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Post by venger on Jan 23, 2011 19:34:37 GMT -5
Paavo: 15409 Friedrich: 16949 Trommer: 14350 Colby: 4205|(10746) (2nd level magic-user) Ingrid: 1698/1698 (2nd level cleric) Finnious: 7138/12168
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Post by venger on Jan 23, 2011 20:13:25 GMT -5
SLAIN: 18 orcs (red moon) in studded leather with spears 6 orcs (red moon) in chainmail with crossbows 1 orc lieutenant (red moon), chainmail, battle axe, silver ring 1 troll taskmaster, keyring with 3 keys 8 beastmen, brigandine armor and pikes A cursory search turns up 44 gold, 86 silver. The triple-locked chest contains a sizeable sum of red Denagothic gold, estimated by Friedrich to be 3000 coins.
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Post by Friedrich on Jan 23, 2011 23:43:18 GMT -5
So Friedrich will have a lookie at that battle axe taken off the orc lieutenant. What does he think of the craftsmanship?
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Post by Wolfgar on Jan 24, 2011 9:50:52 GMT -5
Here is a recap of last time.
Having previously dispatched the wyvern and its undead rider we made it into Willowsby where we found the town preparing to go to war. A number of knights and priests as well as a large levy of peasantry were preparing to assault Hadraith Tor. We met with Sir Reese and Father Thomas as well as the leaders of the war party - Sir Kandros, Sir Haribald, War Deacon ?, and others. We promised to join their effort after we took care of some personal business in the caves. They healed our injuries and we took up rooms at the Hungry Halfling.
In the night Paavo had a vision. Part of the vision seemed to be about the assault on Hadraith Tor. It showed a man in black plate mail astride a powerful looking horse. (I assume this is supposed to be Paavo's steed.) We know that a Sir Blackmar controls the humanoid forces at the keep. The vision also showed another tower to the northeast. Somewhere presumably in Denagoth. Held in this castle was a winged maiden who called out "Help me Paavo. You are my only hope." In describing the dream later there was agreement that the tower is related to the cards drawn by Marcus at the fortune teller. Possibly the place he will die.
In the morning we set out for the orc caves. This turned out to be mostly a waste a time as nothing good happened. We first visited the Masque and asked about destroying the Gauntlet. Then we headed to the underground lake.
Descending to the chamber below we were once again assaulted by a gibbering mound. It was easier to dispatch this time. Exploring one room revealed the holy tapestries. Exploring a second room revealed a small silver statue with an emerald eye. Friedrich attempted to pry the gem loose and was attacked by the flailing tentacles. He was struck - permanently losing one hit point and receiving a tattoo/scar on his forearm in the shape of the statue. We fled the room to avoid getting struck by a green beam emitted from the eye.
We next explored an empty room and eventually found a secret door. In a chamber behind the secret door was a strange cube atop an altar which radiated half good/half evil. Standing in front of the good side you were bathed in light which penetrated armor and skin revealing the bones underneath. No one felt like touching the cube.
Next we headed up some stairs and eventually worked our way around to the main temple at the level of the balcony and cage. Sensing the strongest evil from the hole in the floor we had Finnious lower the cage down with everyone else in it.
The sense of evil got stronger. We passed through a fissure in the side of the chamber into a cavern. In the middle of the cavern was a giant pool made of the stuff of nightmares. As we watched a figure bubbled up out of the pool and coalesced into a strange monster that charged forward.
We made a hasty retreat from the cavern and fought for at least a turn various creatures that were emitted from the pool. In the process Colby was knocked unconscious and filled with the eggs of a strange flying parasite. Paavo was once again brought to death's door taking three hits in the same round from some monstrous beast. Eventually we made it back to the cage and called for Finnious to raise it back up.
Colby, once revived, did not feel well. We took him to the "x-ray" room. Which revealed one of the flying creatures growing under his skin. Trommer performed some field surgery to remove it. And Ingrid applied some much needed healing.
Disheartened, we returned to Feldspar's study and rested for 24 hours. Long enough to ask a second question of the Masque. The answer was less than revealing.
We struggled back to Willowsby. We ran into an orc patrol. Colby used his ring of human influence and got some information out of them. Eventually this grew tiresome and Colby and Finnious put them all to sleep. We took the prisoners back to Willowsby.
