
Marrulurk, Agents of the Hand |

Marru are you still around ?
I am... I've been having a lot of real-life business, and actually forgot to check my games for a couple of weeks. Apologies: I've been trying to catch up in them, but it's been an exceptionally slow process (not online as much as normal, and also I have other distractions keeping me busy) - so much so that I pretty much have to work on one at a time.
I'm also experiencing posting-fatigue (read/writing a large amount of information at once), so... also slowing me down.
So... I apologize. Sorry!
I've not abandoned the game, but it's just slow going.
Similar to Rigo, however, much of my concept (what I'd hoped to add) is not terribly useful in this campaign, negating several of my character's strengths (though he is a pretty solid archer, which is nice). (EDIT: This is not to say that you didn't warn me; it is, rather, simply to say that I didn't quite understand what you meant at that time, whereas now I do.)
As a result, I'm thinking of asking for a different character. Possibly having Fi'dho head back and send out a better "specialist" to deal with all the goblinoids, now that the threat is more well-known. Possibly a beguiler as we'd discussed before, given that we lack an actual caster. EDIT: Nevermind! We have a caster in tow now.
EDIT:
In any event, I'll need to think on how our group will be managed and how to fit into it.
The lack of a druid or other divine caster will be severely, but supremely painful - moreso than an arcanist - and while Galdamore is a divine caster (a cleric) the fact that he has both a template and a prestige class that isn't a full caster means he's a painful two levels behind (this is not to say I'm ungrateful for his presence - just the opposite in fact! - but rather, that I'm trying to think and understand what our group could most use).
Given the new situation, I'll have to think if Fi'dho stays as himself or not.

DM Greg |

Marru you can change for any other character if you want to. (either one of the others agent) or a completely other character (same rules apply than him. must be elf or 1/2).
I'll give you until Tuesday to decide as i am finalizing ST's character
---
ST: can you list me your feat selection
you can purchase full (50) charges wands for 750 gp

Storyteller Shadow |

Once I create a profile the character will be more organized.
Feats: Alertness, Endurance, Fast Wild Shape levels 1, 3, and 6. Next feat 9th level.
Ok, will note the charges for the wand, I sense we will need them!

Marrulurk, Agents of the Hand |

Marru you can change for any other character if you want to. (either one of the others agent) or a completely other character (same rules apply than him. must be elf or 1/2).
I'll give you until Tuesday to decide as i am finalizing ST's character
If I'm unable to post until then, just leave Fi'dho. I'll work with what I've got.

Storyteller Shadow |

I am buried under a significant amount of work for Friday and on Friday night I will be running my table top Forgotten Realms game. Saturday I have a number of errands to run. Please DMPC me as needed until this Saturday evening. Thank you.

Amadar Tra'Nes |


Storyteller Shadow |

I will be away from tomorrow (Tuesday) through Saturday on vacation. Please DMPC me as necessary. Thank you.

Storyteller Shadow |

I will be at a client site tomorrow and unable to post until late in the evening, please DMPC me as needed.

Galdamor Graak |

GenCon was great but tiring (GMing slots at 8am is deadly ...)
Vancouver is a great city, but after 2 hours of rainy walkin the mountains today I was happy to go back to my hotel :)
Still a few days left in North America before going to Switzerland for another convention.

Amadar Tra'Nes |

Proposed Spell Selection
0 – 5 – Create Water, Cure Minor Wounds (x2), Guidance, Resistance
1 – 4 – Cure Light Wounds (x2), Onscuring Mist (x2)
2 – 3 – Bear’s Endurance, Fog Cloud (x2)
3 – 2 – Call Lightning, Cure Moderate Wounds OR Sleet Storm.
Let me know if anyone else has any suggestions before I finalize.

Galdamor Graak |

SPELL0 (DC13)
Spell 0 : Detect Magic
Spell 0 : Purify Food and Drink
Spell 0 : Cure minor wounds
Spell 0 : Cure minor wounds
Spell 0 : Cure minor wounds
SPELL1 (DC14)
Spell1 : Shield Of Faith
Spell1 : Obscuring mist
Spell1 : Bless
Spell1 : Faith Healing
Domain Spell : Command (DC15)
SPELL2 (DC15)
Spell2 : Interfaith blessing
Spell2 : Resist Energy
Spell2 : Hold Person (DC16)
Domain Spell : Spiritual Weapon
My actual spell list. I can cast spontaneously my war spell domain.

