GM Niles Wrath of the Righteous (Inactive)

Game Master nilesr

Wrath of the Righteous
15 Rova 4714 Day 35
Dramatis Personae
Overland Map of The Worldwound
Loot Log


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Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Emotionally drained by the events of the battle, Belledonna takes little part in inquiring of this new, fortuitously encountered, individual; particularly as it becomes plain he shares some connection with Victrix. Instead, her gaze remains focused with palpable intensity upon the foes still massed upon the far embankment.

Not trying to push anyone else. Just trying to get back into the game & give the rest of you an idea what she is doing. Thanks all for your patience with me.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Taking advantage of the lull in combat, Brud soars along on the updrafts to surveil the opposing force.

This presupposes that Brud remains among the conscious. I didn't notice a post mentioning his fall, so I am acting accordingly.
Perception: 1d20 + 10 ⇒ (7) + 10 = 17


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

It feels like the conversation has mostly drawn to a close.


Drezen Citadel Drezen Dungeon of Drezen

Sosiel ushers the party to a hastily erected tent that is serving as Irabeth's command structure.

You walk in to see the Paladin barking orders, she glances over at you and says Thank the Inheritor you took that bridge. We might not get surrounded now.

Irabeth gestures to a Hand Drawn Map of Aron Kir's make. We have demons on one side and undead on the other. Luckily the demons aren't able to teleport, they are Schir and relatively lower ranking fiends. But in great numbers they threaten to overwhelm us. We hold one bridge and are watching the other, the other bridge is partially collapsed so they will have trouble crossing the Ahari. We can stall them there if they do. The Ghouls are only active at night, during the day they stay buried. I shudder to think of the damage they could inflict were we to stay encamped here for too long. Something is driving them to mass and attack though....its not normal behavior for those things.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Konny studies the map.

"I think we should clear out the ghouls. So we do not have enemies lurking behind us once we cross the river. I guess we should find out what is driving them and eliminate it if at all possible." Konny glances at Irabeth. "But I would greatly appreciate if we could sleep first before we engage the enemy again. From what you say about their night activity, we should double or even triple the guards for tonight."


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Kaladin looks at the map briefly but feels out of his depth when it comes to military tactics and keeps his peace.

Kn:Religion: 1d20 + 11 ⇒ (7) + 11 = 18
Still when Konny suggests taking out the ghouls, he has something to say, "There's a few stronger undead tha canne abide tha' sun, lik a vampir or Sommat, if its controllin' em then tak it oot 'n' away ya go."


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"All the more reason to do it tomorrow during the day." Konny responds. "That might be the reason uncle Anvil always said tomorrow is another day. Then again he might have said it just because he felt lazy at the moment."


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"The greater threat is goin tae be night assaults fae th' ghouls, it seems tae me. Ah think we shuid tak' thaim first."


Retired - Adventure Path Complete!

Victrix nods in agreement. "Aye, sounds loike a good idea. Dependin' on 'ow long it takes us ta secure the castle, we moight take more casualties than acceptable if we don't deal with the ghouls."


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"So let us investigate what is stiring up the ghouls first thing in the morning. Shall we keep watch during the night or are the soldiers up to it?" Konny is trying to finish the conversation and go resting.


Drezen Citadel Drezen Dungeon of Drezen

The Soldiers are up to it...no need for watches.

The party and army rests the night and upon waking Irabeth reports that a half dozen Paladins were slain in the night by waves of attacking Ghouls. She plans on leading the bulk of the Paladins that way today and smashing the ghouls, and have Sosiel and Brighton consecrate as much of the area as she can.

The Haunted Vault

In the 16 years Citadel Drezen remained in crusader
possession, thousands of defenders lost their lives
defending it. Originally, the citizens set aside this field to
bury their dead, consecrating the ground to prevent the
rise of undead. Eventually, the carnage became so great
they resorted to cremating remains and sprinkling the
ashes across the field. The magical protections have long
since faded, and the cemetery is now a desolate place where
nothing grows save for a population of ghouls. Even the
demons and their allies avoid it.Even a cursory
observation of the graveyard notes that one vault seems
particularly corrupted-this stone building stands at the
western end of the graveyard, and seems to be cloaked in
rippling shadows even during the day, not that daylight
ever gets all that bright in the Worldwound.

Any preparations the party wishes to make?


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Seems the main blast spells I'd picked up are damp squibs vs undead. I'll go heal bot mode here and maybe use the heals offensively.

Kaladin sleeps fretfully, telling Navi, "Undead scare meh silly Lass. Meh tricks dinnae work on 'em lik they do wit' daemons. Still I've prayed fer guidance, lets hope I'm up to tha task..."

