Tuesday, October 9, 2012

The Sinister Spire - GM Turn Post 101


Begin Combat Round 2. Starting positions for Turn 101 are displayed on the Combat Map.

The initiative order is:

Initiative 22: Banjo
Initiative 21: Clint
Initiative 18: Kirlic
Initiative 18: Glass Spider 2
Initiative 17: Thurstan
Initiative 13: Mr. Wolfe
Initiative 12: Dargoth
Initiative 11: Shardcaster
Initiative 8: Glass Spider 1

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

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Conditions

Banjo – Ash Doom Antidote (1 week)
Dargoth - 4 STR damage (- 2 to STR-bases skills and abilities)
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 67/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 52/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the room floor.
Light blue rectangles are mirrors.
Dark gray pie shape is spiral stairs.
Column K represents the ascent of the spiral stairs.

12 comments:

  1. Character Name – Banjo
    Player Action Response - Pew Pew
    GM Turn Post #101

    Move 1 –None
    Attack –
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – Wand (CL3)
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) – 7
    Crit Damage –
    Special Damage – force

    Rolls for Saving Throws/Skill checks –

    7, 13, 10, 14, 11

    ReplyDelete
    Replies
    1. Can you identify your target? It can make a difference.

      Delete
    2. The woundedest one. The one Dargoth hit if I cant tell

      Delete
  2. Looking for posts from Matt H, Matt F, Brad and Bruce.

    ReplyDelete
  3. Mr Wolfe 5'steps to B2, and attacks, hoping to give flanking.
    Thurstan steps to F2, and lightenings the nearest or woundedest monster.
    d20 rolls 17-19-18-6-4-4-15-3
    d6 rolls 5-5-1-3-2
    (sent from work without having my game files, sorry.)

    ReplyDelete
  4. Dargoth
    Move 1 –
    Attack – Attacks the spider in B3.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Power Attack Roll (s) – 15,3, (+12/+7) = 27, 10
    Confirm Potential Crit – don't think so

    Damage Roll(s) –3,(+13) = 16
    Roll(1d10)+0:
    +0
    Total:3
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    15,20,12,2,14,2,8,3,+0
    Total:94

    ReplyDelete
  5. Kirlic –
    Action varies based on scenario. (1) If the target I wounded is still alive, Kirlic will Rapid Shot again aiming at the most wounded Glass spider, and the other one if the first one dies before all three shots are fired. (2) If my wounded target is dead, I'll make two Focused Shots instead at the big guy. I'm making the call on my actions before rolling, reusing the same rolls for each scenario.

    Move 1 – none
    Attack – see above.

    Scenario (1)
    Use Ability/Item/Skill – Rapid Shot
    Attack Roll (s) – [6] -2 +1 +11 = 16, [19] -2 +1 +6= 24, [19] -2 +1 +6 = 24
    Damage Roll(s) – [5]+4=9, [6]+4=10, [4]+4=8

    Scenario (2)
    Use Ability/Item/Skill – Focused Shot
    Attack Roll (s) – [6] +1 +11 = 18, [19] +1 +6= 26
    Damage Roll(s) – [5]+4+2=11, [6]+4+2=12

    Rolls for Saving Throws/Skill checks – 4,8,3,9,6,13,16,1,16,19,20,4
    (if Option 2 is used, I have an unused 19 at the top of my misc roll stack)

    ReplyDelete
  6. Clint,

    I consulted the Guide, and it has this to say about your current scenario:

    "Consider how lucky you are that life has been good to you so far. Alternatively, if life hasn't been good to you so far, which given your current circumstances seems more likely, consider how lucky you are that it won't be troubling you much longer."

    -----
    Don't Panic.

    ReplyDelete
  7. Still need a post from Matt H for Clint before I can post the next turn.

    ReplyDelete
  8. Clint braces himself for the beatdown he is sure to receive, but holds his action until he can get flanking from Mr. Wolfe...

    [If something prevents that, he will act to get flanking if at all possible. If no flanking is possible, he will tumble out of harm's way, then attack]

    Attack with Merth: 15 +4 +2 flanking = 21
    Damage: 5 +3 = 8
    Flanking damage: 2,6,4 = 12

    Attack w/ Ripper: 20 +4 +2 = 26
    Confirm: 3
    Damage: 2 +2 = 4
    Flanking: 1,5,3 = 9

    Other Rollage:
    3,10,14,12,20

    ReplyDelete