Wednesday, April 4, 2012

The Sinister Spire - GM Turn Post 79


Begin combat round 2. Starting positions for Turn 79 are displayed on the Combat Map.

Initiative order is:

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

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)
Dargoth – Resist Energy: Fire (30 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (25 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (1 minute)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (1 minute)

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Party Health:

Thurstan 62/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 80/84,
Kirlic 52/81

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Map Key:

Gray is the floor.
Light gray are web covered and count as hindering terrain. (2 movement squares, no charge)
White rectangles are doors.
White dashed rectangle is a secret door.
Vertical lines are gradual stairs.
Light gray rectangle is the altar/base of the spider statue.
Dark gray ring is pedestal/well/font.

13 comments:

  1. Drink an antitoxin. Wait for regroup.

    18, 6, 14, 8, 16

    ReplyDelete
  2. Make sure Clints door / Thursan's door is closed. otherwise move to close doors. If Kirlic's is still open move tword his door to close it.

    ReplyDelete
    Replies
    1. I assumed all three doors are closed. That is why each of the three stoped where they did (takes a move action to close a door). Based on the size of the creatures comprising it and the state of repair of the doors, you believe that the swarm is contained for the moment.

      Delete
  3. "If you fellas think playing with spiders is going to somehow improve our situation here, then have fun with that. Me, I'm heading back over to those stairs and going up for a look-see..."

    Clint moves out and heads for the secret door in the kitchen... If he gets there, he will take a listen before opening

    Rolls:
    5,17,14,2,12

    ReplyDelete
  4. Are we abandoning the fight with the swarm, despite having haste and the opportunity to regroup and choose the site of the battle? I thought we were just saving ourselves from being trapped in the room with that monstrosity while we fought the swarm. They aren't impossible/too difficult to kill with regular attacks and some holy water are they?

    ReplyDelete
    Replies
    1. Swarms composed of diminutive and tiny creatures are immune to normal weapon damage.

      Though slighty magic and fire resistant, Banjo feels that he can damage the swarm with his burning hands.

      Holy water will work on this swarm as it is composed of evil outsiders. You believe that Acid will work. Normal oil and alchemist fire would work if the damage roll is high enough.

      Delete
    2. Hm. I have 3 flasks of holy water on me. I suppose the concern here is that we can't generate enough damage to kill the swarm? (I thought normal weapons just did minimal damage, not zero)

      Delete
    3. It depends on the size of the critter making up the swarm. These are small enough that weapon damage does not really impact the collective.

      Delete
  5. "YOU GET YOUR ELFY BUTT BACK HERE OR I'LL OPEN UP THAT DOOR, LEAD ALL THE CREEPY-CRAWLIES RIGHT UP YOUR SKINNY ASS-CRACK, AND IGNITE YOUR FLOWER-FARTS WITH MY BURNING HANDS! Did you start this dungeon-crawl into the freaking UNDERDARK thinking you would never get bit by a SPIDER? In DROW-TOWN??"

    ReplyDelete
  6. mr wolfe & i regroup with the sorcerer and blatt for

    6+5+2=13

    ReplyDelete
  7. Hey, in place of the Tomb Mote picture, can you put the 15ft cone template?

    ReplyDelete