Friday, May 13, 2011

The Sinister Spire - GM Turn Post 29 (Repost)

Roll initiative. Starting positions for Turn 29 are displayed on the Combat Map.


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

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Conditions:

Dargoth - Dominated - Obey the Aboleth
Thurstan - Dominated - Obey the Aboleth
Turok – Bear Form – Med-size, +2 STR, +2 natural armor, low-light vision, scent

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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:

Blue is water.
Tan is dock.
Gray is the shack.
White rectangle with solid line is a door.
White rectangle with dotted line is a secret door.
Brown shapes are boats.

8 comments:

  1. Character Name – Dargoth
    GM Turn Post #29

    Talk to X –"Speaksoftly and carry a big sword is my motto - dwarf!"

    This can happen one of two ways. We continue with the boat rental and you keep the 25 gold.

    Or you die, I get the 25 gold back and I get a free rental this time. Or I become the slum lord and charge the rental fee to the next passenger.

    Intimidate check (+7)= 20+7 = 27

    Move 1 – If the fight starts I want to move to O7 and cover the door.
    Attack – Closest ugly dwarf.
    Move 2 – tword the next victum.

    Initiative Roll – 19 +8 = 27

    Attack Roll (s) – 1 - Don't think so vern.
    Confirm Potential Crit – lol

    Damage Roll(s) – lol
    Crit Damage – lol



    Rolls for Saving Throws/Skill checks –


    Roll(10d20)+0:
    ,,,12,4,15,9,18,19,4,+0
    Total:121

    ReplyDelete
  2. On behalf of Bruce:

    ------------responce to GM turn post-----------#29
    Thurstan Howl - Initiative (+1),18+1=19
    holding to see if combat starts, if it does..
    Speak to mr wolfe - "sic balls chopper"
    Move - 5'step to block door and..
    Action - attack N7 dwf
    Attack w/+1rapier(+9)...x+9=18
    Damage w/+1rapier(d6+6)...x+6=3
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2),4+2=6
    holding to see if combat starts, if it does..
    Move - move N9+m8 (or father around if need be)and..
    Action - attack dwf in N7
    Attack roll(+3)...4
    Damage (d6+1)...2
    Special,trip(+7)...16
    ---------------------------------------------------
    d20 rolls...2,3,14,7,5,1,7
    ---------------------------------------------------

    ReplyDelete
  3. Character Name – The Banjfather
    Player Action Response - Battle Negotiations
    GM Turn Post #29

    Move 1 –NA
    Attack –
    Move 2 –
    Cast a Spell – SCORCHING RAY if a fight starts

    Use Ability/Item/Skill – cast on the defensive: 20

    Search –

    Talk to X – Frowning in irritation, Banjo says; "I wanna make you an offer you cant refuse. Either tell your boys to keep their peckers in their panties or I have my boys chuck the lot of you in the drink. And then hold you down til the Aboleth comes for you."
    To either side of Banjo, Turok and N'Kima let out animal growls.
    INTIMIDATE: 23 + assists from Turok and N'Kima

    Initiative Roll – 24 HOLD unless a fight breaks out

    Attack Roll (s) – 20! + 6+1=27 ranged touch
    Confirm Potential Crit – 4+6+1=11 ranged touch

    Damage Roll(s) –13
    Crit Damage –12
    Special Damage –FIRE

    Rolls for Saving Throws/Skill checks –

    18, 17, 4, 16, 13

    ReplyDelete
  4. Character Name – Turok
    Player Action Response - Show the claws
    GM Turn Post #29

    Move 1 – to nearest enemy
    Attack – nearest enemy
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – INTIMIDATE (assist Banjo) 16-2=14
    Search –
    Talk to X –

    Initiative Roll – 9 HOLD unless a melee is underway

    Attack Roll (s) –17+8=25
    Confirm Potential Crit –

    Damage Roll(s) –6+8=14
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    20, 10, 6, 7, 3

    ReplyDelete
  5. This comment has been removed by the author.

    ReplyDelete
  6. Character Name – N'Kima
    Player Action Response - hoot with monkey rage
    GM Turn Post #29

    Move 1 –to nearest enemy
    Attack – nearest enemy
    Move 2 –
    Cast a Spell –

    Use Ability/Item/Skill – INTIMIDATE (assist Banjo): 8-2=6

    Search –
    Talk to X –

    Initiative Roll – 20 HOLD until the fight starts

    Attack Roll (s) –5+7=12
    Confirm Potential Crit –

    Damage Roll(s) –4+8=12
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    2, 6, 1, 14, 9

    ReplyDelete
  7. Kirlic
    GM Turn Post #29
    HOLD action.

    Initiative Roll – [13]+6= 19

    Talk Clint – "I thought this shack stunk of an ambush! Turns out it was duergar. The smells are surprisingly similar."

    I'll follow Clint's lead. I will draw my bow and attack if any of the duergar exit the shed, but I'm holding my action until I see hostile intent. There's a chance they see us as the aggressor here.

    misc – 6,8,8,9,6

    ReplyDelete
  8. Clint cries out, "What treachery is this!? We come seeking a simple boat rental, not a fight... There is no need for any of you to die today, if you'll just let us be on our way?" but just in case, I've got sword in hand... Hold action, will attack if any of them advance to within my swinging range.

    Diplomacy 18 +8 = 26

    Initiative 11 +5 = 16

    Hold ground, attack if approached, if they will not listen to reason...

    Attack rolls if needed: 18 +6 = 24
    damage roll: 7 +3 = 10

    Other Rolls:
    18,19,12,20,4

    ReplyDelete