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AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Valdrim steps up and swings hard at the guard with the Kukri with his longsword. 1d20 + 4 ⇒ (5) + 4 = 9 (add 2 if Flank applies)
The wolf also attacks the man. 1d20 + 2 ⇒ (16) + 2 = 18 (add 2 if Flank applies)
Wolf Trip 1d20 + 2 ⇒ (16) + 2 = 18 ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Valdrim gives a peasant like "Awwk" at the sight and then pulls back to the far corner of the room (or as far away a movement will allow him in the room and starts casting summon monster II 1d20 + 2 ⇒ (5) + 2 = 7 ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Any defenders or traps in that room? What treasures would the room contain? Can I pass the faction mission by having HER do it for me? It's a creative approach given the situation. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() taking her off to one side Valdrim asks in whispered tones, about a mirror used to communicate with certain Chellish interests and where it is and how it works and how it may be altered - normal ink or some other medium, and does it affect the working ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Thank goodness we caught up with you when we did and the unpleasantness ended before people were seriously hurt!, he says. He goes on to explain that powerful enemies are chasing her but that Valdrim has a plan to get her out safe. He has the manacles Valeros speaks of kicked to her under/through the webs for her to put on. This is part of the plan and she must trust Valdrim. Assuming she puts them on, he dispels the web and others can secure her with rope. dont fast forward... I need a private conversation with her, and I'm sure the others would like to loot the room as well... This all assumes she puts on the cuffs. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() We weren't attacking her that round... not sure if it counts. We webbed her the round before. No one was attacking her after that. Some were calling for her surrender and then I charmed her. She wasn't really in combat but it could be argued both ways... says the lawyer. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Valdrim mutters The third time is the charm and uses his arcane focus to bring forth his knowledge of the spell Sleep hoping that this will incapacitate his ally without harm Will DC 15 ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Ooooh - Cool! In that case IF there is room and circumstances allow for web (DC16) without catching the party and the room isn't too small, then thats what I do. Otherwise its charm person (DC15) ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Init 1d20 + 2 ⇒ (4) + 2 = 6 I go at the end of the round is my bet... I'll hit her with a Charm Person spell (DC15). If something significant happens before I may change it... if the room allows I am tempted to cast Web. I'll switch to that depending on the position and the map going up showing it is allowing Web (which may well pin her down even if she makes her save) as an option. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Go right ahead my good man... immune to poison, fire, and resistant to weapons and many other things. A perfect patsy. Valdrim also lobs an alchemist fire into the swarm. 1d20 + 4 ⇒ (2) + 4 = 6
It seems both Valeros and Valdrim can't seem to get it past the strands that shield the characters from the main body of the spiders. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Ref sav lemure 1d20 + 3 ⇒ (20) + 3 = 23 Initiative Valdrim 1d20 + 2 ⇒ (9) + 2 = 11
oooh - web spell and spider swarms. Fire any one?
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AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Valdrim begins an incantation in a harsh but somehow flowing language before a Lemure - a devil, appears close to the door in a puff of sulfurous smoke. Valdrim speaks to it in fluent Infernal, telling it to open the door or failing that, break it down. I've got 6 rounds duration with this bad boy... lets see what happens Devils must be made to serve man, not man to serve devils, he says somewhat smugly. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() I have a being that should be immune to the consequences of most traps that I can call forth to assist us in opening the door. Even if caught in the trap, it should survive, being a hardy sort... please allow me. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() What is the trigger? I will have a creature of the planes attempt it... please stand back out of the room. I have just the thing for most traps and I can say with certitude I have been waiting for this for some time, he says with a fierce grin. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() If we wish to activate any potential trap then a summoned creature may be the thing. I personally favour your consumption of one of the potions and you manuevering to the door via the walls while we cover you. Hopefully a minute or two will see you able to find and disable any potential trap, and open the door. If there is trap that unfortunately activates, we will hope that your trained reflexes avoid the worst of it and rush in to save you. Otherwise, we would do as you have and navigate to the now open door using the potions, Valdrim says, speaking as if he were moving through a mental checklist of options and contingencies. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Is that for Valdrim or the GM? If its me, we could just by pass the floor and head straight for the door. We check the door, then deal with that and go through. It would be one very very weird villain to trap the walls or ceiling. The potions would be 3 minutes duration tops so we don't have time for anything more detailed. Otherwise we can standback and let you check the room and trust in your saving throws... maybe with a guidance or resistance spell cast on you as a buff. OR I can throw a summoned creature into the room and let it get mashed instead - I am ok on that too. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() I'd say if we need them then its too late... is there a way we can take them then pull ourselves along the walls? It would be very awkward to float and either fight or cast but perhaps better than triggering traps. Fly skill? Wish I'd taken it now... ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Be careful... , Valdrim thinks. I'd say, given the nature of the potion and the note, we either want to fly up a tunnel at some point... or the floors are trapped in someway near the Spiders room and we want to stay off them. Be extra vigilant Merisiel and prehaps move a good 10 to 20 feet ahead of us when we move through the corridors. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Awwww - I was gonna offer my wand of infernal healing with the warning "Side effects may include diabolical tendancies, feelings of tyranny and urges to grow goatees and chuckle fiendishly" but I'd recommend the free healing now. ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Valdrim holds his action to the end of the round and then puts 2 more magic missiles into the last one if there is still one up. 2d4 + 2 ⇒ (2, 1) + 2 = 5 -4 charges on my wand if I am correct ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Variel shoots at the same construct (or any that is up if that one goes down) and moves back as far as he can and still see combat (or 30 ft). Magic missile x2 2d4 + 2 ⇒ (2, 1) + 2 = 5 ![]()
AC16/Touch12/Flatfoot14/CMD 15 | HP 28/[28] | Fort:+2 ;Ref:+3 ;Wil+5|Percept +5 Sense Motive +2 Male Human (Chelish) Wizard 4 (Conjurer)
![]() Knowledge arcana 1d20 + 8 ⇒ (2) + 8 = 10 must have been daydreaming when they covered these - Two crap rolls Valdrim fires off two magic missiles at the closest from his wand and then moves back. 2d4 + 2 ⇒ (3, 1) + 2 = 6 these will bypass DR. Spells are our best bet unless you have adamantium or hit like a Mack truck
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