Sunday, August 25, 2013

The Sinister Spire - GM Turn Post 130

Roll initiative.

Begin round 1 of combat. Starting positions for Turn 130 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
       -------------------------------------------------------------------------------

         Conditions
       Banjo – Ash Doom Antidote (6 days)
       Kirlic - Ash Doom Antidote (6 days)
       Mr. Wolfe - Ash Doom Antidote (6 days)
       Thurstan - Ash Doom Antidote (6 days)     


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         Party Health:

         Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
         Kirlic 81/81
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         Map Key:
         Gray is the floor of the room.
         White rectangles are doors.
         Red pie shape is remains of the spiral stairs.
         Black circle is foul-smelling shaft.
         Stacks of crates represent the contents of the room to the east.
         Brown rectangles are stone counters.
         E3-F3 are filled with a pile of pillows.
         Blue pie wedge and black star are a gargoyle sink.
         Black wavy shapes are curtains.
         Black circles with green wavy shape are rods and electricity.
         Black stars are statues.
                     D4, F4, D7, F7: drow warriors in battle poses
                     I13: female drow with hands out and palms upward
                     K13: angelic being preparing to take flight
                     I11: male duergar with hammer raised
                     K11: two drow children point upward with expressions of awe
                     I9: male drow crouches low like a hound
                     K9: female drow balanced on one foot
                     I7: male human with snakes for arms
                     K7: armored humanoid that has a viper’s head
                     I5: female creature that has a snake tail instead of human legs
                     K5: willowy female with upturned eyes and a sneering mouth full of pointed teeth

16 comments:

  1. Replies
    1. Knowledge: Nature is what you need. Thurstan and Kirlic both have the skill. They would have to see one before they would get a check. All of the monsters and Clint are currently out of view unless you are inside the room.

      Delete
    2. The creature in front of Clint is another matter. That will require a Knowledge: Religion check. Thustand and Clint both have the skill.

      Delete
  2. Character Name – Banjo
    Player Action Response - Buffenhiemer Funds
    GM Turn Post #130

    Move 1 – (sorry Clint)
    Attack –
    Move 2 –
    Cast a Spell – HASTE
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll – 22

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    17 7 13 10 4

    ReplyDelete
    Replies
    1. ...and I know I'll be leaving Clint out of the haste. Sorry Clint.

      Delete
  3. Character Name – Dargoth -
    GM Turn Post #130

    (Been so long I am forgetting if I get 2 attacks or 3 if I get haste or not).
    Rolls below if I get them.

    Initiative Roll 2,+8 = 10

    Move 1 – Thinking about moving to G5/6 ish to provide Clint a way out.
    Attack – Anything bad that moves into sight.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – Knowledge Roll if I can do that also.
    Search –
    Talk to X –



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

    Damage Roll(s) – 6,+13

    Roll(3d10)+0:
    9,1,+0
    Total:16

    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –
    Roll(10d20)+0:
    19,14,20,11,3,10,4,10,+0
    Total:106

    ReplyDelete
    Replies
    1. Dargoth normally gets 2 attacks if he does not move more than 5 feet. With a Haste that will increase to 3 attacks. If he move more than 5 feet with or without Haste, he will only get 1 attack.

      Delete
    2. So basically if I move into the room I am only getting one attach anyway. Since I am going last lets see how this plays out.

      Delete
  4. ------------responce to GM turn post-----------#130
    Thurstan Howl ~ Initiative (+1) 2+1=3 wait for haste
    Move ~ e7
    Action ~ attack creature in e8
    Att w/+1rapier(+10) ~ 18+10=28
    Dam w/+1rapier(d6+6) ~ 3+6=9
    ---------------------------------------------------
    T.H.Wolfe ~ Initiative (+2) 20+2=22 wait for haste
    Move ~ to d8, via e6,c6
    Action ~ attack creature in e8
    Attack roll(+6) ~ 20+3=23+flank
    confirm 3+3=6
    Damage (d6+4) ~ 1+4=5
    Special,trip(+9) ~ 14+7=21
    ---------------------------------------------------
    d20 rolls ~ 9 11 2
    ---------------------------------------------------
    d6 rolls ~ 4 6 5 2 3 3
    ---------------------------------------------------

    ReplyDelete
  5. Looking for posts from Brad and Matt H.

    ReplyDelete
  6. Still looking for posts from Brad and Matt H.

    ReplyDelete
  7. Looking for posts from Brad and Matt H.

    ReplyDelete
  8. Clint is going to have to take a stab at the horror in front of him, then beat a slight retreat...

    Init: 12 +5 = 17

    PREFER TO: Attack Beast at E8

    Attack Merth: 19 +5 = 24
    Crit Confirm: 14 +5 = 19
    Dmg: 6 +3 = 9
    Crit: 2 +3 = 5
    Sneak: 3,6,4 = 13 (if I get it)

    Attack Ripper: 4 +5 = 9
    Prolly not a hit...

    5ft step to G7

    Other Rolls:
    11,7,17,11,2

    ReplyDelete
  9. Does someone want to play Brad's character until we hear back from him?

    ReplyDelete
  10. I will take care of it.

    Delay to find a good spot to take a shot with the bow. 5 foot step to get to combat, So that I can have a full round of shots if anything comes into view.

    Initiative: 9,+6 = 15


    Roll(10d20)+0:
    12,14,10,18,9,8,5,5,19,+0
    Total:109

    ReplyDelete
  11. if Clint moves away, Thurstan will move to his vacated space for the flank position.

    ReplyDelete