Sajan

Raj Ajir's page

242 posts. Alias of Torivor.


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Grand Lodge

CREATE UNTHREAD!!!

I'm leaning towards the damage being additional, especially since its only in specific situations that its useful. Marking as FAQ candidate, since no consensus was ever really reached.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Hmph. Except for the fact that now all those eggs will become an army of Trogdolytes that all serve Rovagug... Alas! That particular moral debate was already had, and I've found myself in the minority.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I'm back! If you'd like to know what Raj said, just delete the "Bah" and paste it in the search bar. It'll take you to a site that has a draconic translator, though you'll start on the dictionary page.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Bah, clax dout vrantvrakic vur jaseve! Wux re thric drongilt aldoer persvek nomeno goawy.

Shouts Raj, banging his staff on the ground for emphasis.

Previously...

That stair case doesn't look safe at all, but I have a feather fall spell and these boots will let me walk on the walls. Maybe I can find something useful up there. He starts walking up the wall.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Heading out of town for a few days, so posting will be spotty at best. Just have me roll the fireball around then NPC for a bit if needed please.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj grins as the Selina and Irnya shoot their fire. You know, I think we may have to have a competition! A jet of fire shoots out of his staff and coalesces into a ball, which launches itself at the Trolldolye not being clawed to death by a crazy gnoll.

I took the liberty of looking up a troll's Reflex save...

DC 17 Reflex Save: 1d20 + 4 ⇒ (10) + 4 = 14

The miniature rolling sun smashes into it's midriff!

Fire Damage: 3d6 ⇒ (5, 2, 2) = 9

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Very well, I suppose some extra fire power wouldn't go the wrong way. Inwardly he's still wary though, particularly of the newcomer. Though most would miss it, he could sense something a little... off, about her. [Take 10 Knowledge Planes Check = 21]

Raj alternates between detect magic and detect poison spells, throwing in a resistance spell every minute or so. Discreetly, he does a quick inspection of Irnya and Selina with Detect Magic.

Don't know exactly how far a 21 Planes and detect magic will get me in learning about these two, leave that up to them and Dave I guess/

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I think I'm with the group and away from trogs...

Well, as entertaining as that was the Carrion King almost certainly knows we're here now, so we should get to him as soon as possible before he has time to prepare. By the way, I thought we only found one redhead? Where'd the other one come from?

This query occurs as he follows Hajar into C3.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I took a full round action to run at triple speed so I could get there by round two, though if I can only walk up walls I suppose I can't complain, as it's totally amazing to be able to spider climb with my hands free.

Raj after blasting wand through the open window, Raj vanishes and reappears inside, flanking the trogs and swinging his quarterstaff at the back of the likely puzzled trogedlytes.

Quarterstaff with Flank: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20
Damage: 1d6 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj pulls out a wand and runs up the wall past Grim, blasting every trogdelyte in site until they're all unconscious. Sprint to wall, then use Slippers of Spider Climb for round one. Color Spray trogdelytes rounds 2 and 3, DC 12 Will Save.

GM: Dave the Dwarf wrote:
Raj do you get off on finding every loophole in my game? =P I will allow it but after it goes in the tower the spell expires. That's a lot of roaming in 5 min.

7 minutes, actually. I mistakenly used my own CL instead of the scroll's. Ahhh, magic is so much fun...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

HOLY COW 60 NEW POSTS!!!

That's got to be a new record... I've been asleep all day 'cause I had to work a graveyard shift in addition to my own. Going to go and sort through the new posts...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj actually falls off the wall in shock at his designation as a follower of Hajar, but he saves himself with another quick teleport. Follower of this jack***!? Just because Sarenrae is currently my least disliked member of the Pantheon doesn't mean- NEMAIDES! The bird veers away from Irnya, and drops his present on the rocks instead, and Raj is occupied for a few minutes arguing with his Familiar on the appropriateness of leaving one's digested lunch in somebody else's hair.

