| GM Tacticslion |
What are my options for my next round since I can't OM. I take it no offensive spells etc either?
... well,
I do actually have healing ability, from CSW.
... and, I'd let you work on one of two things (or, if you can think of solid ideas, let me know): 1) widening the gap to get yourself free/moving forward; and/or 2) trying to recover the mephit-left-overs (which may or may not include breathing creatures, mostly-intact corpses, or other things - you don't know, yet) that are strewn around.
As noted, though, if you come up with a solid idea for what Inarus wants to do this round, let me know.
Usawoti, do recall that I'm allowing you to use your Healing ability on either yourself or another army; if you use it on another army, however, you suffer penalties as if you'd used Channel Energy (positive).
Also, both of you should know that, from this point on, unless there's a rout or run-away, it's all Melee Phases from here.
| GM Tacticslion |
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Putting this on the new page, so it's easier to quickly reference!
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Inarus
Type Fine dragon; ACR 7
hp 45; DV 21
OM +12
Tactics standard
Resources Armor {Improved (+1)}, Weapons {Improved (+1), Ranged}
Special Blindsense, Breath Weapon, Darkvision, Fear, Flight, Healing, Inspire courage, Spellcasting, Significant Defense, Spell Resistance, Spellcasting, <Teleportation>*
Speed land 2, fly 2
Morale +4
Consumption ALOT! Dude is hungry, and that amulet makes him hungrier!
Commander himself
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Usawoti
Type Fine human; ACR 3
hp 13; DV 21
OM +11
Tactics standard
Resources Armor {Improved (+2)}, Weapons {Improved (+2), Ranged}, Mounts
Special Hex {healing}, Healing, Mobility {with mount, only), Mount {Mope}, Spellcasting (+6)
Speed land 1, fly 2 {with mount, only}
Morale +0 {with Mope's bless; -1 without}
Consumption Pretty normal for a human male of his size.
Commander himself
==================================
BAM!
| Inarus |
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Widen the gap to get myself free.
What are the effects of that again?
Use shadow blend from my demon side to turn myself invisible.
Tentative plan, but based on knowing what is the effect of widening the gap.
Usawoti
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The arcane strike is rolled up into your "Improved Weapons" ability, and you should actually have the Inspire Courage ability. Shame it doesn't help you with that really lousy roll - that would have been an awesome addition. Ah! Forgive me, you should be able to use Healing, then. Similarly, so should Usawoti.
EDIT: Updated. That said, Usawoti, dude, where's the Mope-love at?! *grumble, complain* gonna hafta search for it now^ *grumble, complain* ;P
^ UNLESS YOU DO, FIRST, HINT. ಠ_ಠ
Power Attack
Furious Focus
Weapons Focus
toughness
weapon versatility
Weapons specialization
Attacks:
+ 6 str@1.5, + 9 PA x 3, + 1 magic weapon, + 2 weapon specialization
Full attack: + 1 Holyflaming earth breaker (PA, FF, WF, WV, WS)
attack: 1d20 + 14 ⇒ (3) + 14 = 17 for damage: 1d12 + 6 + 9 + 1 + 2 + 1d6 ⇒ (7) + 6 + 9 + 1 + 2 + (2) = 27
attack: 1d20 + 6 ⇒ (7) + 6 = 13 for damage: 1d12 + 6 + 9 + 1 + 2 + 1d6 ⇒ (8) + 6 + 9 + 1 + 2 + (6) = 32Full attack + 1 Holy flaming earth breaker, (PA, FF, WF, WV, WS), large, heroism, holy, bane, battle spirit
attack: 1d20 + 15 + 2 + 2 + 2 + 2 ⇒ (1) + 15 + 2 + 2 + 2 + 2 = 24 for damage: 3d6 + 7 + 9 + 1 + 2 + 2d6 + 2d6 + 2 ⇒ (4, 3, 1) + 7 + 9 + 1 + 2 + (2, 3) + (6, 4) + 2 = 44 fire: 1d6 ⇒ 2
attack: 1d20 + 7 + 2 + 2 + 2 + 2 ⇒ (4) + 7 + 2 + 2 + 2 + 2 = 19 for damage: 3d6 + 7 + 9 + 1 + 2 + 2d6 + 2d6 + 2 ⇒ (4, 2, 5) + 7 + 9 + 1 + 2 + (2, 4) + (4, 1) + 2 = 43 fire: 1d6 ⇒ 3Large AC 25, Swift action: Enemies bane, (dragons) Move: Attack: + 1 Holyflaming earth breaker (PA, FF, WF, WV, WS), heroism (holy)
attack: 1d20 + 15 + 2 + 2 + 2 ⇒ (11) + 15 + 2 + 2 + 2 = 32 for damage: 3d6 + 7 + 9 + 1 + 2 + 1d6 + 2d6 + 2d6 ⇒ (3, 4, 6) + 7 + 9 + 1 + 2 + (4) + (6, 4) + (1, 5) = 52Holyness on hammer
A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all creatures of evil alignment. It bestows one permanent negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level cannot be overcome in any way (including by restoration spells) while the weapon is wielded.Affects:
Heroism: +2 to attacks and saves
Barkskin :+ 4 enhancement, 10 min/level, extend, 220 min=3 hrs. 10 min.
