5) (how many rounds before this becomes a problem? I am carrying anti-toxin, but I'm trying to fight the poison the hardcore way)
Misc rolls: 11,14,11,5,17,15,5,20,19,12
I don't "align" weapons, I give/take HPs.
ReplyDeleteBrad,
ReplyDeleteYou do have a penaly to shoot into melee. Based upon your feats you have a total of -7 to hit. (+1 for Point Blank, -4 for shooting into melee, -4 for cover.) Taking the Percise Shot feat will remove the shooting into melee penalty.)
The Fort save is required in a minute. You do not need to tell me each turn. I will keep track and will use a roll from you turn post or ask specifically for you to roll.
Clint Shoots.... he scores?
ReplyDeleteAttack roll: [19] +8 +1 +1 = 29
Damage roll: [7]
Other Skillz Rollz:
[18] [13] [1] [17] [14] [19]
Move only as needed to keep/get a clear shot on the beastie
Ok. Attack bonus of +9 for the bow, +1 for the bard performance, +1 for P.B., -4 for melee, -4 for cover, -2 for using Rapid Shot gives me a total of +1 to the roll of 19- a 20. I'm standing by my action this turn.
ReplyDelete(why cover if I take a 5' step east? It looks clear. or does shooting through combat incur BOTH penalties?)
Understood on the Fort rolls, I thought you were asking for them. Good to know I failed at failing too! :)
I may have worded my original post poorly.
ReplyDeleteMove 1 – none, unless the spider moves someplace I do not have line of sight to.
Should read more like Clint's; "Move only as needed to keep/get a clear shot on the beastie"
Brad,
ReplyDeleteCover penalties apply when you cannot trace a full set of lines (from each of your square's corners) to your target without crossing an obstical, character or opponent. If the line runs along a wall that also counts. In this case, wherever you might stand, there are three characters in the way.
If Thurstan and his wolf were not there, the cover penalty would not apply but since Dargoth is in hand to hand the melee penalty still applies.
If you were in square R7, the cover penalty would not apply but the melee penalty would still apply.
Understood!
ReplyDelete