The Eye can fly and fit through holes as small as one inch in diameter, so what's inside the buildings, particularly the one that you have to fly to get into?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

That would be a roughly accurate description of the spell yes, though the whole device is of course invisible, otherwise it would be useless. He pulls a crisp scroll out of his pack. To be completely honest, the exact mechanics of the spell are little befuddling even to me. However, thanks to a little guidance from the Illusionist in Katapesh I bought this thing off of, I should be able to manage.

This scroll was purchased using funds from enchanting weapons.

Grand Lodge

The backstory was asked to be skipped because we are already in the middle of the adventure and Dave needed to be able to integrate you, but a note on who the character is and how they became that person was totally acceptable and desirable.

I will give you though, at low levels (imbo) there is a lot more individuality between characters of spellcasting classes, and so it is a bit easier for them to come up with a memorable character.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

If you all are willing to wait a couple minutes, I can do some magical scouting. He vanishes and reappears at sitting on a ledge up above so that if any unfriendlies come along he's out of reach. With the spell I can cast, I can send a magical eye around the temple. It moves about as fast as a human walking, and it lasts for 5 minutes, so I won't be able to scout out the whole place. Where do you guys think I should send it first?

Grand Lodge

I am the Wizard of the party.

It's almost hilarious how many people go with Sarenrae for this adventure: Our initial party included a Paladin of Sarenrae (Hajar), a Cleric of Sarenrae, a Ranger who is a devout follower of Sarenrae, a Druid who I believe also worshiped Sarenrae, and me; a wizard who due to his Djinn ancestry is somewhat antagonistic towards all the gods but less so towards Sarenrae because of her aid to the genies in fighting against Rovagug centuries ago.

Our current party is capable of blowing through most enemies in a couple rounds, sometimes less (we recently defeated 20 gnolls in one turn), so don't worry to much about optimization; play for the character. Our most recent encounter included a CR 8, ten CR 1s, and a whole lot of gnolls. Probably our biggest weakness is mental attacks; our average will save is probably something like a +3 or +4, which is pretty bad for a 5th level party.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj has got something closer to Hajar, but then again, almost 3000 of that is in writing spells...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Someone with a better sense motive check than Raj please make one...

Sense Motive: 1d20 + 1 ⇒ (9) + 1 = 10

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Male Sylph Conjurer (Focused Teleportation) 5

Raj lets them bumble for a bit (he has dark vision), but he soon relents and pulls out his magical compass. He slips it over Nemaides neck and activates it, providing illumination in a 20ft radius and shady illumination another 20ft after that.

Oh the irony; a band of followers of the sun goddess that don't have any lights...

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Male Sylph Conjurer (Focused Teleportation) 5

Ok, it just got a little confusing when it talked about when people went in and out of the circle.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Rules Question time!

Does the spell Magic Circle Against Evil affect people only as long as they are within the circle, or if people present during the casting leave to they still keep the protection from evil effect?

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Male Sylph Conjurer (Focused Teleportation) 5

Prepping spells... Also, can I get a clarification on how much healing I got? With a full nights rest I'm now at 22/34

Raj casts Protection from Arrows on himself as they arrive. Duration = 5 hours.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I've got nothing but a protection from arrows spell left, so don't count on any magical help if we get any more fights today. We should get as much mileage out of our mounts as possible though; I think we're close enough now that I could cast Communal Mount tomorrow to save spells, but it would be nice to not have to bother with that either.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj took 22 from the scorpion, but he also took 8 from a gnoll crossbow bolt. And is the scorpion really dead, or just KO'd?

The scorpion collapses with Raj still in it's clutches, and he lies there, groaning. He takes a peek down at the wounds around his midriff, then leans back. [b]Ok, the only thing keeping me from bleeding to death right now is the scorpion's claw still in the wound, and ARRGH!.. I hate to think what my intestines look like right now. Hajar, if you could heal me as the claw is pulled off I think that will be best...[b/]

Without the wand, as I'm not sure how much of that healing went to me, Raj has 17HP after the LoH. Max HP is 34.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

If your non-lethal damage ever goes above your current hit points you are konked out, so lethal and non lethal damage basically stack as far as blacking out goes.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj is dead in Round 6 Unless his efforts with the aqueous orb knock it out it in rounds 4 and 5.

