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)-------------------------------------------------------------------------------
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.
Well, it seems to make sense that the scroll is used to decipher as many of the indecipherable messages that we've come across as we can- or should we wait to see if there are more ahead?
ReplyDelete..there will be a time-limit on the spell, i'm sure..
ReplyDeleteJerry scouts a bit down the halls/tunnels we have not been down.
ReplyDelete11 1 17 20 18
The unexplored areas include:
DeleteRough tunnel to the west sloping upward.(D11)
Small stairs to the east. (E1)
Door on north wall of passage from Bliendheim area. (J3)
Adjoining large room to the south. (M8)
Which do you wish to explore first?
Anyone doing anything to help Fergus? I believe that Noc Has some healing potions.
ReplyDeleteIf you give him a healing potion, make sure you spike it with whiskey first. He might not take it otherwise.
ReplyDeleteLooking back, I did grab that CMW, I forgot! I hand the bottle off to Fergus.
ReplyDelete"Was hoping to use this myself, but you look a bit thirsty there friend. How about you have a drink on me?"
Go ahead and roll it. (According to the treasure list, Noc is also carrying two CLW potions. You may use one of those instead.) The Cure Light Wounds heals 1d8+1. The Cure Moderate Wounds heals 2d8+3.
DeleteKorg takes a moment to wrack his brain, trying to recall how long a spell/scroll like that would last...
ReplyDelete[Spellcraft roll?] 15 +7 = 22
As the party moves on, Korg remains ready to repel any danger...
Rolls:
14,19,10,12,20
[HOLY DICE ROLLER]
Comprehend Languages has a duration of 10 minutes per level. So in this case, you are looking at 10 minutes total.
DeleteIn that case, I'll give Fergus one of the CLW instead. If it doesn't heal as much as he likes, he's welcome to the second one. I'll hold onto the CMW for Jerry or I since we have bigger HP gas tanks to fill.
ReplyDeleteStill need a roll from either Brad or Dave.
DeleteNoc nudges Fergus with his foot to take the bottle, but apparantly he's too busy taking a blood loss nap. Noc pours some CLW flavored kool-aid down his gullet.
ReplyDelete[3] +1 = 4
"Crimeney!" Noc mutters as Fergus spits out half the drink while choking on it. "I make a lousy nurse apparently. Now clean yourself up, if you want another bottle just ask."
Korg places the crown on his head at a jaunty angle, and says "Come then friends, lets go see what that monster was guarding...." and gestures for a search of the hallway beyond [D11]
ReplyDeleteRolls:
15,9,1,13,17
Rough tunnel to the east sloping upward.(D11)since i'm standing there...
ReplyDeleteThe rough passage leads up to the northwest and eventually to the surface. The tunnel looks to be accidental, caused by an earthquake. It hasbeen a lair to animals over the years.
DeleteThe passage is currently another entrance/exit to the remains of the keep.
then check out the Small stairs to the east. (E1)
ReplyDeleteThe stairs lead to a landing, ending in a door to the east.
DeleteI will post turn results once everyone has chimed in. I am specifically looking to see if Matt F or Dave have any further actions.
4 points puts Fergus at what, 1 hp? (READY FOR ACTION BABY!)
ReplyDelete"Hang on ta yer potion laddie."
Fergus guzzles a mug of Ol Jackass, and
Ditching the Divine Favor for a spontaneous CLW: 7
"Ahhhch, that's the stuff lads! And now, just ta be sure..."
BLATT: 6!
"That'll get us all right as rain!"
Small Stairs are fine. Cast Detect Magic and be ready for more skeletons.
ReplyDelete