Monday, September 19, 2011

The Sinister Spire - GM Turn Post 44

Begin combat round 3.

Starting positions for Turn 44 are displayed on the Combat Map.

The initiative order is:

Initiative 23: Kirlic
Initiative 22: Dargoth
Initiative 21: N’Kima
Initiative 19: Muvaysil
Initiative 16: Elessarwa
Initiative 14: Turok
Initiative 14: Mr. Wolfe
Initiative 11: Thurstan
Initiative 11: Clint
Initiative 8: Banjo

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)
Dargoth – Ray of Enfeeblement - -6 STR (3 rounds)
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 provide partial cover.
Light blue is web. Squares are considered hindering (2 squares of movement), requires a successful CMB roll or become grappled to move through and provide partial cover.
Squares marked with an S are affected by a Silence spell.
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.

16 comments:

  1. Keith,

    If I only have 4 squares of movement, I would like to stay along the back wall and work my way to K10 instead of the current direction you have me in...

    Please and thank you.

    Rolls:
    18,4,7,11,10

    ReplyDelete
  2. I was trying to have you clear the web. If you go to the right you will only get to J10. (webbed squares count as 2 square of movement). You would have to make another CMB roll to avoid getting stuck again. If you fail you would stop and have to spend a standard action to try to break out again.

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  3. Kirlic
    GM Turn Post #44

    Move 1 – 1 square to F4 (to ensure a clear shot on both now that they are surrounded)

    Attack – Muvaysil

    Attack Roll (s):
    [2] +10 =12 :(

    Rolls for Saving Throws/Skill checks –
    [1] [16] [4] [20] [17] [2] [6] [20] [19] [15]

    Some days, I really need to fight the urge to just hit re-roll.

    ReplyDelete
  4. FYI. Shooting through N'Kima's square will provide cover to the enemy. (Not that it looks like it will matter this round.)

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  5. This comment has been removed by the author.

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  6. I'm almost someone is going to reply "Yes, because that applies if N'Kima wasn't in the way, but was in melee combat. :) Deleted previous comment. "Even with Precise shot?"

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  7. Since I'm learning/remembering how Precise Shot works, I'd like to make my 1 square move into a two square move to F3 this turn. Combat still works out the same.

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  8. Character Name – Banjo the Sloggy
    Player Action Response - PEW PEW!
    GM Turn Post #44

    Move 1 – E6 (or other where I have LOS on preistess)
    Attack –
    Move 2 –
    Cast a Spell – Magic Missile on Elessaria
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) – 3, 2, 4, pew! pew! pew!
    Crit Damage –
    Special Damage – force effect

    Rolls for Saving Throws/Skill checks –

    12, 17, 7, 20, 11

    ReplyDelete
  9. Character Name – N'Kima
    Player Action Response - SLAM/SLAM/BITE MUTHAFUCKA!
    GM Turn Post #44

    Move 1 –
    Attack – SLAM/SLAM/BITE
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 10, 18, 12 (WHIFF/WHIFF/WHIFF, MUTHAFUCKA!)
    Confirm Potential Crit –

    Damage Roll(s) – 13, 13, 14
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    2, 1, 20, 4, 12

    ReplyDelete
  10. Character Name – Turok
    Player Action Response - GRAWWWRR!
    GM Turn Post #44

    Move 1 – CHARGE to H3
    Attack – BITE Ellesaria
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 22
    Confirm Potential Crit –

    Damage Roll(s) –15
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    19, 17, 16, 9, 13

    ReplyDelete
  11. Dargoth

    Power Attack the Baddy again: [15]+8= 23
    ** took the -3 from Str Hit **

    Damage: [1]+10 = 11
    ** took the -3 from Str Hit **

    If they fall 5" step closer to other one.

    [13] [9] [17] [13] [9] [15] [19] [12] [12]

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  12. This comment has been removed by the author.

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  13. ------------responce to GM turn post-----------#44
    Thurstan Howl - Initiative (+1)[10]=11
    move - at best speed towards the fight(e4?)
    cast - murderous command on nearest bad guy
    DC 13 will save

    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2)[12]=14
    Move -
    action - attack the guy in j4
    Attack roll(+3)...8+3=12
    Damage (d6+1)...6+1=7
    Special,trip(+7)...2+7=9
    ---------------------------------------------------
    d20 rolls...[10] [6] [2] [8] [12] [5] [5] [20]
    ---------------------------------------------------

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  14. sorry i was looking at the wrong character sheet the 1st time..

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  15. Brad,
    This has nothing to do with firing into melee penalties. This is related to cover penalties. You need Improved Precise Shot to remove cover penalties.

    You are targeting the drow in J4. Both N’Kima and Elessawra provide cover. Moving to F3 does not remove the cover penalty.

    From the book:
    To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target’s square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

    As you said, this does not impact this round but moving to F3 might cause issues for folks trying to enter into melee. Do you still want to move?

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  16. Understood, I was moving to F3 in case it gave me a clear shot above N'Kima if a drow moved up. If moving to F3 might interfere with others' combat maneuvers, I'll stick with F4.

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