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Post by Dell on Dec 7, 2004 11:52:12 GMT -5
Just so we make sure we don't forget anything - there's some things we wanted to do before going to sleep, right?
First - unless I miss my guess, we're planning a full 12 hours of sleep + memorization, which will bring back all our 24 hour abilities - the lion, the staff, and the paladin's healing are the only ones I can think of, but there may be more.
Anyway, things to do before we sleep, or things that the fighters can do while the spellcasters study spells:
1. Get horses and lead them inside to the stables here, feed them. Load them up with supplies from the mercenary's stocks.
2. Drag all the dead bodies out of the hall, put them in that freaky room with the robes and such (since it already stinks in there)
3. Collect the gems that the undead have been dropping when they die. Maybe if you collect 100 gems, you get an extra life...
4. See if Al has any useful equipment. Would Garvin like to use Al's magical armor for a while? And also, do something to Al to make sure he doesn't come back as a ghoul. It would suck to have to kill Al again.
5. See if Garvin has any useful equipment: I remember him having three or four scrolls - what spells are on those?
Can anyone else think of anything we should do during our limited down time?
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liato
Full Member
Posts: 123
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Post by liato on Dec 7, 2004 13:17:43 GMT -5
1. Why are we moving the horses? What if we need to make a quick escape? The stables are across the narrow ledge which will be slow moving.
2. The robe room is next to the altar. Let's not move a bunch of dead bodies into/through an evil altar room.
It's going to take over 4 hours to memorize spells right? What's the minimum sleep we need to make it 24 hours.
Before I go to bed I want to re-memorize a level 3 slot and a level 2 slot. That gives me an extra cure light wounds and a protection from fire.
I'm casting protection from fire on myself and cure light wounds on whoever needs it.
I only cast 1 level 1 spell and, including protection from fire 1 level 3 spell. That means it should take me about 3 1/2 hours to memorize all my spells after I sleep.
The fighters can disarm that sneezing powder trap. It makes you cough for a while but it doesnt' look like it does anything permanent. If you know it's there and cover your nose with a cloth or something you should be able to remove the tray. Maybe we could use the powder against the priests.
Someone might also want to taste the potions to see if they can figure out what they do.
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Post by Dell on Dec 7, 2004 14:11:54 GMT -5
This is pretty obvious: If we need to make a fast getaway, then the closer we are to our horses, the faster we can get away. Besides, the horses have been standing in one spot for a full day, with hardly any food and a load of equipment on them. For a druid, you don't seem to care about animal welfare at all.
In the "morning" we'll load up the horses and prepare for a rapid getaway - and they'll be fresh, and ready to go, and we won't be leaving all the loot behind for the bad guys.
Moving the bodies and all the crap out of the way is just good sense - I don't want to camp out by a bunch of dead bodies. I'd suggest tossing them into the pit, but I have a suspicion that there's a way to access the pit from some lower chamber.
If you have any healing spells memorised, cast them before we sleep. We're sleeping for 8 hours, to recover the HP and level up - then we're memorizing spells. That should take us into the 12 hour range.
Dell has the sneezing powder thing covered, so no worries there.
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Post by Ginger on Dec 9, 2004 13:10:51 GMT -5
1. Why are we moving the horses? What if we need to make a quick escape? The stables are across the narrow ledge which will be slow moving. I don't think it takes a rocket scientist to realize that we should move the horses to the area we're already guarding, instead of leaving them in a cave which we're not guarding.
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Post by Ginger on Dec 9, 2004 13:12:35 GMT -5
We should also make sure to bring the decapitated priest's corpse within our guarded area. We don't want him getting raised or animated or anything.
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Post by Dell on Dec 9, 2004 13:49:48 GMT -5
I think we should just pick up from where we left off - the end of the specter battle. That way, we make sure we don't miss anything. And I think we should camp in the mercenary campground area, because... well, it's a campground.
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Post by Dead Greyhawk on Dec 9, 2004 18:48:39 GMT -5
I agree. It seems that there are enough differences of opinions and actions to warrant not elapsing any time.
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