We rested and made ready to leave with the war party in the morning. The War Deacon was able to restore Paavo from death's door. He attempted to remove curse of the Friedrich which neither returned his shadow nor removed the scar. The scar did writhe as if in pain under the ministration of the one god. Friedrich endeared himself to the War Deacon by pestering him to try again.
On the morrow, the group of 200 men made it northeast to Hadraith Tor joining Sir Ambrose's forces. We volunteered to use Finnious's magics (invisibility) and sneak into the undercroft by way of the middens.
This went pretty well - maybe because we weren't given a chance to over plan. After some searching we found the entrance to the middens. Trommer and Friedrich lost invisibility attempting to use bend bars to open the grate. We crawled through the filth coming to a vertical shaft. Trommer and Friedrich ascended and removed the grate at the top of the shaft.
Trommer chose to light a torch which may have alerted the forces on the other side of the door. Friedrich rushed forward to hold the door and Trommer used a rope to bring the rest of the party up.
Paavo joined Friedrich at the door way blocking the forces from overwhelming us. Finnious used sleep to knock out 6 orcs. Once Trommer passed the rope off he strode forward to take on the troll. We made quick work of these forces but not before an alarm was sounded bringing additional forces from above.
Again we were able to keep the beastmen bottled up in a doorway as Paavo and Trommer maybe steady progress on them. During this fight a woman appeared and fought us using spells and a touch attack. Most of our weapons seemed to do little harm to her. Eventually she fled having taken some damage from our silvered weapons.
As this was going on Finnious used Knock to open the large door and then sounded the horn signaling our forces to advance. He returned and used stink cloud to incapacitate the remaining beastmen and then shot them with arrows.
Colby, not suited for a fight, used this time to get the keys off the troll and break into the large chest full of gold from Denagoth. Some of the party used the time before our forces arrived to fill their bags with gold.
That is where we left off. We still have the other four floors to take.
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Post by Ginger on Jan 24, 2011 10:19:09 GMT -5
2nd level! I'm open to suggestions on a new first level spell to discover. Magic Missile seems like an obvious choice, but I'd also suspect that we'll find it soon enough. Comprehend Languages is also very appealing.
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Post by venger on Jan 24, 2011 11:22:12 GMT -5
So Friedrich will have a lookie at that battle axe taken off the orc lieutenant. What does he think of the craftsmanship? Shoddy. A number of knights and priests as well as a large levy of peasantry were preparing to assault Hadraith Tor. We met with Sir Reese and Father Thomas as well as the leaders of the war party - Sir Kandros, Sir Haribald, War Deacon ?, and others. Ser Kandros, the Baron’s Own Champion (Stag shield) Goodman Arlek – longbowman Ser Brondan the Brave (Lion shield) Ser Haribald of Falworth ( Falcon shield) Ser Reese, Constable of Willowsby (Boar shield) War Deacon Laramai (Order of the Righteous Shield) As well as: Marcus Pickman Thorner 1/2 the Willowsby Guard (2 other guys) Brother Theo (Order of the Righteous Shield) Brother Macdonal (Order of the Righteous Shield) Brother Franklin (Order of the Righteous Shield) 30 church soldiers in blue livery 150 peasants, equipped with various polearms (including Mortimer) On the morrow, the group of 200 men made it northeast to Hadraith Tor joining Sir Ambrose's forces. Ser Ambrose of the Enchanted Sword 50 men-at-arms, their surcoats bearing the crest of the Baron of Aldagmor 20 heavy crossbowmen 1 catapult 2 battering rams 6 makeshift ladders As this was going on Finnious ... sounded the horn signaling our forces to advance. The first use of the horn and some PCs were deafened by the blast. Colby, not suited for a fight, used this time to get the keys off the troll and break into the large chest full of gold from Denagoth. Some of the party used the time before our forces arrived to fill their bags with gold. We'll have to determine how many rounds are spent doing so before the troops arrive.
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Post by Wolfgar on Jan 24, 2011 12:19:14 GMT -5
2nd level! I'm open to suggestions on a new first level spell to discover. Magic Missile seems like an obvious choice, but I'd also suspect that we'll find it soon enough. Comprehend Languages is also very appealing. I lean towards Magic Missile as useful for disrupting other spell casters. We aren't expecting our spell casters to be the heavy hitter. Mount would be highly useful in this society given the paucity of horses for use by the general populace. Mending would be great for our front rank fighters. There are only so many small shields one can carry. Find Familiar could work out well for Colby and Finnious. A pseudo-dragon gives 35% magic resistance to its owner.