Raj directs the the orb to smash into the scorpion, dealing 2d6 points of bludgeoning non-lethal damage on a failed DC 19 Reflex Save.

He does the same on rounds 5 and 6 (going to assume he got a round 6 action because the sphere is smashing into the scorpion the whole time).

During those two rounds, he also attempts to burn the scorpions claw with acid splash (DC 31)

Concentration Check 1: 1d20 + 12 ⇒ (8) + 12 = 20 nope
Concentration Check 2: 1d20 + 12 ⇒ (5) + 12 = 17 and nope

It's size huge, so it's reflex save should be roughly +0, I don't know what it is exactly...

Scorpion Reflex 1: 1d20 ⇒ 18
Scorpion Reflex 2: 1d20 ⇒ 5
Scorpion Reflex 3: 1d20 ⇒ 14

Not sure about the first one, but I know he failed the last two...

Damage: 2d6 ⇒ (6, 3) = 9
Damage: 2d6 ⇒ (3, 4) = 7

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj cast's Shadow Anchor and cautiously moves up to the scorpion. Unfortunately, scorpions have tremor sense, so it still knows where he is but he should be harder to actually hit (50% miss chance) He gets up close, and attempts to touch the scorpion with his spell.

Touch Attack: 1d20 + 3 ⇒ (19) + 3 = 22 Considering that the large version has a touch AC of 9, I know that hit.

There's an invisible pulse of energy that everyone can feel in the pit of their stomachs, and Raj reappears. There's a slight wind as two planes of existence are suddenly united beneath the scorpion. Suddenly, the scorpion's shadow seems to come alive, rising up above the vermin in shadowy tendrils of energy. The tendrils wrap around the scorpion, then twist together in a ball of shadowy purple energy that almost seems to suck in light rather than expel it. And then, it stops. Only, the scorpion doesn't seem to have a shadow anymore; only a dense darkness under it's belly remains. Raj hollers to his fellow combatants; Quick! Get away from it, it can't follow! Kill it with your bolts and arrows!

Assuming you can make AoO against invisible opponents when you have tremor sense, Raj provoked 2 AoO from movement, though I don't think the scorpion can use them all. WAIT! I can make acrobatics checks to avoid that. For every time I beat the CMD, one less possible AoO, though I think the scorpion only gets to use one anyway

Acrobatics: 1d20 + 2 ⇒ (6) + 2 = 8
Acrobatics: 1d20 + 2 ⇒ (14) + 2 = 16

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Whoa wait a minute, I thought we were still getting ready to start round 3...

Raj action log:

Prior to arrival: Cast Summon Monster 3

Round 1:
Laugh a lot (move action)
Cast Aqueous Orb (Standard Action)

Round 2:
DIrect Orb to demolish scorpions. (move action)
Dismount (move action)

Now round 3 actions!

Raj directs the orb to squash the last two swarms (move action)

Primary Reflex Save Swarm 6: 1d20 + 3 ⇒ (6) + 3 = 9 Fail
Secondary Reflex Save Swarm 6: 1d20 + 3 ⇒ (3) + 3 = 6 Fail
Primary Reflex Save Swarm 9: 1d20 + 3 ⇒ (7) + 3 = 10 Fail
Secondary Reflex Save Swarm 9: 1d20 + 3 ⇒ (3) + 3 = 6 Fail

Primary Damage
Swarm 6: 2d6 ⇒ (2, 5) = 7
Swarm 9: 2d6 ⇒ (5, 2) = 7

Both swarms take an additional 2d6 damage at the start of their turns.

Raj also casts a spell and disappears (standard action) He cast vanish, a first level version of invisibility. It will last 5 rounds.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

The scorpion swarms, while fearsome in their own right, are nothing compared to the alarm struck into a native of the desert when someone yells, "Giant Scorpion". Then there was this beasty. Nothing that Raj had ever seen before even compared with it... The aqueous orb was still destroying things; hopefully it would take care of most of the swarms; but Raj knew it would hardly even slow down the giant scorpion, who was more than double the orb's size.

He blows some air, thinking, then dismounts on the far side of his horse.

