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The Pit
Sept 18, 2011 20:46:02 GMT -5
Post by venger on Sept 18, 2011 20:46:02 GMT -5
XP totals for week of 9/18: total XP received: 17451
Paavo: 33458 --Dan: 6598 (4th level) Friedrich: 65610 --Mary Tanner: 3927 (2nd level) Trommer: 36209 Colby: 49648 Danakes: 15384 (4th level) Bolo: 15997 (5th level) Marcus: 35514 (6th level) Epicaste: 21503 (5th level) Danaus: 20414 (5th level) Finnious: 11696/16726 (5th level thief)
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The Pit
Sept 18, 2011 21:12:59 GMT -5
Post by Wolfgar on Sept 18, 2011 21:12:59 GMT -5
Shouldn't the Dispel Magic have worked on the zombies? Especially since the Patriarch likely created them. Regardless I still think we have this battle in hand. I'll be interested to see how large an area is covered by the black tentacle potion. I hope this doesn't backfire on the held people.
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The Pit
Sept 19, 2011 7:46:53 GMT -5
Post by Scott on Sept 19, 2011 7:46:53 GMT -5
Thanks all for a great time yesterday. Regarding the Dispel Magic, it has to do with the degree of difference in the levels of the spell casters. Not sure how that would play out in terms of the evil cleric's levels, but it wouldn't be automatic on the zombies. Paavo turned them anyway. Dispel Magic would have had an effect on the Held people, though. I'm more worried about the chief bad guy and the narrow passage we're in.
PS -- Fin will end up telling Colby and Paavo about the loot he found in the lady's boudoir. As a card-carrying NG thief, his conscience won't let him keep that stuff to himself forever.
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The Pit
Sept 19, 2011 9:25:01 GMT -5
Post by venger on Sept 19, 2011 9:25:01 GMT -5
Thanks all for a great time yesterday. Great having you back! Regardless I still think we have this battle in hand. I was thinking the opposite actually. Bolo & Trommer have been held for 3 rounds. Friedrich has been held for 2 rounds Finnious, carrying the wand of lightning, is afeared and trying to escape at his 30" movement rate. Having fought the Deadites before you recognize their clerical vestments: 2 sleeping acolytes on the ground. 4 acolytes casting touch attack spells. 3 priests, two of which have cast Hold Person spells already. 1 patriarch, who has cast a Dispel Magic and a Prayer. (And I rolled their wisdoms on 3d6 and some of them are surprisingly wise) 2 zombies wandered off turned, but they'll be back. And there are still two vampires lurking somewhere... Since we've got a couple weeks I'll try to post current hit point totals, spells and magic items. And a tactical map for you to study. Shouldn't the Dispel Magic have worked on the zombies? Especially since the Patriarch likely created them. The curse was definitely dispelled. It's possible one of the zombies in the back might have been clipped but I'd like to think the Patriarch can drop a 30' dispel magic cube in a 40' room and not hit the last 10' feet of it. Especially since he's not in combat. No one who was Held was in the area of effect of the Dispel Magic or we'd be saving for your potions. I'll be interested to see how large an area is covered by the black tentacle potion. I hope this doesn't backfire on the held people. The area of effect is 15'x15' as the unfortunate magic-user Tarayo learned @ Hadraith Tor... The vial can be thrown 30', so hope he doesn't fumble.
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The Pit
Sept 19, 2011 10:13:20 GMT -5
Post by Wolfgar on Sept 19, 2011 10:13:20 GMT -5
Danakes rolled a 16 for the potion throw. Not going to let that be wasted.
I am sure that by the time Finious works his way through the party someone will either grab him or the wand.
Maybe I'll let Colby try his armband again.
Certainly if the vampires and/or Cathbad show up again before the end of the battle that could effect the outcome.
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The Pit
Sept 19, 2011 10:56:30 GMT -5
Post by Bolo on Sept 19, 2011 10:56:30 GMT -5
The area of effect is 15'x15' as the unfortunate magic-user Tarayo learned @ Hadraith Tor... For those of us who weren't there for that, what do the black tentacles do?
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The Pit
Sept 19, 2011 11:02:40 GMT -5
Post by Wolfgar on Sept 19, 2011 11:02:40 GMT -5
They lash out mindlessly attempting to ensnare anyone in range. Once ensnared a creature takes damage until the tentacle is destroyed or the duration ends.
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The Pit
Sept 19, 2011 11:10:03 GMT -5
Post by Bolo on Sept 19, 2011 11:10:03 GMT -5
If Bolo weren't held, he'd be thinking this was a good time to shoot some paralyzing-dart-tipped arrows into some clerics. Since he _is_ held, perhaps another archer would like to borrow a few.