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Post by Ginger on Jan 24, 2011 12:27:24 GMT -5
When it comes to disrupting casters, Finneous and Cobly both have great DEX bonuses and can use short bows (or will soon be able to), and could probably get an arrow shot off on segment 1 anyway.
MM is probably a proscribed spell, and thus we couldn't trade for it, while we could probably trade for utility spells. I would totally love a familiar, but using up my one shot at a new spell to get one seems silly.
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Post by Wolfgar on Jan 24, 2011 15:23:55 GMT -5
The first use of the horn and some PCs were deafened by the blast. How long does this last? Does being deafened affect one's ability to cast spells that have a vocal component? Do you end up saying the incantations at an incorrect pitch or volume? Probably not to the extent that silence, or blindness/darkness/light would.
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Post by venger on Jan 24, 2011 20:22:33 GMT -5
How long does this last? Does being deafened affect one's ability to cast spells that have a vocal component? Do you end up saying the incantations at an incorrect pitch or volume? Probably not to the extent that silence, or blindness/darkness/light would. So far 6 rounds. You can cast spells while blind or in darkness, just can't target them very well. I wouldn't penalize spellcasting but afflicted PCs won't be communicated with too effectively.
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Post by Friedrich on Jan 24, 2011 20:48:53 GMT -5
When it comes to disrupting casters, Finneous and Cobly both have great DEX bonuses and can use short bows (or will soon be able to), and could probably get an arrow shot off on segment 1 anyway. But, isn't MM an automatic hit? I thought that is what made it so sweet. Is it a ranged touch attack instead? I don't have my PHB pdf on this pc right now.
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Post by venger on Jan 24, 2011 21:12:47 GMT -5
Magic Missiles always hit. Unless the target has magical protections.
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Post by Wolfgar on Jan 25, 2011 10:39:29 GMT -5
Can someone remind me where the flaming oil trap was? Was it somewhere on the spiral staircase or was it on the straight staircase between floors 1 and 2?
Doesn't Friedrich have a potion or two of levitation? I am wondering if we could use those to float up the stairs without making any noise. Giving us a chance to surprise them before they can release the trap. You can levitate 6000 gp with a potion. So Friedrich and Trommer could take half doses and then carry Finnious and Colby up. Finnious and Colby would wait and use Sleep spells when they got into sight. Once at the top of the stairs you can negate the potion at will. Alternatively we could use this to float up the side of the keep but I am not sure how you would move horizontally to be over the keep when the spell ended. Of course this might have been useful for ascending the midden.
On further thought I have a way to handle the vertical ascent up the outside of the keep. You could use the principle of conversation of momentum to impart a horizontal component to your trajectory. As you start to rise you could throw a 40 lb bag of gold in the direction away from the keep. Assuming the combined weight of Trommer and Colby is 400 lbs then they will start to drift towards the keep at a rate equal to 1/10th the speed at which the bag was thrown. That should be enough to clear the wall by the time you reach the upper level. If Trommer went by himself he could carry a dead orc and just throw that to one side and he would move in the opposite direction.
BTW, ray of enfeeblement (which Friedrich experienced) only lasts 1 round/level. How long has he been weakened?
Also I think we shortchanged the Sleep spells we used against the orcs (the patrol and in the keep). Orcs only have 1 HD so they should drop at the rate of 4-16, not 2-8. Gnolls with 2 HD should drop at a rate of 2-8.
Also the magic user changed shapes several times. I assume she was using polymorph self to heal herself. But I thought you had to return to your original form to gain the healing benefits. Changing to a different shape should have no healing side effects. And that only works once for a character magic user. I guess she could be some kind of demon or devil.
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Post by Ginger on Jan 25, 2011 11:50:55 GMT -5
I'm pretty sure it wasn't the spiral staircase. This sounds like a good plan.
