Thursday, February 10, 2011

The Sinister Spire - GM Turn Post 12

Begin round 2 of combat. Starting positions for Turn 12 are displayed on the Combat Map.

The initiative order is:

Initiative 26: Dargoth
Initiative 23: Aboleth
Initiative 19: Clint
Initiative 18: Skum 4
Initiative 16: Banjo
Initiative 16: Thurstan
Initiative 16: Skum 1
Initiative 15: Mr. Wolfe
Initiative 14: Skum 2
Initiative 10: Skum 3
Initiative 8: Kirlic
Initiative 8: Turok
Initiative 5: N’Kima

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

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Conditions:

Skum 1 – Prone - -4 melee, -4 AC in melee, +4 AC vs. ranged.

Turok – Greater Magic Fang – 5 hours

Turok – Squid Form – Medium size, +2 Str, +2 AC, Swim 30ft, low-light vision.

N’Kima – Greater Magic Fang – 5 hours

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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.

21 comments:

  1. Can you put Dargoth's condition on the list or do we have to wait until he CONFUSEDly attacks Thurstan?

    What do I need to do to figure out the effect on the aboleth? Spend a round detecting magic on it? Get closer? Dance the Watusi?

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  2. wait till the name-calling Elf attacks thurstan.

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  3. I will put Dargoth's condition on the list once he has taken his next action. That is when the effect will take place.

    Banjo already tried to figure it out but failed his roll. He will likely get additional opportunities. Detect Magic might also help.

    ReplyDelete
  4. Character Name – Banjo the Skeptic
    Player Action Response - Hairy Eyeball
    GM Turn Post #12

    Move 1 –NA
    Attack –
    Move 2 –
    Cast a Spell – Detect Magic
    Use Ability/Item/Skill – Examine aboleth with Detect Magic up--can I tell what's FISHY?
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – NA unless I immediately determine the effect on aboleth
    Confirm Potential Crit –

    Damage Roll(s) – 15 (ONLY if I have opportunity to cast Scorching Ray)
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    14, 13, 7, 11, 3, 3, 15

    ReplyDelete
  5. Kirlic
    Creating driftwood
    #12

    Move 1 – 30' to I11
    Attack – Squidface

    Attack Roll (s) – [2]+10= 12
    Damage Roll(s) – ha.

    Misc – 2,8,4,11,19,14,2,10,12,6

    Wow, that was a set of rolls so bad I almost felt justified in pretending they didn't happen.

    ReplyDelete
  6. Clint considers the very real possibility that the Big Slimy Thing is in fact not really what it seems... if its even there at all... In turn, he directs his next arrow at the Skum in J10

    5ft step to D9
    Attack J10 Skum - [9] +8 +1 = 18
    Damage: [5] +1 = 6

    Disbelieve the Arboleth? Try to figure out whats really going on...

    Misc rolls:
    [20] [12] [4] [4] [17] [5] [3] [19] [7] [3]

    ReplyDelete
  7. Clint is pretty sure that the aboleth that he sees is not a real creature. (He has successfully made his Will Save.) It moves like a real creature and does appear to have substance but it did not react to the damage Clint dealt like something that can feel should. It appears to be both real and unreal at the same time.

    Banjo was not at first convinced. (He had failed his Will Save even with bonuses from Clint's expressed doubts.) He has now cast a Detect Magic and sees a strong aura (meaning a 7th to 9th level spell/effect ) of magic coming from the aboleth. He is able to discern the school as illusion. (This should all take 3 rounds but I will give it to you now. This will take you full action this round.) He now believes that Clint is correct.

    Further, Banjo believes that the illusion is a shadow constructed of extra-dimensional energy, meaning it has substance and can deal physical damage. The illusion is likely a proxy, suggesting that there is a real aboleth or something worse somewhere nearby.

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  8. so based on what has been said by Clint and Banjo do the rest us us get a save?

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  9. I was about to post a similar question. Should Kirlic's actions assume he knows what those two figured out? If not, He would keep plugging away at the illusion.

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  10. (would Detect Magic detect an invisible caster elsewhere? If so, let's make a good search for it while you can)

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  11. Interacting with it will automatically allow you a save. If you wish to disbelieve you will get a save (with a +4 bonus) for the cost of a standard action. Study of it with a spell like Detect Magic and a sufficient Spellcraft roll will reveal it as an illusion without a save or allow a save if the Spellcraft roll is failed.

    Even if disbelieved, the illusion has a physical presence and can generate damage with its tentacles.

    ReplyDelete
  12. At the start of the round, only Clint knows it is not real. Clint has shouted a warning (allowing you to disbelieve with a +4 bonus). Banjo will figure it out on his action.

    Based on Kirlic's rolls, he is not going to make a successfull attack (regardless of target) or a save this round. :(

    Detect Magic would determine an aura of an invisible creature as long as it is in the area being examined.

    ReplyDelete
  13. Character Name – Dargoth
    GM Turn Post #12

    Move 1 – Stand Fast!
    Attack – J7
    Move 2 – if J7 Dead 5" Step to I9

    Power Attack Roll (s) – [14]+11=25
    Confirm Potential Crit –

    Damage Roll(s) – [2]+13 = 15
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks – [20] [18][2] [18] [15] [20] [4] [17] [17]

    ReplyDelete
  14. Aboleth sounds like one of the Shadow Creation spells. Can I get a spellcraft roll to confirm?

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  15. You need to see it cast and make a 15 + spell level roll to be sure. You do know it is an illusion, it is a shadow and that it is a 7th to 9th level spell. That should narrow it down some.

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  16. 7th to 9th!? What kinda dick would throw a monster at us that can cast 7th level sp--uh, nevermind.

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  17. ------------responce to GM turn post-----------#12
    Thurstan Howl - Initiative (+1) =16
    ***the following is if not attacked by dargoth***
    move - 5'step to I9
    Action - attack skum in J10
    (PA)power att...-1/+2
    PA Att w/+1rapier(+8)...15+8=23
    PA Damage (d6+8)...4+8=12
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2) =15
    Move - 5' step to K7, to give/get ape flanking
    action - attacks skum L8
    Attack roll(+3)...14+2=16+2=18
    Damage (d6+1)...3+1=4
    Special,trip(+7)...9+4=13
    ---------------------------------------------------
    d20 rolls...[17] [13] [10] [15] [19] [13] [12] [8]

    ReplyDelete
  18. Still need a post from Hans. I believe that I have heard from everyone else.

    ReplyDelete
  19. Character Name – Turok
    Player Action Response - Sniffsquidding
    GM Turn Post #12

    Move 1 – to "aboleth"
    Attack – ...Poke it? Attempt to disbelieve
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search – attempt to determine phantom nature of aboleth
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    19, 10, 5, 17, 10

    ReplyDelete
  20. Character Name – N'Kima
    Player Action Response - Unleash Simian Rage
    GM Turn Post #12

    Move 1 –5ft step from L9 to M8
    Attack – POWER ATTACK Skum in L8 and possibly L7 if L8 dies
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –Bite: 13+7+2=22, Slam: 11+7+2=20, Slam: 4+7+2=13
    Confirm Potential Crit –

    Damage Roll(s) – Bite: 9, Slam: 11
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    10, 13, 16, 2, 1

    ReplyDelete