Friday, October 21, 2011

The Sinister Spire - GM Turn Post 47

What do you do now?
Please submit your turn instructions using the Player Action Response - Turn Post Template.
Banjo – Antitoxin (1 hour)
Clint – Antitoxin (1 hour)
Dargoth – Antitoxin (1 hour)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Antitoxin (1 hour)
Kirlic - Bane - –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. (5 minutes)
Mr. Wolfe - Ash Doom Antidote (1 week)
Mr. Wolfe - Bane - –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. (5 minutes)
N’Kima – Antitoxin (1 hour)
N’Kima - Bane - –1 penalty on attack rolls and a –1 penalty on saving throws against fear effects. (5 minutes)
Thurstan - Ash Doom Antidote (1 week)
Turok – Bear Form – Med-size, +2 STR, +2 natural armor, low-light vision, scent
Turok – Aspect of Bear – +2 enhancement bonus to natural armor and a +2 enhancement bonus on CMB rolls. You can also perform bull rush, grapple, and overrun combat maneuvers without provoking attacks of opportunity. (5 minutes)
Turok - – Antitoxin (1 hour)
Party Health:
Thurstan 62/62, Mr. Wolfe 43/43, Banjo 52/52, Clint 57/57, Dargoth 64/72,Kirlic 69/69, Turok 67/67, N'Kima 63/63
Map Key:
Gray is stone floors.
Tan is floor space occupied with torture equipment. Squares are considered hindering (2 squares of movement) and provide partial cover.
Light blue is web. Squares are considered hindering (2 squares of movement), requires a successful CMB roll or become grappled to move through and provide partial cover.
Squares marked with an S are affected by a Silence spell.
Blue rectangle is stone altar. It is blocking terrain and provided cover. Climbing on top of it requires a move action from an adjacent square or a DC24 acrobatics check.
Dotted black line is cage bars.
White rectangle is a door.
White rectangle with a dotted line is a secret door.


  1. Dargoth,

    I am guessing we figure out about the prisoners. See if we should release them or if we need to keep them locked up until we finish the dungeon.

    Need to assess the risk. Don't want them running off and alerting the rest of the dungeon. (Trying to get in better with the MASTER) for example.

    Want Clint to listen at the secret door.

    Random Rolling:

  2. So you are aware, at this point you have fulfilled your mission from Es Sarch. You can probe deeper into the tunnels and drow business but you have no obligation at this time.

  3. TH heals Dargoth for [7]+5=12.

    then he suggests we free the prisoners, and get the hell out.

  4. Dargoth,

    I think we should continue. Maybe we could find something else useful down here. Or something else we can bargain with Es Sarch with.

    Just my thoughts.

  5. Kirlic will go with whoever is opening the cell. Chances are, those that were imprisoned by the drow will be more than likely on our side. Regardless, he stands ready to snatch any runners.

    Upon the cell being opened, Kirlic speaks "You are free. Please, tell us of the reason for your incarceration. What did your captors intend to do with you?"

    Misc: (why, oh why wasn't this combat)
    [20] [19] [14] [2] [18]

    (if a diplomacy roll, or other such roll applies to this conversation, feel free to use that 20 for it. :)

  6. "Perhaps we should take a look behind this door before we wander off... Dargoth might be right; perhaps we will find additional bargaining power within reach?"

    Clint listens intently at the door, checks for traps, and tries to determine if its locked...


  7. Kirlic agrees, we've gotta at least take a peek behind the door. I mean, what's the worst that can happen?

  8. The new secret door is locked (but you have the key). Clint does not hear anything on the other side.

  9. they do not know who was here and did this deed yet, we should get while the gettings good.

    or we will find out how worse it can get.

    is thurstans thought...

  10. The secret door also does not appear to be trapped.

    The three captives are svirfneblin. The deep gnomes are greatful for their release but are wounded and exhausted from their ordeal.

    They claim that they were simply victims of displeasing Elessarwa. They did not do anything to merit the treatment that they have received.

    They warn that the door behind the altar leads back to Dusklorn Mansion. They know this because it was the way that they were brought to this location.

  11. "Well then, we have a choice here, my friends. Do we attempt to sack an entire mansion full of drow or get the hells outta here? I vote for getting the hells out."

  12. Ask the Gnomes how many elves did they see. How big was the Mansion.

    Anyone ever heard of the Dusklorn Mansion before?

    Once we leave we are not comming back since they will know they are down 2 members.

    We still have the Druid and Monkey at this point.

  13. I'm OK with either path, but I think I'm leaning toward GTFO.

    This was an assassination, not an assault. We might find we have fewer allies upon returning to the city if we stray too far from task. If do we leave now, we should bar the secret door.

  14. Clint considers the information gained from the gnomes, and decides discretion is the better part of full-scale assault on a notorious patron of this under-city... "I change my vote... lets spike the door shut, remove any traces that might identify us, and leave promptly..."

  15. Then our plan is to say SeeYa to the deep gnomes and GTFO, heading back to E-Starch.