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150404 Battle Rages On, Party Retreats to Base Camp, Prisoner Interrogation, Sahuagin Forces Set Main Ship ABLAZE !

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TWITCH STREAM Be sure to participate with the group each week LIVE! at <a href="http://www.twitch.tv/dm4hire" rel="nofollow">www.twitch.tv/dm4hire</a> every Saturday night at 6 PM until late. View this entire session here... <a href="http://www.twitch.tv/dm4hire/b/645893193" rel="nofollow">http://www.twitch.tv/dm4hire/b/645893193</a> Twitch.tv keeps each broadcast for one week only , so be sure to stay up-to-date while it is still available, and be sure to click the heart icon under the twitch screen to 'follow' the group and be alerted of each new session. BEHIND THE DM SCREEN TALK (twitch.tv broadcast transcript) <a href="https://app.roll20.net/forum/post/1800652/150404-b" rel="nofollow">https://app.roll20.net/forum/post/1800652/150404-b</a>... QUICK READ RECAP Just when the adventurers think the initial assault is over, the inner portcullis raises, a crossbow volley strike Tralaan wounding him seriously, Karmadel the priest runs to his aid, a volley of javelins follow, unsure of the size of the advancing force, the party decides to leave the area along with a coordinated precision placed fireball, along with fear and web spells that contain the threat as the party manages to retreat back to base camp, only to engage a giant octopus, after Karmadel leaps into the water to have a look, fighting for his life as the tentacle draws him closer to his crushing beak! Eventually finding a moment of safety at the nearby base camp, the party attempts to interrogate the prisoner only to find out he doesn't speak common, but makes taunting gestures, as Karmadel brings the party's attention to their main ship at sea set ablaze by sahuagin forces. What will they do now that they enemy is aware of their presence? Find out below in this post forum as the adventurers work out their plan of attack for next session....if they can just manage to survive that long that is. DM SESSION LOG 150404 Spells memorized. Svava, Bard - audible glamor, sound bubble, color spray, web* Tralann - sleep, magic missile*, invisibility, wall of fog, web* Argo - 2x magic missile*, armor, color spray / mirror image, web*, Melf's acid arrow / fireball* Previously... Party uses block and tackle to move boulder to block lowest level opening below causeway. Gong noise was heard. Doors beyond stone causeway opened. Battle ensued. Party destroyed sahuagin present in first chamber. Party was in the process of completing taking a sahuagin prisoner. When... Inner portcullis is raised! Sahuagins in the inner chamber fire crossbows at Tralaan, outside of the fortress, for 7 hp of damage bringing him to 5 hp of damage. Sahuagin fire crossbows at Argo the mage, but miss. Svava says 'I'm going to web them off' Karmadel says 'I'm going to make them run for the hills" Svava, in the midst of combat, removes her gloves to reveal the ring of continual light, and casts web across the entire portcullis area separating the foreroom from the inner room. Svava says 'Agro, Karmadel is going to keep them bottled up do you think you can torch them?' Karmadel's sword speaks 'Fish people stink!' Karmadel casts fear affecting numerous sahuagin in the portcullis room. They flee in panic. Sahuagin burn web with flint. Tralaan asks to add web again? Party responds, after we flee the area. Balfon retreats outside fortress with the unconscious sahaugin prisoner. Karmadel casts cure light wounds on Tralaan for 1 hp of health bringing him to 6 hp. Tralaan casts web at the doors as the party flees the fortress. Party moves toward base. Karmadel casts cure light wounds on Tralaan for 7 hp bringing him to 13 hp of health. Karmadel jumps into water to ensure that nothing is coming to attack party and is attacked by a giant octopus for 1 hp of damage. Svava alerts ballista team about octopus. Karmadel's whales attack the octopus for 11 hp of damage. Karmadel's sharks attack but miss. Karmadel attacks tentacle for 17 hp of damage. Oceanus jumps in the water to assist Karmadel attacking the tentacle for 10 hp of damage. Balfon hits the octopus tentacle wrapped around Karmadel for 12 hp of damage, severing the tentacle and freeing Karmadel from it's grasp. Svava charges against the monster with a mighty war cry and hits stunned 6 rounds and minor bleeding for 28 hp of damage killing it! Svava makes a successful intimidation roll, the sahuagin close the fortress doors. Bjorn collects the gigantic octopi tentacle for later calamari meal. Party returns to base camp and decides what questions to ask the prisoner. Karmadel notifies the party that the ship out at sea is on fire. Karmadel performs a successful heal check on the unconscious sahuagin reviving him. Bjorn attempts to interrogate the prisoner but he does not understand common. Bjorn asks the pseudodragon lizard man 'if he knows any of the lizard men how to speak sahuagin' Lizard