Yes, thanks for letting us know. I'm with Jobo, you can put it in inactive and then if you have time doWn the road, change it back to active status. Then we'll all know.
I am aware of that. I wanted to try the fear first because that will affect more of them. I can only put four to sleep at a time, max. That ties up 8 of them, max.
I will order Mr. Bowler to do that next round, but the fighters seemed to want to advance forward. Fear makes the kobolds run away, which would clear a path.
Yes, I agree with you on the regular sleep spell. But there as so many of them, it will just be a chance to fall down and their neighbor wakes them up the next round from a kick. I'll try it on whoever is left after the fear spell. The sleep probably won't go Off since it's a full round cast that can be interrupted. But that means those hits won't be aimed at us at least.
I cannot use sleep again without hitting allies. Also, those who made the save the first time are now immune to the effect. The other spells are language dependent and cannot be used.
I'm not sure why actions were taken to attack sleeping enemies instead of those who were aware and would logically try to awaken others. I"m also not sure why we're savaging kobolds who could be noncombatants (there were women, children and eggs in the crowd).
I'm honestly not sure that such massive combats work well in a situation where people cannot talk face to face to point out little problems and line of sight issues. I'm not saying that as a slight against anyone, especially you Oberon. You've done a lot already with trying to clean things up. I"m just not sure this format works well long term.
"Don't attack the women and children! Make them run away!" Conner bellows at Mr. Bowlder as he sees others swinging at the mass of frightened kobolds fleeing the room.
The druid runs forward to M20, calling upon nature to twist the weather to protect his allies and perhaps save a few lives. A Fog Cloud appears on the far side of the room, centered on N9.
The satyr takes a five-foot step and casts Fear in front of himself.
Will save DC 18 Casting check by Satyr if damaged DC 10+4+damage done 1d20 + 12 ⇒ (1) + 12 = 13 Second check if needed 1d20 + 12 ⇒ (7) + 12 = 19 Damage must get through DR 5/Cold Iron to force a check
"Deal with the drummer," Conner calls to the Satyr. The fey takes a 5-foot step to the side and takes a full-round action to cast sleep on the right drummer. Will DC 15 negates.
Conner quickly moves up to catch up with the others , taking a double move to catch up with everyone else.
Doesnt the enlarge spell have a range of 25ft +5 per level? Not that I'm saying Lorelei should make us big but she doesn't need to be right next to us to do it.
Since the wand is 1st level, it's a range of 25 feet.
Conner will move to P31, cast the scroll to summon the Satyr into N25, order it to move to N18 and then use its pipes to put everyone to Sleep within range.
He and the others will make sure not to stand within the 60 foot radius of the sleep effect.
I think everyone is right. We cannot really deal with the drummers in the back easily, so let's just do the original plan with everyone's additions and go from there.
Is playing the pipes the same type of action as casting the spell, i.e. full round action or standard? If it's full round, then we won't be able to get him close enough to affect them and not us without it taking more rounds to set up.
Conner will add that the suggestion spell probably won't work since he doubts all the kobolds and the satyr share a language. Charm person won't do much either, because you need to talk to people to get the most out of charm. And it will only make the like the creature, not us.
So sleep is our best bet, followed by fear. But there are enough of them that if they scattered, we probably couldn't reach the shaman in back.
Conner could move to P31, cast the scroll to summon the Satyr into N25, order it to move to N18 and then use its pipes to put everyone to Sleep within range.
The problem is he won't be able to hit the drummers that way. And I'm sure they will be able to wake everyone up with a round of playing. And it will take a full-round action to cast the spell from the scroll.
Suggestion, Charm or Fear is possible, but I don't suggest we use Fear. Random people running around will just lead to someone to fall down the pits and die.
Charm could get them to explain everything, and the Satyr could move into better place to sleep them all if needed. Or we could move up as close as possible and then I try to summon the Satyr into k6 to sleep everyone near the idol.
Conner tries to figure out what exactly is going on with the kobolds and statue, especially since the people from Vigil appear to be part of the ceremony.
"The shaman is using minor arcane magic to improve the ceremony. He could have other talents as well."
Looking at the room, the druid whispers to the others.
"The women and children are between us and the shaman, not to mention the Vigil guards. We need a way to handle this that doesn't hurt anyone we don't want to hurt."
Conner holds up his scroll of Summon Nature's Ally IV.
"I can use this to summon a Saytr under my command. I would tell him to use his panpipes to put everyone within 60 feet to sleep. He could also charm them, make them run in fear or simply give them a suggestion to leave us alone long enough to parley. How does that sound?"
Caster level check for the scroll to get it out of the way DC 8, range 45 feet 1d20 + 3 ⇒ (14) + 3 = 17
Magical Effects Expended:
Wand charges left 41/50
Storm Bursts left 6/7
Spells remaining: Orisons DC 14 (Create Water, Detect Magic, Light, Stabilize)
1st-level DC 15 (Entangle, Obscuring Mist*)
2nd-level DC 16 (Flaming Sphere, Heat Metal, Fog Cloud*)
Satyr:
Satyr CR 4
XP 1,200
CN Medium fey
Init +2; Senses low-light vision; Perception +18
DEFENSE
AC 18, touch 13, flat-footed 15 (+2 Dex, +1 dodge, +5 natural)
hp 44 (8d6+16)
Fort +4, Ref +8, Will +8
DR 5/cold iron
OFFENSE
Speed 40 ft.
