EvolutionKB said:I think a potion of fly would be a good idea for Duroin, he has limited mobility with a 20ft move. Is everybody cool with getting the magical equipment identified for the gp listed in the IC thread? Seems like a good deal to me. I'll also take 3 CLW potions.
EvolutionKB said:Here is a pre-emtive plan on the keep assuming it is occupied by a large force of hobs. I think going in during daytime would be the best bet. I could be off base here, but I'd don't think hobs have darkvision or anything. That would probably mean at night, when it is harder to see they are more likely to have alternative sources of detecting enemies. Like hellhounds with scent. I concur our best bet in getting in stealthily is by using invisibility and a silence spell. We would have to stay together though and no climbing walls, the ropes become visible when not near our bodies. That would surely give us away. We would probably be best going in the front door. When we would get inside, we should head as quickly as possible to the leader of the hobs. We can strike him before he knows it, hopefully then the rest of them will be easy to fight. The invisibility spells only last about 5 minutes, so we would have to be quick. We could work out some thing to figure out when and how to attack. Two squeezes on a shoulder is prepare to take offensive. Duroin could hopefully be quiet enough to sneak into position(outside the silence spell)while Kirrg and I readied a charge for when Duroin gave us the signal, which would be probably cutting him up. Thoughts?
Rhun said:(Also, H4H, I noticed I never added basic equipment like backpack and bedroll to Duroin's sheet...Is it cool if I add that stuff today/tonight? Nothing of real use, just basic gear.)
EvolutionKB said:I think a potion of fly would be a good idea for Duroin, he has limited mobility with a 20ft move. Is everybody cool with getting the magical equipment identified for the gp listed in the IC thread? Seems like a good deal to me. I'll also take 3 CLW potions.
Originally Posted by EvolutionKB
I think a potion of fly would be a good idea for Duroin, he has limited mobility with a 20ft move. Is everybody cool with getting the magical equipment identified for the gp listed in the IC thread? Seems like a good deal to me. I'll also take 3 CLW potions.
If everyone is cool with Duroin picking one up, I'll do that...I don't want to be spending all the group's resources though.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.