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Post by Ginger on Jan 7, 2008 9:24:29 GMT -5
It was pretty tense at the beginning of Sunday's session. Eddie and Rose were the only people on time, and neither was eager to roll initiative. I got there just in the nick of time, to roll a 1. Fortunately the demons did as well, and I won the second time. Dell turned into a snake and grabbed the unconscious people. Raven spent the round putting the luckstone on Adrienne. Adler brought Jasper's body to the snake and called for Flopear to get the sword and come to the snake. He got the Giantslayer, but was 10 feet away. The Bone Statuette attacked a demon. Adrienne planeshifted us away, leaving Flopear and the statuette.
We didn't seem to quite make it to the ethereal plane, though. We were caught between layers of the abyss. There was a tentacle plane above us, and the lower one looked sort of like the DemonWeb pits with a few attached sections. (Dana made weird drawings of what we saw.) We went to one of the sections, which turned out to be a dinosaur world. The trees are purple, the grass is orange and the stone is blue. After getting trampled by a dinosaur, the two groups got together. We made secure shelters to rest and regain spells. We cannot memorize 3rd level spells, but our items and glowing stones work as they do on the PMP.
We found a large city inhabited by humans, with a very large ruined section. That ruined section is uninhabited and has a Gate. The populated section is inhabited by humans who speak a weird language and use coins with Lolth on one side and a dinosaur on the other side. The 3 mages went into a tavern to gather information. Antonus used Tongues and told the bartender than Winthrop and Dell were deaf-mutes. We paid with a different Lolth coin and he assumed we were servants of the drow and was very accommodating to us. Dell picked his pocket before leaving, and he had a note about going to meet someone to secretly trade a key to the palace for some device.
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Post by Wolfgar on Jan 7, 2008 10:25:34 GMT -5
Did Pfiffwin and Antonus get over trying to kill Otto? Are we able to get to the Leomund's chests? How do the drow items work - are they deteoriating? is the full plate regenerating on its own?
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Post by Ginger on Jan 7, 2008 10:25:38 GMT -5
Oh, and Jasper failed his resurrection survival roll. Despite Dana's persistent reminder that we have a ring that's just begging to be used, he's staying dead until we can reincarnate him into a ogremonk.
The 2 two-handed swords are +3 and the dagger we found is also magical, but unidentified. Raven is using a two handed sword, and Clift is either using the other or Jasper's Halberd.
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Post by Ginger on Jan 7, 2008 10:33:48 GMT -5
Did Pfiffwin and Antonus get over trying to kill Otto? Are we able to get to the Leomund's chests? How do the drow items work - are they deteoriating? is the full plate regenerating on its own? Otto, Perrin and Pfiffwin were made catatonic by the plane shifting, and will remain so until their players return. All spell effects (Strength, polymorph, mirror image, etc.) were dispelled when we shifted. We cannot access the chest. Drow items seem to work fine and do not deteriorate. There isn't really a sun on this plane. It's pitch black with no moon or stars at night, and the "day" is only slightly brighter than twilight with a uniform gray in the sky. Otto's armor doesn't regenerate, since it is not-magical outside of the Demonweb.
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Post by venger on Jan 7, 2008 11:40:56 GMT -5
We found a large city inhabited by humans, with a very large ruined section. That ruined section is uninhabited and has a Gate. The populated section is inhabited by humans who speak a weird language and use coins with Lolth on one side and a dinosaur on the other side. The 3 mages went into a tavern to gather information. Antonus used Tongues and told the bartender than Winthrop and Dell were deaf-mutes. We paid with a different Lolth coin and he assumed we were servants of the drow and was very accommodating to us. Dell picked his pocket before leaving, and he had a note about going to meet someone to secretly trade a key to the palace for some device. Options as I see them: A) Head directly for the gate in the ruined section. Crush all opposition and hopefully return to the Demonweb. (combat!) B) Try to unravel the plot surrounding this town, the "Mistress' Palace" and the dark elves. (intrigue, sneaking around, talking to people who speak another language...) "A" plays to our strengths... "B" will have us stumbling around the entire session until we finally blunder into a large combat where we wind up killing everyone who has useful information; at which point we will be pursuing option "A."
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Post by Wolfgar on Jan 7, 2008 21:58:28 GMT -5
Otto's armor doesn't regenerate, since it is not-magical outside of the Demonweb. Did anyone at least mend it? How big is the city? Have we seen any non-humans? How about a know alignment to see if we are dealing with inherently evil humans? Does Hugh have access to his locate person spell? Are tracks left in this realm? We could try backtracking from the Gate to see where tracks lead. The options are endless...
