Tuesday, January 8, 2013

The Sinister Spire - GM Turn Post 110

The evil here is palpable. Complex and entrancing patterns of silvery bones and skulls fill the black walls and floors. Flanking but not far from the doorway, sinister violet flames dance in twisted oversized iron braziers that are covered in thorns and adorned with shining metal skulls. Atop a low, rectangular dais on the far wall squats a basalt altar, covered in layers of dried blood that fail to conceal a shiny pair of ram’s horns. Two statues flanking the altar portray identical corpulent figures that have cloven hooves, batlike wings, and a ram’s head. In one fist, each statue clutches a skull-topped rod of black iron. The eye sockets of the rods’ skulls gleam in the light.
What do you do now?
Starting positions for Turn 110 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: –4 penalty 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 floor of the entry room.
Black is the floor of the altar room.
Dark gray is the raised dais.
White rectangle is a doors.
Small white rectangles are double doors.
Brown circle is the low, dry font.
Black wavy shape is the black curtain.
Purple circles are oversized braziers.
Purple rectangle is the blood crusted altar.

Black stars are the statues.

5 comments:

  1. Bump. It's been a week. WTF?

    Looking for posts from everyone.

    ReplyDelete
  2. Thurstan and Wolfe step into the room. detect magic and try to ID the religious trappings inside.

    7-9-5-8-11

    ReplyDelete
  3. Thinking those rods might be worth something, ie gems.

    Thinks to himself "IT'S A TRAP!" (focusing his inner General Ackbar voice)

    Follow thurstans lead.

    ReplyDelete
  4. Clint begins by checking for traps as he moves up to the altar; then checks the statues for traps, and examines the rods closer. He then commences to searching for a secret door....

    Rolls: 10,9,17,15,1,2,8,4,3,16

    ReplyDelete
  5. Detect Magic and follow meatsheilds (ie: everyone else in the party)

    5 3 16 17 4

    ReplyDelete