man replies 'do you know how to speak hill giant?' Bjorn answers 'no', lizard man replies 'there you go.' Sahuagin points to burning boat and laughs. Karmadel bashes in the sahuagins teeth as non-lethal damage. Bard and mage attempt to learn spells from Argos spell book. Sahuagin motions hand as a boat and makes sinking noises...then smiles. Party establishes guard duty for sleeping, since the sahuagin obviously know that they are there. Karmadel asks aquatic friends to make noise if they see anything attempting to approach the western side of the plateau camp. Party discusses next course of action, potentially barracading the sahuagin in. Bjorn cooks the octopus tentacle for the party making a delicious meal. Party lump sum XP with all aspects considered (including but not limited to) session survival, skill usage, role-playing, alignment checks, etc: 3500 XP DISTRIBUTION Svava, Bard (Aurora): 500 Karmadel, Priest (Christopher S.): 500 Oceanus Elf, Aquatic (Andrew A.): 500 Bjorn, Fighter (Cody): 500 Tralann (Shalvenay K) Elf, Half: 500 Balfon Stonefoot (Skyhawk): 500 Argo Mage (Paul W.): 500 SESSION LENGTH : 5 Hours (Ended early so party can regroup and plan their next move)
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I would like to start the out-of-game discussion regarding the party's next plan of attack with respect to the sahuagin fortress, and encourage players [and followers] to participate by expressing their thoughts, strategy, areas of concern, etc. This will help focus the activities of the group next session so that valuable game time can be spent implementing these decisions. To start things off, I would like Karmadel the priest to share with the newest party participants his findings regarding other possible points of egress into and out of the fortress. This information would be worth mentioning.
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After we set camp and set up traps, me and Oceanus stayed underwater to stay on watch while the rest finished up the traps. The party decided to move up to the causeway. Me and Oceanus rode the killer whales while the 3 hammerhead sharks followed, as we followed the party. Under the causeway (outside the uppermost, north, dry main entrance and inner portcullis) I found a small submerged 10' passage (middle level), which I relayed to the party on the surface and they used a block and tackle kit to drop a 5,000 lbs rock and missed by 10 feet which my strength and the whale combined moved the block in position. After that I scouted underwater while riding my killer whale friend and found on the lowest submerged level [south side] a second underwater passage with an closed portcullis about 20' wide and in height. I finished the complete scout around the entire sea which took about 1 hour by whale speed. I relayed that info to the entire party, that's when the front gate opened up and we fought those few, then held the rest off as we made a retreat back to camp, in hopes that they would come to us and fight on our own terms. [DM note: Svava the bard made a successful taunt skill check which resulted in the sahuagin closing the main gates].
How do they get out to attack you guys except save thru the portcullis if I were you and since im not playing this game what id do is I would set a shark to guard the portcullis and inform you guys if anything tried to get out that way while the other two sharks make a nice happy patrol route around the entire shaigun base also alerting you to any shaigun activity... That's what I'd do if I were you granted this is only a small part of your much larger plans but if you've got scouts use them
i think there getting out through to lower levels that are now under water. they are good swimmers i'm told. need to put the sharks out there for a time.
Yeah Thomas I was already thinking of that exact same thing for my sharks to patrol. Will have to cast Speak with Aninmals this Saturday and have them do that and we setup, going to close off the back entrance using the Block and Tackle kit,, cast Water Breathing on Bajorn ride my killer whales down where the drop the huge stones, and have the whales, and both mine and Bajorns strength all combine to move the huge boulders in place while the sharks guard us.
I can work on keeping the sea dogs from having a moment of peace and quiet, along with the other mages. Combinations of audible glamour could allow total control of their rest ((Or lack thereoff)) and rapidly cause mental and physical exhaustion within their forces.
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My feeling is they are now stacking up top, preparing for the next assault. we have water breathing capability. lets hit where they no longer are, if our animal friends tell us they are really not there. fighters use the free action rings so they are not hindered, i would assume if our casters can breathe underwater, they can cast, and our bard can sing. as of right now, they assume we are trapped with only the land route to go, so thats where the main force will be.
