AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed corrects his usually grammatically precise leader, "I can summon something WELL since I've trained in the arts of summoning extensively, first at the Academae, and later under the tutelage of Morkeleb the Mighty." Zed seems miffed that his summoning prowess was brought into question, and in such a clunky way. But despite his exhaustion and his robust ego slowing his usually lightning quick intellect for a moment, Zed quickly realizes what Taranis intended and begins to summon something Good. In short order, a well-muscled humanoid with a canine head appears, weilding a greatsword and exuding a menacing ferocity. Summon Monster IV: Hound Archon Zed strains with the effort of even standing, and slumps against the wall nearest him. Perception: 1d20 + 16 ⇒ (8) + 16 = 24
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Saving Throw!: 1d20 ⇒ 4 plus...
Modifiers:
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed casts Invisibility as requested.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Know: Religion: 1d20 ⇒ 8 plus… Mods:
Arcana: +17 | Dungeon: +10 | Eng: +10 | Geo: +11 | History: +10 | Local: +13 | Nature: +10 | Nobility: +11 | Planes: +15 | Religion: +12 Zed strokes his smooth chin thoughtfully and examines the carvings. [B]"Let me tell you of these carvings. As you can see here,, here,, and here... the carved faces as representations of the four winds, incarnated as malevolent spirits. Carvings such as these could be found in any number of locales throughout the Marchlands and often indicate... wait! There's a skeleton here too!" Know: Dungeoneering: 1d20 ⇒ 7 plus… Mods: sup wit dat? Arcana: +17 | Dungeon: +10 | Eng: +10 | Geo: +11 | History: +10 | Local: +13 | Nature: +10 | Nobility: +11 | Planes: +15 | Religion: +12
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Amidst his weaving of magical forces, Zed manages to shout a stern rebuke at Marc for remaining in what he likes to call, the "Area of Effect" for his spells: "MARC! MOVE!"
Zed casts a gorgeous Wall of Fire just northwest of the 2 swarms, positioning the hot side towards them. An immobile, blazing curtain of shimmering violet fire springs into existence. Damage to Marc (sorry!): 1d4 ⇒ 1
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Prior to entering, Zed cast Mage Armor on himself.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Black Tentacles, Wall of Fire, Eyes of the Eagle, Belt of Incredible Dex +2, Ring of Protection +1: 5d100 ⇒ (99, 43, 59, 51, 15) = 267 Looks like all but the scroll of black tentacles are available. Zed orders one for pickup later if possible. He copies wall of fire into his spellbook.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Level 7 Crunch: HP: 4+2 (Con, Favored class) - total: 45
Purchase requests:
Updated character sheet: https://docs.google.com/document/d/1F8PnYRhexVI3fZ5bja-Yzn24Zf1Mt_Zoxae1MWF I8bc/edit Updates are in blue, red is stuff I need to update still.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Eagle Fort: 1d20 + 5 ⇒ (10) + 5 = 15
The eagle keeps fluttering about in a fury, slashing and pecking at the spider! Right Talon: 1d20 + 5 ⇒ (4) + 5 = 9 for 1d4 + 2 ⇒ (3) + 2 = 5 damage.
Zed meanwhile unleashes a Magic Missile spell from his wand to help finish the spider off if he can. Wand of Magic Missiles (CL: 3; Charges: : 2d4 + 2 ⇒ (1, 3) + 2 = 6
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
He watches with grim satisfaction as his summoned eagle ravages the spiders as well (targeting yellow). Right Talon: 1d20 + 5 ⇒ (15) + 5 = 20 for 1d4 + 2 ⇒ (2) + 2 = 4 damage (+1 if vs. Evil).
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed moves south about 30 feet amd casts a magic missile at the blue spider! (Yellow if blue is down)
Wand of Magic Missiles (CL: 3; Charges: : 2d4 + 2 ⇒ (1, 2) + 2 = 5
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
In a rush of feathers and gleaming black talons a gorgeous raptor springs into being where Zed had been pointing a moment before. The eagle’s bright black eyes take everything in as the bird turns its head regally. A moment later, the bird’s graceful wings flex mightily. Swift Action: Smite Evil
The Summoned Monster should be 3 squares south of Zed. Paizo wrote:
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed feels the poison coursing through his body and groans in pain. Round 5:
Modifiers:
Round 6:
Modifiers: (With heal and antitoxin)
Round 7:
Modifiers: (with antitoxin... +4 more if Taranis heals properly)
Round 8:
Modifiers:
Round 9:
Modifiers:
Round 10:
Modifiers:
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Saving Throw!: 1d20 ⇒ 8 plus...
Modifiers:
Not gonna be good...
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Question 1. Where is it loot stashed?
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Kn.Arcana: 1d20 + 16 ⇒ (10) + 16 = 26 Zed says what he thinks it is to the group, even as he withdraws a small bit of black micah from an inner pocket. He smiles and crumbles the fragile flakes between his fingers while he utters some words of magic. Glitterdust DC 20
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
GMTrex wrote: Zed notes that he has yet to see a single youngster in the small colony, which seems composed almost entirely of single adults. Male and female? Or just male? Maybe we can send them some womenfolk...
