Friday, January 4, 2013

The Sinister Spire - GM Turn Post 109

This rectangular room is bare, except for a low, dry font in its center. A small door is set in the center of the western wall. Dusty black curtains stretch wide across a wide archway to the south.

What do you do now?

Starting positions for Turn 109 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-based 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 white rectangles are double doors.
Brown circle is the low, dry font.
Black wavy shape is the black curtain.

5 comments:

  1. Thurstan sneaks across the room and listens at the curtain.

    20 5 9 15 20 4

    ReplyDelete
  2. Detect Magic. Wait for something to jump Thurstan.

    14 12 11 7 1

    ReplyDelete
  3. Clint waits for the Detect Magic results, and then sneaks across to check for traps and listen at the curtain; will check the font for traps too...

    16,5,11,14,7

    ReplyDelete
  4. Do Brad or Matt F have anything to contribute?

    ReplyDelete
  5. Move with Thurstan to gain a flanking position.

    Roll(5d20)+0:
    10,14,2,20,3,+0
    Total:49

    ReplyDelete