Monday, February 7, 2011

The Sinister Spire - GM Turn Post 11

Ahead, a few of the massive stone blocks of the Oceanbridge are cracked and sit askew. A navigable path yet exists were the corners of the crooked stones come close enough together, but unlike the minor erosion endured by the majority of the bridge, this section seems to have sustained damage.

The serene and gloomy surface of the Sullen Sea ripples, and the air grows foul with the stench of rotting fish. Four humanoids haul themselves from the depths, covered in slimy, bulbous flesh and vestigal fins. Their gaping maws are filled with rows of sharp teeth.

Even more horrific, an alien form of writhing tentacles, fishy scales, and glowing malevolent eyes rises to the surface about 20 feet from the bridge.

Roll initiative.

Starting positions for Turn 11 are displayed on the Combat Map.

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

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Conditions:

None

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Party Health:

Thurstan 62/62, Mr. Wolfe 43/43, Banjo 52/52, Clint 57/57, Dargoth 72/72,
Kirlic 69/69, Turok 67/67, N'Kima 63/63

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Map Key:

Gray is the Oceanbridge. It protrudes 2 feet above the surface of the water. The surface is a bit slippery. A DC 2 acrobatics check is required to run or charge.
Blue borders represent blocks.
Lt. Blue is water. The water is approximately 5 feet deep near the Oceanbridge but quickly deepens further from the bridge.
Brown is cavern floor. To reach the cavern floor from the Oceanbridge it is a 10 foot climb up slipper cliffs. It is a DC20 climb check.

44 comments:

  1. Character Name – Unkle Banjo
    Player Action Response - FIRE
    GM Turn Post #11

    Move 1 – 10d
    Attack – Aboleth
    Move 2 –
    Cast a Spell – Scorching Ray
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –16

    Attack Roll (s) – 12+6=18 ranged touch
    Confirm Potential Crit –

    Damage Roll(s) –16
    Crit Damage –
    Special Damage –FIRE

    Rolls for Saving Throws/Skill checks –

    3, 12, 4, 13, 2, 17, 17

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  2. Knowledge:Nature and Knowledge:Dungeoneering checks would be appropriate to this situation.

    You may make one of each if you have the skills.

    Successful rolls will tell you what the monster is and may tell you about special abilities/weaknesses. The more the roll is made by, the more your character knows.

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  3. Does anyone have an appropriate knowledge skill to know the special attacks and/or weaknesses of the aboleth and/or fishmen?

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  4. Clint and Dargoth have Dungeoneering.

    Thurstan, Kirlic and Turok have Nature.

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  5. Clint calmly raises his bow and lets fly with an arrow at the nearest critter.... "Should we consider climbing to the high ground? It would probably let us focus on the little ones first..."

    Init: [14] +5 = 19

    Attack Roll: [19] +8 = 27
    Damage Roll: [8] +1 = 9

    Knowledge: Dungeoneering to figure out what these are, and what that thing is...?
    [11] +8 = 19 and [4] +8 = 12 if you make me roll for each separately.

    Other Rolling:
    [20] [5] [11] [3] [17]

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  6. Knowledge Nature rolls: [7], [1]
    (+7 each, not that it matters.)

    Kirlic takes off his inch-thick glasses and peers into the distance. "Yup, that's an octopus and a bunch of mermaids."

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  7. thurstan got a 15 plus something on a ks:nature roll.

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  8. cani get a bonus because I worship a sea god?

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  9. Yes, I will give Thurstan a +2 circumstance bonus to his Nature roll.

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  10. I don't know my normal bonus, left my sheet at home.

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  11. Clint identifies the aberation as an Aboleth. He knows that they are thought to be among the world’s oldest forms of life. It is believed that they once ruled the world with vast empires, and today view most other forms of life as either food or slaves—and sometimes both.

    Thurstan identifies the monstrous humanoids as Skum or Ulat-Kini. Skum are the most prolific and successful of the countless races created by the aboleths to serve as slaves. At the height
    of the aboleth empire, skum were legion and their armies waged many wars upon the land. Skum do not age, and barring death by violence or
    disease, they can live forever. They are equally dangerous with trident, claws and teeth. They have darkvision, a resistance to cold and the ability to survive on land indefinitely.

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  12. Nobody says "beware the burning eyegrams of the aboleth!"?
    So much for discovering one of these monster types was vulnerable to earwax or lamp oil or something.

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  13. The DC for the knowledge roll is 10 + monster's CR. The tougher the monster, the harder it is to get details. Matt got above what he needed but not enough more to identify anything other than what the creature was and some details about its flavor. Bruce made his roll by more than 10. He got a lot more detail.

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  14. Oh I was just grousing about not having an advantage... sorry you didnt immediately recognize that. I know you hardly ever encounter grousing from players.

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  15. Just so you know that I was not just holding back information. There are two other players that still get rolls. You still might get additional information.

