Wednesday, July 20, 2011

The Sinister Spire - GM Turn Post 32

Starting positions for Turn 32 are displayed on the Combat Map.


The initiative order is:

Initiative 21: Mr. Wolfe
Initiative 18: Clint
Initiative 15: Dargoth
Initiative 13: Thurstan
Initiative 11: Turok
Initiative 10: Kirlic
Initiative 8: N’Kima
Initiative 7: Banjo
Initiative 3: Phantom Fungus 1
Initiative 2: Phantom Fungus 2

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

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Conditions

Dargoth - Dominated - Obey the Aboleth
Dargoth – Protection from Evil - +2 AC and +2 saves vs. evil creatures (1 minute)
Kirlic - Ash Doom Antidote (1 week)
N’Kima – Squeezing - –4 penalty on attack rolls and a –4 penalty to AC
Thurstan - Dominated - Obey the Aboleth (Suspended)
Thurstan – Protection from Evil - +2 AC and +2 saves vs. evil creatures (1 minute)
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 32/43, Banjo 52/52, Clint 41/57, Dargoth 72/72,
Kirlic 68/69, Turok 66/67, N'Kima 32/63

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Map Key:

Light Green squares are light undergrowth – hindering terrain (squares cost two movement)
Tan squares are treelike growth – hindering terrain and provides partial cover (+2 AC, +1 Reflex saves)
Black and red check squares – area filled with quest mushrooms and counts as treelike growth
Blue circles are large, tree like mushrooms – These fill the square (cannot enter) and provides cover (+4AC, +2 Reflex saves)

15 comments:

  1. ------------responce to GM turn post-----------#32
    Thurstan Howl - Initiative (+1),12+1=13
    action - attack it again
    Att w/+1rapier(+9)...14+9=23
    Dam w/+1rapier(d6+6)...5+6=11
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2),19+2=21
    Move - as needed
    action - scent for a bad guy, then attack it
    Attack roll(+3)...19+3=20
    Damage (d6+1)...6+1=7
    Special,trip(+7)...19+4=23
    ---------------------------------------------------
    d20 rolls...[20] [16] [4] [20] [16] [2] [6]

    ReplyDelete
  2. Clint, seeing no way to get at the invisible creatures, begins to look for another way into the clearing, and perhaps some flanking...

    Full move to E4

    Rolls:
    [8] [6] [2] [10] [6]

    ReplyDelete
  3. Based on the Knowledge roll that Thursby made, does that mean the bad guys are naturally invisible without the aid of magic? Is Banjo wasting his time Detecting for the purpose of targeting them? Or is his LOS blocked?

    ReplyDelete
  4. Character Name – Turok the Bear
    Player Action Response - ROWLF!
    GM Turn Post #32

    Move 1 – NA unless he is no longer adjacent to a monstar
    Attack –claw/claw/bite!
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 9, 13, 13, (+8) = 17, 21, 21
    Confirm Potential Crit –

    Damage Roll(s) – 14, 10, 9
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    13, 15, 14, 12, 11, 3, 5, 13, 20

    ReplyDelete
  5. Character Name – N'Kima the Mighty
    Player Action Response - OOHK!
    GM Turn Post #32

    Move 1 – NA unless no monstarr is adjacent
    Attack –slam/slam/bite
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –20, 10, 14 (+7)= 27, 17, 21
    Confirm Potential Crit –16+7=23

    Damage Roll(s) – 10, 12, 9
    Crit Damage – 14
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    8, 9, 12, 18, 7, 20, 20, 1

    ReplyDelete
  6. The fungus is naturally invisible.

    ReplyDelete
  7. Since the monsters are invisible, there is a 50% miss chance even if you know where they are located. Do you guys want to roll the percentile yourself or let me do it?

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  8. I was assuming you would do it based on our extra d20 rolls.

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  9. As I told Bruce, I have no issues doing it. I just wanted to make everyone aware and offer the option.

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

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  11. Kirlic can move from H4 to H7 as a Move action. (You are pretty sure that the monster is large and also occupies I7.) Doing so might generate an attack of opportunity depending on if the monster has already made one by the time you act. If you want to tumble, that will use more movement and will require a full round action. If you just move and risk the AoO, Kirlic would still be able to attack.

    ReplyDelete
  12. Still looking for posts from Dave - Banjo, Matt F and a clarification from Brad. If I get those, I should be able to post a turn tomorrow.

    ReplyDelete
  13. RGR! Deleting old post.

    Kirlic
    Blind Rage
    #32

    Move 1 – Down to the Dr. Recommended H7
    Attack – Two Handed swing of the flail at the air to my east.

    Attack Roll (s) – [10] +9 = 19

    Damage Roll(s) – [6] +5 = 11


    Rolls for Saving Throws/Skill checks –
    [9] [4] [12] [9] [5] [10] [14] [8] [8] [3]

    ReplyDelete
  14. Oh- AoO is a risk I'll take. I'm pretty far down on the init roll.

    ReplyDelete
  15. Banjo doesnt have fuck-all he can do. He holds and maintains Detect.

    19, 14, 18, 12, 10, 1

    ReplyDelete