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City of the Spider Queen (mini-campaign)
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<blockquote data-quote="jkason" data-source="post: 5315796" data-attributes="member: 2710"><p>Talhia has Trapfinding as a class feature, but I didn't put any points into her Searching / Disabling with the assumption that our Artificer (now Aden) would be handling that. Possibly not especially well thought-out on my part to put so much into social skills in what looks like it may be more of a dungeon delve, but it works conceptually, so I'll stick with it.</p><p></p><p>Talhia's also one of the few without any low-light / darkvision capability</p><p></p><p>When it comes to doors, things to consider as far as she goes:</p><p></p><p>* If a lock looks particularly nasty to try to pick, she has knock on her spell list.</p><p></p><p>* As far as charging in, remember, too, that Talhia has a number of illusion spells that might be of use: several invisibility effects and silent, minor, and major image. If we know there's a fairly significant problem on the other side of a door (listen check, or can Fafnir's telepathy detect thoughts through a door?), Talhia can vanish the party and send in one or more distracting illusions that would draw attention while we get through the door and set ourselves up for attack. </p><p></p><p>* She also has a necklace of fireballs, so we can always lob one of those into the room first, too, before anyone gets in the way. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I guess I don't know how comfortable I am with just saying 'this is what Talhia does at every door,' given that there are a number of viable options, and there are any number of variables that 'coming to a door' can entail. Is it a heavy, ornate door? Are there noises on the other side? What kind? </p><p></p><p>Assuming that it's an unremarkable door with nothing special for its lock, and scouty types don't detect anything noteworthy on the other side, SOP is that Talhia keeps her crossbow ready and doesn't do much other than wait for the door to open.</p><p></p><p>If there *is* something noteworthy about a door (we find a trap, the lock is especially difficult and thus suggests something bigger on the other side, there's some kind of noise that makes us think there are enemies there), I'd like the option to have at least a minor consultation. I mean, that's the point of scouting, isn't it? To get advance information and make decisions based on it?</p></blockquote><p></p>
[QUOTE="jkason, post: 5315796, member: 2710"] Talhia has Trapfinding as a class feature, but I didn't put any points into her Searching / Disabling with the assumption that our Artificer (now Aden) would be handling that. Possibly not especially well thought-out on my part to put so much into social skills in what looks like it may be more of a dungeon delve, but it works conceptually, so I'll stick with it. Talhia's also one of the few without any low-light / darkvision capability When it comes to doors, things to consider as far as she goes: * If a lock looks particularly nasty to try to pick, she has knock on her spell list. * As far as charging in, remember, too, that Talhia has a number of illusion spells that might be of use: several invisibility effects and silent, minor, and major image. If we know there's a fairly significant problem on the other side of a door (listen check, or can Fafnir's telepathy detect thoughts through a door?), Talhia can vanish the party and send in one or more distracting illusions that would draw attention while we get through the door and set ourselves up for attack. * She also has a necklace of fireballs, so we can always lob one of those into the room first, too, before anyone gets in the way. ;) I guess I don't know how comfortable I am with just saying 'this is what Talhia does at every door,' given that there are a number of viable options, and there are any number of variables that 'coming to a door' can entail. Is it a heavy, ornate door? Are there noises on the other side? What kind? Assuming that it's an unremarkable door with nothing special for its lock, and scouty types don't detect anything noteworthy on the other side, SOP is that Talhia keeps her crossbow ready and doesn't do much other than wait for the door to open. If there *is* something noteworthy about a door (we find a trap, the lock is especially difficult and thus suggests something bigger on the other side, there's some kind of noise that makes us think there are enemies there), I'd like the option to have at least a minor consultation. I mean, that's the point of scouting, isn't it? To get advance information and make decisions based on it? [/QUOTE]
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