The group has acquired significant funds, but now must deal with an ailing wizard. They set out to follow a clue delivered by a cryptic stranger in a dead city, in the hopes it will lead to a cure.
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
Now, I know we found a bunch of loot.
Was it all left here? I know Dara or Yllaine used a potion in one of the fights.
Also, Luca has a pot plant, right?
Thinking we may want to redistribute that before we get into trouble.
Tyrus will change spell loadout. Does anyone want to make requests or provide input?
Who needs a Mage Armour? At the moment I've got Tyrus, Torble and maybe you, Luca?
so, maybe...
0: mending, detect magic, acid splash, light
1: chill touch, burning hands, mage armour x3
Edit: Making a loot list of what I think is stored in the doorway.
stored stuff post 308.
20 does of healing lotions (post 297)
Tyrus used two lotions on healing people that night (so 18 left)
potion of Cure Light Wounds (post 280)
potion of Cure Moderate Wounds (post 280)
Unknown transmutation potion (post 280)
4 doses of Mensha (post 271)
Sound right?
I plan to keep Luca well back, though I won't stop you if you want to cast it. XD She also has 30 GP and a bracelet that hasn't been divided just yet, and I think we can now split the gold evenly.
Message to all games. Starting tomorrow I will be on vacation for a week. Posting will be spotty, focused, or non-existent depending on what is going on. Will try and keep up. Sorry.
It's not like we're crunched for time. We can spin our wheels until Dante gets back, or continue on and only pause if we find something that Dante needs to contribute to more rapidly than he is able on vacation.
Also: FINALLY you guys decide to go through the damn door! :)
Just to make sure everyone knows: you do have to state that you actually take the actions in your plans before I can tell you what the results of those actions are.
Ok, gang. I should be done with my period of less-than-consistent posting as I have secured new employment and will once again be safely ensconced in front of a computer for most of each day.
Many thanks! and - It does? I had believed the opposite. Either way, I'm going to say that he's aware of it, cuz I don't want to extend and then retract the info. Perhaps this is... very porous stone?
'sokay. I'm actually somewhat impressed by how well you guys are doing on all the little NPC and place names. As a GM you sort of get used to players ignoring that stuff and making up new, easier-to-remember ones.
I have been figuring out some things with regard to spell books, being that they are so pivotal to some magic users' game experiences. Here's what I've basically decided:
1. There is nothing inherently magical about a spell book - it contains normal writing which describes a spell. Thus, Read Magic does not help a person read a spell book in normal cases.
2. Read Magic is primarily useful in helping to discern the intent of magical writing which contain power of its own such as spell scrolls.
3. Spell books can be written in just about any language. I mention this because a player in a face-to-face game seemed to think all spells and magical things were necessarily written in Draconic.
As always, feel free to voice any comments, questions, or concerns on these.
(Recall that once you have finished this adventure your characters will be able to flesh out and change their builds a bit, especially with regard to languages).
I might have a few tweaks. I'm pondering trying Wordcasting - which seems fitting for Luca, especially if she causes effects by speaking in Aklo - but I haven't really decided yet. XD
-3 int M Human Human Male Wizard(Enhancement) 5, HP:20/21 CS 20/25 | AC:12(16) | FF:10 | T:12 | CMB 1 | CMD 13 | Fort:+1 | Ref:+3 | Will:+4 | Initiative:+2, Perception:+0 Speed:20| Enh 4/8
I checked the map, I don't think it has the most recent changes.
I believe this means we've checked the tunnels through the north laboratory door, and have only the west laboratory door to go?
Ah, yes that is my bad. I haven't updated it in awhile. I will try and get it updated sometime today.
The west door led to the storerooms, though.
EDIT: Tunnel map updated with new routes and labels. Not that the longer tunnel isn't really meant to be an exact replica of the twists and turns or the length to-scale.
The laboratory itself, not particularly long - figure two or three hours if the whole party helps.
The store room, on the other hand, is packed with boxes and packages and whatnot. Because the primary difficulty is in identifying and determining if the items are still viable, it could take days.
Given the somewhat time-sensitive nature of what we're currently doing, I think examining the storeroom would be something to deal with at some future point.
Remember that I need to see the players agree to a coherent plan, either in discussion or in gameplay, before I can move us along. To that effect, I am waiting for people to respond to Tyrus.
The rules to simply add a spell to your spellbook (from another spellbook) are a bit easier than the ones you posted. You don't need to be able to prepare it:
"A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his speciality."
Yes, the deciphering had already been done. As you've decided to hold off on adding to your spellbook, but DID opt to do some studying, I'll post the new spell details here anyway.
Resonant Fracture:
School: Evocation [sonic]; Level sorcerer/wizard 3
Casting Time: Full Round Action
Components: V, S
Range: Touch
Area: See Description
To cast this spell the wizard must place thier hands flat upon the surface of some material of at least one cubic foot in volume. A sudden crack of sonic energy rings through it, affecting the material within a cylinder as tall as the caster, beginning at the point of contact and extending in a straight line for up to 1 foot/caster level. Materials affected by the spell take 5d20 points of damage per foot affected (hardness does not apply). Any material reduced to 0 hit points by this spell is pulverized (reduced to dust, splinters, etc).
This spell only works against large, uniform blocks of matter and cannot be used to damage or harm living things or complex objects.
If the effects aren't clear, ask about anything you're confused on. New post coming to gameplay soon.
So... I bet we could dig through the ground a LOT faster if we used that spell... =D
Er, y'know, if we weren't all level two, still. XD Gonna be awhile before that's useful for any of us, though if there's any stronger casters in the camp...