Monday, November 22, 2010

Barrow of the Forgotten King - GM Turn Post 116

Roll initiative.

Starting positions for Turn 116 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.

Banjo: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.

Thurstan: +1 morale bonus to saves, attack rolls, ability checks and skill rolls for the next 24 hours.

Leera: Shaken - –2 penalty on saves, attack rolls, ability checks and skill rolls for the next 24 hours.

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

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Map Key:

Dark Gray is the floor.
Textured gray squares are dense rubble (double movement required per square).
Blue bordered semi-circles are curved stairs going up NW and going down SE.
Line-filled squares are steep stairs going down (double movement required per square).
White rectangles area doors.
Gray rectangles are upright sarcophagi.
Blue oval is a huge mirror.
Blue stars are statues.
Female half elf image is Leera.

9 comments:

  1. Clint, recognizing that these aren't the robbers he was looking for, fires a shot from his bow at the flabby lips, attempts to slam the door shut again, and leaps backwards to a better firing position ... behind his burly companions...


    Initiative: [16] +5 = 21

    Attack roll: [14] +8 +1 = 23
    Damage: [7] +[4 fire] +1 = 12

    Move to I4

    Other Rolls:
    [1] [19] [15] [3] [19]

    ReplyDelete
  2. ------------responce to GM turn post-----------#116
    Thurstan Howl - Initiative (+1) =3+1=4

    Thurstan: +1 morale bonus to saves, attack rolls,
    ability checks and skill rolls for the next 24 hrs

    move- to g7, and wait to attack
    Attack roll(+9)... x+9=
    Damage roll(d6+6)...x+6=
    ---------------------------------------------------
    T.H.Wolf - Initiative (+2) =1+2=3
    move - to h7, and wait to attack
    action -
    Attack roll(+2)... x+2=
    Damage roll(d6+1)...x+1=
    Special,trip(+4)... x+4=
    d20 rolls...[17] [5] [1] [18] [3] [7] [20] [20] [15]
    ---------------------------------------------------
    *bs=bard song, **f=flanking, x=didn't roll

    unless the morale bonus applies to initiative, in which case...i still go last

    ReplyDelete
  3. Clint can fire and move, fire and close the door or close the door and move. He cannot do all three things in a single round.

    Clint is not sure why but he really does not like the monster in the fullplate.

    ReplyDelete
  4. Can Thurstan get a KS: Religion on these, or is Clint the only one that has seen them?

    ReplyDelete
  5. Character Name – Banjo
    Player Action Response - IPE!
    GM Turn Post #116

    Move 1 –NA - waiting for target to appear
    Attack –
    Move 2 –
    Cast a Spell – Magic Missile, if applicable
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –11

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) –8
    Crit Damage –
    Special Damage –force effect

    Rolls for Saving Throws/Skill checks –
    9, 3, 6, 19, 7

    ReplyDelete
  6. Before Clint give his FINAL ANSWER...

    Logically - the creatures were already loose in the room before I opened the door, yes?

    But they had not left the room - can he presume the door to the room was latched/secured in some fashion that they could not operate, else they would have escaped?

    Fire arrow, close door, if it seems likely the door will provide a secure barrier for at least a round or two...

    ReplyDelete
  7. Character Name – Daroth
    Player Action Response - GM Turn Post #

    Move 1 – After hearing our little Rogue friend scream like a little girl. Move to G9.
    Attack – Whatever walks out the door.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll – [13]+6= 19

    Attack Roll (s) Power Attack – [12]+10-2=20
    Confirm Potential Crit –

    Damage Roll(s) – [5]+6+4= 15
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks – [7] [15] [12] [8] [13] [17] [11] [11]

    ReplyDelete
  8. To answer the questions from Matt H, the door did not have any indications that it required special knowledge or skill to open. It does not seem likely that closing it will do more than slow the monsters dow by an action should they choose to pursue.

    ReplyDelete
  9. Rather than waiting, I took Brad's turn for him.

    ReplyDelete