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Post by venger on Jan 25, 2011 12:17:58 GMT -5
Can someone remind me where the flaming oil trap was? Was it somewhere on the spiral staircase or was it on the straight staircase between floors 1 and 2? Probably a good thing for someone to remember. Doesn't Friedrich have a potion or two of levitation? He does. Alternatively we could use this to float up the side of the keep but I am not sure how you would move horizontally to be over the keep when the spell ended. Of course this might have been useful for ascending the midden. PHYSICS! Wouldn't it be less complicated to float up next to the wall and pull yourself on to the battlements? BTW, ray of enfeeblement (which Friedrich experienced) only lasts 1 round/level. How long has he been weakened? It's been 6 rounds by my count. When the counter goes to 0 it'll be 7. Also I think we shortchanged the Sleep spells we used against the orcs (the patrol and in the keep). Orcs only have 1 HD so they should drop at the rate of 4-16, not 2-8. Gnolls with 2 HD should drop at a rate of 2-8. The orcs who aren't in chainmail should have been dropping at a rate of 4-16. I accidentally credited them as 1+1HD and gave you experience accordingly. I thought you had to return to your original form to gain the healing benefits. Changing to a different shape should have no healing side effects. And that only works once for a character magic user. I guess she could be some kind of demon or devil. I thought it was once per use of the spell, but the Player's Handbook says "returns to his or her own form." Fair is fair, I'll deduct the (laughable) 4 HPs from her total. Friedrich can attest that she is not an ordinary woman, having made a clutch perception check and seen her wounds oozing a strange black blood.
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Post by Wolfgar on Jan 25, 2011 13:12:32 GMT -5
Wouldn't it be less complicated to float up next to the wall and pull yourself on to the battlements? You would just need to make sure the battlements jutted out or were within arms reach. If the wall was not perfectly vertical you could end up out of arms reach of the battlements as you ascended. Also I am not sure how strong the levitating force is. Can you grab onto something as you go by or will the levitating force continue to drag you upward? Another thing you could try. As you drink the potion have 2 people hold onto you (so the combined weight is more than 600 lbs). As they let go of you and you start to ascend they give you a push forward. Your momentum should carry you in a slanted path. Also I think you could do something with ropes a la Bean in Ender's Game but I haven't quite figured out how that would work. Really what the spell should be is zero gravity. Then you can use your strength to push off in any direction. You would continue in that direction at a constant rate until you ran into something. Regardless it is probably best to tie a rope to the person in case they miss their target. I thought it was once per use of the spell, but the Player's Handbook says "returns to his or her own form." Fair is fair, I'll deduct the (laughable) 4 HPs from her total. I am not sure what kind of creature this is but I think Dana used an "at will" polymorph self ability to allow a demon or devil to regenerate each round. So if it could escape it would quickly restore its hit points. I am not sure if the authors of the MM intended this but it certainly made them harder to kill.
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Post by venger on Jan 25, 2011 14:16:21 GMT -5
Levitate doesn't turn you into a uncontrolled helium balloon. The spell allows vertical (up AND down) motion at a rate of 2" per round. You can't "miss" the battlement, because you can stop at whatever height you want. And if you somehow overshot, you could easily descend. Drink the potion. Walk over to the wall. Levitate to a desired height. Conversely, drink the potion while falling, levitate to the ground. I probably wouldn't be inclined to allow any horizontal movement whatsoever, unless the recipient of the spell was pulling themselves bodily by a rope or along a wall. Or pushing off a wall with a staff, or something. I am not sure what kind of creature this is but I think Dana used an "at will" polymorph self ability to allow a demon or devil to regenerate each round. So if it could escape it would quickly restore its hit points. I am not sure if the authors of the MM intended this but it certainly made them harder to kill. I was a fan of this and choose to employ it myself for such creatures. In this instance, with the wording from the Players Handbook, the "woman" would have had to reveal her true form to the party to get any hit points back during the fight. Which she didn't.
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Post by Wolfgar on Jan 25, 2011 15:34:43 GMT -5
I always assumed it was just up. No down or stop functionality. That does make it more useful.
So with your interpretation you can drink the potion, walk to the wall, start levitating, stop at the top of the wall, step onto the battlement, walk to the next wall, start levitating up again, etc.
Since you say there is no horizontal movement does that mean a levitating archer suffers no penalty as opposed to a flying archer?
You would have to be falling quite some distance to drink a potion and stop your descent. Potions take effect 2-5 segments after being imbibed One falls approximately 2300 feet in 12 seconds.
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Post by Friedrich on Jan 25, 2011 16:19:42 GMT -5
Friedrich definately has 2 potions of levitation. And yes, that magic user was definately oozing out some strange black substance when she was struck. It also appears that silver was the only thing damaging her.
We seem to have been coming across a lot of undead and necromancer-type enemies recently and this fits right in. I think it is pretty safe to say that she was not a human or demihuman and probably does not follow the rules that we are used to regarding healing and shapechange. Just my 2c.
