Tuesday, May 29, 2012

The Sinister Spire - GM Turn Post 88

The air crackles with power as three amorphous creatures glide into view. A roiling cloud of blurry blackness darts from under the huge table to the east. A rotting stench precedes a red-tinged gray vapor as it slides out of the closest open door in the northern wall. From the other open door along the same wall, a writhing, wormlike form of blackness slithers slowly into view.

Roll initiative.

Starting positions for Turn 88 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)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (27 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (22 minutes)
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 65/81

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Map Key:

Gray is the room floor.
Dark gray is the raised dais.
White rectangles are doors. (Doors in C6 and C7 are open.)
Dark grey rectangles are pews.
Black rectangle is the table with shackles.
Black square is stone lectern.
Blue squares are stone chairs.
Blue rectangles are stone desks.
Dark gray pie shapes are spiral stairs.
Column J represents the vertical ascent of the spiral stairs.

20 comments:

  1. Oh boy. Let's get this out of the way from the start. What rolls/skills are required to have a shot at identifying these before we start swinging at them only to find out they're immune to X Y or Z? They look like three different creatures, are three rolls necessary?

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  2. I would say that Knowledge: Arcana would be appropriate skill to identify the creatures. Spellcraft might also play a role.

    These are three different enemies and each would require a roll to get specifics. A single roll might provide general knowledge.

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  3. KS Arcana: 21, 20, 15, 13, 30
    Spellcraft: 31, 23, 27, 18, 30

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  4. Kirlic lacks those skills, and is having trouble seeing from the bottom of the stairs anyways. He waits his chance to get upstairs and find out what the hell is going on from someone who figured out what they were.

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  5. Clint sizes up his foes, and attempts to discern which one might be most vulnerable to his attacks...

    Critter 1: K-A roll 2 +4 = 6, Spellcraft roll 7 +4 = 11
    Critter 2: K-A roll 18 +4 = 22, Spellcraft roll 11 +4 = 15
    Critter 3: K-A roll 8 +4 = 12, Spellcraft roll 19 +4 = 23

    Initiative 17 +5 = 22

    IF Clint decides he has a good chance of hurting a particular foe, he will move and engage with the longsword.

    Attack roll: 16 +6= 22
    Damage: 7 +3 = 10

    If he cannot tell one way or the other, he will hold his ground and attack whichever one comes in striking range first...

    Attack Longsword: 4 +4 = 8
    Attack Shortsword: 18 +4 = 20
    Damage: 4 +2 = 6

    If nobody moves into attack range, can I then move to engage?

    Other Rolls:
    12,18,10,4,9,17,4,+0

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  6. The three creatures appear to be living spells; spells giving permanent form and semblance of life during terrible battles. During eras of great conflict involving spellcasters, spell effects occasionally take on sentience and refuse to dissipate. These living spells haunt places blasted by magic, apparently subsisting on ambient magical energy. They seem to kill only for pleasure, not out of any need to feed. Most living spells are the animated form of a single spell, but occasionally multiple spells interact to form a hybrid creature.

    Collectively the party identifies the creatures as a Wearying Worm (D6), a Blinding Blot (F4) and a Ghoul Ooze (D7). You believe the creatures to be the embodiments of the necromantic spells Ray of Exhaustion, Blindness and Ghoul Touch.

    Clint does not perceive any weaknesses or an advantage of attacking one creature over another. Ray of Exhaustion is the highest level spell of the three. If it correlates, the Wearying Worm may be the toughest.

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    Replies
    1. OK srsly, dubbleyew tee eff?

      Do they have spell resistance, or some kind of spell-sucking ability?

      Delete
    2. You did not roll high enough to get that level of detail from a skill check but you are about to obtain first hand knowledge.

      Delete
    3. Well THAT'S certainly ominous. Good luck with that Banjo!

      Delete
    4. Pardon me while I make the bad guys more dangerous. MOAR DANGER PLZ

      Delete
  7. I wonder if it stands to reason that things that would work well against that spell would harm the creature? (Cure blindness for example)

    If Kirlic was to move to F8 would that be a full move because of climbing on the table? From his vantage point, would he have clear shots across the majority of the room?

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    Replies
    1. It would be a full move if he climbs the pew but it could be done in a move action instead if he makes a successful acrobatics check.

      Delete
  8. Kirlic – GM Turn Post #88

    Move 1 – Move to F8
    Attack – Pulling out the silvered arrows on a hunch, aiming for the one up top (smoke monster?) unless it has cover from the chairs. In which case, I aim for the one I have the clearest shot at.
    Use Ability/Item/Skill – Acrobatics [6] +10 = 16

    Initiative Roll – [8] + 6 = 14

    Attack Roll (s) – [11] +11 +1 = 23

    Damage Roll(s) – [4] +4 -1 = 7
    Special Damage – Silver

    Rolls for Saving Throws/Skill checks – 11,12,8,1,19,2,20,3,1

    ReplyDelete
  9. Character Name – Banjo the Flabbergasted
    Player Action Response - Bring the PewPew
    GM Turn Post #88

    Move 1 – Move up to where I can see a target, but stay out of the way
    Attack – Ghoul Ooze
    Move 2 –
    Cast a Spell – Magic Missile
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –15

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) – 9
    Crit Damage –
    Special Damage – force effect

    Rolls for Saving Throws/Skill checks –

    12 15 7 1 11

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  10. Looking for posts from Bruce and Matt F.

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  11. ------------responce to GM turn post-----------#88
    Thurstan Howl ~ Initiative (+1) 11+1=12
    Move ~ to a clear line of sight on the weary worm
    Action ~ cast disspell magic at it

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    T.H.Wolfe ~ Initiative (+2) 8+2=10
    Move ~ up steps to get to a bad guy
    Action ~
    Attack roll(+3) ~ x+3=
    Damage (d6+1) ~ x+1=
    Special,trip(+7) ~ x+7=
    ---------------------------------------------------
    d20 rolls ~ 16.8.15
    ---------------------------------------------------
    d6 rolls ~ 1.1.6.4.4
    ---------------------------------------------------

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  12. Dargoth,

    Do we really want to play this game?

    I guess walk up and smack the guy closest to me.

    Power Attack: 18,+12 = 30
    Chance for Crit: 19, + 12 = 31

    Damage: 9, + 13 = 22
    8, + 12 = 21


    Roll(2d10)+0:
    +0
    Total:17

    Additional Rolls below.
    Roll(10d20)+0:
    16,2,18,16,9,14,8,1,+0
    Total:121

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  13. The bad guys all fall down dead?

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  14. Again, sorry for the delay. Been busy/distracted.

    I will try to get the turn actions sorted out and post later this afternoon.

    ReplyDelete