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Post by venger on Jan 7, 2008 22:29:43 GMT -5
Did anyone at least mend it? : / Antonus could maybe switch out a 1st level spell... How big is the city? Have we seen any non-humans? How about a know alignment to see if we are dealing with inherently evil humans? The city is big, Longspear size or larger. 10,000+ people. Half or more of it is in ruins, which are full of carnivorous lizards and possibly undead. The city wasn't built by the current inhabitants, doors and buildings seem constructed for larger humanoids. The gates were unmanned and shoddy, at least where we entered. There's no uniformed guard in the city, more like a disorganized constabulary/militia. They farm and wear a lot of leather. No demi-humans. If they are inherently evil, they act like regular folks. There's a palace, with a Mistress who is presumably the dark elf collaborator. There's a haunted castle in the ruins, along with a free-standing Gate in the middle of a crudely barricaded courtyard. The Gate emits a lot of smoke and multicoloured sparks from one side, and is pitch black on the other. We heard mention of a "Lizard Wizard." And another large city, far away, which started with an "N." We're currently holed up in an abandoned structure near the edge of the occupied city, staying out of sight. Ogre Clift was left behind because he's too conspicuous, he's with Otto, Pffifwin, Perrin and Jasper's corpse a ways distant from town. Does Hugh have access to his locate person spell? Are tracks left in this realm? We could try backtracking from the Gate to see where tracks lead. The options are endless... The Gate was only observed through Antonus' Clairvoyance spell and then polymorphed reconnaissance. It's somewhere in the scary ruins and when I got close Dana was like "do you enter the courtyard?" all ominously...
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Post by Ginger on Jan 8, 2008 10:41:41 GMT -5
I think a Know Alignment spell would be helpful on our bartender friend. If he's good then we should definitely let him in on our plans. If he's evil, then we should definitely try to lean on him to do what we want. Maybe we could pretend our drow masters are unhappy with the current regime and would pay him to help us. They are possibly familiar with how competitive the different houses are.
We could also pay him to ask his contacts if anyone has seen a sepia colored statue being carried through the streets.
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Post by Wolfgar on Jan 8, 2008 11:24:51 GMT -5
Don't we have telepathy as well? Is it in any of the spell books that we have available to us?
I think it would be fun to ask lots of leading questions and get him to reveal things.
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Post by venger on Jan 8, 2008 11:35:44 GMT -5
Don't we have telepathy as well? Is it in any of the spell books that we have available to us? I think it would be fun to ask lots of leading questions and get him to reveal things. Antonus memorized ESP specifically for that purpose. Didn't have an opportunity to use it on first contact. So is the plan to pose, polymorphed, as dark elves and "abduct" him for further interrogation? If he's evil do we Charm him? Tongues is a 3rd level spell and doesn't last very long- Raven and the bartender can swap out the helm of comprehend languages and communicate in writing.
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Post by Ginger on Jan 8, 2008 12:01:39 GMT -5
We should let him know that we want to make trouble for the Mistress. If he's good then he'll do it for good reasons. If he's not, he'll do it for money and self-preservation. Depending on what he says we can tell him that we're not actually working for the drow but working against them. Either way, our note is a pretty effective leverage point. Selling a key to the Palace would likely get you executed. He's either quite greedy and willing to take risks for reward, or really dislikes the mistress and will risk himself to harm her. That means he can be very helpful.
More broadly, we should assess whether the druid might be here and assess what the ratio of loot to danger is. If it's unfavorable, then let's just gate out.
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Post by Dell on Jan 8, 2008 17:00:18 GMT -5
Tongues is a 3rd level spell and doesn't last very long- Raven and the bartender can swap out the helm of comprehend languages and communicate in writing. It would only take Antonus 6 months to learn the language. I say that's our first step.
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Post by Dead Greyhawk on Jan 13, 2008 22:32:23 GMT -5
Raven gains access to the Book of Iormad and reads excerpts from it. The Book of Iormad is written in a number of different handwritings and seems to have a drift in style and wording as it goes through it.