False life, 11 hrs, 1d10+10
magic circle against evil, 10 min./level,
1: +2 deflection bonus to AC and a +2 resistance bonus on saves
2: the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature
3: the spell prevents bodily contact by evil summoned creatures
Enlarge: +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size. This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature's size category to the next larger one. 1D12 = 3d6Coven Boons:
You each sense a greater power within you.
- If you acquire a third member, you may each take a swift action to gain any of the following effects, usable up to once each effect for each member:
Without a third member, there is an 83% success rate (anything under 83 on a % dice roll), while with a third member embedded, it increases to 100%.
- If you fail a % check, the ability is not used up, but cannot be used for 1d3+4 rounds.
- All effects are 150% their normal limits, double their normal range and duration ("touch" spells may be used within 10 ft. instead), as if the empower, extend, maximize, and widen metamagic feats were accessed simultaneously.Boon spells:
animate dead, baleful polymorph (DC 23), blight (DC 22), bestow curse (DC 22), call lightning storm (DC 22), clairaudience/clairvoyance, charm monster (DC 22), commune, control weather, death ward, dream, firestorm (DC 26), forcecage, mind blank, mirage arcana (DC 23), nightmare (DC 24) plague storm (DC 24), quench (DC 20), reincarnate, sculpt simulacrum, simulacrum, speak with dead, veil (DC 24), vision, whirlwind (DC 25), and wind wall.Boon weapon:
Additionally, each of you may gain a single +2 frost weapon of your choice made of magically hardened blue ice sized for your creature type - it is treated as if adamantine, mithril, or cold iron for DR and hardness, whatever is best; you know, inherently, that it will last for 1 week, but can be intentionally and easily shattered at your will as a standard action to utilize a very powerful storm that functions as a maximized and empowered meteor swarm (dealing cold instead of fire damage), storm of vengeance,
and storm bolts, though you'll probably not want anyone or anything you care about to be nearby, and there is no particular way to automatically ignore the damage (normal resistance and immunities apply).Boon Bonus:
-you may ignore negative weather conditions;
-you gain a +2 enhancement bonus to any resistance bonus you have to fortitude saving throws you make against fungus or disease or similar (effectively stacking with the highest resistance bonus you have);
-+3 luck bonus to the DC of any one ability declared immediately and cannot be changed, later.Bridge Boons:
1]You each get a single use of a variant of the rage spell as a swift-action SLA with a few changes: the CL 1; it is a single-target effect (which does not have to be willing, Will negates); when you affect a target of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast evocation spells while under the effects of this rage (with a +1 CL), as can your opponents.2]You each get a single use of a variant of the litany of sloth spell as a swift-action SLA with a few changes: the CL 3; it is a single-target medium range effect (which does not have to be willing, Will negates) and lasts 2 rounds; when you affect a target of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast conjuration spells while under the effects of this sloth (with a +2 CL), as can your opponents.
3]You each get a single use of a variant of the unnatural lust spell as a swift-action SLA with a few changes: the CL 6; it is a single-target medium range effect (Will negates) and lasts 4 rounds; when you affect a target of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast enchantment spells while under the effects of this sloth (with a +3 CL), as can your opponents.
