Thursday, June 6, 2013

The Sinister Spire - GM Turn Post 123

The remains of the iron spiral staircase from the shaft above cover the floor in this short hall. Just beyond, sconces mounted on the wall contain flickering green lights that throw unsettling illumination down this hallway. Alcove on each side of the passage hold stone sculptures. A thin cry trills consistently from somewhere within one of the northern alcoves.

All the statues are more or less man-sized. Someone will need to move closer to get a better description. At the north end, the passageway appears to open up into a room.  

Starting positions for Turn 123 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 room.
   White rectangles are doors.
   Small white rectangles are double doors.
   Dark gray pie shape is spiral stairs leading down.
   Red pie shape is remains of the spiral stairs.
   Column F is the staircase shaft. Gray is stairs and tan is open shaft.
   Black stars are statues.

13 comments:

  1. Do you need me to say I cast Mage Armor before we enter a dungeon? If you didnt have that assumed, I cast it now.

    Detect Magic and wait for something to swallow Clint

    12 9 7 3 20

    ReplyDelete
  2. i lower mr wolfe, then climb down. cast detect magic.

    10 7 19 16 12

    ReplyDelete
  3. Looking to keep this moving. Need posts from Matt H, Matt F and Brad.

    ReplyDelete
  4. Going down? Guess I climb down and provide Meat Shield Duties.

    Roll(5d20)+0:
    15,15,20,19,12,+0
    Total:81

    ReplyDelete
  5. Unless there's an objection, I'd like to propose the following:

    Kirlic will remain at the top to guard the rope while the room is explored. If an emergency occurs below, he can climb quickly or friggin' jump down. It looks pretty tight though, and I'd hate to have someone pull this rope up and start dumping buckets of oil down.

    12,4,10,17,10,16,9,17,13,6,10,10

    ReplyDelete
    Replies
    1. There's no "climbing quickly" in this game. Unless you are somehow granted a Climb speed (ala Slippers of Spiderclimb) you climb at 1/4 your normal movement, no matter what your bonus to the skill is.
      However, if you want to stay upstairs to keep out of the anticipated lightning bolt, I dont have a problem with that.

      Delete
    2. Actually there is a rule to climb faster.

      Accelerated Climbing: You try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed).

      Delete
    3. Noted. I was looking at the rules for falling damage, especially if I jump instead of falling. I think in an emergency, I'll probably just Superman off the edge of the stairs. It'll be epic.

      One question- what is non-lethal vs. lethal damage? (search for Falling)
      http://www.d20srd.org/srd/environment.htm

      Delete
    4. Nonlethal damage knocks you out if it exceeds your hp total. It is healed in full whenever you get ANY magical healing.

      Delete
    5. If you take enough non lethal damage, it can still kill you.

      Delete
    6. That sounds a little like drowning in a pool of healing potions, but I suppose too much of anything is a bad thing.

      Delete
  6. Clint will attempt to stealth his way towards the sound, moving to C3 and peeking.... He does this by stepping forward 5ft, until Dargoth is down and ready to back him up, and then continues the rest of the way.

    Rolls; 2,19,15,16,3

    ReplyDelete