Thursday, April 18, 2013

The Sinister Spire - GM Turn Post 114

Begin Combat Round 4. Starting positions for Turn 114 are displayed on the Combat Map.

  The initiative order is:
  Initiative 25: Choke
  Initiative 15: Kirlic
  Initiative 15: Clint
  Initiative 12: Dargoth
  Initiative 10: Banjo
  Initiative 7: Thurstan
  Initiative 7: Mr. Wolfe


 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 (5 rounds)
  All - 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)
 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.)
  Clint - Holding breath – 22 rounds remaining.
  Dargoth - 4 STR damage (- 2 to STR-based skills and abilities)
  Dargoth – 11 CON drain (-6 to CON-based skills and abilities. -45  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)
  Dargoth – Holding breath – 0 rounds remaining. Next Fort Save DC (11) to remain conscious.
  Kirlic - Ash Doom Antidote (1 week)
  Kirlic - Holding breath – 22 rounds remaining.
  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 54/72 (62), Mr. Wolfe 37/43, Banjo 60/60, Clint 46/66 (61), Dargoth 36/84 (39),
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.

12 comments:

  1. On behalf of Matt H:

    Matticus RexApril 18, 2013 at 12:25 PM

    Clint will continue to look for a flanking opportunity, and press the attack; 5ft step if possible/necessary

    D20 Rolls:11,20,2,16,7,12,4,2,2,5
    D8: 7,2,4,1,8
    D6: 3,1,3,6,3,2,6,5

    Attack with Merth, take 3 attacks if possible due to 5ft step, and/or move off the coals if that does not affect ability to deal damage to Choke

    ReplyDelete
  2. do i think casting gaseous form on dargoth would make him immune to the wraiths attacks ?

    ReplyDelete
    Replies
    1. Based upon the spell description and the fact that the monster's attack is not magic and it does not have DR vs. magic, I would say yes. That spell would prevent the voidwraith from making its touch attack.

      The real question is if Dargoth can survive past its next action. He only has a 3 CON currently.

      Delete
    2. My next action, if he's still up, will be to cast gaseous form on Dargoth.

      Delete
  3. Character Name – Banjo
    Player Action Response - Pew Pew Pew!
    GM Turn Post #114

    Move 1 –
    Attack –
    Move 2 –
    Cast a Spell – Magic Missile

    Damage Roll(s) – 12
    Crit Damage –
    Special Damage – force

    Rolls for Saving Throws/Skill checks –

    7 5 4 18 1

    ReplyDelete
  4. Looking for posts from Matt F and Brad.

    ReplyDelete
  5. Kirlic
    Just got back from vacation! (NP about switching to melee for me, it was a good choice. I chose holy water because the path to the monster looked too congested and I was using a move action already)

    Move 1 – only as needed to maintain melee range
    Attack – Big Bad

    Attack Roll (s) – 10 + 10 +4 = [24], 14 + 5 +4 = [23]

    Damage Roll(s) – 4 + 5 = [9]. 4 + 5 = [9]

    Rolls for Saving Throws/Skill checks – 8,16,1,4,18,14,9,4,11,12,+0

    ReplyDelete
  6. Kirlic is carrying a Monster Energy brand Lesser Potion of Restoration. Feel free to claim it if you're feeling a little worn out after this fight. (or during if the need is dire)

    ReplyDelete
  7. I am thinking withdrawaling as my action. Either that or die at this point.

    Rolls
    Roll(10d20)+0:
    16,4,17,12,7,15,18,18,7,4,+0
    Total:118

    Moving to J6 Or B7.

    Gaseous form is fine.

    ReplyDelete
  8. Banjo says:

    OMFG GTFO DARGOTH!

    (It's the verbal component to his magic missile spell)

    ReplyDelete
  9. don't fear, Dargoth, i should be able to stabilize you at 1 con.

    ReplyDelete
    Replies
    1. No worries, that is what friends are for right?

      Delete