stonegod's Expedition to Castle Ravenloft: Ch. II [OOC]


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At this point, we ought to simply drag ourselves out of the bog to dry land and find out if the third and last fane is indeed there, as we expect. If it is, we can secure it before any other things show up looking for it. If, for some reason, it is NOT there, we may need to improvise.

Once we have custody of the last fane artifact, I really think we need to rest before we go looking for any more fights. If they come to us, we will have to deal somehow, but we are in no condition to actually push into something else. Ideally, we can go back to town and use the caravan's resources to heal up. If we can get enough diamond dust, Tessa can memorize Restoration herself- she didn't take it today because she had no components to use it. Failing that, we can go back to the farmhouse where we camped last night, and our clerical casters can load up on Lesser Restoration. Also, Tessa only needs two hours of sleep- so we don't need a lot of rest, but we do need some. (Wait- wasn't that two full encounters without an extended rest? Where is our Milestone? Oh, wait- never mind);)


As an additional aside, Ashlyn's area healing power is doing wonders on keeping our actual HP levels up, and we now have Avron to work offensive magic- so if we get some rest, I may load Tessa's spell list more towards buffs for our front-liners. Thoughts?
 
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As an additional aside, Ashlyn's area healing power is doing wonders on keeping our actual HP levels up, and we now have Avron to work offensive magic- so if we get some rest, I may load Tessa's spell list more towards buffs for our front-liners. Thoughts?

I agree with this, plus you are the first to spell my name right. ;) Do we want me to prepare more than one lesser restoration from now on? Do we want to add restoration to my prayerbook from the scroll and hope we can get some diamond dust from the caravan? Overall, I agree we need to get the fane, keep it separate from the others, hope nothing bad happens and get back to the caravan/farmhouse and get some rest.
 

pathfinderq1 said:
As an additional aside, Ashlyn's area healing power is doing wonders on keeping our actual HP levels up, and we now have Avron to work offensive magic- so if we get some rest, I may load Tessa's spell list more towards buffs for our front-liners. Thoughts?
Do keep in mind that while Ashlyn's Sacred Healing works well for out of combat recovery, it's of limited/minimal use during combat.
That being said, I think perhaps a mixture of buffs and utility spells would work best.[sblock=Spells to consider]The following is a selection of spells that I think might be useful to consider.

Level 1 cleric spells
  • Hide from undead - Given the fact that the castle seems to be a haven for undead, this spell might be well worth having
  • Protection from evil - since we don't have a protection from undead spell, this is almost as good ;)
  • Sanctuary - Good as an emergency protection for characters in serious trouble.
  • Shield of faith - +3AC for 7 minutes is a nice buff for the front liners when we know we are about to face something
Level 2 cleric spells
  • Bears endurance - +4 CON for 7 minutes is nice for all of us when we know we are going to face something
  • Bulls strength - +4 STR for 7 minutes is nice for the front liners when we know we are going to face something
  • Eagles splendor - +4 CHA for 7 minutes would be a nice out-of-combat boost for Ashlyn with regards to her Sacred healing ability, but other options are probably more interesting
  • Remove Paralysis - Removes paralysis and slow effects ... this could be a iifesaver, perhaps as a scroll if we can get it
  • Resist energy - resist 20 of one energy type for 70 minutes is supergood ... if we know that we are going to fight something that attacks with that energy type
  • Lesser restoration - Definitely necessary
  • Shield other - effective 50% damage reduction for 7 hours ... yes please ... all we need is two platnium rings :D ... (Note that Jarrith and Khensu already have this set up for them)
Level 3 cleric spells
  • Bestow curse - This might be interesting to use on any re-occuring opponents ... like those strange vampires we have come across ... :evil:
    (I think this is one of the very few effects that also work on undead)
  • Daylight - Might be useful if we can find any vampires that are not immune to it .... until then ...
  • Glyph of warding - This might be a really good thing to setup in the chapel as a ward against undead so as to make it a safe refuge for further explorations within the castle (set it to target undead and load it with cure serious wounds :evil:)
  • Magic circle against evil - Definitely a good choice, Protection from evil for the whole party for 70 minutes ... yes please :D
  • Remove curse - This might be necessary if the bad guys are especially nasty ... but a scroll should be enough
  • Remove disease - This might be necessary considering our history with the undead of this place so far
  • Searing light - Considering the likelihood of facing undead on our return to the castle, this spell might be a very good option
  • Speak with dead - Might be interesting to use this on the corpse in the chapel ....

Level 4 cleric spells
  • Restoration - Necessary if and only if we can get hold of diamond dust
[/sblock]The only other thing that I think that we do need to stock up on as a group are spells for curing disease, ability damage and other forms of non-hp damage, since those are the things that seem to be causing us problems.
With regards to that, Ashlyn will have 2x Lesser restoration and 1x Remove disease
 


OOC: I'll need to know which scrolls folks plan to use if they wish to do so...

If Avron is willing to contribute his two potions of Lesser Restoration, Tessa will also use both of her scroll-based casting of the spell. That would give us four 'doses'- 1 for Marot's STR (enough to get him moving, since he doesn't need it to fight), 1 for Khensu's CON (maybe enough to bring him to full), 1 for Ashlyn's STR, and one for Ashlyn's CON. That ought to get us in fairly good shape for anything other than a large battle- Tessa also has a lot of regular HP healing still available.

Does that sound good for everyone?
 

Also, because I can't remember, what is the status of spells from the Spell Compendium? Is it 'no' or 'by approval'? If it is 'by approval', and we actually live long enough to take more spells, there are a few I'd like to check on:

CLC 4: Undead Bane weapon, Panacea, Recitation, Sheltered vitality,

CLC 3: Mass Resist energy, Ghost touch weapon,
 

Did Jarrith cast both of his Lesser Restorations? If not, I guess Marot needs another hit... On a related note- have we lost Sas and our very short term druid completely?
 


I will certainly do so if I haven't already. No reason to hang onto them when we might need them for a potential fight. But I think I did cast them (as part of the original bunch of restorations to get Ashlyn and Khensu back into play).
 

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