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  16. ------------responce to GM turn post-----------#11
    Thurstan Howl - Initiative (+1) x+1=15+1=16
    move - to get a clear shot at a skum
    Action - lightening arc the nearest skum
    Att w/Lightening Arc...(+4)...9+4=13
    dam w/Lightening Arc[no ST](d6+2)...1+2=3
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2) x+2=13+2=15
    Move - moves to the 1st 15x15 block,jump[17]+5=22
    action - and attacks a nearby skum
    Attack roll(+3)...13+2=15
    Damage (d6+1)...1+1=2
    Special,trip(+7)...13+4=17
    ---------------------------------------------------
    d20 rolls...[15] [19] [12] [12] [7]

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  17. Character Name – Player Action Response - GM Turn Post #

    Dungeoneering: [20] +9 = 29 (+2 If I get help from Clint)

    Initiative Roll – [18]+8 - 26

    Move 1 – Move to I8 and take a swing creature
    Attack – J7
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –



    Power Attack Roll (s) – [14]+11 = 25
    Confirm Potential Crit – (Yeah not so much)

    Damage Roll(s) – [1] +13 = 14
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    [2] [18] [14] [20] [4] [17] [17]

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  18. Dargoth recalls that Aboleths are known for enslaving creatures through both physical force and mental might. Close proximity to these creatures can cause air-breathers to become water breathers for a lenghty period. Physical contact with an aboleth can cause the flesh to become a clear, slimy membrane that must be kept moist or suffer physical damage. Aboleths have 4 tentacles to make physical attacks.

    Just waiting for a post from Hans before I can post the next turn.

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  19. Yeah I was afraid of that. Skum=sushi/grunts. Aboleth=mind control menace. We should kill that first.

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  20. Kirlic
    Upon understanding the cross section, I'm changing my move.
    GM Turn Post #11

    Initiative: 2+6=8
    Move 1 – Climb w/grappling hook to D11
    Climb Check: 16+9=25 (plus any bonus afforded by a grappling hook)
    Misc rolls: 19,1,15,9,17,7,6,15,8,2

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  21. I concur with Kirlic ... would like to shoot the fleshy tentacled mind-slaving thing first.

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  22. Matt H,

    Do you plan to shoot the aboleth this round and climb Kirlic's rope next round? Kirlic does not act until well after you.

    Brad,

    Setting and climbing the rope will take your whole action this round.

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  23. (I deleted my original post where I also was attacking him) I agree, the big guy is a priority. I'm just taking a moment to climb while I'm not being attacked by mermaids.

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  24. Understood. Less than optimal, but understood.

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  25. those are not mermaids! and if you think they are, I got two words...

    HOG-SLAYER !!!

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  26. Kirlic puts his glasses back on, squinting into the distance. Everything looks hazy when you roll like he does.

    "Sure smells like mermaids."

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  27. Maybe he was looking for a little snakey lick.

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  28. "Surely you don't mean Her Holieness Saint Ariel, Gozrehs own mermaid, who smells as lovely as lovely can be."

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  29. "cause thems fighten words, friend."

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  30. "Never met her before. But, if her bottom half is a fish... I'm sure she smells like a rose garden Sir Dwarf." Kirlic bit his tongue. Thurstan already seemed disgruntled on occasion with being a vending machine for his God's healing power. Best not to taunt... either of them.

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  31. I realize that this may be out of turn, but Turok would cast greater magic weapon (which lasts hours) on both himself and N'Kima (the +1 to all weapons version) before attempting to cross bridge as a precautionary measure.


    Character Name – Turok
    Player Action Response - GM Turn Post #11

    Free - Tell N'Kima to make 'not-nice' with Sleestacks

    Move 1 – CANNONBALL!
    Use Ability/Item/Skill – Form of Squidward!
    Move 2 - heading over to my new girlfriend to 'suck face' with my testi...er tentacles.

    Initiative Roll – [4]+4=8

    Rolls for Saving Throws/Skill checks –

    [18] [19] [8] [16] [11] [1] [10] [15] [9] [12]

    Character Name – N'Kima
    Player Action Response - GM Turn Post #11

    Move 1 – Acrobatics to jump across to L7M7/L8/M8 - [18]+11 = 29
    Attack – Power Attack m6

    Initiative Roll – [2]+3=5

    Attack Roll (s) – [20]+8 = 28
    Confirm Potential Crit – [13]+8 = 21

    Damage Roll(s) – [6]+9=15
    Crit Damage – [5]+9=14

    Rolls for Saving Throws/Skill checks –

    [20] [14] [16] [6] [1] [20] [18] [5] [4] [13]

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  32. "Dwarf? Dwarf? Are you calling me a Dwarf! You Elf, gawds damn! That's it, it's on." Thurstan says enraged.

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  33. I now have posts from everyone. I will try to post the new turn later today. I have a busy day at work so it will most likely be later tonight (after 9:00).

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  34. "Hey, whoa, easy! Fishmen first, Twiggy after!"

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  35. "But he called me a Dwarf! An Elf called me a Dwarf!"
    Thurstan grunts in disgust.

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  36. *whispers to Thurstan*
    "Are you sure it's a 'he'?"

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  37. "I do believe the correct term is '(s)he-Elf."

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  38. "What? How do you pronounce that? He-she? Shzelf? Ohhh wait, I get it; its like Sidhe."

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  39. Based upon further direction from Hans, I modified the Turn 10 results. Turok and N'Kima now have Greater Magic Fang cast upon them.

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