A word of advice to potential borrowers: It's best to exercise a little care as you pull them out of the quiver and nock them.
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The Pit
Sept 19, 2011 11:16:20 GMT -5
Post by Ginger on Sept 19, 2011 11:16:20 GMT -5
Maybe I'll let Colby try his armband again. Thanks! That means I get to blame you if it blows us up.
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The Pit
Sept 19, 2011 12:03:00 GMT -5
Post by venger on Sept 19, 2011 12:03:00 GMT -5
Danakes rolled a 16 for the potion throw. Not going to let that be wasted. Noted. I am sure that by the time Finious works his way through the party someone will either grab him or the wand. Turns out Cause Fear only lasts 1 round/level. Sux. For those of us who weren't there for that, what do the black tentacles do? The potion creates many (6) rubbery, black tentacles in the area of effect. These waving members seem to spring forth from the earth, floor, or whatever surface is underfoot - including water. Each tentacle is 10’ long, AC 4, and takes 6HP of damage to destroy. Any creature within range of the writhing tentacles is subject to attack. If more than one target is within range of a tentacle, the probability of attack on each is determined and the result found by die roll. A victim of a tentacle attack must make a saving throw versus spell. If this succeeds, the victim takes 1-4 hit points of damage from initial contact with the tentacle, and it then is destroyed. Failure to save indicates that the damage inflicted will be 2-8 points, the ebon member is wrapped around its victim, and damage will be 3-12 points on the second and succeeding rounds. Since these tentacles have no intelligence to guide them, there is the possibility that they will entwine any object - a tree, post, pillar - or continue to squeeze a dead opponent. Considering Danakes' position in the marching order this could catch the first rank of the party. 15'x15' area of effect centered on where it lands + 10' tentacle reach.
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The Pit
Sept 19, 2011 15:37:01 GMT -5
Post by Wolfgar on Sept 19, 2011 15:37:01 GMT -5
If Bolo weren't held, he'd be thinking this was a good time to shoot some paralyzing-dart-tipped arrows into some clerics. Since he _is_ held, perhaps another archer would like to borrow a few. A word of advice to potential borrowers: It's best to exercise a little care as you pull them out of the quiver and nock them. You're ice spheres would be much more useful. If nothing else it would trap them in the hall giving us time to to reorganize.
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The Pit
Sept 19, 2011 17:12:02 GMT -5
Post by Dead Greyhawk on Sept 19, 2011 17:12:02 GMT -5
Evard must gave worshipped Cthulhu.
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The Pit
Sept 20, 2011 6:43:24 GMT -5
Post by Bolo on Sept 20, 2011 6:43:24 GMT -5
You're ice spheres would be much more useful. I imagine the ice beads would be hard to find in a hurry, unless you happen to have noticed which pocket or pouch Bolo keeps them in. Or can Bolo talk, despite being held? At least some small muscle movements must still be possible, such as those required for breathing and heartbeats.
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The Pit
Sept 20, 2011 7:14:40 GMT -5
Post by venger on Sept 20, 2011 7:14:40 GMT -5
I imagine the ice beads would be hard to find in a hurry, unless you happen to have noticed which pocket or pouch Bolo keeps them in. Or can Bolo talk, despite being held? At least some small muscle movements must still be possible, such as those required for breathing and heartbeats. No movement or speech whatsoever while under the effects of a Hold Person. As far as the ice beads, Bolo seems to keep those fairly close to hand. It shouldn't be too hard for the closest party member to find them in the pouch at his belt.
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The Pit
Sept 22, 2011 12:21:28 GMT -5
Post by Wolfgar on Sept 22, 2011 12:21:28 GMT -5
Did Colby end up getting Nahal's Reckless Dweomer again? Does anyone (Colby, Finnious, or Mary) have another sleep spell? We should be able to knock out the acolytes easily enough. Then once we can close to melee with the priests and patriarch it should be easy pickings. The main problem is that our held guys are preventing anyone else from moving up.
Dispel Magic would be very bad considering we could lose lots of healing potions. Maybe we should subdivide those into flasks so they are less likely to be dispelled en masse.
Can Trommer use the helm of telepathy while held? He could get an idea of what the patriarch is thinking. He could try suggesting things to the acolytes.
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The Pit
Sept 22, 2011 12:55:33 GMT -5
Post by Ginger on Sept 22, 2011 12:55:33 GMT -5
Colby has 2 Nahal's memorized and one sleep left. I was planning to save the Nahal's for use against vampires, but I'll cast one here if the tentacles aren't effective enough.
