Combat Map - Turn 57

Monday, April 30, 2012

To Delve the Dungeon Deep GM Turn Post 23

This room has a wide corridor exiting it toward the north, and a door to the south. Barrels and boxes of supplies fill the cramped chamber.
What do you do now?
Starting positions for Turn 23 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:
Fergus 9/9, Jerry 14/14, Noc Stonepriest 12/12, Ronan Hex 9/9, Korg the Mighty 8/8
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Map Key:
The statue is in G8.

To Delve the Dungeon Deep Turn Results 22

Noc used a potion of Cure Light Wounds to revive Fergus. The potion cured 4 damage. After gaining his feet and dusting himself off, the cleric cast another Cure Light Wounds on himself healing another 7 damage. He then channeled positive energy, healing 6 damage which healed the party as a whole to full.
Jerry lead the group toward the small stairs to continue the investigation. At the top of the stairs was a 5 foot square landing ending in a door. The ninja checked the door but found neither locks nor traps. Jerry figured it safe so he opened the door to reveal a room beyond.

Thursday, April 26, 2012

To Delve the Dungeon Deep GM Turn Post 22

What do you do now?

Starting positions for Turn 22 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:

Fergus -3/9, Jerry 12/14, Noc Stonepriest 8/12, Ronan Hex 5/9, Korg the Mighty 8/8

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Map Key:
The statue is in F3.
L8, M8, M9, N9, M10 and N10 are filled with rubble.
The bones are in E11.

To Delve the Dungeon Deep Turn Results 21

The skeleton attacked Noc with its claws. The undead monster struck once dealing 3 damage.

Ronan empowered his scimitar and moved forward to attack the monster. The magus hit and dealt 8 damage which was enough to kill it.

Noc was able to stabilize the dying cleric and Jerry searched the pile of bones under the undead remains. He found the following:

-          100 gp in mixed coin

-          a golden crown worth 300 gp

-          a masterwork short sword

-          a wax-sealed tin scroll tube with a scroll of comprehend languages
Korg looked around ready for any additional danger.

Wednesday, April 25, 2012

To Delve the Dungeon Deep GM Turn Post 21

Begin round 2 of combat. Starting positions for Turn 21 are displayed on the Combat Map.
The initiative order is:
Initiative 23: Skeleton
Initiative 16: Ronan
Initiative 16: Fergus (unconscious)
Initiative 12: Jerry
Initiative 11: Noc
Initiative 10: Korg
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:
Fergus -3/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8
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Map Key:
The statue is in F3.
L8, M8, M9, N9, M10 and N10 are filled with rubble.
The bones are in E11.
The slimy slick is in O13.

To Delve the Dungeon Deep Turn Results 20

The skeleton attacked Fergus with its claws. Both attacks hit. The left dealt 3 damage and the right hit a vulnerable spot dealing 9 damage. The cleric fell bleeding and unconscious to the ground.
Ronan moved forward to engage the undead but stopped short of the monster. Jerry rushed forward and tumbled behind the monster. Noc moved forward to stand over the body of his fallen comrade. The monk took a swing with his nunchaku but missed. Korg moved closer to the fight with his spear at the ready.

Dice Roller Woes

The dice roller widget took a dump. I created a pop-up window link to the same dice roller. This should work for now.

Wednesday, April 18, 2012

To Delve the Dungeon Deep GM Turn Post 20

Roll Initiative. Starting positions for Turn 20 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:
Fergus 9/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8
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Map Key:
The statue is in F3.
L8, M8, M9, N9, M10 and N10 are filled with rubble.
The bones are in E11.
The slimy slick is in O13

To Delve the Dungeon Deep Turn Results 19

Ronan moved toward Jerry to investigate the stairs. Noc and Jerry held their ground as Korg moved forward to examine the room to his left.
This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon. The rubble in the entry to the room consists of stone and the battered and ancient remains of a wooden chair.
Fergus moved to the west to examine the sloping passage.  As the cleric neared the pile of bones, a human skeleton, which had been lying prone underneath it, stood and threatened him.

Wednesday, April 11, 2012

To Delve the Dungeon Deep GM Turn Post 19

What do you do next?

Starting positions for Turn 19 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.

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Conditions

Korg – Mage Armor (1 hour)
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Party Health:
Fergus 9/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8

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Map Key:

The statue is in F3.
L8, M8, M9, N9, M10 and N10 are filled with rubble.
The bones are in E11.

To Delve the Dungeon Deep Turn Results 18


Jerry moved forward to examine the crossroad more carefully.  Fergus moved to keep the ninja and the rest of the party in sight and within the reach of his channel positive energy. The rest of the party maintained their positions.
As previously determined, the statue is shattered but the head is still intact. A Kelish word is clearly carved in the forehead of the helmet. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs. The smaller stair to the east is as of yet unexplored. Jerry did not hear anything while investigating the area.

Friday, April 6, 2012

To Delve the Dungeon Deep GM Turn Post 18

What do you do next?

Starting positions for Turn 18 are displayed on the Combat Map.

Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)

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Party Health:

Fergus 9/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8
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Map Key:
The statue is in D3.
J8, K8, K9, L9, K10 and L10 are filled with rubble.
The bones are in C11.

To Delve the Dungeon Deep Turn Results 17

Korg moved to the south and stood guard over the exit. Noc, Fergus and Ronan moved toward the center of the room.

Jerry moved across the room and looked around the corner.

The passage to the right has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. A passage leads to the north and another leads to the east ending in stairs leading up.

Wednesday, April 4, 2012

To Delve the Dungeon Deep GM Turn Post 17

What do you do next?
Starting positions for Turn 17 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:
Fergus 9/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8
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Map Key:
J7, K7, K8, L8, K9 and L9 are filled with rubble.
The bones are in C10.

To Delve the Dungeon Deep Turn Results 16

The hallway opens into a large room.
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage.
From their current vantage, the party sees a passage opens to the northeast and another chamber opens to the southwest past a rubble-strewn entrance.

Monday, April 2, 2012

Conquest Day 4712 AR Boon

Another holiday boon is upon us. Check it out at http://paizo.com/paizo/blog/v5748dyo5ldah?Conquest-Day. It seems like a pretty cool one.

I will be filling out and sending out the boons tomorrow. Those who attend the Tuesday game will receive them in person the rest will get them via e-mail and hard copies when I next see you.

Bookkeeping

Who is carrying the various consumable items? i.e. potions and holy water

To Delve the Dungeon Deep GM Turn Post 16

What do you do next?
Starting positions for Turn 16 are displayed on the Combat Map.
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
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Party Health:
Fergus 9/9, Jerry 12/14, Noc Stonepriest 11/12, Ronan Hex 5/9, Korg the Mighty 8/8
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Map Key:
Fountain is located in B1.

To Delve the Dungeon Deep Turn Results 15

After the blindness cleared, the party made ready to proceed with exploration. Korg cast Mage Armor before Jerry searched and then opened the door to the north.
Beyond the door to the west, at the end of this corridor sits a sinister-looking fountain in a rounded alcove. A four-headed hydra, displayed in cross formation, protrudes from the middle of the rounded wall. The hydra’s heads all face directly down the hallway. Its top head’s mouth is firmly shut, its socketed eyes staring darkly down the corridor, and its head fin is flared and up. On that head fin, a single Kelish word is carved into the stone. The other three heads have toothy mouths open wide and reclined head fins; these obviously served as spouts for the fountain. Just below the mouths is a ceramic basin. The basin has been dry for many long centuries now.
To the east, another door is set in the northern wall. The hallway continues to the east and opens into a larger area beyond.