Tuesday, December 4, 2012
The Sinister Spire - GM Turn Post 108
A large set of double doors, banded in silvery metal and bade of black stone, dominates the southern wall of this otherwise empty chamber. Simpler stone doors are set in the eastern and western wall near the northern corners.
What do you do now?
Starting positions for Turn 108 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)
Dargoth - 4 STR damage (- 2 to STR-bases skills and abilities)
Dargoth – Deafened: –4penalty on initiative checks, automatically fails Perception checks based on sound, takes a –4 penalty on opposed Perception checks, and has a 20% chance of spell failure when casting spells with verbal components. (45 minutes)
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 76/81
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Map Key:
Gray is the room floor.
White rectangles are doors.
Small whit rectangles are double doors.
Dotted white rectangle is a secret door.
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Detect magic. Wait for meatsheilds to move.
ReplyDelete7, 3, 3, 3, 4
...wow
Bump. Can I get some player direction please?
ReplyDeleteI listen at the south door. Then look for traps. Check to see if it's locked. If everything is kosher and everyone's ready i will open the door.
ReplyDelete20-7-16-1-11-6
ReplyDeleteSounds good. Meatshield looking for direction. From the smarter guys.
ReplyDelete