Thursday, November 17, 2011

The Sinister Spire - GM Turn Post 52

Begin combat round 2. Starting positions for Turn 52 are displayed on the Combat Map.

The initiative order is:

Initiative 21: Banjo
Initiative 19: Clint
Initiative 16: Kirlic
Initiative 10: Drow 2
Initiative 9: Dargoth
Initiative 8: Thurstan
Initiative 7: Mr. Wolfe

Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Conditions

Banjo - Ash Doom Antidote (1 week)
Clint – Drow Poison - Unconscious (1 minute)
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 59/66, Dargoth 84/84,
Kirlic 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 51

Banjo stepped back an unleashed a Scorching Ray at the nearest drow. The ray stuck true and bypassed the drow’s spell resistance dealing 19 damage. Clint moved forward and tumbled past the first drow but did not have enough momentum to make it to the next. Not wanting to lose the opportunity of surprise, the rogue slashed at the first drow with Merthύvial. The magic blade dealt 20 damage. Kirlic moved toward the opening and fired a focused shot at the far drow. The shot sailed past Clint and struck the enemy behind the pillar dealing 11 damage.

The drow next to Clint power attacked with his scimitar but missed the elusive rogue. The archer behind the pillar scored a hit the elf dealing 7 damage. The arrow was poisoned and Clint slumped into unconsciousness. After firing, the drow retreated back to the next pillar.

Dargoth stepped forward and power attacked the drow with his bastard sword. The blow landed in spectacular fashion, dealing 33 damage. The dark elf died. Thurstan moved forward to engage the archer but could not attack. Mr. Wolfe folled his master and attacked with his bite but the attack missed.

Tuesday, November 15, 2011

The Sinister Spire - GM Turn Post 51

Roll initiative.

Starting positions for Turn 51 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)
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 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 50

Clint tried to talk his way past the drow intimating that the party had been invited and that there should be not worry on their part. Clint would not hold them responsible for the party’s death if it indeed came. After several runs at this it became clear that the drow feared their employer more than the party. The guard steadfastly refused to allow the party to enter the Spike. Unable and unwilling to try the level of bribe he suspected was required; the rogue sadly shook his head and signaled the party to action.

GM Note - To speed the adventure

As your characters explore the Necromancer's Spike, not every location will result in a combat or a social encounter. This does not mean that there are not clues, items of interest or treasure to be found.

To keep the adventure moving through this structure, do you wish to provide a set of standing orders to be applied to areas where combat and/or a social encounter is not immediately indicated? I expect that this will reduce such areas to a single turn rather than two or more as I fish actions from each player.

To implement this, I need a list of actions the party will perform every time they encounter a new area. i.e. Cast Detect Magic, Search for traps, Search for clues, etc.. If you provide nothing else, you must always provide a set of extra roll with your turn post.

Monday, November 14, 2011

The Sinister Spire - GM Turn Post 50

What do you do now?

Starting positions for Turn 50 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)
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 81/81

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Map Key:

Gray is the floor.
Gray with crosshatch is dense rubble (Hindering terrain – 2 square of movement)
Blue circles are pillars (Partial cover -+2AC and +1 Reflex saves)

The Sinister Spire - Turn Results 49

The party stepped forward to converse with the drow. Banjo stepped forward and attempted strong arm negotiations.

The drow looks confused by the cryptic threats and shakes his head. “Be on your way. No one is permitted to enter. It would not do you any good if we let you pass either. We have not gone farther than this entry tunnel – everyone we send into the room yonder molders into grave dust!” He takes a step backward as he motions to the room beyond.