Didn't have much availability over the weekend but I'm still here. Just echoing what everyone else said... not much for me to do but follow the rogue. :P
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
GM, I just noticed I have a CMW potion in my inventory. I believe that I bought a CLW potion during character creation. I'm pretty sure we didn't find any CMW yet. I'm just posting this just in case I a wrong.
I think we were given some CMW potions from the temple. I asked everyone to save them for emergencies as I could keep up a good amount of healing. I think you were just outside my channeling. Instead I attacked the baddie.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
No worries, swing away. I stay back with my readied action. If anything comes through that 20 will nail it and I hope that it is flat footed to my attack and my crit confirms.
GM alientude, considering the fact that we are 2 rooms in and apart from our potions have already nearly exhausted all of our healing, would you consider using a houserule where out-of-combat heals are maximized? In combat the dice would still be rolled.
Totally cool if you're not comfortable with it and want to shoot it down, but that post-lobster heal from Diurn would have only taken 1 channel instead of 3.
Apart from being down here for 20 minutes and having to take an 8 hour break, the other issue with resting is that divine characters (like yourself) get their spells and juice back at a particular time of day (like dawn or dusk), not just after every 8 hours of rest.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
We should keep going. This isn't so much of a dungeon crawl as it is a rescue mission with a potential stopwatch running behind the scenes. That thing was tough, but there probably isn't any more of them. If so, we retreat though the secret passages and close the doors behind us and hope it can't open/smash them. Now as long as we keep that rogue from doing anything else stupid we should be fine ;)
Valamont - I like the idea of maximized healing out of combat. I am going to make a note for my upcoming campaign to think about using it.
I think this is very much a dungeon crawl! The size of the map we got from Ghelve is BIG! And I highly doubt this is the only Gnomish Apocolypse Engine (that's what I've decided to call them anyway) down here =\
I'm also suspicious that there might be a timer running in the background as to whether we find the kids in time or not. And if we have to take a break for a full calendar day every 4 or 5 rooms into this place, it'll take us a week just to clear Jzadirune.
Meta-game considerations aside, in-character Valamont would feel a tremendous sense of urgency to find these children.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
I probably should have said typical. It is definitely a big dungeon crawl. Just with kidnapped kids at the end. Who, GM aside, knows at which day or hour the kids go from alive to dead (assuming alive at this point).
In character, Dreygard too has a sense of urgency and I am thinking that if anything, we should actually up the pace. Kill. Move on. GAE, run away and find another route.
Besides, a creature did get away so they know we are here. If we leave now, we might find it harder to get back in.
I'm personally not a fan of the 15-minute adventuring day. Limited spellcasting is what keeps casters in check. Plus, resting in a monster-infested (maybe?) dungeon can lead to Bad Things. :P
HP 15/18 AC 18/11/17 (19/12/17 when adjacent to 2 allies) F +4, R +1, W -1 (R +2 when adjacent to 2 allies)
Still following, still ready for heavy-hitting combat... hopefully some of that soon. My other skill is diplomacy, which without knowing undercommon doesn't really come in handy.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
I've been waiting for that north door to open and a new map. It wasn't until now that I realized that the door opened back into the tree room.
hp 17/17 Temp 0 | NL 0 perception +5 (+6 traps)(+7 or +8 stonework) AC 14; TAC 12; FFAC 12; CMD 16 (20 vs bull rush and trip) F +2; R +5; W +1 (+3 vs spells, spell-like, poison)
Sir Adolphus Ministhrien wrote:
That was a lot of 20s... :( And one for us, yay!
I was ecstatic to see that 20 on a prone dagger stab, and the probable confirmation.
How do we want to split up the scrolls? If I had Scribe Scroll, I'd ask for the mage armor scroll so I could transcribe it to my spell books and crank out a bunch of scrolls for mutual use later. But I don't have it.
And magi get very, very few spell slots per day I'm finding.
I only get 2 1st spells per day at this point, which is proving to be a tough enough decision without adding more spells to my spell book =P
If people prefer, we can stay up here. Darthal is mostly being stubborn but regards splitting the party as a larger problem than losing tactical advantage by staying on top the lift.
We've only been down here for a couple of hours, so we have the full day to sell the loot we've taken so far (maybe Ghelve has some advice as to where?), divide the spoils, and go get coffee. I recommend doing it. We all probably have some ideas of stuff that might be useful.