Friday, April 12, 2013

The Sinister Spire - GM Turn Post 113

Begin Combat Round 3. Starting positions for Turn 113 are displayed on the Combat Map.

 The initiative order is:
 Initiative 25: Choke
 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
 All - Haste - +1 attack, +1 AC, +1 Reflex Save, +30 move, +1 attack with full attack series (6 rounds)
 
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 – 9 CON drain (-5 to CON-based skills and abilities. -34  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)
 Thurstan – 2 Temporary negative level (–2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -10 current and total HP.)


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 Party Health:

Thurstan 57/72 (62), Mr. Wolfe 37/43, Banjo 60/60, Clint 48/66 (61), Dargoth 47/84 (50),
 Kirlic 76/81
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 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.

16 comments:

  1. You forgot to put Haste in the Condition list.

    ReplyDelete
  2. Character Name – Player Action Response - GM Turn Post #113

    I need to move away as fast as I can. My goal is to 5" step every turn.

    Move 1 – Stand and Attack e9
    Attack – Creature at E9
    Move 2 – 5" step away
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 13, +12 = 25
    Attack Roll (s) – 5, +7 = 12
    Confirm Potential Crit –


    Damage Roll(s) –2,+13 = 15
    Damage Roll(s) –5,+13 = 18
    Roll(2d10)+0:
    ,+0
    Total:7

    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    18,15,16,15,12,6,7,6,+0
    Total:113

    ReplyDelete
    Replies
    1. You are hasted. That means a third attack when making a full attack.

      Delete
    2. Matt F,

      I will use your 18 from your additional rolls and use the second damage roll that you already provided.

      Delete
  3. Character Name – Banjo
    Player Action Response - panic mode
    GM Turn Post #113

    Move 1 – na
    Attack –
    Move 2 –
    Cast a Spell – Empowered magic missile
    Use Ability/Item/Skill – Metamagic adept, Arcane Bond for extra 3rd lvl spell
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) – 13
    Crit Damage –
    Special Damage – force

    Rolls for Saving Throws/Skill checks –

    3, 15, 9, 7, 5

    ReplyDelete
  4. would making a KS religion 20 or a KS planes 17 roll tell me if the choke would take electric damage ?

    ReplyDelete
    Replies
    1. You believe that magic electricity attacks would affect the monster but they would only do half damage because it is incorporeal.

      Delete
  5. i order Mr Wolfe back to G3.
    i move to F6, and lightning arc Choke (for clear line)

    Att w/Lightening Arc (+4) ~ 16+4=20
    dam w/Lightening Arc(d6+3) ~ 4+3=7

    d20's 9 19 15 1 17
    d6's 4 5 3 2 3

    ReplyDelete
    Replies
    1. Bruce, per our conversation, you want to Channel Positive Energy to damage the undead instead. Based upon the supplied d6 rolls that will be 12 damage with a DC 16 save for half.

      Delete
  6. Looking for posts from Brad and Matt H.

    ReplyDelete
  7. (If I recall incorrectly let me know, I believe I read the Choke is undead)
    Kirlic – Directing ally attacks - GM Turn Post #113

    Move 1 – Use Hunter's Bond, Hunting Companions - Undead
    Attack – Holy Water on Choke

    Attack Roll (s) – (6), +4 (undead), +10 = 20

    Damage Roll(s) – 2d4? 2 + 3 = 5
    Special Damage – Holy Water

    Misc – 6,5,1,12,8,20,12,15,15,7

    Hunter's Bond offers +2 to all companions against Undead for two turns. (sorry, getting back in the swing, I probably should have done this last turn) People who have already posted might need to have their rolls modified.
    http://www.d20pfsrd.com/classes/core-classes/ranger#TOC-Hunter-s-Bond-Ex-

    ReplyDelete
    Replies
    1. Keep in mind that Kirlic gets +4 bonuses and can refresh this ability as a move action. It last 2 rounds at a shot. Because the monster is incorporeal, holy water will only deal half damage. So your damage will be (5+4)/2=4

      Does Clint wish to wait for Kirlic before taking his action?

      I will post the following to the Conditions for next round:

      Hunter’s Bond (Undead) - +2 bonus on Bluff, Knowledge, Perception, Sense, Motive, and Survival checks against target creature of his selected type. +2 bonus on weapon attack and damage rolls against them. (1 round)

      Delete
  8. Matt H, we need your post to proceed.

    ReplyDelete
  9. Clint races around to flank Choke, moving to E10

    Attack roll with Merth: 12 +7 +2 = 21
    damage: 7 +3 = 10
    sneakage: 4,4,5 = 13

    Other Rolls:
    4,16,5,5,6

    ReplyDelete