The main problem with attacking them underwater is that breathing under water is not free action under water. Even if they were facing us with a main force on land at the section where the road is, that would be preferable to attacking them under water, as only 3 total members would not be operating at a disadvantage, even assuming that we can breath. Oceanus, Bjorn, and Karmadel would be the only members able to effectively fight in melee, while all others would have penalties for fighting underwater with non-water weapons, as well as severely limiting our attacks. Meeting their force head on on land gives us a huge advantage due to the shear efficiency of our land based battle (mostly fighters, and lots of tactics) as well as giving us an attack advantage at range (longbows and shortbows are 4 times more efficient at attacking then crossbows, and no sahuagin has shown the ability to use more then the crossbow.) I believe our best chance is not underwater, but above water, as we are land based fighters. Javelins and crossbows are highly efficient below water, but above water are outshined by sword, board, and bow. Even if we were reduced to fighting in the water, we could produce the same effect within their group by depriving them of sleep as we would by head on attack. Lack of sleep is hard to find rules for, but, according to page 76 of the tome of magic, lack of sleep has several effects; "Lack of sleep will eventually take a physical toll on any character under the influence of the spell."(This spell is chaotic sleep) "For every 12-hour period that a character remains awake beyond the first, he suffers a -1 penalty to THACO. Such characters do not regain hit points as a result of normal healing. Spellcasters cannot memorize spells until they have had sufficient sleep." Additionally, on page 40-41 of the Encyclopedia Magica Volume 1, even under the effects of a Amulet of protection from sleep "The amulet of protection from sleep can be worn as long as desired. However, after three days of continuous use, the wearer begins to have mild and infrequent hallucinations. These effects increase in frequency and intensity each day after that. After seven straight days of sleeplessness, the user is afflicted by a form of insanity, determined by a roll of 1d6:" (Here follows a lengthy set of effects, ranging from Dementia Praecox to Schizophrenia or even Hallucinatory insanity) which is followed by some more text; "The hallucinations stop immediately if the amulet is taken off before seven straight days of use, but if the wearer is stricken by insanity, this condition persists until removed by a heal, restoration, or wish spell, or by similar magic. If the amulet is worn for 10 consecutive days, the wearer dies when the 10th day has passed. No magical cures can offset this effect, and the character can only be brought back to life by a raise dead, resurrection, or wish spell. The amulet does not provide a substitute for sleep, it merely postpones the need for it. A character who goes without sleep by using the amulet eventually has to make up for this deficiency." This seems to indicate that even under significant protection from the harmful effects of sleep (a 2000 gp magic item) an opponent will die of sleep deprivation within 10 days. Without that protection, hallucination, insanity, and death might even occur sooner. By repeatedly sound bombing their lair, we can kill them, fracture their moral, and give them significant penalties without ever leaving our fortifications and the safety of our camp. Even if the main force was waiting in a trap elsewhere, we can force them to confront us at our fortifications, or else they loose exactly what they would lose to an attack within the lair anyways. In ten days or less, they attack, or they die. We simply prepare well, and that attack will be at a major disadvantage for them. Every day they delay resulting in more negatives for them.
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Once again you seem to think they are trapped in the lair they could just as easily swim away as they are aquatic creatures. They probably have a back up lair some where and unless you managed to take that one out then all your doing is giving them more reason to attack salt marsh. Just saying if I were you I'd do something compleltly off the wall like making out that your more hurt than you actualy are. Then make them think that your out of spells. Then they'd be more inclined to attack you guys if your much weaker than you appear then your more likely to be attacked. If you really want to be attacked on land that's what I'd do. Otherwise if I were the monsters I'd just swim away and attack salt marsh completly sack that town then I'd be well on my way to domination of the seas around the area. They might do that anyway! Lol. As you guys are currently land locked so to speak. No boat no way to get back to salt marsh...
Assuming they pass by the whales and sharks without detection with their entire force, carrying all equipment they need to attack the town with, then maybe yes. But if the whales and sharks detect them, or we detect them, what's to stop us from hopping on the back of the whales and riding them back to town? Whales have a faster movespeed then sahuagin, i'm betting, especially equipment laden sahuagin. Then they attack town in force, and we are back in a land battle, where we have advantage. They can't launch a boat easily without us seeing, they can't leave easily, and we are one priest spell from scanning their base for life. (Karmadel's heartbeat spell) They are, at the moment, trapped by advantage, and that's only going to worsen as time goes on, especially if we block the back entrance as planned.
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all good points, but with blocking the entrances you are missing something huge. they sank the lair. are rocks really going to stop them? and we are forgetting a core rule of illusions. audible glammer may work once, even twice. but what happens when they stop believing the noise is real?