4]You each get a single use of a variant of the aura of inviolate ownership spell as a swift-action SLA with a few changes: the CL 15; it is a single-target medium range effect (Will negates) and lasts 16 rounds; when you affect an opponent of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast transmutation spells while under the effects of this greed (with a +5 CL), as can your opponents.
5]You each get a single use of a variant of the aura of inviolate ownership spell as a swift-action SLA with a few changes: the CL 15; it is a single-target medium range effect (Will negates) and lasts 16 rounds; when you affect an opponent of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast transmutation spells while under the effects of this greed (with a +5 CL), as can your opponents.
6]You each get a single use of a variant of the vampiric hunger spell as a swift-action SLA with a few changes: the CL 21; it is a single-target medium range effect (Will negates) and lasts 32 rounds; when you affect an opponent of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast necromancy spells while under the effects of this hunger (with a +6 CL), as can your opponents.
7]You each get a single use of a pair of variant linked spells: the hollow heroism and overwhelming presence spells simultaneously as a single swift-action SLA with a few changes: the CL 28; it is a single-target medium range effect (Will negates) and lasts 64 rounds; when you affect an opponent of your choice, you are also simultaneously affected; and you may still concentrate on this spell and cast illusion spells while under the effects of this superiority (with a +7 CL), as can your opponents. To end the heroism effect, both you and your opponent must agree - upon doing so, both the overwhelming presence and the negative aspects of hollow heroism apply to both immediately for the effect's duration; both are aware that this is the case and what they must do, and any time the other desires to do so, though no other communication is granted.
02/2/17: 7:43
You each gain one total use of your "gluttony" ability gained from the gate. Inarus gains two.
Usawoti gains another use of his gluttony power from the bridge2/2/17
info:Lets flip them... Righteous anger=Wrath, Rest=Sloth, Fertility=Lust, Wealth=Greed, Honest pride=Pride. Not sure what eager striving stands for, could be gluttony or envy.
I think eager striving is gluttony. Gaunt female, demanding seaglass...like you know, we got cookie?
Good catch on the bridges, thoughYeye Yephima
Totem Spirit (Steed)
Aura strong various; CL 15th; Slot -; Weight -; Price –
Mope
These magnificent marks bear the totem spirits of the Shriikiri Quah – the “Hawk Clan” of the Shoanti people. The steed (Mope) may be called upon at any time as a powerful mount (and may be selected for a the Mount or Animal Companion special ability).
STATISTICS
Goals guide the descendants or relatives of his master in the principles of the Shriikiri Quah (Hawk Clan)
Alignment CG; Ego 27; Senses 120 ft., lowlight vision (x4), scent
Int 23, Wis 17, Cha 18
Communication empathy, telepathy (bonded master only), read languages Shoanti; Vulnerability effects that target animals
Spell-like Abilities (CL 15th; concentration +21)
continuous – bless
at will – mount, phantom steed, saddle surge (Mope only), summon totem creature (Shriikiri Quah/Hawk Clan only), wake of light (Mope only)Skills acrobatics +5*, knowledge (see below**) +8, perception +10, ride +5*, sense motive +8, stealth* +8, survival* +8
* Note: this skill can only be used to Aid Another for any would-be riders, but may also be used by the summoned horse. For the physical skills when summoned, use the summoned mount’s relevant modifiers.
** Mope has knowledge (history, nature, and religion), but may make any knowledge skill check, regardless of ranks (which is a +6 bonus)
the item has 5 ranks in perception, ride, sense motive, stealth, survival; and 2 ranks in each of the knowledge skills; creatures summoned use these, or their own skills, whichever is better
Creatures summoned by this tattoo gain an additional +20 speed compared to any expected amount (+10 if in medium or heavy barding), never provoke attacks of opportunity for moving (nor do any riders), and gains a +1 morale bonus to attack rolls and saving throws against fear. They share those with their master.
