Tuesday, November 29, 2011

The Sinister Spire - GM Turn Post 55

What do you do now?

Starting positions for Turn 55 are displayed on the Combat Map.

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 62/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 59/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Gray circles and oval are piles of dust.
White rectangles are doors.

The Sinister Spire - Turn Results 54

The party gathered and split the gear of the fallen drow and entered the chamber beyond.

A green haze obscures this chamber, giving it a strangely aquatic look. The floor is tiles with slabs the color of bone, and the walls are crowded with what appears to be hundreds of vault doors, each bearing the crude likeness of a humanoid. Drifts of gray dust are mounded here and there, but they pile thickly in each corner. A chill radiates from the chamber, oddly penetrating and portending death.

Tuesday, November 22, 2011

The Sinister Spire - GM Turn Post 54

What do you do now?

Starting positions for Turn 54 are displayed on the Combat Map.

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 62/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 59/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves. Hindering terrain – 2 square of movement)

The Sinister Spire - Turn Results 53

Banjo stepped forward and targeted Drow 2 with a wand of Magic Missiles.The spell hit and penetrated the dark elf’s spell resistance dealing 7 damage and killing the dark elf.

With the opponents dead, Thurstan went to check on Clint. The cleric applied his healing skills to the rogue. Under the cleric’s care, Clint regained consciousness.

Searching the bodies yields the following:

2 Potions
2 MW Breastplate
2 MW Silvered scimitars
2 MW Composite longbow (+3 STR bonus)
12 poisoned arrows
3 doses of poison
60 GP

Friday, November 18, 2011

The Sinister Spire - GM Turn Post 53

Begin combat round 3. Starting positions for Turn 53 are displayed on the Combat Map.

The initiative order is:

Initiative 21: Banjo
Initiative 19: Clint
Initiative 16: Kirlic
Initiative 10: Drow 2
Initiative 8: Thurstan
Initiative 7: Mr. Wolfe
Initiative 7: Dargoth

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Clint – Drow Poison - Unconscious (1 minute)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 62/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 59/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves. Hindering terrain – 2 square of movement)

The Sinister Spire - Turn Results 52

Banjo cast Magic Missile at Drow 2. The spell hit and penetrated the dark elf’s spell resistance. Kirlic moved forward past the unconscious Clint and let loose with a focused shot from his short bow. The arrow flew true and struck the drow in the throat dealing 29 damage.

The drow slashed at Thurstan with his scimitar. The attack found its mark dealing 10 damage to the cleric. The drow gave ground and stepped back toward the corner.

Thurstan stepped forward into the space vacated by the enemy. He stabbed with his rapier but missed the well armored foe. Mr. Wolfe maneuvered around his master and attacked the drow from the top. The snapping jaws of the wolf missed the dark elf. Dargoth moved closer to the fight awaiting an opportunity to engage the foe.

Thursday, November 17, 2011

The Sinister Spire - GM Turn Post 52

Begin combat round 2. Starting positions for Turn 52 are displayed on the Combat Map.

The initiative order is:

Initiative 21: Banjo
Initiative 19: Clint
Initiative 16: Kirlic
Initiative 10: Drow 2
Initiative 9: Dargoth
Initiative 8: Thurstan
Initiative 7: Mr. Wolfe

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Clint – Drow Poison - Unconscious (1 minute)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 59/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 51

Banjo stepped back an unleashed a Scorching Ray at the nearest drow. The ray stuck true and bypassed the drow’s spell resistance dealing 19 damage. Clint moved forward and tumbled past the first drow but did not have enough momentum to make it to the next. Not wanting to lose the opportunity of surprise, the rogue slashed at the first drow with Merthύvial. The magic blade dealt 20 damage. Kirlic moved toward the opening and fired a focused shot at the far drow. The shot sailed past Clint and struck the enemy behind the pillar dealing 11 damage.

The drow next to Clint power attacked with his scimitar but missed the elusive rogue. The archer behind the pillar scored a hit the elf dealing 7 damage. The arrow was poisoned and Clint slumped into unconsciousness. After firing, the drow retreated back to the next pillar.

Dargoth stepped forward and power attacked the drow with his bastard sword. The blow landed in spectacular fashion, dealing 33 damage. The dark elf died. Thurstan moved forward to engage the archer but could not attack. Mr. Wolfe folled his master and attacked with his bite but the attack missed.

Tuesday, November 15, 2011

The Sinister Spire - GM Turn Post 51

Roll initiative.

Starting positions for Turn 51 are displayed on the Combat Map.

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 50

Clint tried to talk his way past the drow intimating that the party had been invited and that there should be not worry on their part. Clint would not hold them responsible for the party’s death if it indeed came. After several runs at this it became clear that the drow feared their employer more than the party. The guard steadfastly refused to allow the party to enter the Spike. Unable and unwilling to try the level of bribe he suspected was required; the rogue sadly shook his head and signaled the party to action.