Noticing some of the Knights are up and about, Kaladin says, "I'll be running a ward 'gainst evil. If yer close ta meh, it'll help ya too. I'll also be sharing in ya pain today, my life force ta power yours, if that's ok with ya..."


Retired - Adventure Path Complete!

Fort Save (Hedonistic?) DC 20: 1d20 + 8 ⇒ (15) + 8 = 23

Though she was able to sleep well in the aftermath of the bridge's capture, the news of paladins being slain in the night by ghouls brings Victrix's mood down considerably.

She swings her greatsword a few times before resting it on the ground. "Sounds loike a good idea. Also, if yeh've got anythin' that can foight paralysis, it'll be a massive 'elp. Bloody ghouls..."

The memory of Torag's ruined chapel evidently isn't sitting well with her. "An' whoever's directin' 'em is probably quite powerful too. Nobody wander off--splittin' up 'asn't been workin' out so well fer us lately."


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Kaladin replies, "I know a charm tha may 'elp if ya get paralyzed..."


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"Agreed. We shuid stick th'gither here."


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Konny memorizes the same spells in the morning.

"Actually, the splitting worked quite well, but I am not too keen to repeat that experience."


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

"Waipounamu me o ratou ara wairangi. Tenei ko te aha tatou e hoki to tatou tupapaku ki te whenua. E na taua mea whakarihariha kahore mau." Belledonna snarls as she contemplates the ghouls 'den'. Nodding in agreement at Victrix' directive to stay close with the others, she considers her own capabilities against the unliving. Shaking her head, "My talents remain as always they have. I can do little against the dead directly, but much to ward the rest of you."

Okay, that's kind of stupid. surmount affliction lists paralysis as one of the conditions it suppresses, but it is a 'self only' spell & how are you supposed to cast it when you are paralyzed?...

Hallit:
"Mendevs and their foolish ways. This is why we return our dead to the earth. Such abominations have no hold then."
Specifically, she is referring to the common Green Faith practice of exposing the corpse to the elements & carrion birds, and then placing the skeletal remains in an ossuary.
Basically, she's being her usual self.


Male Human (Kellid) Warpriest (Sacred Fist) 1 [ HP: 9/9 | AC: 14 T: 14 FF: 13 | F: +3 R: +1 W: +5 | Init: +1 Perc: +7 | Effects: none]

Brud's spells for today: Orisons: Create Water, Detect Poison, Purify Food & Drink, Stabilize
1st: Faerie Fire x 4
2nd: Barkskin x 3
3rd: Remove Disease x 2

Upon learning of the night's depredations, Brud opts for a more defensive selection of spells.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Was gonna say maybe it doesn't have a somatic component, but it does...that does seem kinda silly. The only way you could use it on yourself if paralyzed is with Still Spell.


Drezen Citadel Drezen Dungeon of Drezen

The party travels towards the Haunted Vault, and spots many ghouls but they keep their distance and do not approach the heavily armed group.

As the party gets closer to the Vault, a feeling of dread washes over them, a feeling of wrongness even stronger than when in the depths of the Worldwound. This place is cursed by foul magic.

Detect Magic w/Kn:Arcana DC 20:
The vault is
protected by an unhallow spell (CL 11th) with darkness tied
to it. The unhallow effect is centered on the center of the
vault's roof and surrounds the area to a radius of 40 feet as
well as the entire building interior, thanks to numerous
vents within the roof that allow the magical emanation
to fill the chambers within. This unhallow effect is
particularly long-lasting, as it is fueled by the unquiet
spirits within, and is permanent until dispelled.

Map is updated.


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Navi flutters over to Kaladin’s ear and whispers, "Kal, I’ve got a bad feeling about this place, it stinks of necromancy.”

Kaladin suppresses a shudder at the thought of going inside and forces the rational part of his mind the the fore. He scratches his chin, and murmurs, "Aye Lass, meh too. Can ye take a wee peek inside? Need ta know what we’re up ‘gainst, but don't go in too deep ya hear?"

Navi nods and suddenly it's as if she's not there, she silently flutters off into the gloom.
"Wait a sec, gonna give ya a good luck charm."
Kaladin casts protection from evil on Navi.