The creature has the ability to independently move or act; it may do so as a moving tattoo (that can move across the bearer's skin), or leave a chosen bearer (for example: if they grow too different in ideals, or are voluntarily surrendered to the next generation) and go to a new bearer. When not attached to a bearer (a swift action touch attack to succeed), the creature is akin to an advanced version of the base creature, with the mental scores of the item, as if in a gaseous form effect. When bonded with a bearer, the creature is considered part of that bearer.Information: Tunnels and Mephits
There are now five passages you see radiating from this central one.
EXPLORED! The first is, of course, the one you came from originally. No mephits fled this way, and the direction you came from leads to two side passages - one of which had a frozen and well-separated dragon corpse, the other of which had lots of messy corpses - and they hypothetical (but really hard to get back to) place you came from in the top of the tower (where you'd fought some smoky air elementals and a white dragon).
EXPLORED! The second had been inhabited by dust mephits, but extremely few of the surviving mephits of any kind fled down that way. You have now explored that, and added three dust mephits, leaving the cowering fiendish air mephit alone.
The third had been inhabited by air mephits, and a large number of survivors of all kinds had fled down that path - more than any other path, and including those that first fled from Inarus' intimidation, and most that fled the central area. The one mephit to stay conscious after Inarus' fireball - the dust mephit - had also fled down this way, even while swearing vengeance.
The fourth was the one that lightning mephits had inhabited, and the one that the majority of that kind had fled down, as had a few of the different kinds.
The fifth was the one the smoke mephits had inhabited, and the one that the majority of that kind had fled down, as had a few of the different kinds.
Remaining alive in the chamber are three relatively ordinary dust mephits and two relatively ordinary air mephits (all five of whom survived Inarus' ball of illusory flame, if only barely, and only thanks to the action of both Inarus and Usawoti working together), and the four newly-fiendish mephits that had been physically attacking Inarus - one dust, one lightning, one smoke, and one ice.
Mope's info was on a separate Microsoft word document I have kept to try and help keep new information on...
So the second round can I call up Mope and heal Usawoti?
Now to copy and paste the army info onto the document...
Edit: I didn't mean to not be using him, Usawoti was riding dragon Inarus and I didn't want to expose him to combat unduly since he more normal when Usawoti is riding him, but I'm willing to learn!
| GM Tacticslion |
Usawoti: AWESOME! That's super-cool!
As far as Mope, that makes sense: I mention it, though, because of the way he explicitly interfaces with Mass Combat, and how that would affect your stats!
We're all kind of learning this together, and I learned some of what you could do by reviewing for your mass combat stuff.
Widen the gap to get myself free.
What are the effects of that again?
Use shadow blend from my demon side to turn myself invisible.
Tentative plan, but based on knowing what is the effect of widening the gap.
It gives you less of a physical disadvantage/them less of an advantage (on OM/DV) compared to their mobility.
| Inarus |
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Well, action was already made by the time clarification came, so I'll stick with it. Pull mephits out, back off to the main cavern, seee if they follow.
| GM Tacticslion |
[dice=moral]1d20so hit points are 6/13 If I cannot OM can I do anything else? like heal or call up Mope?
Looking at your special abilities, quickly:
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Hex {healing}: Once per battle, the army can heal a number of hit points equal to half its ACR.
Healing: This... actually shouldn't be there. This is a specific sub-type of the "Hex" ability, so neither of you should have this. I have realized this several different times, but always forget when I look up Mass Combat rules, because there is zero formatting that properly indicates this, outside of alphabetical order. So instead, I'm going to allow:
- Channel Positive Energy (Cleric 1, Paladin 4): In the Melee phase, the army deals +1d4 points of damage against an undead target army. Instead of dealing extra damage to an enemy army, the army can use this ability to heal itself or an adjacent army; if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
... as this is basically what the cure spells are.
Mobility {with mount, only): If the units have a form of mobility that gives them an advantage in the battlefield’s terrain (such as boggards in a swamp), increase the army’s OM by 1 for that battle against armies without such mobility. Mope always has this.
Mount {Mope}: The army’s mounts increase the army’s OM and DV by 1.
- ALSO: Mount: The army is mounted on horses or other war-trained animals. Increase its OM and DV by 2, and increase its Consumption by 1. If your army uses mounts that are more powerful than the units themselves, your army’s ACR and derived scores might increase (see ACR). To purchase this resource, a settlement in your kingdom must have a Foreign Quarter, Stable, or Stockyard.
