Cave Wizard

Silgil's page

1,409 posts. Organized Play character for miteke.


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Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Note to GM. Found this when searching for an amulet of health.

"If the chronicle sheet on a Season 0 scenario offers items that don't exist anymore, cross it out. If it offers an item that's changed, replace it with the new item. Otherwise, you don't need to make any changes at all."

Amulet of Health no longer exists and has been replaced by a Belt of Mighty Constitution.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

The spell allows Silgil to locate the one who has the thought.

As per spell: 'You detect the number of creatures who are thinking about this question or topic within range, as well as their location if they are visible to you'.

"More specific please. There is one reacting oddly, but wondering what is fishy is hardly condemning."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"You guys try to make sure nobody sees me casting. When I am done see if you can trigger some reaction to Rysam, maybe asking about whether anything odd has happened to him lately while everyone can hear."

Silgil will cast a DC 18 Seek Thoughts spell using his bonded item and looks for someone with designs on Rysam's life, making sure as many of the patrons are about when he does so.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Grand Lodge here. Or did we all get the Andoran information?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"Sure. I could use a good rest."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

day job craft(jewelry): 1d20 + 16 ⇒ (15) + 16 = 31
boon: 1d20 ⇒ 5

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"And it was not like we could turn around and collect everything the consortium tipped over AND make it here to save your sorry behinds. Quit complaining. They lost. We won. You want your stuff back, we can go back and try to retrieve it from the hungry beastmen or Consortium fools, depending on who stuck around to collect them. You really want to try?"

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Wow, that was quite the series of sucky rolls. Did I hear a request for a flank?

Silgil changes tactics and begins a summon monster using a wand which he swaps in for his MM wand by dropping it. It will probably be too late to do any good, but worth a try.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil plinks the one remaining threat.
force damage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil snarls at the Taer that seems to have it in form him. Though tough, he is not all that well protected and it is starting to hurt.

Did we take the reamaining 10 points on the false life into account?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil slips back and opens a DC 20 Spiked pit under the two threatening the severely inured Radagast the Brown

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

I believe Silgil is in range of 8 of them and needs to make 8 saves vs. stench.

fort save, poison: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16
fort save, poison: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
fort save, poison: 1d20 + 9 + 2 ⇒ (2) + 9 + 2 = 13
fort save, poison: 1d20 + 9 + 2 ⇒ (9) + 9 + 2 = 20
fort save, poison: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15
fort save, poison: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
fort save, poison: 1d20 + 9 + 2 ⇒ (18) + 9 + 2 = 29
fort save, poison: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22

Ick. Stinky.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

After sidling forward a bit, Silgil repeats his plinking with his wand of magic missiles on red.

force damage: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
GM Valen wrote:
Tere di Montefeltro wrote:
Unfortunately I declared Tere's move before you stated your action, so I don't think I can justify keeping back (not that Tere moved that far).
The party had ample time to prepare and knows each other's abilities. I am fine with the party having spent a round casting haste, drawing weapons, before the battle began.

I wasn't going to ask for it, but that is what I hoped for. In that case we are all hasted.

Silgil moves forward and shoots a single magic missile at red from old faithful.
force damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
Merisiel elf rogue from gamelay wrote:
can you get me

If you move forward and get within 30' of all the other front liners.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Moved from gameplay to discussion...

Two Blades in the Shadows from gameplay wrote:
??? I was near you at the start of the turn. What area are you looking to cast it at?

See this post. He is delaying and waiting for the rest of the front liners to move forward. After they have moved, he will cast haste on them. I would have had him cast up front and caught everyone before they moved, but Radagast and Tere moved forward before I could post and the area of the spell will not capture them and the group in back. So now he will wait until after any other front-liners join them and then he can cast haste on the lot of them. Casters usually hang back and do not benefit from haste all that much so missing them is not all that problematic. Anyway, that is my reasoning.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
Two Blades in the Shadows wrote:

Delay until Haste is cast

With a burst of speed, Two Blades sprang forward, working to punch a hole in the line so the others could join in trying to put out the fire.

If you do that you will not be in the haste spell. The spell is to be cast on whoever is up front before he casts. You will not be in the haste spell if you move after it is cast and you definitely get no movement bonus from haste this round.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"Move forward folks, so I can cast haste on you all."

