Tuesday, July 13, 2010

Barrow of the Forgotten King - GM Turn Post 91

Someone has piled stone slabs in the entrance to what appears to be another chamber. The pile is not high enough to prevent entry altogether, but pushing it out of the way, jumping over it, or climbing across it appear to be the only obvious choices you have. A sound like roaring water comes from somewhere ahead, and the air here is slightly damp and misty.

What do you do now?

Starting positions for Turn 91 are displayed on the Combat Map.

Conditions:

Dargoth: -1 CON – Max hit points dropped to 56.

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

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Map Key:

Dark Gray is the floor.
Textured Dark Gray is rubble.
Line filled squares are stairs going down.
Small tan rectangles are stacked blocks of rubble.
Female half elf image is Leera.

10 comments:

  1. Character Name – Banjo
    Player Action Response - Wait with dread-filled anticipation for Clint to set off the Rushing Water Trap, or the Falling Blocks Trap, or both.
    GM Turn Post #91

    Move 1 – NA/Follow the rest of the group over the slabs
    Attack –
    Move 2 –
    Cast a Spell – Detect Magic
    Use Ability/Item/Skill –
    Search –
    Talk to X – Why is the fighter in the back? Does he have a crush on the elf?

    Initiative Roll –21

    Attack Roll (s) –
    Confirm Potential Crit –

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

    Rolls for Saving Throws/Skill checks –

    20, 6, 13, 1, 8, 8, 13

    ReplyDelete
  2. Dargoth does not trust her(plus that is the marching order that Bruce gave me).

    ReplyDelete
  3. See I am looking at this backwards. I thought I was in front!

    I just wanted the rogue to check for traps.

    Character Name – Dargoth
    Action Response - GM Turn Post #91

    Move 1 – Follow group
    Attack –
    Move 2 –
    Cast a Spell –
    Use Ability/Item/Skill –
    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 –

    ReplyDelete
  4. ok, after he checks for traps the Matts can trade spaces.

    i suggest we lift the slabs out of the way, and stack them in the hall, if we can manage it.

    1) because it'll be easier to navigate on the way out...

    2) especially if we are running...

    3) and we can topple them to slow anything chasing us...

    because i suspect someone will , er, cough, ahem do something...questionable...

    [13] [12] [7] [15] [12]

    ReplyDelete
  5. Something "questionable?" Is it THURSDAY already?

    ReplyDelete
  6. Well the Rogue will more than likely want to squeeze down the tunnel and "scout" ahead since moving the rocks is real work. ((<3 U Clint!!)).

    I will start moving the slabs back. SLowly. Hopefully Clint can check for traps.


    Anyone have a Bag of Holding? It would be fun to drop all the rocks in the bag. Then as we are running away flip it over and dump them back out. lol!

    ReplyDelete
  7. Since everyone will be at Gen Con are we going to get caught up on this game there?

    ReplyDelete
  8. ...furthermore, why would you bother with this blog shit if you were at GENCON!? You will have 4 glorious Wendy-free days to get your geek on--in LIVE TIME. None of this remote-geek action.

    ReplyDelete
  9. Clint will cautiously move up and inspect the rocks/slabs for traps and for instability, making sure they aren't going to slide down onto us by mistake (or on purpose). As soon as is practical, he will stick his head through a space cleared by the removal of a couple slabs, and attempt to discern what lies beyond.... if he can do it NOW, before moving any of the slabs, he will do that, rather than wait and make noise by removing slabs first.

    Skill Checkage:
    [17] [15] [11] [19] [15] [12] [17] [1] [14] [14]

    ReplyDelete