Monday, April 30, 2012

The Sinister Spire - GM Turn Post 86


This small stone chamber mirrors the one you arrived in on this floor of the Spike. An iron spiral staircase leads upward. Two staircases descend from the eastern wall, one attached to the northern wall and the other to the southern. At the top of each stairway is a stone door with a heavy iron bar across it. The space between the two flights forms a passage that ends in the secret door.

What do you do next?

Starting positions for Turn 86 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)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (28 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (23 minutes)
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 65/81

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Map Key:

Gray is the room and catwalk floors.
Light gray is the passage and pit floors.
White rectangles are doors.
Dashed white rectangles are secret doors.
Vertical lines are stairs.
Dark gray pie shapes are spiral stairs.

The Sinister Spire - Turn Results 85


Clint motioned the party to advance and went to work examining the secret door. It did not appear to be trapped or locked. The rogue opened the door and peered beyond.

Friday, April 27, 2012

The Sinister Spire - GM Turn Post 85

What do you do next?

Starting positions for Turn 85 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)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (28 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (23 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (2 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (2 rounds)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81

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Map Key:

Gray is the room and catwalk floors.
Light gray is the passage and pit floors.
White rectangles are doors.
Dashed white rectangles are secret doors.
Vertical lines are stairs.
Dark gray pie shape is spiral stairs.

The Sinister Spire - Turn Results 84

Closing the first door and motioning the party to continue waiting, Clint sneaked ahead to the next branch of the passage. The rogue discovered another secret door designed to open into the passage. The door did not appear locked or trapped. Like the last door, Clint opened the new one slightly to see what was on the other side.

A mirror to the northern pit, the southern pit is full of skeletons and bones, some of which rattle and twitch.

The Sinister Spire - GM Turn Post 84


What do you do next?

Starting positions for Turn 84 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)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (28 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (23 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (3 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (3 rounds)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81

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Map Key:

Gray is the room and catwalk floors.
Light gray is the passage and pit floors.
White rectangles are doors.
Dashed white rectangles are secret doors.
Vertical lines are stairs.
Dark gray pie shape is spiral stairs.

The Sinister Spire - Turn Results 83


Clint motioned the party to stay where they were. The rogue finished examining the secret door. He found no traps so he opened it slightly to peer within.

The stench of death pours through the door when opened. Heaps of bodies and body parts form an obscene landscape on the floor of this enormous pit, some jerking spasmodically and moaning. A lip or catwalk, 20 feet above, hangs over the pit and looks to continue around the perimeter of the pit. The overhang looks to be carved from the surrounding walls without any support from below. The ceiling appears to be 10 feet further above the surface of the catwalk. The room above appears to open to the south as well but details cannot be determined from the current vantage.

Wednesday, April 25, 2012

The Sinister Spire - GM Turn Post 83

What do you do next?

Starting positions for Turn 83 are displayed on the Combat Map.

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

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Conditions

All – Haste (1 rounds)
Banjo – Ash Doom Antidote (1 week)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (29 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (24 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (4 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (4 rounds)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81

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Map Key:

Gray is the room floor.
Light gray is the passage floor.
White rectangles are doors.
Dashed white rectangles are secret doors.
Vertical lines are stairs.
Dark gray pie shape is spiral stairs.

The Sinister Spire - Turn Results 82


The rest of the party waited while Clint moved forward and examined the opening to his right. It terminated in a dead end. The rogue searched the area and found a secret door. It did not appear locked or trapped and appeared to open into the hallway.

Dice Roller Bad Here Too

The dice roller widget took a dump. I created a pop-up window link to the same dice roller. This should work for now.

Wednesday, April 18, 2012

The Sinister Spire - GM Turn Post 82

What do you do next?

Starting positions for Turn 82 are displayed on the Combat Map.

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

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Conditions

All – Haste (2 rounds)
Banjo – Ash Doom Antidote (1 week)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (29 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (24 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (5 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (5 rounds)

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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81

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Map Key:

Gray is the room floor.
Light gray is the passage floor.
White rectangles are doors.
Dashed white rectangle is a secret door.
Vertical lines are stairs.
Dark gray pie shape is spiral stairs.

The Sinister Spire - Turn Results 81

Clint opened the secret door and peered beyond.

The door opened into an 80-foot long hallway with branches to both the right and left.

Wednesday, April 11, 2012

Map updated

I had the map reversed. I have updated it to be correct.

The Sinister Spire - GM Turn Post 81

This small stone chamber is an almost perfect cube. Other than the spiral stairs down, two staircases ascend on the west side of the room, one attached to the northern wall and the other to the southern. At the top of each stairway is a stone door with a heavy iron bar across it. The space between the two flights form a sort of passage, but that way ends in a bare wall.

What do you do next?
Starting positions for Turn 81 are displayed on the Combat Map.

Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
All – Haste (2 rounds)
Banjo – Ash Doom Antidote (1 week)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (29 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (24 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (6 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (6 rounds)


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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81
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Map Key:
Gray is the floor.
White rectangles are doors.
Vertical lines are stairs.
Dark Gray pie shape is spiral stairs.
Column F represents the downward portion of the spiral stairs.

The Sinister Spire - Turn Results 80

Clint listened at the secret door and heard nothing beyond. The rogue opened the door and began to examine the spiral stairs once more. The trap was still there and active. The elf located the ward rune and disabled the magical trap.