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Would beating on a hornets nest with a stick (audible glamour) make the hornets less capable of fighting or just make them more pissed off and as a result attack in greater numbers? Is a frontal attack the best option? Are there other possible considerations (or is too late in the game for those now) seeing that the party has made their presence known? Maybe a Thomas H. 'out-of-the-box' approach might offer some recovery options to come at this from an entirely different angle?
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with that said, maybe a tactical overland retreat back to salt marsh, where a couple of us have influence with the common folk, stand and fight them on "home field". we have a huge tactical advantage, obviously. this would keep it a land battle. and what is there to fight for more than home and family? just some alternative thoughts. the council may decide on military aid, but im sure the common folk will fight for home more than military will fight for gold. with us as back up, its almost guaranteed successful defense, and will force them to move on to an easier target. unless we plan on full genocide of them, we can only keep salt marsh safe as it is. its not like they need boats anyway, they are sea dwellers. leave the whales/sharks to harass and delay so we have a head start.
Yeah i'm with Thomas H. on this. The Sahuagins sunk the lizardmens base, meaning they might have another way of getting out besides that 20' opening in the back, so blocking it off won't work, might just slow them down just a little. I'll go down and scout it out solo, since i'm the one with the helm that gives me waterbreathing / free action, Bajorn our fighter only has a ring of free action. I'll cast invisibility on myself and go down and scout it out, if clear, then i'll have the whales ferry the party there, while keeping the soldiers and lizardmen we brought with us make it look like we going to take them. We'll set up even more traps so that it makes it easier on them to fend them off. And my whales and sharks help guard the waters even if i have to take 13 hours to cast five more Animal Friendship spells to get more that'll be one per hour, then eight hours of sleep to get my spells back, but i'm thinking we won't have time for that. Oh god i'm just realizing i'm becoming Aquaman lmao.
And another thing if they lower the base further down in the water then they could also be using underwater natural cave / tunnel system, that are in all oceans, even in real life, so they can have other ways of getting out, besides just those 2 entrances.
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It might be appropriate for the objectives to be restated at this point. The council of Saltmarsh are supporting a reconnaissance team, whose sole purpose is to evaluate the strength of the sahuagin forces, report these findings and get paid...nothing more. Returning to town empty handed to drop a bombshell that a "war has been started and is being brought back to Saltmarsh" might raise some eyebrows ... and could possibly result in having you all run out of town, broke and with horribly ruined reputations. It might be wise at this point to re-examine and re-execute the original plan outlined during the chamber meeting, salvaging everything possible from a position of strength. What advantages are available to the party? Any party loot magic items worth implementing? Personal treasure gizmos? Christopher mentioned the sinking of the island. If the sahuagin possess a power so great that they can lower their own geography (flooding the lower two levels of the fortress), then it would be wise to take this into account and not inadvertently overlook it or take it lightly.
Hmm that's what I thought the party members lost track of their objective (which happens in the heat of battle trust me I know, lol) You say you have a way to assess the criters inside the base (or at least get they're number) why wasn't this employed before? If all your there for is reconnaissance then that's what I would employ and then haul bottom back to salt marsh and report. Let the higher ups deal with the possible ramifications of war with the shahugin. Quite frankly that is a bit above your pay grade. If you had any way to report back faster to salt marsh that might be something that you might want to employ? Did you guys bring pidgeons or maybe your guy with the animal friendships spell could convince one of the locals to carry a message back to salt marsh. Telling them everything you've encountered so far. And how dangerous the shahugin are and how much trouble they will likely cause if left unchecked.... Just my suggestions who knows you might get the go ahead to strike.
Yeah, we started out then lost track, we have a sahuagin prisoner, going to use 2 spells, 1 is Telepathy page 71 in the ToM book, allows me to read his mind and understand him/her even if we don't speak the same language. The 2nd spell Zone of Truth on page 62 of the ToM book which now he can't lie and I can get all the info that will be needed from him/her then. And then we can hoof it out of there, and another idea we still have the long boats that we used to get ashore. Can always put a rope around the whales and tie off on the boat and they can speed us back home, or we can walk back, I think chariot riding with the whale would be cooler lol.
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What will you do with the prisoner when your done with him/her/it? Has this been discussed? If there are any lawful characters in your group you might have a problem with killing him/her/it outright.
