Half-Elf Male Cleric (Pharasma) 3AD - HP: 19/19; AC15, T10, FF15; F+3,R+1,W+7; Per +6; Init +4
Madeline Peshtussle wrote:
Though Madeline slows and says, "Just how cold do we need...?" A idea dawning in her eyes.
"Magical cold is most likely. They'll become brittle, which makes them easier to break off. So if you have anything in mind that won't take Master Creel's hands off...," he leaves the thought trailing.
Sounds good, if its allowed. I can tell you that unless I roll a 20, highly unlikely I can smash them off either.
Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/3AD HP: 31/31; AC16, T11, FF15; F+4,R+3,W+7; Per +10(+2 if w/familiar, +3 if shadows/dark); Init +3
Alexa looks to the others: I think that I can summon a creature made of ice, but it will only last a short time and will use one of my other spells.
I can also enchant my club so that it does more damage. This might work as well.
Half-Elf Male Cleric (Pharasma) 3AD - HP: 19/19; AC15, T10, FF15; F+3,R+1,W+7; Per +6; Init +4
Just to make sure I am not screwing this up - the effect is that the object is vulnerable to cold due to the flaw of being brittle.
Vulnerable:
A creature with vulnerabilities takes half again as much damage (+50%) from a specific energy type, regardless of whether a saving throw is allowed or if the save is a success or failure. Creatures with a vulnerability that is not an energy type instead take a –4 penalty on saves against spells and effects that cause or use the listed vulnerability (such as spells with the light descriptor). Some creatures might suffer additional effects, as noted in their descriptions.
I am interpreting that as whatever can do cold damage will inflict more damage on the object. The question is can it do it without hurting Creel. Alternatively, I am hoping that means that the cold effect will reduce its resistance to regular damage. Sorry if I am making it harder than it is or just misreading.
Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/3AD HP: 31/31; AC16, T11, FF15; F+4,R+3,W+7; Per +10(+2 if w/familiar, +3 if shadows/dark); Init +3
Seeing Creel suddenly bound, Alexa speaks some words in her strange birdlike tongue. A moment later, her club again begins to take on a green glow. She then raises the club and smashes it into the manacles with a two handed blow hoping to stop the possessed manacles.
Madeline steps away from Alexa and her arcing blows against the chains which bind Master Creel.
"We should plan this. Not just swing away..." She points out.
"Master's Valen and Vaughn, if you please. Help Master Creel keep his arms as wide apart as possible. Perhaps even laying him against the floor? Thence laying the chains upon something solid?" She suggest, though her voice is stern.
"And now...for something....cold..." She says more to herself and concentrates.
Cast 'Summon Monster II' and call forth a small Ice Elemental.
Alexa swings hard, smashing into one of the manacles. Part of it cracks, but Creel suffers from the weight of her swing, as well. Daring not to risk another blow, Creel twists his wrist and pulls it free, a bit of the skin around his wrist coming off. Blood wells and flows from his left wrist and he pales considerably. Before the manacles and clamp down again, Creel bends down and pins part of the manacle to the floor, taking control of it.
Creel suffers 6 points of damage, but frees himself from one of the manacles and takes control of the grapple.
Then, like clockwork, Madeline summons a small ice elemental. The thing immediately moves to aid Creel, smashing the manacle at his foot with a single blow. Then, without warning, the manacles cease to move.
Female Human (Varisian(Ustalav)) Druid(Menhir Savant)/3AD HP: 31/31; AC16, T11, FF15; F+4,R+3,W+7; Per +10(+2 if w/familiar, +3 if shadows/dark); Init +3
Alexa looks at Creel's wrists.
Ouch, that looks like it hurt. I do not think that we can play nice with anything in this place.
She then looks at the small frigid creature that Madeline just summoned forth as well as her green glowing club.
I do not know how long Madeline's friend will remain, but my club will retain its potency for a few minutes. I think that we should move on. We can return here once the beneficial magic has worn off.
Half-Elf Male Cleric (Pharasma) 3AD - HP: 19/19; AC15, T10, FF15; F+3,R+1,W+7; Per +6; Init +4
Valen examines Creel's bleeding wounds to patch them up as best as he can. Deciding to reserve the Grey Lady's direct favor for now, he takes out the new wand they have found with intent to use it. "With Pharasma's blessing, best see if this is working properly..." as he calls upon it to heal Creel.
Wand of CLW:1d8 + 3 ⇒ (6) + 3 = 9
Not sure of the level of the creator, so I just went with my level for the overall spell result. Also - I probably should have asked if it has a casting word or phrase. :-\
Half-Elf Male Cleric (Pharasma) 3AD - HP: 19/19; AC15, T10, FF15; F+3,R+1,W+7; Per +6; Init +4
Having given Creel a check to make sure he is alright, Valen stores the wand with a small prayer to his goddess for her aid.
He gives the room one more cursory glance now that the threat of the manacles has ended, and he mentions to Alexa:"Perhaps we should move west (Towards S6, S11, & S12) - you mentioned a strong presence in that direction."