The party ascended the stairs.

Thursday, April 5, 2012

The Sinister Spire - GM Turn Post 80

Begin combat round 3. Starting positions for Turn 80 are displayed on the Combat Map.

Initiative order is:

Initiative 25: Dargoth
Initiative 18: Banjo
Initiative 16: Fiendish Spider Swarm
Initiative 11: Mr. Wolfe
Initiative 8: Bone Spider Golem
Initiative 7: Kirlic
Initiative 3: Thurstan
Initiative 3: Clint


Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
All – Haste (5 rounds)
Banjo – Ash Doom Antidote (1 week)
Banjo – Antitoxin - +5 Fort save vs. poison (1 hour)
Dargoth – Resist Energy: Fire (30 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (25 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (9 rounds)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (9 rounds)


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Party Health:

Thurstan 72/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 84/84,
Kirlic 65/81
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Map Key:
Gray is the floor.
Light gray are web covered and count as hindering terrain. (2 movement squares, no charge)
White rectangles are doors.
White dashed rectangle is a secret door.
Vertical lines are gradual stairs.
Light gray rectangle is the altar/base of the spider statue.
Dark gray ring is pedestal/well/font.

The Sinister Spire - Turn Results 79

Dargoth made sure the doors were closed and then moved back to the kitchen. Banjo drank and antitoxin. Mr. Wolfe waited patiently by the sorcerer. Kirlic moved to the kitchen to regroup with the party. Thurstan Channeled positive energy and healed himself and Dargoth to full and removed 13 damage from Kirlic. Clint stated his intentions to leave spiders well enough alone and moved to the secret door and began to listen as Banjo berated him.

Wednesday, April 4, 2012

The Sinister Spire - GM Turn Post 79


Begin combat round 2. Starting positions for Turn 79 are displayed on the Combat Map.

Initiative order is:

Initiative 25: Dargoth
Initiative 18: Banjo
Initiative 16: Fiendish Spider Swarm
Initiative 11: Mr. Wolfe
Initiative 8: Bone Spider Golem
Initiative 7: Kirlic
Initiative 3: Thurstan
Initiative 3: Clint

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

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Conditions

All – Haste (6 rounds)
Banjo – Ash Doom Antidote (1 week)
Dargoth – Resist Energy: Fire (30 minutes)
Kirlic - Ash Doom Antidote (1 week)
Kirlic – Resist Energy: Acid (25 minutes)
Kirlic – Weakened Resistance - -2 vs. poison saves (1 minute)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – Weakened Resistance - -2 vs. poison saves (1 minute)

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Party Health:

Thurstan 62/72, Mr. Wolfe 43/43, Banjo 60/60, Clint 66/66, Dargoth 80/84,
Kirlic 52/81

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Map Key:

Gray is the floor.
Light gray are web covered and count as hindering terrain. (2 movement squares, no charge)
White rectangles are doors.
White dashed rectangle is a secret door.
Vertical lines are gradual stairs.
Light gray rectangle is the altar/base of the spider statue.
Dark gray ring is pedestal/well/font.

The Sinister Spire - Turn Results 78

At the cry to retreat, Dargoth exited the room through the door to his right with his torch in hand. The fighter made his way along the hallway toward the kitchen. Clint eyed the door to his left and decided to wait for the rest of the party to exit before him. Banjo cast a Haste spell and retreated back to the kitchen through the door to his left.

The fiendish spider swarm moved forward to cover Thurstan and Kirlic. The little monsters used their collective smite good and dealt 3 damage to Thurstan and 7 damage to Kirlic. The cleric and the ranger were able to resist the poison administers through the bites.

Mr. Wolfe retreated to the kitchen through the door to his left. The Bone spider golem flicked its legs and unleashed a volley of spikes into the room. The attack hit Thurstan for 7 damage and scored a critical hit on Kirlic for 22 damage. Both suffered a weaking to their ability to resist poison. Clint was missed.

Kirlic exited the room through the door to the right. The ranger stopped to close the door behind him. Thurstan exited through the door behind him. The cleric too stopped and closed the door. Clint exited through the door to the left. The rogue also stopped to close the door.

Monday, April 2, 2012

The Sinister Spire - GM Turn Post 78 A

Normally I do not post the initiative order during the surprise round or the first round of combat because I believe that it will slow down the turn submission process. That being said, it appears that this turn has gotten messy and could use a bit of a nudge in the direction of motion. As an exception I have provided the initiative order and some clarifying points.

Initiative order for this turn:

Initiative 25: Dargoth
Initiative 18: Clint
Initiative 18: Banjo
Initiative 16: Fiendish Spider Swarm
Initiative 11: Mr. Wolfe
Initiative 8: Bone Spider Golem
Initiative 7: Kirlic
Initiative 3: Thurstan


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

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Facts known:

Fiendish Spider Swarm
- Minor fire resistance and Spell resistance
- Takes damage from holy water
- Immune to weapon damage
- Not subject to critical hits or flanking.
- Immune to any spell or effect that targets a specific number of creatures
- Takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells


Bone Spider Golem
- No specifics are known about this type of golem
- Generally speaking, golems are tough and immune to many types of spells and effects