Friday, March 18, 2011

The Sinister Spire - GM Turn Post 17

A gray, pudgy humanoid that has willowy limbs and flipper-like hands and feet bounds from the shadows, its fishlike head sporting bulbous eyes. It carries a spear and a large shield, and the smell of rotten fish hangs in the air around it. With a gurgling snarl, it leaps to attack as its skin flushes red.

Starting positions for Turn 17 are displayed on the Combat Map.

Roll initiative.

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

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Conditions:

Dargoth - Dominated - Obey the Aboleth
Turok – Greater Magic Fang – 5 hours
N’Kima – Greater Magic Fang – 5 hours
Thurstan - Dominated - Obey the Aboleth

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Party Health:

Thurstan 58/62, Mr. Wolfe 40/43, Banjo 52/52, Clint 57/57, Dargoth 72/72,
Kirlic 69/69, Turok 67/67, N'Kima 62/63

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Map Key:

Brown is road.
Textured brown is light rubble. +2 DC to Acrobatics checks. Charging over light rubble requires DC 12 acrobatics check to perform (increased difficulty already added).
Dark tan is cavern floor.
Light tan is barricade. 5 feet thick and 3 feet tall. Provides cover.
Dark gray is city walls. They are 30 feet high. DC 20 to climb.

8 comments:

  1. Character Name – Banjo the Exasperated
    Player Action Response - curse a lot, cast a spell
    GM Turn Post #17

    Move 1 – step to c14
    Attack –
    Move 2 –
    Cast a Spell – Scorching Ray
    Use Ability/Item/Skill –
    Search –
    Talk to X – ROVAGUG'S RAW RECTUM! WHAT'S YOUR MAJOR MALFUNCTION, FISH-BOY?? Can't a body just stroll into town without being attacked?!

    Initiative Roll –3+4=7

    Attack Roll (s) –14+6+1=21 ranged touch
    Confirm Potential Crit –

    Damage Roll(s) –13
    Crit Damage –
    Special Damage –FIRE

    Rolls for Saving Throws/Skill checks –

    17, 1, 18, 20, 18, 10

    ReplyDelete
  2. Character Name – Turok
    Player Action Response - beat down puny fishmen
    GM Turn Post #17

    Move 1 – H13 unless fishboy is dead, then move to closest fishboy
    Attack – with scimitar
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll – 11+4=15

    Attack Roll (s) – 2+7+2=11
    Confirm Potential Crit –

    Damage Roll(s) –3+7=10
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    7, 1, 16, 1, 17

    ReplyDelete
  3. Character Name – N'Kima
    Player Action Response - unleash monkey rage
    GM Turn Post #17

    Move 1 –K13
    Attack –monkeysmack fishboy if it still lives. Move to next fishboy if it doesnt
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –2+3=5

    Attack Roll (s) – 1 (wheee!)
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    10, 8, 16, 5, 4

    ReplyDelete
  4. Kirlic
    It's OK to kill fish cause they don't have any feelings.
    GM Turn Post #17

    Move 1 – 30' to F18
    Attack – put a hole in the nearest fish (this attack assumes the target does not have cover)
    Talk to fishes – "Man, we thought the cockroaches stank!"

    Initiative Roll – [16]+6= 22

    Attack Roll (s) – 17+10= 27
    Damage Roll(s) – [4]+4= 8

    Misc: 13,11,8,11,10,19,9,3,3

    ReplyDelete
  5. ------------responce to GM turn post-----------#17
    Thurstan Howl - Initiative (+1),7+1=8

    move fwd to I15
    throw a trident at a 'deep-one'
    Att w/trident,rng'd(+4)...15+4=19
    Dam w/trident,rng'd(d8+5)...2+5=7
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2),3+2=5
    Move - moves up to attack a 'deep-one'
    Attack roll(+3)...4+3+2=7
    Damage (d6+1)...x+1=x
    Special,trip(+7)...x+4=x
    ---------------------------------------------------
    d20 rolls...14 13 12 15

    ReplyDelete
  6. Character Name – Dargoth
    Action Response - GM Turn Post #17

    I am guessin this is the not the entrance we are looking for then. Would not want to harm the guards to prevent us from entering so I can get on with my mission.

    Well, I have been thinking I might want the pearl (at least till domination is over) so that I can talk to the Aboleth when we find him.

    Move 1 – To nearest bad guy.
    Attack – Swing Magical Bastard Sword at bad guy.
    Move 2 – if bad guy down 5' step to next one.
    Search – N/A
    Talk to X – Ugly guys - Stand down I Am on a mission.

    Initiative Roll – 2,+8 = 10

    Power Attack Roll (s) –15,+11 = 26
    Confirm Potential Crit – N/A

    Damage Roll(s) – 8,+13 = 22 points.
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    12,14,2,5,19,3,9,5,+0
    Total:86

    Roll(1d10)+0:
    +0
    Total:8

    ReplyDelete
  7. and what if I find the master 1st?

    ReplyDelete
  8. On behalf of Matt H (Blog ate his post):

    I dont have time to type it all out again, if you want a recap:
    Init: 9
    If the lead fish-man is still alive, I was going to shoot my bow at him. If he's dead, or under cover, I was going to draw swords, and run to the far side of the opening (roughly N12-ish) and try to setup for a flank attack next round. My attack roll was a 1 ... my other rolls started with something like 14-18-15 ... I remember cursing my low init and to-hit rolls

    ReplyDelete