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Post by venger on Jan 25, 2011 19:27:32 GMT -5
So with your interpretation you can drink the potion, walk to the wall, start levitating, stop at the top of the wall, step onto the battlement, walk to the next wall, start levitating up again, etc. Yes. Sounds like a good use. But only for the duration of the spell effect. Since you say there is no horizontal movement does that mean a levitating archer suffers no penalty as opposed to a flying archer? Per the DMG pg 51-52, re: Aerial Combat: But it's possible I'll forget this during the heat of the combat and act like it's a relatively stable platform that only moves the affected character up and down. You would have to be falling quite some distance to drink a potion and stop your descent. Potions take effect 2-5 segments after being imbibed One falls approximately 2300 feet in 12 seconds. That doesn't sound nearly as cool as gliding to a halt a foot off the ground at the last possible second.
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Post by venger on Feb 6, 2011 20:42:20 GMT -5
Paavo 17878 Friedrich 19665 (5th level fighter) Trommer 16819 Colby 6921 | 10746 (3rd* level magic-user) Ingrid 2038 / 2038 (2nd level cleric/2nd level fighter) Finnious 7478 / 12508
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Post by Wolfgar on Feb 7, 2011 12:15:34 GMT -5
Interesting session. Basically a running fight for 5 hours.
Having secured the undercroft we waited for Marcus, War Deacon Laramai and a company of men-at-arms to make it to the gate. That gave Colby, Trommer and Friedrich a chance to empty the chest containing roughly 1600 gp. We did some wound binding and asked for some healing from the War Deacon. We each received at men-at-arms to run.
A daemon of some sort burst through the door and attacked. The War Deacon attempted to abjure it using a Dispel Evil from an ancient tablet. While he was able to hit the creature and overcome its magic resistance he was unable to send it away. It turned out not to be too tough once Trommer and Friedrich were able to face it.
We proceeded into the Keep. We found the witch's lab. We were attacked by her, a demon she summoned and some larvae. She knocked out Friedrich again. One of the men-at-arms grappled her and she disappeared again. After defeating the demon and larvae we did a quick search and found some potions and other items of interest. The War Deacon used holy water on the glowing hot pentagram that served to summon the demon. With a failed saving throw it cracked.
We then headed up the stairs. There was some sort of magic that prevented us from reaching the next floor. We tried looking for secret doors and a Dispel Magic but nothing worked. Eventually we chose to disbelieve and were able to get around the illusion. (I always find it odd how much more effective illusions placed by the DM are.)
We headed up the stairs once again. Down the stairs came 7 berserkers. Trommer and Friedrich stood their ground and eventually cut them down. In the meantime the rear of the party was attacked by a bearded devil. (She has summoned a daemon, a devil and a demon - hopefully she is done.) We held it off until Trommer and Friedrich could arrive. It disappeared before it could be killed.
We made it up to the second floor and Trommer used his unbreakable sword as crowbar to bust open the barred door. This room was full of mercenaries. We cleared out the room and then reinforcements arrived in the form of orcs. Some sleep spells were used breaking their morale. We made quick work of the orcs. We received reinforcements in the form of Sir Brondan, 5 of his men and 16 men-at-arms. With their help we over ran the remaining orcs on this level. They opened the gates. Colby used this chance to strip the body of the mercenary captain.
As they mopped up the 2nd floor we continued to the 3rd. We opened the door and found a troll lurking in the kitchen. He went down quickly and we roasted him in the fire pit. We checked the other rooms off the kitchen and found only supplies.
The door to the adjoining room flew open and orcs attempted to break through the ranks of our men-at-arms. A sleep spell was used to knock out the orcs but that let the trolls charge forward and get at Friedrich and Trommer. They went down in the first round leaving Paavo and 3 men-at-arms to hold the door. My man ran for help. The trolls won initiative and attacked as Finnious's Stinking Cloud went off. Two men-at-arms were lost.
As the trolls retched we dragged the bodies of Friedrich and Trommer back to the stairwell. As wounds were bound the door was shut and spiked. By the time the stinking cloud dissipated Sir Brondan and Sir Haribald arrived with reinforcements and healers.
Friedrich and Trommer were not ready to get back into the fight quite yet and let the knights take the first go at the trolls. That proved not to work so well and places where exchanged. Concentrating on one troll at a a time they were able to breach the line and our men were able to pour into the kitchen.
