X5: To the Temple of Death - IC


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WD: ok

ooc: You could have discussed tactics earlier so I'll allow retcons of spell selection. Another option is that FF and Girgal could each prepare a couple of air walk spells. This has risks of course, such as being dispelled, but could get you over the moat.
 
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OOC: Sounds like a plan, WD.

Aram glances around at the others. "So, Girgal...Jex' magics are apparently limited to shrouding us in shadow. What of yours? Do you have anything that can get us inside of the Temple?"
 

Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Ripclaw HP 57/57

"Many options...
... giving us the ability to climb like spiders on the walls.
... giving us the ability to walk on air, but this drains me much more than the climbing.
... shaping a small part of the stone wall."
Girgal explains, weighting his options. He looks at the cleric, if he can add to the options.

[sblock=ooc]


----

Ripclaw: Hide+15, Move Silently+10

Spot +17, Listen +18

not final:
Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Stone Shape, blindsight – greater magic fang
4 (2) – (freedom of movement), Dispel Magic, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - animal growth


Ripclaw has:
HP 57 (-)
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

"Climbing the walls is perfectly fine with me. I have a feeling your magics will be needed inside, so I'd prefer not to drain your abilities anymore than is necessary. How long would this 'climbing' magic last?"
 

Jex raises an eyebrow, cautiously asking, "And how would we get close to the walls without becoming pincushions? Like I said, I can cover us in shadows, but it covers a wide swath and tends to be obvious in the daylight, and even possible to detect at night. Sorry, I was never focused on being a stealth-mage. I was always more interested in turning the shadows against my foes."
 

"The walls were not guarded, only the guard towers within the compound. We should be able to reach the walls unhindered."
 

"I'm not really worried about the archers" Father Fuller says. "They didn't seem that skilled. Unless we have a stroke of bad luck, the arrows will probably miss if we move quickly. While it's a risk, I'm more concerned about enemy spellcasters.

The moat is full of dangerous fish or monsters, so just getting over the wall isn't enough.

If we are to walk on air, I could assist with that, but doing so would leave me with less healing potential. Or I could prepare a sort of shadow-bridge, so that if we climb up, we could cross that. The problem with that is that I'd need to cast the spell again if we want to retreat the same way. Meaning that, should I fall in battle, the rest of you could be stuck with no escape."
 

Girgal, AC 23 (T15, FF20), HP 66/66, F +11,R+8,W+14
Ripclaw HP 57/57

"Especially with possible anti-magic from their mages I vote against the airwalk! There is magic that conjures a wall of wind, so archers would not be a problem. And their is another spell Fuller or I can pray for, that allows one to lower water. If the monsters are not amphibious, it will give us a big advantage!" Girgal explains further weighting the ideas so far.

[sblock=ooc]

Suggesting Wind Wall (level 3) and Control Water (level 4).

----

Ripclaw: Hide+15, Move Silently+10

Spot +17, Listen +18

not final:
Spells:
0 (6) - cure minor wounds x2, light x2, detect magic x2
1 (4) – (jump), produce flame x2, vigor (lesser) x2 - faery fire,
2 (4) - (spiderclimb), barkskin x2, animalistic power, blinding spittle – snake swiftness, mass
3 (3) – (protection from energy), Stone Shape, blindsight – greater magic fang
4 (2) – (freedom of movement), Dispel Magic, enhance wildshape – SNA 4
5 (2) - (SNA 5), baleful polymorph - animal growth


Ripclaw has:
HP 57 (-)
AC: (with barkskin) 30 (T15, FF25)
Full Attack: 2 Claws +7 melee (1d6+4 plus poison) and bite +2 melee (1d6+2) and tail + 2 melee (1d6+2 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Leaping pounce, poison (DC 14 1d6 Dex/1d6 Dex), rake 1d6+3
Hide+15, Move Silently+10
[/sblock]
 

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