[UaVS] Yrtchull's Return.

Sorry, rangerjohn, I thought you might want to change actions since you now had your spells compiled etc...

Melee it is...
 

log in or register to remove this ad


Calim, sorry for not addressing your question.
I set it at Heal check 25, -10 after Rith'Arnis described the disease.
Unfortunately, I rolled a '1' for your check, and too low for rangerjohn as well.

Remove Disease should do the trick though.

Everyone suited up? What are you folks going to do about getting out now?
You are on the 3rd level of this place, there are still 2 Vaults, these seem to be repositories for random things, or 9in the case of your gear), somewhere to store things until the Wizard has time to get to Identifying them.

Nurin and Cambrech bothe regain their spells at Midnight (3 hours away), though Teretha will need rest as per the PH.
A bold charge out, or more skulking around down here?

-Uriel
 

im for either, lol, Yrtchull proly would like to charge out now that he has his sword. BUT, now that i have my badass sword, we could open the doors and fight em. I think we can afford to wait 3 hours maybe. Like i said, now that i got my sword we should be pretty well off.
 

I'll give Rith'Arnis' thoughts here to give you the general idea. Most of this will probably also be handled IC anyway.

1) Find out what's in the open Vault room if the danger level seems to be low.
2) Regarding the three hours wait, leave that to the spellcaster's ideas. If they still have some useful spells, Rith'Arnis will make a case for leaving right out. As far as Teretha is concerned, a full night's rest would be too dangerous and slow.

Basically, he wants to leave quite rapidly, but a little delay (3 hours) can be worth it...

Fanog
 

In regard to 3.5 I guess Cambrech will be loading up on cmw. Not much to recomend 2nd level spells now. Between buff duration and hold person being save every round.
 

I'm fine with making the switch. I think there won't be too many changes to Rith'arnis.

Rangerjohn, I think there are still some decent spells on level 2. Silence is pretty useful on occasion. Aid has been upgraded, now giving 1d8+1/level worth of temporary hit points. And Align Weapon is also 2nd level, and could be a real life-saver.

Fanog
 


Ok, appears the spell is different than the magic items. While you don't recieve the penalty to hit, you also don't do extra damage. All it does is bypass DR.
 

Folks, we just need to decide where you want to 'hole up' or if you want to dash out. Shaff and fanog have made their intentions clear, anyone else? I just want to move it away from the standstill.

Thanks

-Uriel
 

Remove ads

Top