Spellcasting (+6): If an army’s units can use magic (from either spell-like abilities or actual spellcasting), increase its OM and DV by the spell level of the highest-level spell the individual unit can cast. If any of the army’s offensive spells has a range greater than touch, the army can make ranged attacks.
==========================================
... so your spellcasting is already included, but you can heal yourself or Inarus but also use another OM phase (at penalty), but can heal again by an amount equal to half your ACR by your Hex ability. That'll mean you deal less damage, but... you'll be healed, somewhat!
Inarus, similarly, you can do the same.
Also, both of you, recall, you may do this to yourself or to the mephits or to Usawoti (or, I suppose, to those "feather-beak" creatures; your call.
| Inarus |
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I don't think there's any point trying to heal the mephits if they'd get dropped by those feather-beaks anyway, better to get them out first, then fix up the mess with feather-beaks later?
| Tacticslion |
Hah! I know not what PFS scenario it is, but good to know!
Also: will GMTL manage to get to his desktop today?! Stay tuned to find out!
(So far, I have entered my house four times and failed to get to the desktop.)
| Tacticslion |
No: it's me. I had problems getting to my computer, then there was rather difficult news about my niece (she is better now, but there were several medical scares), then I had an exceptionally busy weekend plus getting a fever/passing out much of the day.
Sorry! I now have to get out of the house and grab a few things, but I hope to update tonight.
I'm really sorry I've been out of communication. It's pretty much exclusively me.
(If it makes you feel any better, my real-life games have had the same "break" - and that's just my wife and I when we're at home together!)
| Tacticslion |
| Robert Henry |
| 1 person marked this as a favorite. |
I Had a really cool discussion typed out. I was very wise and pithy and extremely interesting; bringing up several humorous and life changing bits of facts using colloquialism that you would have loved.
Unfortunately the internet froze up when I went to copy and paste something... now the muse has left.
So, glad to hear your niece is past the medical scares, we have been praying for her.
Take your time, this game is like good BBQ, the longer it takes the better it is!
| Tacticslion |
Well, she is past the most recent - she still has a long way to go.
But thank you for the prayers!
(And darn that fickle muse! Darn her a new pair of socks! ... maybe she'll hang around longer for me, too...)
Just a Mort
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Family first. Nuff said. Yesterday I was feeling so sick I had to leave in the middle of class. I was pigheaded enough to think I could stay after break, but I kept getting a headache as soon as I sat down. Dunno. Stress? Lack of sleep?
About your niece, best wishes for her health. Tell her to do her best to stay positive.
Uh..muse..what's a muse? Ok fine, I know what a muse is...but you know, do I look like an arty farty sort to you?
Yeah, I can't draw/paint whatsoever, yes I can play piano, but my playing lacks...emotional expression, though I may be technically adept.
| GM Tacticslion |
ranged phase: 10 = 10
... you just cannot catch a break, can you?
That's... impressive.
I'm sorry. :I
That said, you guys did a solid job on that first melee round - it's only once they returned your own vicious assault that things started to seemingly go poorly.
... that said, Inarus, you're beginning to understand: these creatures, though an anarchic force, seem to be... "assisted" by something, making them far more deadly than they should be.
| Inarus |
| 1 person marked this as a favorite. |
I've always been embarassed about myself, though.
| Inarus |
Yeah I'm at 1/4 Hp, the next time I get into a fight I'm sorta pretty screwed. Do you have any cures left on mephits?
Youd have taken about 42 dmg from the army combat, and you're at 49 hp. Without the rounding down rules (I used 6/13 instead of 7/13), you'd be bleeding on the ground now, that's why the first thing I did was to heal you.
if it takes an OM penalty equal to half its ACR for one Ranged or Melee phase, it heals a number of hit points equal to its ACR.
My ACR = 7, so you heal 7, and should be back to full. Inform me if my calculations are wrong, TL. I am not that familiar with mass combat rules, though I have honestly tried to study them to the best of my ability. And maths is not my strongsuit.
| Inarus |
| 1 person marked this as a favorite. |
I'm at about 1/4 hp, one Cure Critical left. How many spells left are you at with regards to heals, since our wands ran out quite some time back?
| Inarus |
| 1 person marked this as a favorite. |
If we get out of army rules it barely does ANYTHING to my hp, I think. Got a rather large hp pool here.
