Monday, November 7, 2011

The Sinister Spire - GM Turn Post 49

As the party approaches the opening, a bulky male drow in shining breastplate steps out from behind a pillar. Glaring and waving his serrated scimitar, his shield at the ready, he snarls, “Get gone from here, or we’ll use your skins as cloaks! House Dusklorn claims the Necromancer’s Spike!” Deeper in the tunnel, another drow covers you with his ornate longbow.
What do you do?
Starting positions for Turn 49 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:
Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

10 comments:

  1. Can I make the assumption there's no reason to respond to this comment with anything but steel, or is there a reason why we might be able to talk our way through here I haven't thought of?

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  2. Combat is not always the only option. You do not have any reason to not start a combat but there might me a way to resolve it without a fight. Look back to the encounter on the docks with the Assassins' Guild.

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  3. Character Name – Banjo the Negotiator
    Player Action Response - Bargain
    GM Turn Post #49

    Move 1 –NA
    Attack –
    Move 2 –
    Cast a Spell – Haste IF a fight starts

    Use Ability/Item/Skill – Diplomacy: 29 (or Intimidate: 24 if you think the soliloquy warrants)
    Search –

    Talk to Drow guard:
    "Tough words for one that hasn't seen the Matron in... oh, what's it been, fellas?" Banjo asks the party. "Forty-eight hours since our 'chat' with the Matron?"
    He looks back to the guard. "You might want to ask yourself exactly who it is you're going to die for before you cross us. We don't bear you any particular ill will, but if you push it..."
    He holds up his hands and fire dances on his fingertips.
    "...well, you'll never find out what happened to your Matron."

    Initiative Roll – 9

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    9, 18, 19, 16, 2

    ReplyDelete
  4. I posted for one character and I'm done. Man that feels weird.

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  5. Banjo; "...well, you'll never find out what happened to your Matron." is intimidation in MY book. :)

    Kirlic –
    Waiting to see how Banjo's proposal goes down, ready to move if combat starts.
    GM Turn Post #49

    Move 1 – E12 or F12 by the safest route. (F12 is preferred if needed to get me out of direct melee) If an AoO will occur while moving, use acrobatics to try and avoid it and press through.

    Attack – Archer in the back if I got a spot with no concealment penalty. Otherwise, the fighter up front.

    Initiative Roll – [10] +6 = 16

    Attack Roll (s) – [8] +11 = 19

    Rolls for Saving Throws/Skill checks –
    [12] [8] [4] [10] [14] [7] [7] [2] [17] [6]

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  6. Thurstan and Mr Wolfe stand by, ready for action baby.

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  7. Dargoth,

    I am going to hold to see if the intimade works. Either way I want to move to D11 (5" step) and get directly infront of the Drow.

    Worse comes to worse.

    Batters up / shield bash if casting.

    ReplyDelete
  8. Bump. Looking for posts from Matt H and Matt F.

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  9. Just looking for Matt H. (Helpd to refresh my screen.)

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  10. Clint looks around for a quiet corner to hide in.... (moves to F11 stealthily)

    Rolls:
    [4] [2] [18] [6] [2]

    ReplyDelete