Thursday, August 25, 2011

The Sinister Spire - GM Turn Post 38


Starting positions for Turn 38 are displayed on the Combat Map.

What do you do now?

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

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Conditions

Dargoth - Dominated - Obey the Aboleth
Kirlic - Ash Doom Antidote (1 week)
Thurstan - Dominated - Obey the Aboleth
Turok – Bear Form – Med-size, +2 STR, +2 natural armor, low-light vision, scent

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Party Health:

Thurstan 62/62, Mr. Wolfe 33/43, Banjo 52/52, Clint 57/57, Dargoth 72/72,
Kirlic 69/69, Turok 67/67, N'Kima 55/63

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Map Key:

Light Green squares are light undergrowth – hindering terrain (squares cost two movement)
Tan squares are treelike growth – hindering terrain and provides partial cover (+2 AC, +1 Reflex saves)
Black and red check squares – area filled with quest mushrooms and counts as treelike growth
Blue circles are large, tree like mushrooms – These fill the square (cannot enter) and provides cover (+4AC, +2 Reflex saves)

13 comments:

  1. "Pssst, Thurstan. Maybe you could try and break the enchantment on our meatshield?"

    ...assuming Thurstan has Dispel Magic loaded.

    ReplyDelete
  2. He would be better served doing it to himself as the Protection from Evil is about to wear off on him too.

    ReplyDelete
  3. On behalf of Bruce:

    thurstan casts :
    CLW on mr wolfe = 13,
    and on the ape 7. That included the +5 for my level.
    then casts 'dispel magic' on our meat shield (to try to remove the mind control effect)

    [19] [18] [13] [1] [17] [14] [19] [3] [17]

    ReplyDelete
  4. Also on behalf of Bruce:

    Bruceifer said...
    ..wait, it looks like i might have used my 3rd level spot for a heal spell, i'll have to wait on dispel magic..

    ReplyDelete
  5. I thought Thurstan made his bonus save and didnt have to worry about the dominate?

    ReplyDelete
  6. It only lasts for the duration of the Protection from Evil spell.

    Excerpt from the spell:

    Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment[compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.

    ReplyDelete
  7. Kirlic will continue to explore the area, moving south with Elven blade in hand. There may be additional monsters, or other bodies.

    Perception: [17] +12 = 29

    [15] [11] [19] [15] [12] [17] [1] [14] [14]

    ReplyDelete
  8. You have accomplished your mission on the island and have searched the area.

    I am assuming that you are leaving but I need to know what you plan to do next. i.e. return to the Dripstone Inn to talk to Es Sarch and rest, proceed immediately to the next mission or something else.

    ReplyDelete
  9. Ah, understood. I thought there might be more examining to do here.

    I think our original plan was to take this mission to completion to get Es Sarch's full support behind us before we took on any other tasks. With that in mind, I say we hop on our boat and head back.

    ReplyDelete
  10. Clint would like to wear that suit of Elven Chain, if nobody else minds....? He will offer up his current suit of armor to the group for selling purposes. He also agrees that it would be best to head back to town, get some rest, and follow up with Es Sarch - deliver the goods.

    ReplyDelete
  11. On behalf of Matt F:

    Forsettii said...
    I guess we take the armor.

    Take the 13 Mushrooms.

    We did not identify any other Shrooms here that we might want to take back and sell for money or other favors did we?

    As for Druid +1 = We do what makes sense. Parting gift and All.

    ReplyDelete
  12. The only mushrooms of value were the ones you were sent to find.

    ReplyDelete
  13. The armor will improve Clint's AC to 22. Because the armor has a Max Dex bonus of +4 he does not receive full benefit but there is an improvement. It also has a 5% higher Arcane Spell failure and an additional -1 Armor Check Penalty.

    This extremely light chainmail is made of very fine mithral links. This armor is treated, in all ways, like light armor, including when determining proficiency. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of –2. The armor weighs 20lbs and has a base armor bonus of 6.

    ReplyDelete