On the Arrival (early in the book) The Wizard Iormad brought his followers out of the destruction resulting from the Sueloise/Bakluni conflict. Men and women, 5,000 strong, followed Iormad through the rift he tore in the fabric of the world. Iormad had tapped into energies long dormant and forced entry into an existing system of dimensional portals. The gateway Iormad's followers came through was large enough to pass three abreast and a mounted rider high and surrounded by a city of blue stone. Iormad feared that those ravaging the lands behind them would follow on his trace. Iormad spiked the portal with a great burst of destructive force, and the feedback shattered stone in the surrounding buildings.
The Book of Iormad contains a series of landscape paintings showing a great mountain range filled with snow-covered peaks with a spired city nestled at their base. The surrounding city of blue stone was quite different than that left behind, and the strange foliage and fauna did little to ease their hearts. Worst of all, the sky remained dark, barely lightening at any point during the day.
The priests that traveled with Iormad found themselves shriven from their gods. Few plants and animals were recognizable, and all seemed of lizardish cast. Iormad's apprentices flew over the surrounding land, discovering the extent of the plateau, but also the roaming dinosaurs without.
The darkness overhead seems to be a solid barrier, one that blocks out the sky, the stars, the moon, and sun. None of the efforts to breach it are of any success, and it appears that it is impassible to all. The barrier is made of power beyond the ken of even Iormad, who struggles over and over to comprehend the barrier and crack it like an egg.
After months of despair, Iormad's followers sacrificed him in a great ritual on an open rock atop the plateau of Neshfal. The rock was bathed in his blood as the remaining mages' power pumped energy into his failing body. The ritual was of some success, as ever since then, the environment on the plateau has changed. Enough light ekes through to illuminate the plateau to a clouded level, strong enough to grow crops. The ritual failed to reach through to the missing godheads, and the priestly powers never rose again.
On the discovery of Lizardkind (early in the book) And so those Adventurers willing to leave the plateau left Neshfal, to explore the darkened land beyond. They did not return. Their kin followed, searching for the lost, and indeed, their bodies were found. Their bodies had been riven through by spear and sword made of black stone, chipped sharp, not bitten or horned or stomped upon by the great Dinosauria.
And so those that followed found the Lizardkind, who prowled and strutted and fled the Dinosauria. Their small clans and tribes were ill informed and barbaric, but torture eventually pried their meetplace from them.
The Lizardkind trade, meet, and mate at a squalid patch of barely dry land. For the price of a few dull daggers, trade rights are achieved.
On Gnitrax (later in the book) The third punitive mission to Gnitrax reinforced Mereshawn Iormadson's dictate of trade. Too many of the metalworkers were eaten to maintain the colony, and so the breeding pool was poisoned.
On Gnitrax (later in the book) The metalworkers continue to be truculent over the dangers of transport to Gnitrax. Too many have been lost to the Dinosauria. The amulets are the key to bridging the gap.
On Gnitrax (later in the book) The annual transport continues to fill the coffers with the Gnitrax lucre.
On Portals (later in the book) The system of portals seems to permeate the land, but are fraught with danger. They are older than the city and seem to draw on powers beyond those visible. The extent of the portals are unclear; farmers will prove to be good test subjects, I think.
On Priests (in the middle of the book) The Lizardfolk we find in Gnitrax are fled from the swamps to the south. A great city of ancient mien dating from the same time as Neshfal lies in the depths of swamp. Perched on the shore of a great lake, the priests of Twilus rule with an obsidian fist. Their god of vacuous destruction seems to be able to penetrate the sky-shield and imbue them with power. More needs to be discovered about this god, so that we might reap its power.
On Priests (later in the book) The Lizardfolk of Gnitrax have begun worshiping beyond their normal sphere. The Lizard Wizard does not deny this, but Hisspeck has gone missing as well. How far this will go is beyond me.
The sojourn to the city of iron (later in the book) The rumors are true; the northern part of the island contains a city of iron, crumbling into dust. Most of the Guild party was lost, but the last warrior raves of ghosts of iron. The wand that he brought with him is of great power and is worthy of study.
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Post by Dead Greyhawk on Jan 13, 2008 22:34:40 GMT -5
Cedrus takes some time to know alignment on the folks he sees entering and leaving the Guild. The vast majority of them are evil of one bent or another. Omortarif appears to be chaotic neutral. No one appears to be good aligned.
