Monday, October 7, 2013

The Sinister Spire - GM Turn Post 133

Begin Combat Round 4. Starting positions for Turn 133 are displayed on the Combat Map.

The initiative order is:
    Initiative 22: Banjo
    Initiative 22: Mr. Wolfe (petrified)
    Initiative 20: Fadheela
    Initiative 17: Clint
    Initiative 14: Kirlic
    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 (4 rounds)
         Dargoth – Haste (4 rounds)
         Kirlic - Ash Doom Antidote (6 days)
         Kirlic – Haste (4 rounds)
         Mr. Wolfe - Ash Doom Antidote (6 days)
         Mr. Wolfe – Petrified
         Thurstan - Ash Doom Antidote (6 days)
         Thurstan – Haste (4 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

11 comments:

  1. Character Name – Banjo
    Player Action Response -
    GM Turn Post #133

    Move 1 –NA
    Attack – READY a Scorching Ray against Fadheela... hoping to catch her casting, but if not just blast her anyway.
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) – 13+7+1-4=17 touch
    Confirm Potential Crit –

    Damage Roll(s) –18
    Crit Damage –
    Special Damage – FIRE

    Rolls for Saving Throws/Skill checks –

    Concealment from smoked goggles: 22 (whew)


    18 20 8 14 9

    ReplyDelete
    Replies
    1. Dave,

      You have to ready for a specific action or circumstance. If it does not come around, you miss your turn. Do you wish to ready or use your position in initiative to blast her?

      Delete
  2. I cant say Ready: interrupt her action, whatever it may be, with a SR?

    ReplyDelete
  3. Nevermind. Scorching Ray on my initiative

    ReplyDelete
  4. Kirlic:

    Move 1 – none
    Attack – Feathering snakelady with poisoned arrows, hoping to not turn to stone in the process
    Special- Full attack, Rapid shot, if I can stack it with Haste

    Attack Roll (s) – [7]+11+1-2 = 17, [16]+6+1-2 = 21, [7]+11+1-2=17 (hasted attack), [18]+11+1-2= 28 (rapid shot)

    Damage Roll(s) – [4]+4=8, [3]+4=7, [5]+4=9, [6]+4=10
    Special Damage – Drow Poison X4

    Rolls for Saving Throws/Skill checks –
    5,7,1,5,1,20,15,14,8
    (not liking the look of those saving throw rolls...)

    ReplyDelete
  5. Move to provide flanking and attack.

    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:
    20,12,9,16,6,6,12,19,5,12,+0
    Total:117

    Roll(5d10)+0:
    5,3,6,3,2,+0
    Total:19

    ReplyDelete
  6. Looking for posts from Bruce and Matt H.

    ReplyDelete
  7. On behalf of Bruce:

    Thurstan will don his goggles and 5' to c6, so he can 5' step next round and provide flaking to someone in either b5 or b7.

    ReplyDelete
  8. Still looking for a post from Matt H.

    ReplyDelete
  9. Clint will attempt to maneuver for a flanking attack; acrobatically if necessary.

    Move: adjacent to Snakesalot
    Acrobatics: 9 +13 = 22

    Attack w. Merth: 12 +7 = 19
    dmg: 6 +3 = 9
    Sneaks: 2,2,5 = 9

    Other Rolls: 19,2,6,14,10

    ReplyDelete