What do you do next?
Please submit your turn instructions using the Player Action
Response - Turn Post Template.
-------------------------------------------------------------------------------
Conditions
All - Haste - +1
attack, +1 AC, +1 Reflex Save, +30 move, +1 attack with full attack series (4
rounds)
Banjo – Ash Doom Antidote (1 week)
Clint – Temporary negative level (–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -5 current and total HP.)
Dargoth - 4 STR damage (- 2 to STR-based skills and abilities)
Dargoth – 13 CON drain (-7 to CON-based skills and abilities. -53 current and total HP.)
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. (44 minutes)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – 2 Temporary negative level (–2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -10 current and total HP.)
-------------------------------------------------------------------------------Banjo – Ash Doom Antidote (1 week)
Clint – Temporary negative level (–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -5 current and total HP.)
Dargoth - 4 STR damage (- 2 to STR-based skills and abilities)
Dargoth – 13 CON drain (-7 to CON-based skills and abilities. -53 current and total HP.)
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. (44 minutes)
Kirlic - Ash Doom Antidote (1 week)
Mr. Wolfe - Ash Doom Antidote (1 week)
Thurstan - Ash Doom Antidote (1 week)
Thurstan – 2 Temporary negative level (–2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. -10 current and total HP.)
Party Health:
Thurstan 54/72 (62), Mr. Wolfe 37/43, Banjo 60/60, Clint 44/66
(61), Dargoth 28/84 (31),
Kirlic 76/81
-------------------------------------------------------------------------------Kirlic 76/81
Map Key:
Gray is the floor
of the entry room.Gray with red dots is floor covered in burning coals - (1d3 Fire damage if ending round in square. +2 to DC for Acrobatics checks per square traveled.)
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.
I'm not sure what other curative effects we have available, but I'd like to offer my Lesser Restoration potion to Dargoth to help him regain some strength. He is *sapped*!
ReplyDeleteThe Lesser Restoration will work on Dargoth's STR loss but not the CON drain.
DeleteIt will take a Restoration to restore the CON and possibly for the negative levels that are affecting Thurstan and Clint. Right now they are temporary but if the follow-up save is not made they will become permanent. Restoration will work on those too but the material component cost goes from 100GP of diamond dust to 1000 GP.
"friends, we need to hole up and rest..."
ReplyDeleteWhere do you plan to go to rest?
DeleteIf inside the Necromancer's Spike please review the Map Explored to Date (http://pbbpathfindergame.blogspot.com/2013/04/the-sinister-spire-gm-turn-post-115.html?showComment=1366687132850#c8108405900094942974) and tell me where.
If you plan to retire to Pedestal, I would also need to know where.
"Yah. Im about done with spells."
ReplyDeleteLooking to hear from Matt H and Matt F. I am looking for the plan from the party. Where are you planning to hole up and rest?
ReplyDelete..how about the 10x15 room, a couple rooms back ?
ReplyDeleteor do we need to go back to town ?
DeleteSounds fine to me. See how well they recover overnight and then decide if we're strong enough to continue or if we need to turn around and seek professional help.
DeleteAre you talking about the room that is displayed B11:C13?
DeleteI think even if we're heading to town it makes sense to rest here first, let the spellcasters recover their spells before risking the trip back weakened, and with no bullets in our guns.
ReplyDeletegood ideas.
ReplyDeleteSo long as we can rest and get back to town before the saves for the negative levels come up.
ReplyDeleteResting, assuming it is uninterrupted, and then traveling back to town will take at least 10 to 12 hours. That will allow about a half of a day before saves are required for Thurstan and Clint.
DeleteAssuming you can find a caster, Restoration will cost 380 GP for each casting. It looks like you would need 3 total castings. One for Dargoth, one for Clint and one for Thurstan.
DeleteIf you cannot find a caster, you may be able to find a scroll. Those would cost 800 GP each and could be used by Thurstan with minimal risk.
Rest don't care where. Refresh then head to town.
ReplyDeleteWhy not hole up in this room right here? We have a nice campy fire, floor space around the altar to rest up, and its pretty secluded in here... Or do our magic-wielding friends think there might be a danger in staying here? I am reluctant to head back to town though - keep in mind our one way entrance! Do we even know of another way out that we've discovered? (I might be forgetting something, it has been almost 2 years of this... lol)
ReplyDeleteYou only know of one way in or out at this time but you suspect that there may be more.
DeleteThe ring that you received from Es Sarch provides protection from the death field for a set amount of time per day. You have used a portion of that time on entering the Spike and with exploring the entry room.
The room that you are in is a shrine to an evil god/demon/devil. No one could remember which one. (i.e. failed rolls) Though dedicated to the evil entity it does not appear to have been desecrated by an evil priest. (i.e. no magical auras present)
Detect Magic reveals that the rods of each statue radiate a moderate aura of conjuration magic. There is a purple glow coming from the eyes of the skull atop each rod.
So the plan right now is to rest in the Spike (location to be determined) and recover spells, etc. Once that is accomplished, head back to Pedestal and seek treatment before a day has passed and new saving throuws are required?
ReplyDeleteDo you plan to do anything else while in town? Buy stuff? Sell stuff? ?
You have a link to current loot?
ReplyDeleteIt's on the treasure tab of the character summery link.
Delete