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Also: What industries or craftsmenpeople do they have here at Varnhold that we don't have at Solasgaard? And vice versa? Zed would like to take the opportunity to propose an exchange of apprentices to the mutual benefit of both cities. We can escort a few promising teenaged boys to Solasgaard and send some of ours forthwith. Zed is smart enough to let someone else pitch the idea to Varn. The phrase "mutual hostages for peace" never crosses his lips. And the Spymaster wouldn't DREAM of asking for regular reports from the Solasgaardian youths selected to return here. /sarc
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed hits upon an idea, and gathers what information he can specific to the brewery... Diplomacy: Gather Info: 1d20 ⇒ 4 His clunky efforts do little good he fears, and asks his more charismatic companions to try. Privately, in a moment out of earshot of their host, "Perhaps we can bring mutual benefit to these two nascent kingdoms by spurring trade between our lands and these. But what if I could prevail upon my former liege lord to enter this economy of fermentation to the benefit of all? King Odric has a personal interest in this type of business as a successful brewer himself - perhaps rather than endeavoring to establish diplomatic relations with an unsolicited letter we could accomish my aim with a few unsolicited barrels of ale? It wouldn't be the first time King Odric befriended someone who bought him a beer!" Zed fairly cackles at what he considers quite the witty remark. Among the group, more than half tuned him out for portions of his pronouncement. But perhaps of those who stayed with him one might offer support for the idea? TL:DR - Lets send a few barrels of ale to King Odric in an effort to open trade among Varnhold, Korvosa, and Solasgaard.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed expounds on the various principles of magic at play here, stressing the differences between divine spellcasting and the "more rigorous" arts. He continues at length. Great length. He is careful to avoid disrupting the proceedings, although not so careful as to preclude drawing any clerics within earshot into debate if they were so inclined.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
High is good:
Looks like all 3 are available. Zed quietly counts his wealth and does some quick mental calculations. One thing g he desperately misses, aside from his formerly awesome power, is his dizzying intellect. His mind feels sluggish and his wits dull ever since he was cast into obscurity and mediocrity by the demigod he had summoned. The wizard seeks out a purveyor of magical wares and seeks to purchase a headband to increase his mental prowess. In negotiating, the wily merchant convinces the firey haired wizard to invest in a Pearl of Power as well. Zed haggles briefly before settling on what he believes to be a fair price for the two items: 4,000 GP each. The merchant hands the items over with a smile and turns to another customer in the shop. Wealth Change: -8,000 GP
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed is interested in some shopping... can he find a Headband of Vast Intellect +2, a Pearl of Power I, and an upgrade to his Bracers of Armor?
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Yes
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
The huntsman take their time searching for any loot, Zed, in an unexpected move rolls up his sleeves and starts rooting around in the offal. His time as an apprentice many years ago saw him in similar situations with some regularity, so the ickiness of the situation doesn't seem to faze him. Take 20 for loot search: +15=35
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed scowls at his poor aim and tries yet again to mute the troll's regeneration. Acid Splash: 1d20 ⇒ 20 The scowl turns to a wry smile as the acid hits the foe square in the face. 1d3 ⇒ 1
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Round 2 Zed tries to splash acid on the troll again
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed ensures Hargulka is properly cauterized with acid splashes. He also helps in the search with his eyes, ears, and spells. Perception: 1d20 + 15 ⇒ (15) + 15 = 30
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed casts Summon Monster II and suddenly a small stone in the center of Zed’s palm rotates in fits and starts, with each rotation, it gains in bulk with a grinding sound as though from deep within the earth. Within a moment, the amalgamation of stones and dirt surges from his hand and grows into a stony representation of the essence of Earth itself, an elemental! This hulking, roughly humanoid creature of dirt and stone is faceless save for two glowing gemstone eyes. Power Attack Slam!: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22 for 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10 damage. Academae Graduate DC 17 (Fort) or Zed is Fatigued. Saving Throw!: 1d20 + 3 ⇒ (8) + 3 = 11 <- Fail The Summoned Monster should be right next to Hargulka Paizo wrote:
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed casts Spuked Pit beneath Hargulka and hopes the creature is swallowed up by it. DC19
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed grasps his leader and friend by the shoulder and holds him firmly for a moment until the man calms down a fraction. He advises him, "It is not simply tenacity and vigorous, violent action that will avenge your brother and our friend. A dose of prudence will ensure you live to see him risen and restored. I used to advise another man, a leader like yourself who would often neglect his own needs in seeking justice, vengeance, or fortune. It is smarter to be well-prepared and to give yourself every tactical advantage in order to see your plans to fruition. Heal yourself now, or risk rejoining your brother on the wrong side of the veil..."
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Pew pew pew!
