Thursday, September 8, 2011

The Sinister Spire - GM Turn Post 42

Dim light reveals iron maidens, racks, and other intricate contraptions in alcoves and spaced throuought the room. The northeast alcove is closed off with bars, and two forlorn gray-skinned gnomes stare out from behind them. Near the northern wall stands a stone altar adorned with intricate carvings of a spider that has the head of a female elf. Atop the altar is another gray gnome who whimpers as she struggles feebly against the manacles holding her.

Glaring at you from behind the altar are two drow. One is a striking female with chin-length silver hair and glittering chain armor, and the other is a slight, bald male clothed in loose black pants. Both have shiny daggers.

Starting positions for Turn 42 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

Banjo – Antitoxin (1 hour)
Clint – Antitoxin (1 hour)
Clint – Invisible (5 minutes)
Dargoth – Antitoxin (1 hour)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Antitoxin (1 hour)
Mr. Wolfe - Ash Doom Antidote (1 week)
N’Kima – Antitoxin (1 hour)
Turok – Bear Form – Med-size, +2 STR, +2 natural armor, low-light vision, scent
Turok – Aspect of Bear – +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity. (5 minutes)
Turok - – Antitoxin (1 hour)
Thurstan - Ash Doom Antidote (1 week)

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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 stone floors.
Tan is floor space occupied with torture equipment. Squares are considered hindering (2 squares of movement) and provides partial cover.
Blue rectangle is stone altar. It is blocking terrain and provided cover. Climbing on top of it requires a move action from an adjacent square or a DC24 acrobatics check.
Dotted black line is cage bars.
White rectangle is a door.
White rectangle with a dotted line is a secret door.

10 comments:

  1. Character Name – Banjo
    Player Action Response - ZZARK!
    GM Turn Post #42

    Move 1 – I10
    Attack –
    Move 2 –
    Cast a Spell – Scorching Ray on le priestess
    Use Ability/Item/Skill –
    Search –
    Talk to X – "SPOOON!!"

    Initiative Roll –8

    Attack Roll (s) – 17 ranged touch
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –
    6, 7, 15, 14, 19

    ReplyDelete
  2. Character Name – Turok
    Player Action Response - Growf!
    GM Turn Post #42

    Move 1 – full move to G5
    Attack –
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X – "ROOAAARRR!"

    Initiative Roll –14

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    5, 4, 18, 12, 6

    ReplyDelete
  3. Character Name – N'Kima
    Player Action Response - HOOT
    GM Turn Post #42

    Move 1 – full move to E6
    Attack –
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –21

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    18, 3, 5, 7, 17

    ReplyDelete
  4. ------------responce to GM turn post-----------#42
    Thurstan Howl - Initiative (+1)[10]=11
    move to k9
    cast - murderous command on the guy in j4(DC13 will)

    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2)[12]=14
    Move - full move to k3
    action -
    Attack roll(+3)...
    Damage (d6+1)...
    Special,trip(+7)...
    ---------------------------------------------------
    d20 rolls...[6] [14] [10] [7] [12] [16]
    ---------------------------------------------------

    ReplyDelete
  5. Dargoth:

    Full Move to meet the Drow.
    Initiative:
    [14] + 8 = 22

    All Rolls:
    [12] [8] [16] [12] [8] [14] [18]

    If they move before me slash one if I don't use my full move.

    ReplyDelete
  6. Question- if I move into a tan square, does that only provide cover to me, or do my targets still have cover because I haven't moved out of the tan square?

    ReplyDelete
  7. The tan spaces will provide cover for you if you occupy the space but each square is hindering terrain. If you make a ranged attack that crosses another tan square of the altar, that will also provide cover for the drow.

    ReplyDelete
  8. Thanks!

    Character Name – Kirlic
    GM Turn Post #42

    Move 1 – full move to F5
    Attack – none (10 squares to get there by my count)

    Initiative Roll – [17] +6 = 23

    Rolls for Saving Throws/Skill checks –

    [15] [11] [19] [15] [12] [17] [1] [14] [14] [9]

    ReplyDelete
  9. Clint races into the room, heading for the door where the captives are held...

    Full move to N3

    INit: [12] +5 = 17

    Rolls:
    [11] [9] [4] [12] [9]

    ReplyDelete
  10. Note: I am taking the roundabout way to get there, not getting too close to the altar area...

    ReplyDelete