The assets of the Company, beyond what is on your character sheets, are:
2 PLATINUM SPIDER AMULETS (100 GP EACH) 4 OBSIDIAN (50 GP) 5 CATS EYE AGATES (50 GP) 5 BLOODSTONE (50 GP EACH) 4 CARNELIAN (50 GP EACH) 6 CHALCEDONY (50 GP EACH) 2 CHRYSOPRASE (50 GP EACH) 11 CITRINE (50 GP EACH) 2 JASPER (50 GP EACH) 7 PERIDOT (50 GP EACH) 4 ROSE QUARTZ (50 GP EACH) 4 SMOKY QUARTZ (50 GP EACH) 3 ZIRCON (50 GP EACH) 9 GOLD SPIDER BROOCHES (10 GP EACH) 2 JEWELED GOLD CUPS (1500 GP EACH) DAGGER SHEATH SET WITH BLOODSTONES (150 GP)
Gems appear to be valued at face value and metal work at 110% its stated worth.
"Disagreements" among the members of the Guild are common and seem to lead to minor bloodshed. "Disagreements" between the Guild members and others are uncommon, but Winthrop sees what appears to be a member of the constabulary lit on fire by a Guild member after a hearty disagreement about some incomprehensible thing.
The Guild appears stocked with the types of equipment you might need to train people in cleric or mage abilities.
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Post by Ginger on Jan 13, 2008 22:44:30 GMT -5
Does anyone in the town seem to be Good aligned? We might want to search for a cluster of them.
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Post by Dead Greyhawk on Jan 13, 2008 22:46:47 GMT -5
Does anyone in the town seem to be Good aligned? We might want to search for a cluster of them. A few, here and there, are good aligned. They mostly seem to be children. The good-aligned adult is a rarity at best.
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Post by Dead Greyhawk on Jan 13, 2008 23:08:31 GMT -5
Also, Clift did hit the XP requirement to pick a class last week. My bad. He'll have 1923 XP towards that new class. I've emailed everyone "The Whole Half-Ogre," which I am using as a guide for how to handle ogre and other monster-like reincarnations with regard to racial limitations for classes.
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Post by venger on Jan 14, 2008 9:42:50 GMT -5
The assets of the Company, beyond what is on your character sheets, are: Florin needs a longsword. That's three of those gems. Do they have longbows? Are they purple? Who wants to train Antonus?? Dell... "Disagreements" among the members of the Guild are common and seem to lead to minor bloodshed. "Disagreements" between the Guild members and others are uncommon, but Winthrop sees what appears to be a member of the constabulary lit on fire by a Guild member after a hearty disagreement about some incomprehensible thing. The Guild appears stocked with the types of equipment you might need to train people in cleric or mage abilities. Do a lot of the Guild members appear to be mages? Are there actually any clerics? Or signs of clerics? Shrines, temples, altars, etc. Is there an alchemist? Can we obtain 100gp pearls?
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Perrin
Junior Member
Posts: 61
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Post by Perrin on Jan 14, 2008 10:56:10 GMT -5
I have the following questions for the Guild:
-Can the Guild arrange contact between the party and the lizardfolk? What about the mistress? -How are relations between the lizardfolk and the humans? Are there raids between the two sides? -Who does the metalwork for the town? Why is metalwork expensive? -Has someone in the Guild ever dealt with the Dark Elves? Who do the Dark Elves normally work with? What do they want? -What does the Guild know about the haunted castle? Who inhabited the castle before it fell into its present state? -Who, if anyone, do the townspeople worship? Who is this new god the lizardfolk worship? -Who is Salb? Why do people follow him?
I'm also curious of the following questions surrounding the pickpocketed note, although I wouldn't ask the guild directly:
-Who is the person that ran out of the tavern? Does Pfiffwin recognize the person/guild-member who he followed out of the tavern? -Do we overhear anyone in the guild talk about the imprisoned bartender or Lizardtail?
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Post by venger on Jan 14, 2008 12:56:19 GMT -5
I have the following questions for the Guild: -Can the Guild arrange contact between the party and the lizardfolk? What about the mistress? The mistress is our best way of finding a dark elf. A dark elf is our best way of finding a viable portal back to the "Web." -Do we overhear anyone in the guild talk about the imprisoned bartender or Lizardtail? Anything we overhear is probably in that language we can't understand.
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Post by Dell on Jan 14, 2008 14:41:37 GMT -5
The mistress is our best way of finding a dark elf. A dark elf is our best way of finding a viable portal back to the "Web." If we wanted to go back to the web, this would be a great plan.
