Wednesday, March 23, 2011

The Sinister Spire - GM Turn Post 19

Start round 3 of combat. Starting positions for Turn 19 are displayed on the Combat Map.

The initiative order is:

Initiative 22: Kirlic
Initiative 15: Turok
Initiative 14: Kuo-Toa 4
Initiative 10: Dargoth
Initiative 10: Kuo-Toa 5
Initiative 9: Clint
Initiative 9: Kuo-Toa 2
Initiative 8: Thurstan
Initiative 7: Banjo
Initiative 5: N’Kima
Initiative 5: Mr. Wolfe

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 59/72,
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.

7 comments:

  1. Character Name – Turok
    Player Action Response - Graaawww!
    GM Turn Post #19

    Move 1 – IF fishboy is dead, pick up sword and move towards javelin tossers
    Attack –
    Move 2 – IF fishboy is NOT dead, turn into a grizzly bear and swipe him with a claw
    Cast a Spell –
    Use Ability/Item/Skill – possible wildshape
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 8+8=16
    Confirm Potential Crit –

    Damage Roll(s) –10
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    7, 6, 12, 6, 17

    ReplyDelete
  2. Character Name – N'Kima
    Player Action Response - Monkeeeeee Raaaaaage
    GM Turn Post #19

    Move 1 – If fishboy is dead, drop to all fours and commence a terrifying charge at the nearest KT
    Attack –
    Move 2 – If fishboy is NOT dead, finish him off with a mighty hamfisted smack
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –7+7=14
    Confirm Potential Crit –

    Damage Roll(s) –10
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    15, 17, 7, 16, 17

    ReplyDelete
  3. Character Name – Banjo the Curser
    Player Action Response - Pew! Pewpew!
    GM Turn Post #19

    Move 1 – I14
    Attack – closest fishboy
    Move 2 –
    Cast a Spell –Magic Missile
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) – 5, 3, 5
    Crit Damage –
    Special Damage –force

    Rolls for Saving Throws/Skill checks –

    8, 18, 13, 8, 2

    ReplyDelete
  4. Mr.Wolfe 5' steps to give/get flanking from Thurstan
    & atts fish man 2+3=fail

    Thurstan pokes at a fish-ling
    15+9=24
    6+6=12 damage

    if its dead before we go, run up to the ones at the wall, and attack instead. charging if needed.

    ReplyDelete
  5. Character Name – Dargoth
    GM Turn Post #19

    Move 1 – Oh Stand Still.
    Attack – Attack on I12
    Move 2 –If fall 5 foot step to next Baddy!

    If Guy is dead. Put up Sword and pull out +1 Spear. Move up as move action to get within spear Range.

    Talk to X – (Baddy) - Die Beotch! Got to get to the Aboleth

    Attack Roll (s) – 14+13=27
    Confirm Potential Crit – N/A

    Damage Roll(s) – 4+13=17
    Roll(1d10)+0:
    4,+0
    Total:4
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    ,13,7,19,9,11,20,6,14,7,+0
    Total:120

    ReplyDelete
  6. Clint (assuming nearest fish-man is dead) turns and races towards the wall, waving his sword madly and trying to look as scary as possible...

    Full move to J5, or J4 if I can hop up onto the barrier!

    IF Fishman next to me isnt dead, attack him instead...

    Attack Roll: 11 +6 +2(flank) = 19
    Damage: 4 [+2 +2 +6 sneak dice] +3 = [17] or 7

    Other rolls: 13,1,15,18,8

    ReplyDelete
  7. Kirlic
    #19

    Move 1 – none
    Attack – I12 Fish.

    Use Ability/Item/Skill – Rapid Shot/Precise Shot

    Attack Roll (s) – [16]+10-4-2= 20 [20]
    Confirm Potential Crit – [18]+10-4-2= 22

    Damage Roll(s) – [4]+4= 8 [4]+4= 8
    Crit Damage – [1]+4= 5

    Misc – 14,18,7,9,10,10,3,2,14,4

    ReplyDelete