Tuesday, October 16, 2012

The Sinister Spire - GM Turn Post 102

Begin Combat Round 3. Starting positions for Turn 102 are displayed on the Combat Map.

The initiative order is:

Initiative 22: Banjo
Initiative 18: Kirlic
Initiative 18: Glass Spider 2
Initiative 17: Thurstan
Initiative 13: Mr. Wolfe
Initiative 13: Clint
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 56/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 43/66, Dargoth 71/84,
Kirlic 70/81

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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.

14 comments:

  1. Clint steadies himself and presses the attack on the spider before him...

    [Attack any spider if still standing, otherwise move to Big Ugly, staying out of reach of tentacles]

    Merth Attack: 18 +4 +2flank = 24
    damage: 1 +3 = 4
    flank damage: 5,5,2 = 12

    Ripper attack: 11 +4 +2 = 17
    damage: 3 +2 = 5

    Other Rolls:
    18,5,3,13,18

    ReplyDelete
  2. Dargoth
    Move 1 –
    Attack – Attacks the spider in B3 or if Dead 5" step to D3 and attack the big guy.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Power Attack Roll (s) – 7,20, (+12/+7) = 19. 27
    Confirm Potential Crit –10,(+7) = 17

    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:
    5,12,17,6,17,12,18,+0
    Total:124

    ReplyDelete
  3. Mr Wolfe attacks.

    Thurstan channel heals

    D20-3-8-1-3-11
    D6-2-6-4-2-1

    ReplyDelete
  4. Looking for posts from Dave and Brad.

    ReplyDelete
    Replies
    1. I looked at this quickly and thought it said Dan and Brad. I thought, the cat will attack and I will do something.

      Delete
  5. Magic Missile the spider - PEWPEW
    If spider dies magic missile the caster

    Damage: 7

    1, 17, 20, 14, 11

    ReplyDelete
  6. Once I have Brad's post, I will post the results and the next turn.

    ReplyDelete
  7. I'm thinking we need to might need to bust these mirrors. Agreed or disagreed? I have a thunderstone I could throw into D6 to stun some baddies and maybe bust some mirrors, or I could try to break them with arrows. What does the group think, would these be attacks that are well spent, or should I concentrate on just dealing damage?

    ReplyDelete
    Replies
    1. The GM just needs to know the final plan.

      What you know (information that you found in the library):

      One journal contains details about the creation of 6 magic mirrors used for scrying and how to attune them to different locations. The handwriting seems to be the same as the note that was found in the cloak on the ground floor of the spire (http://pbbpathfindergame.blogspot.com/2012/03/sinister-spire-turn-results-74.html). It details further the creation of constructs called a shardcaster and glass spiders that were created to guard the mirrors. The journal contains nothing about controlling or avoiding these guardians.

      Delete
  8. I need a final decision from Brad on Kirlic's action.

    ReplyDelete
  9. Brad, I am not positive we want to destroy these mirrors, but I think the Thunderstone would not be a bad idea just because our foes happen to be made of glass... give it a shot if you think that will be effective!

    ReplyDelete


  10. Kirlic -
    I think I agree Matt. I'm going to drop the thunderstone at the most effective square that does not deafen a spellcasting ally. I'll avoid deafening an ally unnecessarily, but I think it'll be worth it to hit as many as possible. If neither Clint or Dargoth shout in terror as I cock my arm back, I'm going for D4. If one of them has a good reason to not risk being deafened, I'm going for E5.

    Move 1 –none
    Attack – Thunderstone to C4 or D6-ish
    Move 2 – none
    Cast a Spell –
    Use Ability/Item/Skill – Thunderstone
    Talk to Lady Desna: "Lady Desna, let this be effective!"

    Attack Roll (s) – [6] +10 = 16

    Rolls for Saving Throws/Skill checks 15,4,16,13,9,14,1,5,18,17

    (FYI, as I understand it the worst effect for us is -4 to init and a chance to lose verbal spells, which is why I'm willing to risk friendly fire. Let me know if I'm mistaken and this is too dangerous! I'm hoping the effects will be much worse for them.)

    ReplyDelete
    Replies
    1. I forgot to edit my Attack location, please use the text at the top for square locations, or pick whichever square is most ewffective/safest based on everyone's reactions.

      Delete