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The Pit
Sept 22, 2011 16:35:55 GMT -5
Post by Bolo on Sept 22, 2011 16:35:55 GMT -5
1 patriarch, who has cast a Dispel Magic and a Prayer. Didn't he cast Prayer twice, on two successive rounds? Am I imagining that? It matters, because if I'm right, I think he has no more 3rd-level spells left, and we're safe from another Dispel Magic. (Or can he take an extra 3rd-level instead of a 4th-level?)
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The Pit
Sept 22, 2011 17:52:30 GMT -5
Post by venger on Sept 22, 2011 17:52:30 GMT -5
Only one Prayer has been cast and that was after the Dispel Magic.
You did disrupt a Withdraw spell so now the Patriarch has to buff slow.
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The Pit
Sept 22, 2011 18:01:45 GMT -5
Post by venger on Sept 22, 2011 18:01:45 GMT -5
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The Pit
Sept 22, 2011 22:46:02 GMT -5
Post by Friedrich on Sept 22, 2011 22:46:02 GMT -5
Does anyone (Colby, Finnious, or Mary) have another sleep spell? I'm pretty sure Mary Tanner has 2 sleeps left. I have been having her take 1 shield and 2 sleeps. Have we slept since she used the she used the cast sleep on one of the huntsman? I'm pretty sure we have and the only spell she has used since that point was shield when the zombies were coming up through the ground.
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The Pit
Sept 23, 2011 7:27:28 GMT -5
Post by venger on Sept 23, 2011 7:27:28 GMT -5
You are correct.
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The Pit
Sept 23, 2011 9:41:58 GMT -5
Post by Wolfgar on Sept 23, 2011 9:41:58 GMT -5
Sleep spells can also affect 1-4 priests.
Maybe Dan was hasty in his use of the black tentacles. It might have been better to just wade in there and start hacking. I am sure it will all resolve itself eventually.
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The Pit
Sept 23, 2011 10:47:14 GMT -5
Post by Ginger on Sept 23, 2011 10:47:14 GMT -5
It just occurred to me that this is a nice workaround to be able to use my spells with morally troubling components.
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The Pit
Sept 25, 2011 8:51:56 GMT -5
Post by Bolo on Sept 25, 2011 8:51:56 GMT -5
The main problem is that our held guys are preventing anyone else from moving up. Bolo isn't much of a blockage. Even lying down head to toe it would take four of him to take up a 10' passage. Or does Hold Person make it hard to knock someone over?
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The Pit
Sept 25, 2011 17:58:43 GMT -5
Post by Scott on Sept 25, 2011 17:58:43 GMT -5
Yes, Fin has 3 Sleep spells he can use...when he's done being scared, that is.
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The Pit
Sept 26, 2011 8:25:01 GMT -5
Post by Wolfgar on Sept 26, 2011 8:25:01 GMT -5
Bolo isn't much of a blockage. Even lying down head to toe it would take four of him to take up a 10' passage. Or does Hold Person make it hard to knock someone over? Bolo is only a small part of the problem. It is the held ranger and dwarf and the feared elf which are really preventing anyone from moving up. The DM will let us know how hard it will be to maneuver around them.
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The Pit
Sept 26, 2011 9:09:01 GMT -5
Post by venger on Sept 26, 2011 9:09:01 GMT -5
Bolo is only a small part of the problem. It is the held ranger and dwarf and the feared elf which are really preventing anyone from moving up. The DM will let us know how hard it will be to maneuver around them. Anyone trying to get past Finnious can do so and vice versa. Anyone trying to stop him will need to roll to hit and Finnious will need 4d6 vs his dexterity to get past. Getting past the Held characters: Bolo can be 2d6 vs dexterity. Friedrich is 3d6 vs dexterity. Trommer is 4d6 vs dexterity. He's like a 500lb statue.
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The Pit
Sept 26, 2011 14:04:51 GMT -5
Post by Ginger on Sept 26, 2011 14:04:51 GMT -5
Looking at the positioning (as you can see in the attached photo) it looks like you could either roll 4d6 to get past Trommer or roll 2d6 and then 3d6 to get past Bolo and Friedrich. Is that right? Attachments:
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The Pit
Sept 26, 2011 15:20:24 GMT -5
Post by Wolfgar on Sept 26, 2011 15:20:24 GMT -5
Nice picture. Where is Finnious? Why can't you just step over Bolo to the empty space adjacent to Trommer and Friedrich? There is no reason you can't move forward diagonally between two held people.
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The Pit
Sept 26, 2011 16:16:14 GMT -5
Post by Bolo on Sept 26, 2011 16:16:14 GMT -5
Looking at the positioning (as you can see in the attached photo) it looks like you could either roll 4d6 to get past Trommer or roll 2d6 and then 3d6 to get past Bolo and Friedrich. Is that right? Note that beating 2d6 and then beating 3d6 is always a better chance than beating 4d6. (This is true for any dex.)
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