Ride check to dismount as free action: 1d20 + 2 ⇒ (4) + 2 = 6

Due to his inexperience with horses, it takes him a little longer than he would have liked, but he get's down ok. (with a move action)

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

...

........

.........The what?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Just as long as we don't have to face something that's immune to a color spray wand before I can prepare spells again...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Normally I would have a few first level spells left, but Raj already had to cast mount 5 times today.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I don't think you can 5ft step in that terrain...

This is the last big one guys! Raj wheels around on his horse, and a stream of water erupts from the end of his staff, which congeals into a large ball of water, resting gently on the ground and becoming an Aqueous Orb He gives a push with his hands, and the ball starts rolling, fast. It plows through the scorpions, sending them flying everywhere, and gathering a torrentous ball of them in the center.

Reflex DC 19, to avoid 2d6 non-lethal damage (swarms are vulnerable to non-lethal damage, I looked it up). On a failed save, another DC 19 reflex save must be made to avoid being picked up and receiving another 2d6 non-lethal damage at the beginning of the target's turn.

All swarms are effected except 6 and 9.

Reflex 1: 1d20 + 3 ⇒ (14) + 3 = 17 Fail
Reflex 2: 1d20 + 3 ⇒ (3) + 3 = 6 Fail
Reflex 3: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Reflex 4: 1d20 + 3 ⇒ (4) + 3 = 7 Fail
Reflex 5: 1d20 + 3 ⇒ (11) + 3 = 14 Fail
Reflex 7: 1d20 + 3 ⇒ (17) + 3 = 20 Success
Reflex 8: 1d20 + 3 ⇒ (19) + 3 = 22 Success
Reflex 10: 1d20 + 3 ⇒ (4) + 3 = 7 Fail

Secondary saves:

Reflex 1: 1d20 + 3 ⇒ (8) + 3 = 11 Fail
Reflex 2: 1d20 + 3 ⇒ (1) + 3 = 4 Fail
Reflex 3: 1d20 + 3 ⇒ (15) + 3 = 18 Fail
Reflex 4: 1d20 + 3 ⇒ (9) + 3 = 12 Fail
Reflex 5: 1d20 + 3 ⇒ (11) + 3 = 14 Fail
Reflex 10: 1d20 + 3 ⇒ (17) + 3 = 20 Success

Primary Damage:

Swarm 1: 2d6 ⇒ (2, 6) = 8
Swarm 2: 2d6 ⇒ (5, 6) = 11
Swarm 3: 2d6 ⇒ (4, 5) = 9
Swarm 4: 2d6 ⇒ (6, 4) = 10
Swarm 5: 2d6 ⇒ (2, 4) = 6
Swarm 10: 2d6 ⇒ (6, 1) = 7

Swarms 1-5 are entangled and take another 2d6 points of non-lethal damage at the start of their turns. DC 19 reflex save to escape the orb.

And with that, I am completely out of offensive spells, unless you count a spell that is really great for stopping people from running away (emphasis on running, because it's a touch spell...).

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Super natural abilities can't be dispelled huh?

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

How far away is the Missus? Because if I can get within 150ft of her, she's about to have a very bad day. Wonder if the has a ring of feather fall in case someone dispels her wild shape ability..?

The angry cow moos again and charges through the other half of the gnolls.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Charge! My beloved bovine, nick as many gnarly gnolls as you can! Raj then collapses in the saddle, convulsing with laughter.

MOOOOOOOOOO!!!!

The celestial herd animal plows through the gnolls, bellowing as it goes.

Trample (Ex) As a full-round action, a creature with the trample ability can attempt to overrun any creature that is at least one size category smaller than itself. This works just like the overrun combat maneuver, but the trampling creature does not need to make a check, it merely has to move over opponents in its path. Targets of a trample take an amount of damage equal to the trampling creature's slam damage + 1-1/2 times its Str modifier. Targets of a trample can make an attack of opportunity, but at a –4 penalty. If targets forgo an attack of opportunity, they can attempt to avoid the trampling creature and receive a Reflex save to take half damage. The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.