Navi waits for the charm to be cast and then goes scouting.
Navi: Stealth: 1d20 + 18 ⇒ (19) + 18 = 37
Navi: Survival if applicable: 1d20 + 10 ⇒ (2) + 10 = 12
Navi: Perception if applicable: 1d20 + 13 ⇒ (6) + 13 = 19
Navi: Spellcraft if applicable: 1d20 + 13 ⇒ (17) + 13 = 30

Navi has 60' darkvision and constant - detect evil, detect magic, freedom of movement

Spells and so on:

Kaladin: Air Barrier (1h), Magic Circle Against Evil (70mins) -- AC = 21, 23 vs evil
Navi: Protection From Evil (7 mins)

Life Link: Victrix, Belledonna, Brud, Konny

Memorized spells see here.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar watches as Navi heads off on her own, an expression of concern on his face. "She's bin magiced 'n' all, but...I'm nervous letting her go in thare even a bit wi'oot some hulp. This plece reeks o' evil."


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Kaladin paces nervously and agrees, "Aye tha it does. Still the lass is real slippery lik an hard ta spot."

She's also way smarter than Kaladin, and will play like it, keeping hidden and paying attention to magical auras and flying up near the ceiling. I'd expect her to go in a short way then come back to report. At the first sign of danger she'll withdraw.


Retired - Adventure Path Complete!

Victrix watches Kaladin's little glowing friend fly off to go scouting.

"If she can fly, I think she'll be fine. Well, that's assumin' she doesn't run inta flyin' beasts or somethin' loike that." She starts before stopping.

No sense making things more tense.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

Konny looks at his companions. "Is it just me, or does the vault seems more shadowy than anything around it? Could it be steeped in malign magic?" he says as he absently strokes the scorpion sitting on his shoulder.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"I dinnae think thare's ony doubt about it."


Drezen Citadel Drezen Dungeon of Drezen

Navi comes back and reports that he saw two undead creatures in the vault. They were wispy and not entire substantial, they looked like bats but only shadows of bats. He was not noticed. He details what the vault looks like.

Map is updated with Navi's info. Also, map is editable and Kaladin, find me a token that fits Navi and add it to the map.


F Lyrakien HP 31/31 | AC 20 (16ff 16t) | +3 fort +7 ref +9 will | +8 init +14 perc

Navi is a she ;)

Navi flutters back and tells the party, "There's some kind of incorporeal undead in there. No idea what type but they reeked of evil. This is a bad place to fight."


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Kaladin is intensely relieved when the tiny Lyrakien comes back safely and he urges her, "Tell meh everything ya can aboot em Lass, I'll try n figure out what we're up 'gainst..."

Kn:Religion: 1d20 + 11 ⇒ (12) + 11 = 23


Drezen Citadel Drezen Dungeon of Drezen

You take a -5 circumstance modifier because its second hand info, but the 18 is good enough to identify the monster as a Shadow and you have one question. You can know Defenses, Attacks, Special Attacks, or HD/HP


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Special Attacks :)


Drezen Citadel Drezen Dungeon of Drezen

Kaladin:
Create Spawn (Su) A humanoid creature killed by a shadow's Strength damage becomes a shadow under the control of its killer in 1d4 rounds.
Strength Damage (Su) A shadow's touch deals 1d6 points of Strength damage to a living creature. This is a negative energy effect. A creature dies if this Strength damage equals or exceeds its actual Strength score.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"I agree Barundar, maybe one of our more magicaly gifted companioms could find out more" Konny looks at Bel and Kaladin.


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Belladonna's the only one with skill ranks in Kn:arcarna.

Kaladin listens to Navi's description and says, "Sounds lik shadows ta meh. Nasty things, they siphon tha strength from ya, an if they kill ya they multiply."

Probably a good idea to cast bulls strength on all low strength characters.


Retired - Adventure Path Complete!

Victrix checks her weapons again. "So... which weapons should I use ta take 'em on?"

Knowledge (Religion): 1d20 + 5 ⇒ (3) + 5 = 8


Female Tiefling (Kellid/Pitborn) Sorcerer 8/Archmage/Heirophant T2 [ HP: 56/56 | AC: 11 T: 11 FF: 10 CMD: 11 | F: +3 R: +3 W: +5 | Init: +3 Perc: +1 | Effects: none

Recognizing the prompt for what it is, Belledonna snorts mildly before limning her perceptions toward the arcane spectrum. So fortified, she examines their surroundings minutely.

Cast detect magic
I suspect that this isn't particularly something that Detect Magic/Kn: Arcana/Spellcraft are truly going to be of much use for, but I certainly could be wrong, and if there is something like an unhallow or desecrate effect up, it would be better to know before-hand.
In case it is needed, Knowledge (Arcana): 1d20 + 10 ⇒ (4) + 10 = 14, that should be enough to at least recognize if there is an aura & if so, what school.


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Kaladin shrugs, "Magical ones at a guess, all tha betta ta hit em with."

