Thursday, February 9, 2012

The Sinister Spire - GM Turn Post 65

Begin Combat Round 5. Starting positions for Turn 65 are displayed on the Combat Map.

Initiative order is:

Initiative 26: Dargoth - Paralyzed
Initiative 14: Kirlic - Paralyzed
Initiative 10: Clint
Initiative 8: Banjo
Initiative 8: Mr. Wolfe
Initiative 7: Thurstan
Initiative 7: Ghoul Mimic

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

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Conditions

All - Haste (6 rounds)
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)
Kirlic – Paralyzed (3 rounds)
Dargoth - Disarmed
Dargoth – Paralyzed (3 rounds)
Dargoth – Grappled (Mimic adhesive) - cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.
Mr. Wolfe - Grappled (Mimic adhesive) - cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform.

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Party Health:

Thurstan 71/72, Mr. Wolfe 39/43, Banjo 60/60, Clint 66/66, Dargoth 68/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
White rectangles are doors.
White rectangles with dotted lines are secret doors.
Charcoal pie shape is iron spiral stairs.
Orange rectangles are fireplaces with shelves and iron rods.
Light gray rectangles are shelves (I5:I6) and a table with utensil rack (J4:K4).
Blue circular wedge (M3) is an empty sink.
Black star is a gargoyle spigot.

6 comments:

  1. Character Name – Uncle Banjo
    Player Action Response - call up the nephew from Uncle Banjo's Firebolt Farm
    GM Turn Post #65

    Move 1 – 5ft to L8 if it negates cover
    Attack –
    Move 2 –
    Cast a Spell – Scorching Ray
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 17 -4 for cover = 13 ranged touch
    Confirm Potential Crit –

    Damage Roll(s) – 17
    Crit Damage –
    Special Damage – FIRE

    Rolls for Saving Throws/Skill checks –

    15, 11, 15, 15, 16, 2

    ReplyDelete
  2. ------------responce to GM turn post-----------#65
    Thurstan Howl - Initiative (+1)6=7
    ~was there a reason you didnt move me to L5 last round?
    attack mimic
    Att w/Lightening Arc...(+4)... 16+4=20
    dam w/Lightening Arc[no ST](d6+2)... 1+2=3
    ---------------------------------------------------
    T.H.Wolfe - Initiative (+2)6=8
    move
    action - attack monster on him
    Attack roll(+3).... 19+3=22-2=20
    Damage (d6+1)...... 3+1=4
    Special,trip(+7)... 13+7=20-2=18
    haste Attack roll(+3)....17+3=20-2=18
    haste Damage (d6+1)...... 6+1=7
    ---------------------------------------------------
    d20 rolls...16-19-18-17-6

    ReplyDelete
  3. Clint continues to press the attacks on the creature...

    SWING!

    Merth 1 = 9 +5 = 14
    Ripper = 15 +5 = 20
    Merth 2 (hasted right?) = 14 +5 = 19

    Damage
    M1 = 5 +3 = 8
    Rip = 4 +2 = 6
    M2 = 2 +3 = 5

    Rolls
    ,9,9,20,5,15

    ReplyDelete
  4. Kirlic

    I apparently misunderstood the paralyze effect, sorry. Was wondering for a bit why I wasn't mentioned in the previous post. (I thought it was like being glued to the square, I guess the grapple effect directly following the paralyze description tricked me)

    Misc: 12,19,5,12,2,10

    ReplyDelete
  5. @Brad - Sorry if I was not clear. You have this turn and 2 more before you can take an action.

    @Matt F - The same applies to you.

    @Bruce - I must have misread. You can definitely be in L5 if you want.

    ReplyDelete
  6. I have actions from all the characters that can act. I will post the next turn tomorrow.

    ReplyDelete