Melee dagger +6 (1d4+2/19–20), horns +1 (1d6+1)
Ranged short bow +6 (1d6/×3)
Special Attacks pipes
Spell-Like Abilities (CL 8th)
At will—charm person (DC 15), dancing lights, ghost sound (DC 14), sleep (DC 15), suggestion (DC 17)
1/day—fear (DC 18), summon nature's ally III
A satyr can focus and empower his magic by playing haunting melodies on his panpipes. When he plays, all creatures within a 60-foot radius must make a DC 18 Will save or be affected by charm person, fear, sleep, or suggestion, depending on what tune the satyr chooses. A creature that successfully saves against any of the pipes' effects cannot be affected by the same set of pipes for 24 hours, but can still be affected by the satyr's other spell-like abilities as normal. The satyr's use of his pipes does not count toward his uses per day of his spell-like abilities, and if separated from them he may continue to use his standard abilities. The pipes themselves are masterwork, and a satyr can craft a replacement with 1 week of labor. The save DC is Charisma-based.
Actually I has two wands (Started with one and took the one we were given at the beginning.) and have only used them twice :) So I have a total of 65 charges of cure light left...should keep for a while ;)
I totally forgot about all that. I'm glad you remembered!
Not that I know of. The only reason we have one is Conner spent 3/4 of his starting gold to buy the wand. IIRC, you bought your wand the same way. I don't recall a third one.
Yes, the healing was for Drakr. Jobo, does that mean you want Conner to stop healing for now to leave room for the warriors to fall back with 5-foot steps? If so, I'll throw my remaining flames next turn. Waste not, want not.
Conner's eyes widen as more of the kobold's appear, ready to kill. He quickly heals Drakr again.
Wand 1d8 + 1 ⇒ (6) + 1 = 7
I'll have to get the chart of my spells up later, sorry. Did I still use Produce Flame or did Lorelei's Burning Hands do the trick before my turn? I'll update all this later today. IIRC, this is my fifth wand charge. I'll go back and double check that later too.
I am at work right now, but I'll add a similar section later tonight. Oh, I wasn't complaining before. Right now, the heqling wand is most useful to the group. A flaming sphere might be best soon If they remain clumped together.
Yeah, this moves faster than pretty much every game I've seen.
If for some reason I cannot post, just assume I take full defense or heal someone. Since we're in a Tucker's Kobolds situation, I'm pretty much stuck being healbot unless one of my spells can change the course of a battle.
Burning Hands is a cone spell with no attack roll. Those in the spell's area make a reflex save for half damage. That's why she said she'd try to hit as few people as possible. Is this a house rule for your game?
I like this idea since Grobnar can scout ahead and use the thunderstone/tanglefoot bag if he's seen so he has enough time to get back to us without being turned into hamburger.
The original Perception check requested 1d20 + 10 ⇒ (7) + 10 = 17
The new Perception check requested 1d20 + 10 ⇒ (20) + 10 = 30
Conner enters the room, carrying some of their fallen ally's gear.
"Let's divide these items up as well."
Extra loot:
Masterwork Breastplate, Masterwork Studded Leather, Alchemist's Fire, Climber's Kit, (3) potions of Cure Light Wounds, (2) potions of Shield of Faith +2, Tanglefoot bag, (2) thunderstones, a sack to carry it all in
While everyone paws through the satchel, the druid examines the walls with Drakr.
"You're right, this has been here a while. So why are they only attacking the pass now? There must be some reason."
Conner's share:
The only items I'm interested in are. I'm not going to put on all that metal. Everyone else is welcome to it :)
The following scrolls will require a Caster Check DC 6 (1d20 + caster level) to avoid a Scroll Mishap.
1 Scroll of Water Breathing (Druid 3)
The following scrolls will require a Caster Check DC 8 (1d20 + caster level) to avoid a Scroll Mishap.
1 Scroll of Summon Natures Ally 4 (Druid 4)
How should we spellcasters handle leveling up? Do we keep our new spell slots empty for now? Do we automatically memorize new spells or will it take 15 minutes or so?
As he makes his way over the log, the druid agrees with Jobo.
"I do not condone torture; pain and death are part of life but there is no need to prolong suffering. Letting them come to as our prisoners will only lead to us killing them later or being killed by them. Those who are not ready for this path should turn back now."
"They shot him and left him here. Didn't even bother to push him into the water. Either they don't mind the smell or they were waiting for rot to set in and use parts of him to make contact poisons."
With that, Conner will cross over the bridge with the others and guard them while those in front kill the sleeping kobolds.
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Male Half-Elf Male Half-elf Warpriest 1 (besmara) | HP 9/9 | AC 15; T 12; FF 13 | F +3; R +2; W +5 | CMB +0; CMD 12 | Speed 30 ft | Init +4 | Rapier: +3 (1d6) | Perc +5 (low-light)
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