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'The Perilous (Chapter I, II, III, IV)
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<blockquote data-quote="drdevoid" data-source="post: 1906099" data-attributes="member: 5356"><p><strong>Delmar, Dwarf Cleric remaining spells 2/2/3/1+d</strong></p><p></p><p>Two things: are we retroactively restoring Phelen and Delmar's healing caster level checks should be +6 not +5 due to the Healing Domain ability as noted in my last post. No need to reroll; however, it wouldn't have changed the outcome.</p><p></p><p>Delmar, continuing to tend to Belok, tries first to substitute "Delay Poison" for a "Cure Minor Wounds" to staunch the bleeding. It <a href="http://invisiblecastle.com/find.py?id=42928" target="_blank">fails</a>.</p><p></p><p>I assume Belok loses another 2 HPs?</p><p></p><p>Next Delmar substitutes "Remove Fear" for a Cure Light Wounds. This time he <a href="http://invisiblecastle.com/find.py?id=42929" target="_blank">succeeds (Nat 20)</a> and restores <a href="http://invisiblecastle.com/find.py?id=42929" target="_blank">9 HPs</a></p><p></p><p><em><strong>IF </strong> </em> Belok is still wounded, Delmar will expend a charge of the CLW wand for <a href="http://invisiblecastle.com/find.py?id=42930" target="_blank">7 HPs</a></p><p></p><p><strong>Is everyone healed to full now?</strong></p><p></p><p>Delmar turns to Liliana, <span style="color: Sienna">"Yes, those were formidable magics they employed. If I'm not mistaken, I thought they'd told us back at the monastery to use silver weapons against those beasties. Unfortunately, I wasn't able to land my dagger on one for comparison."</span> </p><p></p><p>Turning to the group, <span style="color: Sienna">"Is it worth collecting any of this? Some Brandy... Might be a partial labratory in here, hmmm... Belok, do you think we should approach that sigil in the same manner as the entrance? And what of our wooden butler friend here, perhaps he has the key in some manner of speaking.</span></p><p></p><p>I made a mistake before when adding Shield Other for Shield of Faith, sorry. Those aren't the same level. I'll swap Lesser Restoration for Shield Other for now.</p><p></p><p>Delmar's Remaining Spells are:</p><p>*0 (DC:14)- Detect Magic, Guidance; *1 (DC:15)- Protection from Evil, Shield of Faith; *2 (DC:16)- Calm Emotions, Shield Other, Remove Paralysis; *3 (DC:17)- Dispel Magic, Searing Light (d)</p></blockquote><p></p>
[QUOTE="drdevoid, post: 1906099, member: 5356"] [b]Delmar, Dwarf Cleric remaining spells 2/2/3/1+d[/b] Two things: are we retroactively restoring Phelen and Delmar's healing caster level checks should be +6 not +5 due to the Healing Domain ability as noted in my last post. No need to reroll; however, it wouldn't have changed the outcome. Delmar, continuing to tend to Belok, tries first to substitute "Delay Poison" for a "Cure Minor Wounds" to staunch the bleeding. It [URL=http://invisiblecastle.com/find.py?id=42928]fails[/URL]. I assume Belok loses another 2 HPs? Next Delmar substitutes "Remove Fear" for a Cure Light Wounds. This time he [URL=http://invisiblecastle.com/find.py?id=42929]succeeds (Nat 20)[/URL] and restores [URL=http://invisiblecastle.com/find.py?id=42929]9 HPs[/URL] [I][B]IF [/B] [/I] Belok is still wounded, Delmar will expend a charge of the CLW wand for [URL=http://invisiblecastle.com/find.py?id=42930]7 HPs[/URL] [B]Is everyone healed to full now?[/B] Delmar turns to Liliana, [COLOR=Sienna]"Yes, those were formidable magics they employed. If I'm not mistaken, I thought they'd told us back at the monastery to use silver weapons against those beasties. Unfortunately, I wasn't able to land my dagger on one for comparison."[/COLOR] Turning to the group, [COLOR=Sienna]"Is it worth collecting any of this? Some Brandy... Might be a partial labratory in here, hmmm... Belok, do you think we should approach that sigil in the same manner as the entrance? And what of our wooden butler friend here, perhaps he has the key in some manner of speaking.[/COLOR] I made a mistake before when adding Shield Other for Shield of Faith, sorry. Those aren't the same level. I'll swap Lesser Restoration for Shield Other for now. Delmar's Remaining Spells are: *0 (DC:14)- Detect Magic, Guidance; *1 (DC:15)- Protection from Evil, Shield of Faith; *2 (DC:16)- Calm Emotions, Shield Other, Remove Paralysis; *3 (DC:17)- Dispel Magic, Searing Light (d) [/QUOTE]
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