Monday, April 2, 2012

The Sinister Spire - GM Turn Post 78 A

Normally I do not post the initiative order during the surprise round or the first round of combat because I believe that it will slow down the turn submission process. That being said, it appears that this turn has gotten messy and could use a bit of a nudge in the direction of motion. As an exception I have provided the initiative order and some clarifying points.

Initiative order for this turn:

Initiative 25: Dargoth
Initiative 18: Clint
Initiative 18: Banjo
Initiative 16: Fiendish Spider Swarm
Initiative 11: Mr. Wolfe
Initiative 8: Bone Spider Golem
Initiative 7: Kirlic
Initiative 3: Thurstan


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

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Facts known:

Fiendish Spider Swarm
- Minor fire resistance and Spell resistance
- Takes damage from holy water
- Immune to weapon damage
- Not subject to critical hits or flanking.
- Immune to any spell or effect that targets a specific number of creatures
- Takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells


Bone Spider Golem
- No specifics are known about this type of golem
- Generally speaking, golems are tough and immune to many types of spells and effects

10 comments:

  1. Banjo:

    Haste, and zip 60 feet down the hall

    "I bet they ain't THAT resistant to fire. Come to Uncle Banjo, bitches!"

    18 2 13 4 11

    ReplyDelete
    Replies
    1. Remember that Burning Hands would work but Scorching Ray would not.

      Delete
  2. Kirlic
    GM Turn Post #78A

    Move 1 – GTFO, Head to E/F1 area via top of center doors. Full move if needed
    Attack – none, unless I am trapped or can make one after moving out safely.
    Use Ability/Item/Skill – Holy Water splash on swarm, if no escape is possible, or I have an action left after moving. Use Acrobatics to escape if needed.
    Search –
    Talk to Spiders – "I taste TERRIBLE! Honest!


    Attack Roll (s) – [1] +10 = 11

    Damage Roll(s) – (2d4?) [3]+[3]
    Special Damage – ?

    Rolls for Saving Throws/Skill checks –
    12,13,17,18,13,14,10,14,14,18

    ReplyDelete
  3. since i go last i will retreat in the direction everyone else goes, after taking my lumps..

    ReplyDelete
  4. Move out of the room and wait I guess.

    Roll(5d20)+0:
    18,16,9,15,1,+0
    Total:59

    ReplyDelete
  5. Matt H,

    Are you still good with:

    Clint will 5ft step to C3 and slam the door once his friends are out. If that means waiting to act until they get past him, so be it.

    ReplyDelete
  6. Is everyone satisfied with their actions as listed above?

    ReplyDelete
  7. I'm good with everything except I'd like to request that each of us throws our hands in the air and screams "eeek! Spiders!" as we exit the room.

    ReplyDelete