Tuesday, October 23, 2012

The Sinister Spire - GM Turn Post 103


Begin Combat Round 4. Starting positions for Turn 103 are displayed on the Combat Map.

The initiative order is:

Initiative 22: Banjo
Initiative 18: Kirlic
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.

-------------------------------------------------------------------------------

Conditions

Banjo – Ash Doom Antidote (1 week)
Dargoth - 4 STR damage (- 2 to STR-bases skills and abilities)
Dargoth – Deafened: –4penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. (1 hour)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

-------------------------------------------------------------------------------

Party Health:

Thurstan 70/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 51/66, Dargoth 84/84,
Kirlic 64/81

-------------------------------------------------------------------------------

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.

18 comments:

  1. Confused. I was showing 3 charges left for that wand, and 13 for the other. How many do you have?

    ReplyDelete
    Replies
    1. I could not remember off the top of my head so I did some research.

      At the start of this fight, Banjo had three wands of Magic Missile at 3rd level caster. Here is where you found them and the number of charges they had at the start of this battle.

      BotFK: Corpse at bottom of pit - Wand of Magic Missile (caster level 3rd – 2 charges) [This is the one that you just used up]
      BotFK: Xeron - Wand of Magic Missile (caster level 3rd – 13 charges)
      SS: Drow wizard - Wand of Magic Missile (caster level 3rd – 11 charges)

      Delete
  2. Clint calls out, "Can I get some flanking here?" and prepares to move into position [D4]

    Assuming someone can get flanking:

    Attack with Merth: 9 +7 +2 = 18
    damage: 2 +3 = 5
    flankage: 4,1,4 = 9

    Rolling:
    1,19,13,6,4

    ReplyDelete
    Replies
    1. His he moving? (I assume so.) Does he attempt to tumble?

      Delete
    2. from where you're at, someone would have to be in d6 or e7 with a reach weapon or a ranged weapon.

      Delete
    3. I think he is asking for someone to move to G4.

      Delete
    4. Thurstan can do that, once it gets to him.

      Delete
    5. What is the next target, and where do you and Merth want me?

      Delete
  3. Banjo discards the old burnt-out stick and pulls a newer shinier stick. PEWPEW goes the stick.

    Spell Resistance: 19!

    Damage: 7

    10, 15, 19, 11, 15

    ReplyDelete
  4. Wait, sorry, wrong math for SR (was using my CL). Should be 16.

    ReplyDelete
  5. Need posts (with turn instructions) from Brad, Bruce and Matt F.

    ReplyDelete
  6. Character Name – Dargoth
    GM Turn Post #1-2

    Move 1 – 5 foot step to D3.
    Attack – Big guy.

    Power Attack Roll (s) –10,9,(+12/+7)= 22 / 16
    Confirm Potential Crit –

    Damage Roll(s) –8,9 (+13) = 21, 22
    Roll(2d10)+0:
    ,+0
    Total:17
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    16,16,2,9,3,15,19,11,+0
    Total:110

    ReplyDelete
  7. Still looking for posts from Brad and Bruce.

    ReplyDelete
  8. Thurstan 5' steps to give flanking and channel heals for Clint

    Mr Wolfe 5' steps to attack with flanking if possible. He can tumble if needed.

    D20=6-11-3-6-3-11-2-16
    D6=4-5-6-6-4-2

    ReplyDelete
  9. Kirlic
    Ashamed that his attack did nothing but deafen Dargoth, Kirlic draws his Elven blade and moves to G4 to help give Clint flanking. He will hold his action until Clint's turn so they both get the bonus when Clint moves in.

    Move 1 – G4
    Attack – Shardcaster
    Move 2 – none
    Use Ability/Item/Skill – Tumble to avoid AoO [15] +10 = 25
    Talk to Dargoth – "Sorry! ...No, I Said SORRY! ...S-O-R-R... nevermind."

    Attack Roll (s) – [19] +10 +2 = 29
    Confirm Potential Crit – [14] +10 +2 = 26

    Damage Roll(s) – [4] +4 = 8
    Crit Damage – [3] +4 = 7

    Rolls for Saving Throws/Skill checks – 14,13,9,7,14,4,15,15

    ReplyDelete
    Replies
    1. if you move you can't hold your action, you have moved...you might as well attack (without flanking) only one person gets flanking if they both have to move into it.

      Delete
    2. Understood. keep my actions as stated, removing the held action and the +2 bonuses for flanking.

      Delete