Tuesday, October 15, 2013

The Sinister Spire - GM Turn Post 134

 Fadheela lays unconscious at your feet and her minions are dead. What do you do next?

 Please submit your turn instructions using the Player Action Response - Turn Post Template.
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            Conditions
          Banjo – Ash Doom Antidote (6 days)
          Banjo – Haste (3 rounds)
          Dargoth – Haste (3 rounds)
          Kirlic - Ash Doom Antidote (6 days)
          Kirlic – Haste (3 rounds)
          Mr. Wolfe - Ash Doom Antidote (6 days)
          Mr. Wolfe – Petrified
          Thurstan - Ash Doom Antidote (6 days)
          Thurstan – Haste (3 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.
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            Party Health:

         Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 49/66, 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

11 comments:

  1. Banjo will ready a Scorching Ray to go after we wake her up with a coup de grace.

    ReplyDelete
  2. By the way... have we found or encountered Xeron?

    ReplyDelete
    Replies
    1. Yes, you killed him at the very end of the last adventure, Barrow of the Forgotten King.

      Delete
  3. Looking for posts from Matt H, Matt F, Brad and Bruce.

    ReplyDelete
  4. ------------responce to GM turn post-----------#134
    Thurstan Howl ~ Initiative (+1) 6+1=7
    Move ~
    Action ~ attack her after the coop de grace
    Att w/+1rapier(+10) ~ 3+10=13
    Dam w/+1rapier(d6+6) ~ 6+6=12
    ---------------------------------------------------
    T.H.Wolfe ~ Initiative (+2) x+2=
    Move ~ act like a favorite door stop
    Action ~ in
    Attack roll(+6) ~ xx+3=
    Damage (d6+4) ~ x+4=
    Special,trip(+9) ~ xx+7=
    ---------------------------------------------------
    d20 rolls ~ 4 4 8 9 11
    ---------------------------------------------------
    d6 rolls ~ 3 3 5 4
    ---------------------------------------------------

    ReplyDelete
  5. If Necessary 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:
    7,11,14,15,14,11,14,17,4,20,+0
    Total:127

    Roll(5d10)+0:
    7,6,6,3,3,+0
    Total:25

    After combat - Conduct a though and determined search!

    ReplyDelete
  6. Kirlic
    Wait for finishing blow (she looks nice and cozy, surrounded by capable people with appropriately pointy objects), then search the room for oddities and secret doors. (if I have to choose one or the other, secret doors can wait)

    Search – [19]+13= 32

    Rolls for Saving Throws/Skill checks –
    14,20,11,11,14,11,18,7,9,11

    ReplyDelete
  7. Clint are you just going to sit by and watch or attack? This is all you buddy,,,

    ReplyDelete
  8. Clint will deliver the Coup De Grace on the unconscious baddie...

    Auto-Crit!

    Damage: 7+3 + 5+3 +6,4,4 = 32dmg

    So... DC 42 Fort save?

    Standby to repel pissed off baddie if this fails...

    ReplyDelete