Friday, May 10, 2013

The Sinister Spire - GM Turn Post 118

Starting positions for Turn 118 are displayed on the Combat Map.

What do you do next?
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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  Conditions
     Banjo – Ash Doom Antidote (6 days)
     Kirlic - Ash Doom Antidote (6 days)
     Mr. Wolfe - Ash Doom Antidote (6 days)
     Thurstan - Ash Doom Antidote (6 days)

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

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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.

16 comments:

  1. The Character Summary has been updated. The only purchases besides the Restorations that I have so far are from Brad and they have been noted. If you wish to purchase anything, please let me know before the end of this turn.

    I assumed that Dave had Banjo cast Mage Armor before heading back into the Spike.

    ReplyDelete
  2. Character Name – Banjo
    Player Action Response - Operation: Stay Behind the Meatshield
    GM Turn Post #118

    Move 1 – to a good vantage point
    Attack –
    Move 2 –
    Cast a Spell – Detect Magic
    Use Ability/Item/Skill –
    Search –
    Talk to X –

    Initiative Roll –

    Attack Roll (s) –
    Confirm Potential Crit –

    Damage Roll(s) –
    Crit Damage –
    Special Damage –

    Rolls for Saving Throws/Skill checks –

    8 9 7 8 1
    AWESOME

    ReplyDelete
  3. Kirlic – Examining the room and Altar - GM Turn Post #118

    Search – 10 +13 = 23 (room in general, secret doors, etc)
    Move 1 – H8
    Search - 9 +13 = 22 (Altar)

    Rolls for Saving Throws/Skill checks –
    7,15,5,3,13,17,13,7,13,16

    ReplyDelete
  4. detect magic, examine the room and features.

    d20-10 8 9 16 8

    ReplyDelete
    Replies
    1. The casting of a Detect Magic again revealed that the rods of each statue radiated a moderate aura of conjuration magic. A purple glow could be seen coming from the eyes of the skull atop each rod.

      Delete
    2. With detect magic going can I identify these things with spellcraft

      Delete
    3. You are able to determine that the magic aura is coming from inside the statues. There appear to be gems built into the inside of the rods. You would need to remove them to be able to identify them. There does not appear to be an easy way to get them out. Breaking the statues may be the only way.

      Delete
  5. Any posts for Matt H and Matt F?

    ReplyDelete
  6. Search for Secret doors and compartments:

    Maybe see if the rods move or adjust Pull in and out. Touch them in different orders and such.

    Roll(5d20)+0:
    4,20,9,1,1,+0
    Total:35

    ReplyDelete
    Replies
    1. Touching the rods does not seem to have any effect. Thurstan believes that the statues must be broken to remove the gems within.

      Delete
  7. Thurstan steps back and asks if anyone excels at breaking shit up or has KS engineering.

    ReplyDelete
    Replies
    1. Dargoth is your man for both. He concludes that the only way to get at the gems are to break the statues. The statues are sturdy. It would take considerable time and effort but it could be accomplished with enough time. He also figures that if you could get enough leverage, you might be able to topple the statues and have their weight and the fall do a lot of the work for you.

      Delete
  8. Clint conducts his own search of the room, and tries to puzzle out the function of the rods/statues/gems. If we decide that only busting them up will reveal their purpose, so be it...

    I've got UMD at +11
    Knowledge Engineering +5
    Knowledge Dungeoneering +9
    Disable Device +16
    ...if any of those help?

    Rolls: 12,18,6,9,3,1,14,1,16,2



    ReplyDelete
    Replies
    1. Clint does not discover anything additional. He does agree with Dargoth about breaking the statues.

      Do you spend the time to free the gems?

      Delete
    2. I vote yes, and don my safety glasses.

      Delete
  9. Kirlic is fine with doing so, but banging and breaking makes a lot of noise, and his elven hands aren't meant for stonework. He'll nock an arrow and move to H6 or H8 to get a commanding view of the entrance and work areas. (furthest from whichever statue is currently being worked on)

    8,13,14,5,10,1,3,2,3,6,8

    ReplyDelete