Overrun
As a standard action, taken during your move or as part of a charge, you can attempt to overrun your target, moving through its square. You can only overrun an opponent who is no more than one size category larger than you. If you do not have the Improved Overrun feat, or a similar ability, initiating an overrun provokes an attack of opportunity from the target of your maneuver. If your overrun attempt fails, you stop in the space directly in front of the opponent, or the nearest open space in front of the creature if there are other creatures occupying that space.

When you attempt to overrun a target, it can choose to avoid you, allowing you to pass through its square without requiring an attack. If your target does not avoid you, make a combat maneuver check as normal. If your maneuver is successful, you move through the target's space. If your attack exceeds your opponent's CMD by 5 or more, you move through the target's space and the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has.

Holy Cow essential stats (with Augment Summoning):

HP: 28, AC 13 (17 if trying to make attack of opportunity provoked by trample), Trample damage 2d6+12, Reflex DC 19 for half damage

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj smiles as they approach and hear the gnolls laughter. Sorry Kuralaak, but there's something innately hilarious about watching servants of Rovagug being chased around by an Aurochs... He begins casting the spell, and launches it as they come into view of the gnolls.
Who needs Scorpions!

A massive creature springs into being; the mighty Aurochs, and almost before Raj gives the command, it's bearing down on the unfortunate gnolls.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5
Hajar nar Jundi wrote:
Kuralaak wrote:
Quote:

Raj Killed one

Hajar Killed one

Grim Kills one

Kur Kills 2

Ah, that's what happened here. Okay, i'm up to speed now...It was a good call. No sense posting 15 rounds of picking off Gnolls one by one.

I agree 100%. It's one of the reasons I enjoy Dave's game so much.

Now we just got to find the other half of the tribe so I can try out a 3rd level spell on them!

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5
GM: Dave the Dwarf wrote:

Hajar kills #20

Yea I'm learning dealing with wizards comes down to very long encounter strings with no chance for a break.

And funnily enough, I happen to be the type of wizard best equipped to get around that with my SM spells that all last at least 7 rounds now (9 rounds if it's an air creature).

The air elemental chases after the fleeing gnolls for a bit, then returns and hangs behind the gnolls, periodically turning into a small tornado for extra effect.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Hahaha, don't worry, I've still got an Aqueous Orb and a Summon spell that can summon a creature with a trample attack. Wish those gnolls luck with that whole area being difficult terrain now!

I think I'll conserve my 3rd level spells for now though, a small air elemental should do the trick.

As the dust clears, Raj sees that most of the gnolls are still up and moving, and while they still have to pick themselves out of the rocks, a dozen and a half gnolls doesn't look good for certain paladins. He spurs his horse into a run, and doing his best not to trip up on his words due to the bounciness of the ride, begins casting another spell.

Concentration DC for violent motion = 15+Spell level = 15+2 =17

Concentration: 1d20 + 12 ⇒ (19) + 12 = 31

Note: Raj is in a square just outside of the marked battlefield on the top; you can barely see his picture.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj watches Kuralaak walk towards the camp. A mating call? He can't be serious...

KURUUOOKRUO!!!

Raj sits on his mount stunned for a moment. He was serious. Shaking himself, he sees the gnolls with their weapons drawn and hears an expletive about Hajar's wardrobe. Now it would really would be a shame to kill them. he thinks wryly. His attention is caught by a gnoll falling to the ground a hundred feet away, a quarrel sticking out of his neck.

Raj, rock bomb these fools!

Raj wasn't sure what happened, but if Kuralaak wanted other gnolls dead, that was good enough for him. Raj takes a deep breath, raising his staff as he does so and chants few words. The crystal on his staff glows, and a point roughly 20ft in the air shines as well. It pulses out a bit, then implodes on itself, exploding into a swirling mass of rocks, pebbles, and all manner of earthly debris that with a great roar rains down on the gnolls beneath, some of the larger rocks landing so hard that Hajar can feel tremors in the ground.

Funny mistake on my part: it's a 40ft RADIUS effect, not 40ft diameter. Every single one of the gnolls is in the area of effect, as I've shown on the map (feel free to move the circle) Every gnoll takes 2d6 bludgeoning damage (no save), and for the next 5 rounds, everything within the spell's area of affect is considered difficult terrain. Time to roll some Damage!

