The initiative order is:
Initiative 25: ChokeInitiative 17: Fever 1
Initiative 17: Clint
Initiative 15: Kirlic
Initiative 12: Dargoth
Initiative 10: Banjo
Initiative 10: Mr. Wolfe
Initiative 7: Thurstan
Please submit your turn instructions using the Player Action
Response - Turn Post Template.
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Conditions
Banjo – Ash Doom Antidote (1 week)Clint – Temporary negative level (–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -5 current and total HP.)
Dargoth - 4 STR damage (- 2 to STR-based skills and abilities)
Dargoth – 5 CON drain (-2 to CON-based skills and abilities. -17 current and total HP.)
Dargoth – Deafened: –4 penalty 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. (45 minutes)
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 69/72, Mr. Wolfe 39/43, Banjo 60/60, Clint 48/66 (61),
Dargoth 63/84 (67),
Kirlic 76/81
-------------------------------------------------------------------------------Kirlic 76/81
Map Key:
Gray is the floor of the entry room.Gray with red dots is floor covered in burning coals - (1d3 Fire damage if ending round in square. +2 to DC for Acrobatics checks per square traveled.)
Black is the floor of the altar room.
Dark gray is the raised dais.
White rectangle is a doors.
Small white rectangles are double doors.
Brown circle is the low, dry font.
Black wavy shape is the black curtain.
Purple circles are oversized braziers.
Purple rectangle is the blood crusted altar.
Black stars are the statues.
Kirlic
ReplyDeleteIt's getting a little too serious for more arrows methinks.
Move 1 – E7, drawing +1 Flail on the way
Attack – Fire monster between Thurstan and Mr Wolf
Attack Roll (s) – 19 + 10 = [25], 11 + 5 = [16]
Damage Roll(s) – 8 + 5 = [13]. 3 + 5 = [8]
Rolls for Saving Throws/Skill checks – 17,11,11,13,14,14,5,8,19
Clint takes a step back, out of the coals, and tries to assist the Wolf and Master with their foe...
ReplyDelete5ft to G7
Attacks:
Merth: 14 +5 = 19
damage: 8 +3 = 11
Ripper: 6 +5 = 11
Other Rolling:
20,17,12,19,7
Can a brotha get a KS Arcana/Planes/Religion to know WTF these are?
ReplyDeleteCharacter Name – Banjo
Player Action Response - HOLY SHIT TIME FOR BUFFS
GM Turn Post #112
Move 1 – NA unless someone moves out of my line of sight
Attack –
Move 2 –
Cast a Spell – Haste
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll – 12
Attack Roll (s) –
Confirm Potential Crit –
Damage Roll(s) –
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
18 20 20 17 2
(omg best string of rolls ever)
With those rolls? Sure.
DeleteThe flaming creatures are Fire Necromentals (Maroe called them Fevers). They are undead and have traits of both undead and fire elementals. Its slam attacks deal physical damage, fire damage and energy drain like a wight.
The incorporeal creature is a Voidwraith (Maroe called it Choke). It is also undead. It is similar to a normal wraith, having its incorporal nature and Con draining touch, but it also sucks in all the air around it causing its victims to sufficate.
...
Delete...
...
...you're fucking with me, right? Undead and Elemental both at the same time?? Why not just throw "Immune to Whatever" in their descriptions? Go read the real descriptions for these monsters. FUHcker!
As crazy as it seems, it is true. They are nasty pieces of work.
Delete------------responce to GM turn post-----------#112
ReplyDeleteThurstan Howl ~ Initiative (+1) 6+1=7
Move ~
Action ~ attack creature in f6
Att w/+1rapier(+10) ~ 15+10=25+flank/trip??
Dam w/+1rapier(d6+6) ~ 5+6=11
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T.H.Wolfe ~ Initiative (+2) 8+2=10
Move ~ to g6 (tumble 17+7=24)
Action ~ attack creature in f6
Attack roll(+6) ~ 10+3=13
Damage (d6+4) ~ 3+4=7
Special,trip(+9) ~ 13+7=20
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d20 rolls ~ 18 6 19 13
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d6 rolls ~ 1 1 4 2 6
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Looking for a post from Matt F.
ReplyDeleteCharacter Name – Player Action Response - GM Turn Post #
ReplyDeleteMove 1 – Stand and Attack e9
Attack – Creature at E9
Move 2 –
Cast a Spell –
Use Ability/Item/Skill –
Search –
Talk to X –
Initiative Roll –
Attack Roll (s) – 15, +12 = 27
Attack Roll (s) – 1, +7 = 5 - Miss
Confirm Potential Crit –
Damage Roll(s) –5,+13 = 18
Roll(1d10)+0:
+0
Total:5
Crit Damage –
Special Damage –
Rolls for Saving Throws/Skill checks –
Roll(10d20)+0:
8,9,9,1,19,12,20,11,+0
Total:105