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Post by Ginger on Jan 15, 2008 13:46:50 GMT -5
If metalwork is prized around here, Raven will attempt to shop around his Field Plate schematic after Hugh (or someone else) can make a copy.
I presume that Perrin cannot train Adler in 3rd level spells if we don't have access to those spells here?
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Post by Mr. Trommer on Jan 15, 2008 15:56:26 GMT -5
If we are going to go take care the ghosty thing we might want to know what sort of creatures that we may encounter. I presume that there have been survivirs in the past to recount their tales. It would also be helpful if they have a map of what they know about the place. How about a map of the town? Are there any cartographic shops? We would need to buy some paper and ink to make a copy of the field plate designs while Hugh is convalescing.
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Post by Dead Greyhawk on Jan 15, 2008 22:39:38 GMT -5
Do they have longbows? Are they purple? Do a lot of the Guild members appear to be mages? Are there actually any clerics? Or signs of clerics? Shrines, temples, altars, etc. Is there an alchemist? Can we obtain 100gp pearls? They do have longbows and they are purple. The wood is actually quite a bright purple as well, not a deep, dark purple. About half of the guild appears to be mages or illusionists, based on your observations. About a quarter appear to be warriors, some independent, some associated with a mage. The remaining quarter also appear to be warriors, but Florin's keen eye sees that these warriors wield flails, maces, and the like. While you don't see them praying, you suspect they are clerics. Old Neshfal lacks temples and shrines. You wonder if they worship at home or in private, but as far as you can tell, none of the buildings have been established as places of worship. Tyron (the Tyrant) supplies unguents, herbs, and potions to the Guild. He gets most of his stock by paying the Guild to go collect them and then sells them back to the Guild. It's an odd arrangement. He'd be the closest to an alchemist. Old Neshfal appears to be on a large, inland mesa. Torsh, the continent, appears to be an island, but no fish are for sale in the market and no pearls are seen as jewelry or ornamentation.
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Post by Dead Greyhawk on Jan 15, 2008 23:01:09 GMT -5
I have the following questions for the Guild: -Can the Guild arrange contact between the party and the lizardfolk? What about the mistress? -How are relations between the lizardfolk and the humans? Are there raids between the two sides? -Who does the metalwork for the town? Why is metalwork expensive? -Has someone in the Guild ever dealt with the Dark Elves? Who do the Dark Elves normally work with? What do they want? -What does the Guild know about the haunted castle? Who inhabited the castle before it fell into its present state? -Who, if anyone, do the townspeople worship? Who is this new god the lizardfolk worship? -Who is Salb? Why do people follow him? I'm also curious of the following questions surrounding the pickpocketed note, although I wouldn't ask the guild directly: -Who is the person that ran out of the tavern? Does Pfiffwin recognize the person/guild-member who he followed out of the tavern? -Do we overhear anyone in the guild talk about the imprisoned bartender or Lizardtail? Omortarif claims to have close relations with many of the lizardfolk, including the Head Chief Lizard Guy of Gnitrax. If the Company proves itself, he'd be happy to bring you down to Gnitrax and introduce you personally! Mistriss Naji, on the other hand, is quite aloof. She decides who she wants to talk to. If you want to meet with her, present yourself at the Palace and wait. Omortarif wishes you luck! The Lizardfolk outnumber the Humans by a large margin, but the Humans have wizards and metallurgy on their side. Occasionally, "accidents" happen, but usually the treaty holds with the barbarians. When it doesn't, the Humans of Gneshfal lead a punitive mission and remind them why the barbarians have the treaty. The primitives that live in the Swamp of Lost Hope are cannibals. The tail-less ones are the worst. Humans generally don't wander from Old Gneshfal, unless they are going to work in Gnitrax, in which case Omortarif takes them there. Only the Guild is found outside of those two cities. The trade agreements with the barbarian lizardmen are for crafted metalwork. Getting the raw material is arduous, as the City of Iron is the only source. The lizardmen pay well for crafted items and trade many goods plus more oddly shaped chunks of iron from the city for them. Rather than selling in Gneshfal, it is much more profitable to sell them in Gnitrax for even higher prices in bartered goods. While the overall supply is high, the demand is at a premium. The Castle is a source of frustration for the Guild. Rising up over the city, it towers over them, occasionally domed. It has been in the city longer than the Humans have been, so its original inhabitant is a mystery. Eventually, Guild members dare each other to go and investigate it, and they do so rather than lose face. Without fail, none have returned. The Castle has a large courtyard, and occasionally the gate to it is covered by a strange purple curtain, but beyond that, it is a mystery. No scrying magics work on it, the courtyard appears dark from the air, and those that fly too close to the Castle never return. The Castle must be haunted with the ghosts of hundreds of Guild members! The barbarians of Gnitrax do not worship the primitives' god Twilus the Destroyer, but instead worship some other god. Omortarif's opinion is that all gods are worthless, showing no power and no ability to change thing. He cares not who the Lizardmen worship, but he thinks the name is Surthrak or Ssshiissshak or some sibilant thing like it. Omortarif will neither speak about the dark elves or about Salb. He gets a dark look on his face when he is pressed, and once he appears to begin to cast something at you before mastering his temper. After several days, Pfiffwin is able to identify the person he followed. He appears to be a servitor in the Guild, a butler or majordomo, who is high placed. Pfiffwin sees him speak directly to Omortarif several time. The language barrier proves to be substantial when trying to eavesdrop.