Well i assume it'll be killed or used for more information, It is a Lawful Evil creature that lives for to kill even kill just for sport
we dissident loose track of our objective, were not given good options.who out of all of us can sneak? right, almost no one. we are ither here to wage war, or slow the sauhaugen down, end of story. if any of the wizards or other fighters want to sneak thier way into enemy territory,where they are CLEARLY prepared for interlopers, thats your choice.
Nope no lawful characters in the party, only the fighter Bajorn, that has a flaws Compulsive Honesty.
You don't poke a hornet's nest with a stick. You spray it with poison. Continuous siege is our best bet, because, at the moment, they don't know where we came from. There's been no reasonable warning, no clear sign from our party that we came from a specific area (we are mostly lizardmen, if anything). If a counterattack occurs anywhere, it would be on heavily fortified land that is highly trapped, and heading uphill into arrows, ballista shot, and pike lines. We have hundreds of feet of trapped no-mans land for them to go through. Remaining within the base isn't being "annoyed" by audible glamor. It's literally suicide due to the threat of fatigue and lack of sleep.
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THE Dungeon Master said: It might be appropriate for the objectives to be restated at this point. The council of Saltmarsh are supporting a reconnaissance team, whose sole purpose is to evaluate the strength of the sahuagin forces, report these findings and get paid...nothing more. Returning to town empty handed to drop a bombshell that a "war has been started and is being brought back to Saltmarsh" might raise some eyebrows ... and could possibly result in having you all run out of town, broke and with horribly ruined reputations. It might be wise at this point to re-examine and re-execute the original plan outlined during the chamber meeting, salvaging everything possible from a position of strength. What advantages are available to the party? Any party loot magic items worth implementing? Personal treasure gizmos? Christopher mentioned the sinking of the island. If the sahuagin possess a power so great that they can lower their own geography (flooding the lower two levels of the fortress), then it would be wise to take this into account and not inadvertently overlook it or take it lightly. This point was expressed by me quite a few times, but overlooked in the frenzy of sword swinging. maybe now it will be acknowledged, but judging by some posts that followed it, i doubt it. An unarmored player under invisibility, with waterbreathing and free action could sneak just as well as a theif, and is the best option we have. Im pretty sure we have an extremely dextrous member or 2 that could sneak around very well, at the very least, Oceanus, who is a fighter/THIEF.
well we will just have to see if we can get this done
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I would propose a player(s) review the postings here, and initiate the crafting of a step-by-step action item list for party evaluation and possible execution on game day. This would be a fine start (subject to revision if necessary, of course) to their interpretation of how they would enact a solid way to exploit their current position to best advantage.
we need to figer out how many can travel by boat, it is small and i know it won't hold us all. and who will have to walk out. we could also take a few at a time around the marsh until all is around it. thats the fastist way i think it can be done.
i am still new here .but i suppose we could initiate and open attack so as to draw out their force. at that time we could partially estimate their man power. maybe during the staged attack, a small backdoor incursion with the mission of evaluating their mostly empty lair as they all will be marshaling their forces toward the combat.get out estimates and return to the council with a awesome estimate of their abilities, a knowledgeable prisoner(its their problem to make him talk , not ours), and we will collect our reward. it they want to wage war, will they not supply us and give us further wages(why do it now for for free), and make it a seek and destroy mission? it really should be the authorities choice since we are supposedly under their orders? even if we make him talk , what will we do with the knowledge? take it back anyway? this prisoner has knowledge indeed, turn him over.mission complete.
that would complete the mission = money, rewards and exp because we overcame our objective
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GAMEMASTER said: i am still new here .but i suppose we could initiate and open attack so as to draw out their force. at that time we could partially estimate their man power. maybe during the staged attack, a small backdoor incursion with the mission of evaluating their mostly empty lair as they all will be marshaling their forces toward the combat.get out estimates and return to the council with a awesome estimate of their abilities, a knowledgeable prisoner(its their problem to make him talk , not ours), and we will collect our reward. it they want to wage war, will they not supply us and give us further wages(why do it now for for free), and make it a seek and destroy mission? it really should be the authorities choice since we are supposedly under their orders? even if we make him talk , what will we do with the knowledge? take it back anyway? this prisoner has knowledge indeed, turn him over.mission complete. +1 i couldnt express that better, well done
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Even though I typically advise against splitting up the party, let's take a look at a few things that exist presently. Unless the spell casters say otherwise, the party really has no way to raise the entire fortress, or do anything to 'dry' the submerged levels, so it is assumed that only a few people at this time would have the ability to go underwater for an extended period of time to gather 2/3 of the intel asked for by the Saltmarsh council, which means, that no matter how you slice it, at some point the party will more than likely be split. The question then would be, when would be the safest time to do that. As your DM speaking to you directly, I would not advise doing that in any combat situation as it would needlessly raise the risk and subsequent percentage chance of a high casualty rate amongst party members, unless all other options have been exhausted of course, then you have to do what you have to do I suppose, and hope for the best. In the mean time, should it come to that, the recon party would have to do all they can do to expedite their activities, (ie, not engage in lengthy sightseeing, avoid all potential encounters, move as fast as possible to gather the underwater intel) and in essense, get in and get out before all literal hell breaks loose, both inside and outside the fortress. Unfortunately when dealing with evil aligned characters, you really can't take what they say to the bank, and relying on a prisoner of such persuasion to provide solid intel would lead to spotty information at best. Some times you just have to take matters into your own hands and find out what you need for yourself, I'm afraid to say.