@GM Valen
Silgil will delay until all the other PCs have gone. Then he will move 20' forward and get as many PCs in front hasted as he can. I'll try to get a post in when that happens, but if not I'm OK if you do it.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

No resources expended here.
Silgil resumes his dwarven form after his brief flight, something he does not enjoy but rather endures. He vastly prefers the form of an earth elemental but, alas, that was not in the cards.

"Going to be a tough fight what with many of my combat spells exhausted. I probably should have held out some, but I really thought we would be able to rest. Though I do have my trusty staff and a couple of combat spells left. That should do."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Question: Can Silgil use the whirlwind ability to catch and carry someone? Not sure since it says it depends on the whirlwind size and I'm not sure what the size would be. 10-20 (as noted for the small elementals whirlwind size) or small (based on the small elemental size noted in elemental body 1) or medium (based on Silgil's size)?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil flies alongside the sled, ready to help out as well as he can.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Hope so. Not sure how many dogs per sled but it will only take 1 dog to mess things up. I'm also gambling that we will have a rest period because I am using up[ most of my best spells just to stay relevant.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil Casts a DC 19 confusion spell on the final sled, mostly trying to confound the dogs.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil swoops down and attempts to aid Desinthia.

fly: 1d20 + 9 ⇒ (8) + 9 = 17

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil tosses some Caltrops behind the sleds in hopes that it will mess up the remaining pursuer.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Congrats, Tere.

boon: 1d20 ⇒ 15

@Radagast
PFS Chronicles shows you with 37 prestige and 27 fame. Those numbers are probably reversed as fame is almost always greater than prestige (or is it always?).

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

DC 16 fort save: 1d20 + 9 ⇒ (10) + 9 = 19

Silgil is the epitome of dwarven constitution. His days in the military having taught him to train as rigorously physically as mentally. To retaliate, Silgil hurls a DC 18 lightning bolt at her attempting to fry her and the dogs with her. He never did like dogs.

damage: 8d6 ⇒ (4, 2, 5, 1, 5, 5, 2, 6) = 30

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil gets close enough to the closest (yellow) sled and casts a DC 19 pit under the dogs.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil will cast Elemental Body I to take the form of an air elemental and lift off, flying above the sleds, even if they are within range. Seems the simplest thing at this point in time.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
GM Valen wrote:

Admittedly, I initially misunderstood Silgil's action, thinking that the web was cast defensively to prevent the attackers from rushing/slamming headlong into your dog sled. I assume that you cast it in front of the closest attacking dog sled (blue) to create an obstacle.

No, you were correct. At the range they were at I could not plop a spell down on them so I had to put it in front of them. I do not want to waste any more spells if they can dodge them so easily (a second level spell is one thing, but I'm not wasting a higher level spell on that). I am now waiting for them to get adjacent before I zap them again. You have the speeds listed but not how far way they are so I do not know if they are in range of my spells.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

So are they adjacent yet? You have the speeds listed but not how far way they are.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

So does that mean they all managed to bypass the webbing without issue? If they get closer would it be a normal save instead of a dogsled roll? With the increased speed are they within range of medium range spells yet?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil drops a DC 19 web spell as close to the chasers as possible.

"That should slow them down."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

How wide is the trail? Looking to see what type of spell would be needed to block it.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Fine with me. I just wanted to buy the party time to loot the place, reseal the cache, and limit the damage from missile weapons.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"Draw closer. I would like to cast a Wall of fire or windwall spell around us."

Speaking of which, the PCs are still shown as located where they were when the fight ended. Is that still the case or have we moved since then?

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
Tere di Montefeltro wrote:
Silgil wrote:
Tere di Montefeltro wrote:
"Silgil, is that heat magical?"
"No, it is probably resistant to heat damage, so I used acid instead."
"No! Is the heat magical, like a spell or supernatural ability?"

"Ah! Well, I think it was magical, but at this point the question has become moot."

Silgil will unwrap a scroll of identify and use it to identify the items.

Casting detect magic and Spellcraft (DC 27) to identify the floating stone, identify: 1d20 + 16 + 10 ⇒ (3) + 16 + 10 = 29
Casting detect magic and Spellcraft (DC 21) to identify the crystal prism, identify: 1d20 + 16 + 10 ⇒ (14) + 16 + 10 = 40

After his analysis, he informs the party about the ioun stone and gem. He will carry the items if requested, but he allows the others to claim the items he has no use for armor, and his spells will (hopefully) be more effective than the gem. Speaking of spells he uses his second pearl of power to regain his magic missile spell.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
Tere di Montefeltro wrote:
"Silgil, is that heat magical?"