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Post by Dead Greyhawk on Jan 15, 2008 23:03:40 GMT -5
If metalwork is prized around here, Raven will attempt to shop around his Field Plate schematic after Hugh (or someone else) can make a copy. I presume that Perrin cannot train Adler in 3rd level spells if we don't have access to those spells here? Perrin can train Adler, but Adler will, of course, not gain the spells until his god can contact him. We'll talk in person about the Field Plate schematic.
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Post by Dead Greyhawk on Jan 15, 2008 23:08:23 GMT -5
If we are going to go take care the ghosty thing we might want to know what sort of creatures that we may encounter. I presume that there have been survivirs in the past to recount their tales. It would also be helpful if they have a map of what they know about the place. How about a map of the town? Are there any cartographic shops? We would need to buy some paper and ink to make a copy of the field plate designs while Hugh is convalescing. As mentioned above, no one that has entered the Castle has returned to the Guild. No one seems shook up or saddened by their loss. A small group, a mage, his healer, and bodyguard was lost a few months ago, and no one seems sad that they have not returned. The Guild prefers that you not wander about the city unescorted, since there could be problems with the authorities or with Mistress Naji's bodyguards. They insist you don't need a map. With such a small population that doesn't travel far, it seems that everyone knows their way around without having a map. Possibly the lack of visitors has increased this tendency not to map things as well. Oddly enough, cartography seems to be banned in Old Gneshfal. This seems, from what you can piece together, to be an edict from the Guild. It is likely that they hoard geographic information and keep it from the others to maximize its value. Paper manufacture also seems a lost art. Instead, the skins of dinosaurs are treated in a way that makes a material similar to vellum. It can be purchased at the standard price for vellum.
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Post by Wolfgar on Jan 16, 2008 13:14:38 GMT -5
Some follow up questions: How long has Mistress Naji ruled? How did she come to power? Is she a mage? Is she a past member of Guild?
Are "barbarians" and "primitives" both lizard people, just different levels of advancement?
Aren't there farmers that live outside the cities? Where are they located? Is there an easier way to scale the plateau instead of flying? Do Guild members tame pterodactyls for use as flying steeds?
Otto would like to see how well his druid abilities function here - does animal friendship/invisibility work on lizards? does entangle work on the purple vegetation?
If there are no pearls how do they Identify magic items? Does the term magic item even make sense to them? I think we heard the term artifact used by Salb or Omortarif - what would be considered an artifact? If there are magic items can we learn from them how they identify them? Are there spells we should try to trade for or will the langauge barrier be an insurmountable problem? Do any of the other Guild member speak other languages that we have in common?
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Post by Mr. Trommer on Jan 16, 2008 13:33:39 GMT -5
We have at least four days to do stuff until Hugh fully recovers from being mostly dead. Besides trying to identify items so we want to creat any magic user scrolls? Create some more light/darkness stones? How see if tere are any spells we could trade? Maybe Antonus could use his "Wizards Eye" to do some scouting.
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Post by Dell on Jan 16, 2008 14:10:09 GMT -5
We also want to know about everything to do with these local portals, as well as information on the spell they used to get here, and the spell that was used to weaken the sphere of blackness. And test the spells we have, like Rope Trick and Summon Monster.
Clift wants to be a fighter. How is that going to work? Does he get to specialize? Does he start at level 1 or level 4? Does he gain levels or Hit Dice?
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