Sigh death ward is not on the Shaman spell list. Might be worth casting protection from energy: negative energy although that's on the assumption there is more than "just" shadows in there.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"I betcha Radiance wull hurt thaim juist lik' thaim demons, though." the dwarf answers, patting the head of the precious weapon as he grips it.


Drezen Citadel Drezen Dungeon of Drezen

Belledonna detects a moderate evil evocation (evil) aura surrounding the entire vault. She cannot pinpoint the spell.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"I do trust Biggie to work just as well" Konny adds.


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

"Tha Lass tells meh it's unnatural dark in there. Mebbe a Daylight spell will help? Oughta help wit Shadows right?", Kaladin sounds unsure, wondering there isn't some other more effective stratagem.

Anyway before the party go in, Kaladin will cast these spells:

Heightened Awareness: 70 mins duration on self.
Resist Eneregy : Negative Energy : 70 mins duration on Victrix.
Shield of Faith : 7 mins - AC 24

Guidance and Resistance on all.


Retired - Adventure Path Complete!

Victrix readies the Mace of the Penitent as Kaladin begins casting his magic.

Once he's done, she starts leading the way. "Shall we?"


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

Barundar gives a nod. "As good a time as ony!"


Drezen Citadel Drezen Dungeon of Drezen

Konny Disable Device: 1d20 + 16 ⇒ (2) + 16 = 18
Konny Disable Device: 1d20 + 16 ⇒ (3) + 16 = 19
Konny Disable Device: 1d20 + 16 ⇒ (9) + 16 = 25
Konny Disable Device: 1d20 + 16 ⇒ (3) + 16 = 19
Konny Disable Device: 1d20 + 16 ⇒ (4) + 16 = 20

Konny fumbles with the lock on the door Navi entered through an opening on the roof (its very small so only she could do it)

Finally he kicks the door in frustration and begins working in earnest Taking 20

After quite a bit of time (15 minutes) Konny manages to unlock the doors.

The double stone doors swing open to reveal an anteroom filled with dust and smelling of decay. Nothing stirs, Kaladin and Brud are effectively blind due to the heavy shadows that seep from the very walls of the Vault. Everyone else has darkvision


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

I guess the shield of faith is wasted. Kaladin will refresh guidance & resistance.


Male Dwarf Rogue 7 / Wizard 1 / Trickster 2
Stats:
HP 80/81 | AC20 T 14 FF 20 | CMD 22 (26 vs. bull r, 26 vs. trip) | F +6 R +11 (+2 vs. traps)W +8; +2 vs. poison, spells, and spell-like abilities | Init +13 | Per +15 darkvision 60ft. | Acrobatics +18
Current status: MP 5/9, Prescience 3/4, AC 23 (OD), 2 negative lvls (-2 ability checks, attack rolls, combat maneuver checks, CMD, saving throws, skill checks), HP 70/71

"I must be loosing my skills at opening locks. I do not remember when was the last time I struggled so long with such a lock." Konny comments his attempts to unlock the door.

I have not realized the Vault was locked...

Kaladin: The guidance and resistance spells have 1 minute duration. There are at least 5 of us (not counting Brud and Navi). That means, when you finish casting (in 10 rounds / 1 minute), the spells are already winking out. So, why bother at all? ;-)


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Perhaps just resistance then. Although I'm of the opinion that undead bad, verrry bad. And buffs good although the extra bookkeeping is annoying. Maybe just casting resistance is better from that perspective.


Male Dwarf Fighter (Two-Handed Fighter) 5; HP 57/63; AC 19/10/19; DR 5/evil; F+8/R+4/W+3 (+2 vs poison/+4 vs spell/SLA); Init+2; Per+1

"We shuid hae some wi' night vision in th' front 'n' th' back in case something sneaks up oan us fae behind." Barundar says, tightly gripping Radiance as he stares into the darkness.

Does Radiance shed enough light to see by at all?


M Kellid Shaman 8 / MT2 | HP 80 | AC 21 (17ff 18tch) | +6 fort +4 ref +13 will | +0 init +16 perc | Resource Tracker

Nervously Kaladin whispers, "Gonna try a daylight charm when ya tell meh we're fully inside. Dunno if it'll work lik, but wortha try."

He hisses to Navi, "Lass I canne see, tell meh if I'm walking somewhere dangerous..." Navi replies lightly, "You're walking somewhere very dangerous Kal!"

"Yer nay 'elp lass.", grumbles Kaladin, "Remember our fates are bound together, gods help us."


Drezen Citadel Drezen Dungeon of Drezen

The darkness is a stronger effect than Radiance's glow and a 0 level Light spell...so neither would work.

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