GM Note - To speed the adventure

As your characters explore the Necromancer's Spike, not every location will result in a combat or a social encounter. This does not mean that there are not clues, items of interest or treasure to be found.

To keep the adventure moving through this structure, do you wish to provide a set of standing orders to be applied to areas where combat and/or a social encounter is not immediately indicated? I expect that this will reduce such areas to a single turn rather than two or more as I fish actions from each player.

To implement this, I need a list of actions the party will perform every time they encounter a new area. i.e. Cast Detect Magic, Search for traps, Search for clues, etc.. If you provide nothing else, you must always provide a set of extra roll with your turn post.

Monday, November 14, 2011

The Sinister Spire - GM Turn Post 50

What do you do now?

Starting positions for Turn 50 are displayed on the Combat Map.

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

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 49

The party stepped forward to converse with the drow. Banjo stepped forward and attempted strong arm negotiations.

The drow looks confused by the cryptic threats and shakes his head. “Be on your way. No one is permitted to enter. It would not do you any good if we let you pass either. We have not gone farther than this entry tunnel – everyone we send into the room yonder molders into grave dust!” He takes a step backward as he motions to the room beyond.

Monday, November 7, 2011

The Sinister Spire - GM Turn Post 49

As the party approaches the opening, a bulky male drow in shining breastplate steps out from behind a pillar. Glaring and waving his serrated scimitar, his shield at the ready, he snarls, “Get gone from here, or we’ll use your skins as cloaks! House Dusklorn claims the Necromancer’s Spike!” Deeper in the tunnel, another drow covers you with his ornate longbow.
What do you do?
Starting positions for Turn 49 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Conditions

Banjo - Ash Doom Antidote (1 week)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:
Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 48

To prepare for the next step of the investigation, the party went shopping at the Bazaar. The party upgraded equipment and restocked consumables. Suspecting an encounter with a medusa in the future, many purchased protective measures in the way of smoked goggles.
From the Bazaar, the best way to enter the Noble Section appears to be the Noble’s East Gate. An arched opening in the wall reveals towering mansions, the majority decaying and home to opportunistic fungus. Traveling through the gate, the party is able to navigate to the Necromancer’s Spike.
Light glimmers, as if from hundreds of tiny windows, from the curving sides of this towering natural formation – the heart of the city, its highest point, a column of unbelievable size. However, this close to the base the tiny patches of light shimmering on the column are clearly discrete patches of luminescent fungi.
Traveling the circumference of the spike, the party determines that the entry point to be on the west side of the formation, not 100 feet from the edge of the Plagueburst crater. An unlit cavity gapes at the Column’s base, apparently providing an opening into the interior. The thick stone doors that once must have secured the entry lie blasted in a pile of gravel and small boulders all around the entrance.

Website and Blog Updated

I have updated the website by modifying the character levels, adding the PDF files and the new Character Summary document.

The blog has been updated by modifying the marching order, updating links to the character sheets and Character Summary. I also updated the Story Summary, Missions/Goals and Gathered Information pages.

I still am waiting for updated versions of Dargoth and Kirlic based upon things I found when reviewing their sheets. Assuming that everyone has completed their shopping, we are ready to continue.

Friday, November 4, 2011

Marching Order?

Is this the new marching order?


Single File

1. Dargoth

2. Clint

3. Thurstan

4. Mr. Wolfe

5. Banjo

6. Kirlic

Double File

Dargoth and Clint

Thurstan and Mr. Wolfe

Banjo and Kirlic

Checked the Treasure Math

Per Bruce's comment on The Sinister Spire - GM Turn Post 26 on 4/21/11, the party already has already sold 4 tridents, 9 javelins, 5 heavy steel shields and 5 spears. Those proceeds plus 405 GP and 28 PP yielded each party member 129 GP and 8 CP at that time.

Based upon my records, it looks like Clint took the +1 Elven Chain found on Rikaryon's Isle and put his +1 Studded Leather in the kitty. I expect it will be sold with the rest. (I expect this does not count as a pick?)

The items sold this time plus the money from the extra mushrooms (150 GP), yields each party member 708 GP and 7 SP.

(Did you mean to assign a Scroll of protection from Energy to Dargoth? As a fighter, he cannot use it.)

Personal Shopping - What did you buy and sell?

Please post what you plan to buy and sell in this thread.

I want the chance to veto something if it is unavailable. I also like to know what you guys are up to.

Wednesday, November 2, 2011

GM Bookkeeping/Housekeeping

I now have copies of all the characters. I am awaiting the results of the treasure distribution.

I also need to know what do you do now? Head out immediately for the Necromancer's Spike? Go shopping first then the Spike? Cause trouble somewhere else?

I will attempt to have the site updated by the end of the week and the next turn posted.