Monday, May 20, 2013

The Sinister Spire - GM Turn Post 120

Starting positions for Turn 120 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 rectangles are the benches.
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.

11 comments:

  1. Poke again. Looking for posts from all players.

    ReplyDelete
  2. General Statement:

    Check for Traps
    Check for Secret Doors Items
    Detect Magic
    Look for Valuables in the cloaks

    Roll(5d20)+0:
    14,19,14,17,10,+0
    Total:74

    ReplyDelete
  3. If nothing here move to the next door.

    ReplyDelete
  4. Clint pokes around carefully and quietly, looks for traps and secret doors... if nothing turns up, move to the other door

    9,14,18,5,8

    ReplyDelete
    Replies
    1. Clint does not find anything of interest other than the robes. The five are made of black velvet and each is worth about 5 GP.

      Delete
  5. Letting Clint do his job, surveying the cramped room.

    (Do you still have 'standard' actions for us? If so, how would you prefer us to call on them in a situation like this?)

    Perception: 13 + 16 = 26

    7,14,3,8,4,7,9,8,19,9

    ReplyDelete
    Replies
    1. If you have any starding/standard actions that you would like to go on record with, I will take note.

      Delete
  6. Detect Magic and lookabout

    8, 14, 13, 1, 7

    ReplyDelete
    Replies
    1. Banjo does not detect any magic auras in the room.

      Delete
  7. I guess we then go to the next door. Same game plan as before.

    ReplyDelete