Zed fires off a few arcane bolts of energy harry the unlucky troll! Wand of Magic Missiles (CL: 3; Charges: 7: 2d4 + 2 ⇒ (3, 4) + 2 = 9
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed step forward and casts Glitterdust in the room! He positions the dust so that it effects both trolls if possible. If not, just the undamaged one. DC18
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed trickles a small amount of his power into the wand, and smiles as the arcane bolts streak toward Toth's target. Wand of Magic Missiles (CL: 3; Charges: 9: 2d4 + 2 ⇒ (4, 4) + 2 = 10
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
"Hmmm... yes this is a Dusty Rose Ioun Stone." Zed appears to be burying his grief in pedantic droning. "These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a person first acquires a stone, he must hold it and then release it, whereupon it takes up a circling orbit 1 to 3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while he is sleeping, for example), but he loses the benefits of the stone during that time. The powers of each stone vary depending on its color and shape. Ioun stones only float when sent spinning around the head of an intelligent creature; otherwise they are as inert as common stone. They have no effect on animals, mindless constructs, and other non-sentient creatures; comatose intelligent creatures and those with significant Intelligence damage or drain cannot use ioun stones. An ioun stone has no particular affinity for the living—intelligent undead and the rare intelligent construct can make full use of them. Despite their ability to float, ioun stones cannot support more than their own weight. They cannot be used to anchor ropes or support creatures. An ioun stone must be able to orbit freely around a creature’s head (or placed in a specialized matrix like a wayfinder) for its power to be active. Creatures without heads usually cannot use ioun stones. The orbit of an ioun stone reflects the thoughts and emotions of its owner; particularly intense emotions have been known to reverse a stone’s orbit or even momentarily stop it in its path. Ioun stones in orbit never collide with other stones or creatures by chance, and automatically change course to avoid any obstacles in their path. This in large part explains the difficulty of striking an ioun stone in battle. An ioun stone in orbit counts as an attended object, and benefits from any magical protections possessed by its owner. Classification by Shape
Cabochon: A convex top with a flat bottom. Most are elliptical or tear-shaped.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed tries to be all business, but his voice is a bit choked to be sure. "We should certainly hide his body for now, to avoid opportunistic predators or looters."
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed fires additional energy bolts at the fearful creature! Wand of Magic Missiles (CL: 3; Charges: 10: 2d4 + 2 ⇒ (2, 2) + 2 = 6
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed's frustration is plain to see. His spells have been useless and his contributionsthus far today have been nil. Unless you count the festive glitter covering the field of combat as a boon and not a sparkling reminder of his humble station among the wizards of golarion. With a sigh he levels his wand and releases a few measly bolts of energy. At least these won't miss, he thinks to himself. Wand of Magic Missiles (CL: 3; Charges: 11: 2d4 + 2 ⇒ (3, 2) + 2 = 7
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
"But not a blinded two-headed foe! Zed is positively tickled that he is able to make what he believes is quite a repartee. He casts his Glitterdust spell with a flourish! DC 18
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Edit: Troll hound is unconscious, target should be troll. Sorry!
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed levels his trusty wand at the troll hound and releases a few bolts of unerringly accurate arcane energy! Wand of Magic Missiles (CL: 3; Charges: 12: 2d4 + 2 ⇒ (3, 4) + 2 = 9
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Wand of Magic Missiles (CL: 3; Charges: 13: 2d4 + 2 ⇒ (3, 2) + 2 = 7
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed hurries uphill, and rounds on the group engaged in combat. He utters some words of magic... Zed smirks and as he gazes intently at the tip of his raised index finger, a small spark ignites, then rapidly grows as a fire elemental is summoned forth from beyond. The flame quickly takes shape, shifting rapidly from a vaguely humanoid shape, to… other… shapes. This creature looks like a living, mobile bonfire, tongues of flame reaching out in search of things to burn. Academae Graduate DC 17 (Fort) or Zed is Fatigued. Saving Throw!: 1d20 + 3 ⇒ (18) + 3 = 21 The Summoned Monster should be 1 square east of Toth Paizo wrote:
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
T10 Know Arcana: +15 = 25
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed tries to discern the hidden nature of the necromantic dagger. He uses the Solasgaard Library and spends some time discussing with other magic users in town. Spellcraft: 1d20 + 16 ⇒ (15) + 16 = 31 Any bonuses from the library?
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Know: : 1d20 ⇒ 14 plus… Mods:
Arcana: +15 | Dungeon: +9 | Eng: +9 | Geo: +10 | History: +9 | Local: +11 | Nature: +9 | Nobility: +10 | Planes: +13 | Religion: +11 What does Zed know about whatever she is a-brewing? Spellcraft: 1d20 + 14 ⇒ (16) + 14 = 30 and is she weaving any magicks?
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed casts a minor cantrip and rings the bell with his magical powers. Not to show off, but rather to avoid touching something that could be dangerous or trapped. He rings the bell with a solid, authoritative tone: once, twice, thrice.
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed agrees with Taranis that the priority ought to be reuniting Tig with his family. But first, isn't there another tunnel to explore?
AC: +13, T: +11, FF: +12 | Fort +2 / Reflex: 4 / Will: +6 (+2 vs. Ench.) | Max HP: 33 | Character Sheet | Tactical Map | TCELES B HSUP | Quests
Zed can cast his Expeditious Excavation spell to dig a hole in... in his estimation, would it work on the dried mud wall?
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