Our party entered the second room and went toe-to-toe with beastmen while the knights retinues finished off the orcs and trolls in the kitchen. This went pretty quickly even with another troll backing the gnolls. The gnoll leader fled from the room.
We wrapped up there having mostly recaptured the keep. We still need to find Queen Istyria and Sir Blackmar (?). Presumably they are on the fourth floor.
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Post by venger on Feb 7, 2011 13:43:17 GMT -5
We then headed up the stairs. There was some sort of magic that prevented us from reaching the next floor. We tried looking for secret doors and a Dispel Magic but nothing worked. Eventually we chose to disbelieve and were able to get around the illusion. (I always find it odd how much more effective illusions placed by the DM are.) I kinda liked that illusion. Here's how I rule on illusions, now that I get to rule on things: "Blatant" illusions - fire, lightning, pit, wall, etc. Save vs. spell when interacting with. (with significant plusses to the savings throws of those affected) (I feel strongly that if illusionists are to be an actual class they shouldn't be masquerading as magic-users, throwing around fake evocation spells and "dealing mass damage.") "Subtle" illusions - Mind-bending, distance distorting, MC Escher-style, hallucinatory terrain, time-wasting, appearance-hiding/altering glamours, etc. No save vs. spell. (This kind of artifice is the essence of illusion.) Disbelief is nearly automatic success vs. illusions. Though, if you can't tell me what it is you should be believing, I might make you roll a perception check to grasp the underlying reality.
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Post by Ginger on Feb 7, 2011 14:09:25 GMT -5
So, when we reach Sir Blackmar, I assume the strategy is for our two men-at-arms to grapple him while Friedrich and Mr. Trommer hack him to pieces?
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Post by venger on Feb 7, 2011 15:26:21 GMT -5
So, when we reach Sir Blackmar, I assume the strategy is for our two men-at-arms to grapple him while Friedrich and Mr. Trommer hack him to pieces? I will have to vote this most amusing/least heroic plan for the acquisition of a paladin's warhorse.
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Post by Wolfgar on Feb 7, 2011 15:31:02 GMT -5
Do we want to push ahead and let Sir Brondan and Sir Haribald take care of the rest of the orcs on this level? Or do we want to wait and gather an overwhelming force to subdue the rest of the keep? The advantage of having us go ahead is we get to claim any arms and armor off the body of the people we personally defeat. Of course we could get in over our heads.
Assuming there is one orc or beastman at each arrow slit, there could be 30+ opponents left on the 4th floor and in the towers. Not to mention the leader types. I don't like the odds if we push on by ourselves. I think our 3 fighters have hit points in the teens - Trommer may be in single digits. Marcus is pretty uninjured. Do Colby and Finnious have any spells left?
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Post by Wolfgar on Feb 7, 2011 15:35:04 GMT -5
So, when we reach Sir Blackmar, I assume the strategy is for our two men-at-arms to grapple him while Friedrich and Mr. Trommer hack him to pieces? I will have to vote this most amusing/least heroic plan for the acquisition of a paladin's warhorse. Forget this whole single-combat crap. Paavo is a middling fighter at full hit points. Maybe we let Trommer and Friedrich go a couple of rounds with him so he is softened up. Then give Paavo a chance. He will probably just ransom himself anyway.
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Post by Ginger on Feb 7, 2011 15:50:19 GMT -5
Colby has 1 sleep spell in reserve. Finneous has 4 1st level spells in total. I assume they're all sleep spells, and he's probably cast 3.
I could use the ring of human influence to charm the orcs in the next room and convince them that charging upstairs with us is the only way to save them from the mean humans storming the castle.
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Post by Wolfgar on Feb 7, 2011 16:14:43 GMT -5
It seems unlikely that you could get them to attack their compatriots. I think the ring would be better used to suggest that they surrender. Being able to affect 21 hit dice worth of creatures could easily get a room full of orcs.
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Post by venger on Feb 7, 2011 16:30:15 GMT -5
Marcus is pretty uninjured. Do Colby and Finnious have any spells left? I'll check the character sheets and get you HP totals. Marcus is at 17/26, having been scalded by burning oil but otherwise sustaining no damage. Finnious has Sleep, Shield, Stinking Cloud and Invisibility left. (having cast 2 sleeps and 2 stinking clouds)
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