Combat Map - Turn 57

Wednesday, February 22, 2012

To Delve the Dungeon Deep GM Turn Post 4

Travel to the site of Asad’s Keep is arduous; the terrain is rocky and marred with the scars of millennia of wars. It is thirsty work to get to your destination, but you encounter no resistance. Your directions lead to a small gully.
At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that, as luck would have it, provides a path—albeit a rough and difficult one—right up to the door.
What do you do next?
Starting positions for Turn 4 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
-------------------------------------------------------------------------------
Conditions
None
-------------------------------------------------------------------------------
Party Health:
Fergus 9/9, Jerry 14/14, Noc Stonepriest 12/12, Ronan Hex 9/9, Korg the Mighty 8/8

6 comments:

  1. jerry carefully goes up to the door, checking for traps along the way, and checks the door for traps/locks.

    18-20-12-12-14-2-14

    ReplyDelete
  2. Move to G4 and watch for things to jump out at Jerry.

    20, 2, 17, 7, 5

    ReplyDelete
  3. Ronan,

    Follows and observes everything.

    Roll(7d20)+0:
    13,14,10,14,15,2,16,+0
    Total:84

    ReplyDelete
  4. Noc follows alongside (or behind as the path allows) Jerry, assisting with the trap checking- concentrating on the stone path and other stone features he is well suited for searching.

    Perception:[19] +2(stonecunning) +8 = 29

    5,5,13,15,6

    ReplyDelete
  5. Korg will cast Mage Armor, ready his spear, and keep watch around as the party attempts to climb...

    rolls:
    14,1,2,19,8

    ReplyDelete