(4d8+11 is >.<)
We could go on, but that'd be risking our deaths because we literally ran out of hps...
| Inarus |
| 1 person marked this as a favorite. |
I know the place is unsafe to rest. Maybe the closest safe spot is the central chamber(if its even accessible – and it’ll require backtracking) – with the featherbeaks issue – do you think the mephitis even knew where Shuuvu was in the first place, or was it a case of lost in translation – they gave us what we asked for, not what we wanted. Which is funny in a way, but I have a warped sense of humor, so ;)
Do you think the mephitis are sending us on a wild goosehawk chase, or should we follow the lead to the end?
Usawoti
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I think it was a case of lost in translation, I don't remember if you said wings or not all I said was beaks and feathers, so here we are, I think resting near the weeds on this side of the poison stuff would be the best place, you can rest Usawoti will watch, we can even use the mephits as guards if we want to.
Also TL said that the plant lady is somehow connected to shuvuu (or something like that) after we rest why don't you ask her if she can point us in the right direction...
Also once we rest we may as well continue heading into 'hell' to see what is down here.
| Inarus |
| 1 person marked this as a favorite. |
I get my spells restored on rest. You don't. So I don't know useful it'll be, and also if those any of those fiendish mephits won't CDG any of us in our sleep.
You want to snooze here? We're at the weeds, behind us is a poisoned passage.
Also one more thing, I can eat as I go along, but what are WE going to do about water supply?
Usawoti
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| 1 person marked this as a favorite. |
once I can change spells I can create food and water as for the mephits, they should keep each other loyal. I think they hate each other just a little more than they hate us
If all the beak-feathers are dead, we can put a guard in the weeds and the poison spot will protect us from behind, it's as good a spot as any.
| Inarus |
| 1 person marked this as a favorite. |
And for now, until we find Shuuvu, it's no water for us. Geez. Call me paranoid, I don't really like doing this but I don't see much better alternatives out of this either.
| Inarus |
| 1 person marked this as a favorite. |
Yeah we ought to, but let me get done with work then I can be spammy on train.
| Inarus |
| 1 person marked this as a favorite. |
Another option would be trying the 83% chance from coven for this. But what question to ask?
| GM Tacticslion |
Mmmmmmmmmmmmmmmmhhhhhhhhhhhhmmmmmmmmmmmmmmmmmm...
I was wondering if you were going to think of that. >:D
Now that it's been mentioned, make sure to peruse all of your options on the list of options.
Just a Mort
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You want regenerate. Which is out of our pay-grade.
What were you expecting from a leopard worshipping Nethys?
Just a Mort
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You're an optimist. We just leveled, you nub!
I prefer to think myself as a realist =)
| Inarus |
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Options:
1) You take the amulet and go talk shop, if you can. So far I've been using telepathy, not much luck. Not even sure if you can contact amulet without telepathy.
2) Cast visions, ask where is Shuuvu.
Edit: Wish Luke were here. He knows better then I do on how to do divinations properly. It's too much of an airy fairy type of magic for my taste.
Another point: If Visions shows us where Shuuvu is, are we going after him in our weakened state? His location may change after sleeping for 8 hours.
3) Casting of commune, with answer yes/no, would reveal if Shuuvu is down this passage or not. However, if he isn't:
"If you lag, discuss the answers, or go off to do anything else, the spell ends."
It is not possible to go back to multiple passages and ask which one Shuuvu went down.
Visions option gives fatigue, but if we intend to sleep here, it's not altogether too bad (should be fine in the morning). Mephits aren't in any shape for watches, so we're on our own.
Also - had to say this, Poor communication kills. That was basically the reason for the entire mess in Star Wars Rogue One.
Edit No. 2: Luke's smarter then I am.
| Inarus |
| 1 person marked this as a favorite. |
More for his ideas then his character actually. He has more experience at higher level play then I do...sure, I read at every opportunity, but when it comes to practical experience? Never done it =)