Gnoll 1: 2d6 ⇒ (1, 3) = 4
Gnoll 2: 2d6 ⇒ (4, 6) = 10
Gnoll 3: 2d6 ⇒ (4, 5) = 9
Gnoll 4: 2d6 ⇒ (5, 2) = 7
Gnoll 5: 2d6 ⇒ (5, 2) = 7
Gnoll 6: 2d6 ⇒ (5, 1) = 6
Gnoll 7: 2d6 ⇒ (2, 2) = 4
Gnoll 8: 2d6 ⇒ (1, 6) = 7
Gnoll 9: 2d6 ⇒ (2, 3) = 5
Gnoll 10: 2d6 ⇒ (4, 6) = 10
Gnoll 11: 2d6 ⇒ (6, 4) = 10
Gnoll 12: 2d6 ⇒ (4, 5) = 9
Gnoll 13: 2d6 ⇒ (6, 6) = 12
Gnoll 14: 2d6 ⇒ (5, 4) = 9
Gnoll 15: 2d6 ⇒ (5, 5) = 10
Gnoll 16: 2d6 ⇒ (2, 1) = 3
Gnoll 17: 2d6 ⇒ (5, 5) = 10
Gnoll 18: 2d6 ⇒ (4, 3) = 7
Gnoll 19: 2d6 ⇒ (6, 3) = 9
Gnoll 20: 2d6 ⇒ (3, 1) = 4

Lol @ gnoll 13... I think this was my most awesome turn yet!

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

*Facepalm*

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

If this goes south for Kuralaak, I'm casting. He squints his eyes, gauging the distance. About 10 feet in front of the fire should do it...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj rolls his eyes. I thought you might say that, and I suppose we should at least attempt to figure out their purpose. He pulls out a little box and begins skimming through some rolled up parchments inside. Dang, I knew I should have written a scroll of invisibility... he mutters to himself. After a moment, he pulls out a small black piece of wood inlaid with red swirls that give the impression of luxury, and eyes it. I suppose if we can find a way to lure a single gnoll to us, I could use this charm person wand on him.

Ninja'd, speaking to Hajar...

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

BAHAHA! All but like 3 of the suckers are in range of my spell!

Raj casts protection from arrows on himself. Then turns to the others. [b] If there's no objections, I'm going to use a spell that will conjure thousands of small sharp rocks that will begin slashing everyone in that camp. With any luck, they won't have a clue what just happened and will all huddle together for defense, which of course is the worst thing they could possibly do. Depending on how many are left, I can use another big spell or we can charge in.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Somewhat surprised at Kuralaak's disdain for this particular group of gnolls, Raj grins. Oh boy do I have just the spell for these guys... How many would you guess Naziri? We might as well take care of them now, since the most likely reason they're here is to ally themselves with the Carrion King. We don't need them and the King breathing down our backs at the same time.

Raj listens to Kuralaak's story with interest. It sounds as if we may have a rare kind of Druid on our hands. Little less than 50 at full strength huh? We can take that... A Stone Call or Aqueous Sphere spell should wipe out most of them, and you Kuralaak can pick off the druid with your crossbow.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Raj shifts uncomfortably in the saddle. He was still a green horseman, and riding 30 miles through the mountains did nothing good for his body.

All Janni can turn invisible, but shapeshifting would be a rare ability indeed. As for his identity... honestly, there could be any number of Janni with the name Zayifid, but I just can't believe a Janni with that name showing up in Kelmarane is a coincidence. Given his history as a diplomat and spy, manipulation like this would be well within his repertoire.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

I'm not sure you'd apply that hampered movement table, it's listed under tactical movement, not overland or local. I'm guessing that there will be some sort of path to the temple, so the mountains should only reduce us to 3/4 normal speed. It'll go down to 1/2 speed if there isn't a path though.

I can provide us all with mounts that under ideal conditions can cover 40 miles per day.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Level 5, actually... haven't updated the avatar.

Grand Lodge

Male Sylph Conjurer (Focused Teleportation) 5

Dang he has a high caster level...