Tuesday, September 10, 2013

The Sinister Spire - GM Turn Post 131

Begin Combat Round 2. Starting positions for Turn 131 are displayed on the Combat Map.

 The initiative order is:
    Initiative 22: Banjo
    Initiative 22: Mr. Wolfe
    Initiative 20: Fadheela
    Initiative 17: Clint
    Initiative 14: Kirlic
    Initiative 14: Grimlock 3
    Initiative 12: Grimlock 4
    Initiative 10: Dargoth
    Initiative 10: Bloodhulk Fighter
    Initiative 3: Thurstan
    Initiative 2: Grimlock 1
Please submit your turn instructions using the Player Action Response - Turn Post Template.
        -------------------------------------------------------------------------------
          Conditions

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

Haste: When making a full attack action, a hasted creature may make one extra attack with one natural or manufactured weapon. The attack is made using the creature’s full base attack bonus, plus any modifiers appropriate to the situation.
A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
All of the hasted creature’s modes of movement (including land movement, burrow, climb, fly, and swim) increase by 30 feet, to a maximum of twice the subject’s normal speed using that form of movement.
   --------------------------------------------------------------------------------
          Party Health:

         Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 54/66, Dargoth 84/84,
         Kirlic 81/81
      -------------------------------------------------------------------------------

          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

20 comments:

  1. Attack the nearest. I don't think I have to move. 5" step if Necessary

    Power Attacks: 16,9,17, (+12/+7/+12) - 28, 16, 29

    Damage: +13 = 16, 17, 19
    Roll(3d10)+0:
    3,4,6,+0
    Total:13

    Roll(10d20)+0:
    18,16,13,13,16,12,7,+0
    Total:137

    ReplyDelete
    Replies
    1. I didn't add the Haste bonus in there only the additional attack if applicable.

      Delete
    2. Matt, you will have to move further into the room to be able to make an attack. You cannot use your melee weapons around a corner.

      Moving into the room will require more than 5 feet of movement and will likely generate attacks of opportunity.

      Delete
    3. I guess I go into the room then. Taking the AoO. Move to gain flanking.

      Delete
  2. ------------responce to GM turn post-----------#131
    Thurstan Howl ~ Initiative (+1) 2+1=3 wait for haste
    Move ~ e7
    Action ~ attack creature in e8
    Att w/+1rapier(+10) ~ 9+10=19+haste
    Dam w/+1rapier(d6+6) ~ 5+6=11
    ---------------------------------------------------
    T.H.Wolfe ~ Initiative (+2) 20+2=22 wait for haste
    Move ~ 5' step to e8, to provide flanking if clint
    Action ~ attack creature in f6
    Attack roll(+6) ~ 17+3=20+haste
    Attack roll(+6) ~ 14+3=17+haste
    confirm ~ +3=
    Damage (d6+4) ~ 4+4=8
    Damage (d6+4) ~ 2+4=6
    Special,trip(+9) ~ 18+7=25+haste?
    ---------------------------------------------------
    d20 rolls ~ 6-6-15-5-7-13
    ---------------------------------------------------
    d6 rolls ~ 1-4-3-4-3-5
    ---------------------------------------------------

    ReplyDelete
    Replies
    1. Bruce, Your move does not make sense for the current turn. Please review and update.

      Delete
    2. I forgot to update a couple lines. I do not move, I attack the grim next to me.

      Is this better?

      Delete
    3. Yes. Does the wolf attack a Grimlock too, move to attack the bloodhulk or does he get away from the curtain area where it knows that there is something lurking behind?

      Delete
  3. OK do I stay and pound the Blood THingus, assist with a Grimlock, or try and tumble-flank to a Grimlock? And which one - we need to start downing guys here... Keith which number(s) are wounded?

    Bruce

    ReplyDelete
    Replies
    1. None of the three remaining grimlocks are wounded. The bloodhulk (F8) is wounded. Clint knows that there is something behind the curtains that targeted him with a gaze attack and he is currently averting his eyes.

      Delete
  4. If Clint squeaks out any warning about a gaze attack, I put my smoked goggles on

    ReplyDelete
    Replies
    1. This comment has been removed by the author.

      Delete
    2. If not i move to i6 and magic missile wand the closest visible target

      7 force damage

      19 6 2 8 12



      Delete
  5. Just waiting on Brad. I talked to him yesterday and he still plans to play. He was not aware that the game had resumed as all the blog e-mails went to a folder.

    ReplyDelete
  6. Kirlic – 131
    Apologies for my absence, as Keith said PBB emails go to a folder, I stopped monitoring it in the downtime. Will modify my filter a bit so that doesn't happen again.

    Move 1 – Looks crowded, going to whistle some feathers by Dargoth's ear
    Attack – Best targets of opportunity through the melee, try to help clear a path.

    (assuming -4 for cover on each shot, Precise shot negates firing into melee)
    Attack Roll (s) – [7]-4+1+11= 13, [14]-4+1+11= 22, [18]-4+1+6= 21

    Damage Roll(s) – [5]+4=9, [4]+4=8, [3]+4=7

    Rolls for Saving Throws/Skill checks –
    7,18,17,12,18,15,5,4,8,8,11,16

    I think I got everything right, check my math and let me know if I missed something, feeling rusty. :)

    ReplyDelete
  7. Need a final post from Matt H. Need final instructions and rolls.

    ReplyDelete
  8. Clint shouts a warning to his comrades - "Something gazed at me from behind that curtain, and it was not lovingly! Avert thine eyes!"

    5ft to G8 and go after the Bloodhulk with flanking, I think?

    Attack Meth: 9 +5 +2 = 16
    damage: 2 +3 = 5
    Sneak: 3,3,1 = 7

    Attack Ripper: 4 +5 +2 = 11
    damage: 2 +2 = 4
    Sneak: 1,5,2 = 8

    Other Rolls: 14,12,3,16,1,3,5,2

    ReplyDelete