Amadar Tra'Nes |

Spell selection seems good to me Galdamor.
I think we should wait the day out and see if there is any activity on the island. If not, we can approach the islands again using the boat and a combination of Fog Cloud and Obscuring Mist to cover us at night.
I could shapechange to a water based creature like a Sahuagin and Obscuring mist myself outside of the boat, while Galdamor casts Obscuring mist inside the boat. Then with 2 Fog Clouds that much mist will look a bit less suspicious than a simple band of mist moving along the water, it would look like mist really is rolling across the water with all 4 functioning at the same time.
Thoughts?

Erlmander |

Here is Erlmander's spell selection as well
Wizard Spells Prepared (CL 5, +3 melee touch, +4 ranged touch):
3 (DC 17, 3/day) - Chain Missile, Chain Missile, Fireball, Haste
2 (DC 16, 4/day) - Blast of Force, Blast of Force, Blast of Force, Knock, Acid Arrow
1 (DC 15, 4/day) - Mage Armor, Magic Missile, Magic Missile, Magic Missile, Sleep
0 (DC 14, 4/day) - Detect Magic, Light, Open/Close, Prestidigitation, Acid Splash

Amadar Tra'Nes |

Can someone cast water breathing? We could hang over the sides as Amadar changes into a Lizardman, and then approach in the night.
Thoughts?
I considered thst bit I could only cast 2 and that would eat up my 2 highest level spells. Still if one of you lays diwn and the other 2 hang off the sides it could work.

DM Greg |

Amadar,
Once created obscuring mist is stationary/
Obscuring Mist
Conjuration (Creation)
Level: Air 1, Clr 1, Drd 1, Sor/Wiz 1, Water 1
Components: V, S
Casting Time: 1 standard action
Range: 20 ft.
Effect: Cloud spreads in 20-ft. radius from you, 20 ft. high
Duration: 1 min./level
Saving Throw: None
Spell Resistance: No
A misty vapor arises around you. It is stationary once created. The vapor obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target).

Amadar Tra'Nes |

Damn I thought it moved with the target!
Still casting it as we move with a few fog clouds thrown in can't hurt.
We could also abandon the boat and swim to shore using the boat as a decoy.... Galdamor can you take silence as a level 2 spell instead of interfaith blessing? Then we can keep our motion in the water quiet.
Erlamander do you have the Fly spell as am option at 3rd level?

Borrum Orcbane |

Water breathing has a duration of 2hr/level that can be divided evenly amongst the creatures touched during the casting. A 3rd level caster gets 6 hours with a single casting. Should be more than enough time to get close enough and past the guardsmen.
Also we want to get close and take out groups at a Tim if possible... We don't need a lot of big flash, loud spells right away, causing us to fight everything at once or even bringing lizardmen from all the encampments around the lake.
Gladamor and Borrum have lots of experience with large fights that did not need to be large, if we took our time and thought out good plans.

Amadar Tra'Nes |

Water breathing has a duration of 2hr/level that can be divided evenly amongst the creatures touched during the casting. A 3rd level caster gets 6 hours with a single casting. Should be more than enough time to get close enough and past the guardsmen.
Also we want to get close and take out groups at a Tim if possible... We don't need a lot of big flash, loud spells right away, causing us to fight everything at once or even bringing lizardmen from all the encampments around the lake.
Gladamor and Borrum have lots of experience with large fights that did not need to be large, if we took our time and thought out good plans.
Right, totally forgot how Water Breathing worked, should have checked out the spell description. I will take at least one Water Breathing spell at 3rd.
Instead of taking Fireballs Erlmander, take a few Fly spells, that way the group can be more mobile.
Galdamor take a Silence spell at 2nd.
How about this plan?
Cast two Fog Clouds to shroud the ship as it move forward in the water.
Once we get close, I will cast water breathing on the three of you and shapechange into an aquatic creature so I will not need it. Galdamor casts Silence so we can slip into the water and approach with no splashing noises.
The boat can continue to the land in the fog as a decoy. I will Summon Nature's Ally to push the boat along on course.
Then from there we do our best to eliminate the defenders quietly instead of having to fight everyone at once.
Thoughts?