Tuesday, October 1, 2013

The Sinister Spire - GM Turn Post 132

Begin Combat Round 3. Starting positions for Turn 132 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: Bloodhulk Fighter
    Initiative 3: Thurstan
    Initiative 3: Dargoth
   

Please submit your turn instructions using the Player Action Response - Turn Post Template.
         -------------------------------------------------------------------------------

           Conditions

         Banjo – Ash Doom Antidote (6 days)
         Banjo – Haste (5 rounds)
         Dargoth – Haste (5 rounds)
         Kirlic - Ash Doom Antidote (6 days)
         Kirlic – Haste (5 rounds)
         Mr. Wolfe - Ash Doom Antidote (6 days)
         Mr. Wolfe – Haste (5 rounds)
         Thurstan - Ash Doom Antidote (6 days)
         Thurstan – Haste (5 rounds)


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 49/66, 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

13 comments:

  1. Character Name – Blind Banjo
    Player Action Response - ipe
    GM Turn Post #132

    Move 1 – G5
    Attack –
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill – Put on smoked goggles
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    14 3 5 17 10

    ReplyDelete
  2. Put on Put on smoked goggles

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

    Power Attacks: (+12/+7/+12)

    Damage: +13 =

    Roll(10d20)+0:
    19,8,10,3,3,20,2,10,16,1,+0
    Total:92

    Roll(3d10)+0:
    1,8,10,+0
    Total:19

    ReplyDelete
    Replies
    1. You need to move to attack an enemy. There are none adjacent to you. Putting on your goggles is a move action but you can take a 5ft step as part of a move action.

      Delete
    2. Hey I go last. I don't know if one of them will be really stupid or not. Just trying to say what I would love to do, just don't know where anyone will be on the map.

      Delete
  3. ------------responce to GM turn post-----------#132
    Thurstan Howl ~ Initiative (+1) 2+1=3
    Move ~ f6
    Action ~ attack creature in e7
    Att w/+1rapier(+10) ~ 9+10=19+flanked & tripped
    Dam w/+1rapier(d6+6) ~ 6+6=12
    ---------------------------------------------------
    T.H.Wolfe ~ Initiative (+2) 20+2=22
    Move ~
    Action ~ attack creature in e7
    Attack roll(+6) ~ 19+3=22+flanked & tripped
    Damage (d6+4) ~ 5+4=9
    Special,trip(+9) ~ 8+7=15
    ---------------------------------------------------
    d20 rolls ~ 12-9-14-2-4
    ---------------------------------------------------
    d6 rolls ~ 1-3-4-4
    ---------------------------------------------------

    ReplyDelete
    Replies
    1. still averting our eyes, oh lord.

      Delete
    2. The grimlock is neither flanked nor tripped at the start of the round.

      The grimlock stood up last turn and as Mr. Wolfe made his AoO on Fadheela there was not AoO on the grimlock.

      Averting your eyes gives you a 50% chance not to have to make the save vs. pertification each round but also pives you a 20% miss chance with your attacks and negates sneak attacks.

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

    ReplyDelete
  5. Kirlic –
    "Honey, You Got Real Ugly."

    Move 1 – Put on Smoked Goggles
    Move 2 – Move through to E5
    Hasted Attack – [15] +11 (-4 cover) = 22

    Attack Roll (s) – [2] +4 = 6

    Rolls for Saving Throws/Skill checks –
    8,9,8,8,2,12,20,1,3,8,8

    ReplyDelete
  6. Paging Matt H..

    Waiting on you bud-e-boy.

    ReplyDelete
  7. Clint will don his goggles as well, and press the attacks on the Bloodhulk...

    5ft if necessary/possible to gain flank or stay in range

    Merth: 3
    dmg: hahahaha

    Ripper: 19 +5 = 24 (confirm crit roll was 8 +5 = 13)
    dmg: 4 +2 = 6

    Other Rolls: 13,18,1,18,7,+0

    ReplyDelete