Combat Map - Turn 57

Monday, July 16, 2012

To Delve the Dungeon Deep GM Turn Post 30

What do you do next?
Please submit your turn instructions using the Player Action Response - Turn Post Template.
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Conditions
Korg – Mage Armor (1 hour)
Noc – Unconscious (2 rounds) + Blind/Stunned (2 additional rounds) + Stunned (1 additional round)
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Party Health:
Fergus 6/9, Jerry 14/14, Noc Stonepriest 10/12, Ronan Hex 9/9, Korg the Mighty 8/8
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Map Key:
A well into darkness is in B2.
The statue is in D2.
The door altar is in G2.

23 comments:

  1. Wake Noc up. Identify potions while we wait for him to be un-stunned.

    Assist Korg with spellcraft: 15, 5

    ReplyDelete
    Replies
    1. Noc's vision clears and he comes to his senses shortly.

      Delete
  2. Korg's previous post, eaten by some misbegotten gremlin of the intertubes, read as follows:

    Identify the potions

    Search (detecting magic) the area, and the gear left behind

    "Comrades, we should see what this foul vermin might be hiding down yonder hole... I bet our Ninja could easily scamper down to take a peek, and we could pull him up with a rope if he is knocked out again...." Korg fingers his rope and smiles...

    ROlls: 13,12,3,1,18,11,14,1,15

    ReplyDelete
    Replies
    1. The potions are:

      Potion of Blur
      Potion of Cure Light Wounds

      Nothing else detects as magic.

      Delete
  3. -------Jerry's responce to GM turn post------#30

    Initiative Roll ~ x+4=

    Move 1 ~ tie off a safety rope, wait till everyones ready
    Move 2 ~ climb down the hole
    Cast a Spell ~ na
    Use Ability/Item/Skill ~ climb 19+3=22
    Search ~ the hole
    Talk to X ~ can someone cast a light spell on me?

    d20 rolls: 15 5 13 1 17

    ReplyDelete
    Replies
    1. The well in the dark northern alcove leads down to a shallow underground stream that provides easy access to the outside world as well as potable drinking water. Jerry believes this to be an etrance/exit to the ruins used by the kobolds and skulk.

      Delete
  4. Ronan,

    Cast Light on Jerry.

    Detect Magic - help to ID potions.
    Assist Korg with spellcraft (+6)

    Roll(10d20)+0:
    5,19,9,11,1,15,8,19,9,3,+0
    Total:99

    ReplyDelete
  5. Ronan Part 2.

    At some point I would like to try to learn the spells:

    burning hands, color spray, magic missile, silent image

    I forget how this works in Society Play let me know.

    ReplyDelete
    Replies
    1. Assuming they are all on your Magus list, you succeed in a Spellcraft check (DC 15 + spell’s level) for each and you have enough gold (each 1st level spell costs 10 GP to copy), it should not be a problem. How it is handled in PFS is covered in the PFS FAQ: http://paizo.com/pathfinderSociety/faq

      How can wizards, witches, magi, and alchemists learn new spells or formulae?

      Pages 219–220 in the Pathfinder RPG Core Rulebook discuss how to handle a wizard’s spellbook, but Pathfinder Society makes one adjustment to these rules: a wizard does not have to purchase a scroll found during the course of a scenario in order to copy that scroll into her spellbook. The wizard only needs to spend the time, succeed on the appropriate checks, and spend the amount of gold listed on the table on page 219 of the Pathfinder RPG Core Rulebook. Keep in mind that the process of copying a spell from a magic scroll into a wizard’s spellbook removes the spell from the copied scroll, turning it into a blank piece of normal parchment. The normal rules for finding items during the course of a scenario are that they can be used during the scenario but must be purchased after the scenario in order to be kept. This clarification for wizards and their spellbooks is the singular exception to the gear rules. An alchemist can likewise copy spells from scrolls found during a scenario into his formula book as detailed on page 28 of the Advanced Player's Guide. Similarly, a witch PC's familiar can learn spells from another witch's familiar or from scrolls found during the course of a scenario, as detailed on page 68 of the Advanced Player's Guide. Magi follow the same rules in copying spells to their spellbooks as wizards in all ways save that they use the magus spell list to determine if they may learn a spell, instead of the sorcerer/wizard spell list. If a wizard, witch, magus, or alchemist PC is adventuring with another PC who could teach them a spell, those PCs may exchange spells on their own terms as long as they make the proper skill checks and their trading of arcane secrets does not interfere with the flow of the game, at the GM's discretion. If you don't find a scroll of a given spell during the course of an adventure, you have to buy the scroll to learn it. An NPC isn't just going to give you access to his spells for free, and purchasing a scroll of that spell represents the cost of gaining access to his spellbook. Any spell or formula learned must be accounted for on a scenario's Chronicle sheet in the "Conditions Gained" section.

      Delete
    2. All are Level 1 Spells That can be scribed in my Book:

      burning hands, color spray, magic missile, silent image (DC 15 + 1 = 16).

      Rolls Below(Then add Spellcraft of 6).
      Roll(4d20)+0:
      8,19,12,2,+0
      Total:41

      So I should be able to copy color spray, magic missile for 20 gold.

      Delete
    3. That's what it looks like to me. You will need to make sure to add them to your purchases/conditions gained section of your chronicle after you get it (or I can do it for you).

      Delete
  6. Need a post from Brad and a plan from the group for what you do next so that I can post the next turn.

    ReplyDelete
    Replies
    1. I'm having a super busy day today, won't get to an intelligent post until later tonight at best. If I hold things up and you're ready to move on, consider Noc as passing his turn Sorry!

      Delete
    2. No worries. We can wait for your post. Just trying to keep the game rolling.

      Delete
  7. since our goals were:

    Explore Asad's Keep.
    Recover and return the jade heirloom katana to Amara Li.
    Destroy undead encountered per the suggestion of Major Colson Maldris.
    Turn over any trade agreements found to Trade Prince Aaqir al'Hakam.

    have we done all this, or do we need to look for secret doors the old school way...with a hammer?

    ReplyDelete
    Replies
    1. If you feel that you have completed your mission, you certainly can head back to town.

      You have not exhausted opening all of the normal doors that you have found or investigated all of the passages. Check out the Map Explored to Date.

      Delete
  8. We will root & branch the place. Back track us to the nearest unexplored area.

    ReplyDelete
    Replies
    1. There is a door in the room that you are in which has not been explored. It is on the Combat Map in square L6.

      Delete
    2. Noc shakes his head trying to get the fuzziness out. "Whatever the ninja says is OK by me, I think that means we're headed to the east side. I'd hate to get back and find out later there was something dead left that needed to be deader."

      Delete
  9. Korg nods at the wise words... "Yes, we should cleanse this place if we can, to prevent lesser folk from falling prey to whatever we might leave behind. Let us pause to rest if we must, and then press on until we are sure it is cleared."

    ReplyDelete
  10. Jerry moves to the door in L6 and checks it for traps..

    17 13 12 12 3

    ReplyDelete
  11. Sorry I was away last week.

    Ronan, thinks we should be completionists.

    What do we need to do still?

    ReplyDelete