"No, it is probably resistant to heat damage, so I used acid instead."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

"We're wearing it down. Keep it up folks. Every little bit counts."

Silgil lays out another spread of force missiles and the acid does it's final round of searing.

force damage: 4d4 + 4 ⇒ (3, 4, 4, 1) + 4 = 16
acid damage: 2d4 ⇒ (3, 1) = 4

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil scans the surrounding terrain nervously.

"We have an audience. I hope we are not ticking folks off out there."

With a sigh of resignation he fires off another volley of magic missiles as the acid continues to eat into the creature.

force damage: 4d4 + 4 ⇒ (4, 3, 2, 2) + 4 = 15
persistent acid damage: 2d4 ⇒ (1, 1) = 2

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil slips back again and shout out from his 'safe' place on an ice jut, "These things, though they live in ice, are very, very hot. Avoid contact and make sure your weapons do not become too damaged to function."

Not knowing if it will work or not, but knowing for dang sur a pit spell is not going to do any good, he sends acid arrows at the thing. Nice thing about acid arrows and large creatures is that they are easy to hit. (and no ST or spell resistance).

to hit, ranged touch: 1d20 + 4 ⇒ (15) + 4 = 19
damage, acid: 2d4 ⇒ (4, 2) = 6; will persist and do 2d4 for 2 more rounds.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

knowledge(Arcana): 1d20 + 15 ⇒ (11) + 15 = 26
for fun since I rarely get to use this skill...
knowledge(Geography): 1d20 + 16 ⇒ (14) + 16 = 30

"It does sound like such a creature, something w dwarfs are all too familiar with."

Naturally, Silgil moves away from the stone.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil uses his pearl of power to regain the magic missile spell and then uses prestidigitation to move the ice out of the way as it is broken up.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil does, indeed, cast detect magic to identify any magical items on the group. When he detects an aura on the amulet he tries to identify it.

spellcraft: 1d20 + 16 ⇒ (5) + 16 = 21

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil weighs in on the battle against red (blue if down) and nails it with a magic missile spell.

force damage: 4d4 + 4 ⇒ (1, 1, 1, 2) + 4 = 9

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Silgil steps back and lowers his staff to deliver a rathr unimpressive DC 16 Burning hands at the icy creature.

fire damage: 5d4 ⇒ (1, 2, 3, 1, 2) = 9

Silgil's false life takes the hit.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life
GM Valen wrote:
A bruised taers (blue) sheds bruised tears as the earth tears open and the taer falls into the earth.

"One down. Hopefully it stays down."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

DC 16 fort save vs stench: 1d20 + 9 ⇒ (5) + 9 = 14, +2 if this is a poison effect and 'hardy' applies
DC 16 fort save vs stench: 1d20 + 9 ⇒ (11) + 9 = 20, +2 if this is a poison effect and 'hardy' applies

Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Silgil causes a pit to open up under blue and red.
DC 20 spiked pit, shown as yellow box on map.

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

I prefer, in a situation like this, to let the enemy make the first move. I mean, they apparently had issues with the Consortium, the Societies' main enemy/competition. That usually provides complications and opportunities. Problems if they think we are all the same, opportunities if we can convince them otherwise. But if none of us can communicate with them, then I think in the end there will be combat.

"I always prefer to talk first, fight if necessary. Never appreciated the murder hobo label they slap on our guys and prefer to contradict that when possible."

Grand Lodge

Male L/G Dwarf Wizard (Transmuter)/9 | HP: 101/101 (0/? false life) | AC/FF/T: 14/14/10 +1 haste| CMD: 13 | F:+10, R:+5, W:+9 (+2 Hardy) | Init: +6 | Speed 20 ft | Appraise+9, Kn Arc, Geo +17, Kn Dun/Eng/His/Loc/Nob/Pln +9, Lin+10, Perc+10, SpCft+17 | Active Conditions: mage armor, false life

Note that casting confusion is dependent on Two Blades initiating combat. If that is reversed and does not happen, neither would the casting.