yes i agree, but if we can charm animals,why cant we charm him. he would view the caster as a FRIEND & ALLY. he would undoubtedly tell us the truth. even fight against his kind on our side,. not that it should come to that. no need for dramatics. a simple incursion in and out without delay. at that point we have 1st hand intell and a prisoner. also must keep in mind the incursion party would not know direct routes and would have to explore their way around. still would take a long time. that could take us back to the prisoner, but could you still trust him? not really. he might guide us to their dungeon. their is only 2 real choices. enter by force or sneak. i dont see trying conquer their forces on our own as a real option. we are not commissioned for that nor are we capable is even entering if such a issue. so sneak i think is safest bet. only real question to ask is who is doing it. if we plan on sneaking it needs to be extremely small party . the rest just need sit at camp an await the outcome. we are causing commotion just being there. they are at def-con 5 right now. we need ease off and let their alert level drop. they are expecting an attempt at entry.
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Two seats now available ! Let us know if interested!
Unfortunatly I doubt the shahugin speaks common lol and even if it did do you think it would admit to speaking common. No it would bide it's time until it had a chance to escape and when it did it would swim back to alll it's little buddies and report to them what your capabilities are and how strong your forces are in fact you could set it up that way so the shahugin could ecape if you really have to fight them that way they would all come to you again another suggestion that will probably be ignored or over looked lol but I'll keep making them cuz that's what I do especially when god opens it up to everyone lol I hope it went well last night and I also hope that no body died
Well First of all Sahuagin are not animals, they are humanoid, so charm anaimal won't work, and 2nd i don't need to know their language to understand them. Two Spells out of the ToM book is all i need to get all the info from her. First spell will be Zone of Truth, it's a 15 AoE and all stepping out and walking back in must keep making a saving throw verse spell if fail they can't lie. And for the second spell from the ToM book called Telepathy, which states i have a mid link with the subject and me and the one link can understand each other even if our languages are different as if we knew each others language. That's how i'll get the info out of her., and no one died
well all creature can be charm unless they have resistance to magic stopping it....Range: 120 yards Components: V, S Duration: Special Casting Time: 1 Area of Effect: 1 person Saving Throw: Neg. This spell affects any single person it is cast upon. The term person includes any bipedal human, demihuman, or humanoid of man-size or smaller, such as brownies, dryads, dwarves, elves, gnolls, gnomes, goblins, half-elves, halflings, half-orcs, hobgoblins, humans, kobolds, lizard men, nixies, orcs, pixies, sprites, troglodytes, and others.
telepsthy and charm would be an awesome combo!
throw, he regards the caster as a trusted friend and ally to be heeded and protectec The spell does not enable the caster to con trol the charmed creature as if it were a automaton, but any word or action of th caster is viewed in the most favorable wa) Thus, a charmed person would not obey suicide command, but he might believe th caster if assured that the only chance to sav~ the caster‘s life is for the person to hold bacl an onrushing red dragon for “just a round o two.” Note also that the spell does no endow the caster with linguistic capabilitie: beyond those he normally possesses (i.e., hc must speak the victim’s language to commu nicate his commands)
since we had no warning of this coming attack, i strongly suggest once we rest, some of us go in, get the requested info, and get out, while the others, including the lizard men and marines, and myself, provide a distraction up top. i can grant water breathing, i believe we have the ability to cast invisibility, and i have heard mention of a couple rings of free action. i suggest it not be the most combat capeable, but the most likely to be quiet. go invisible, with no armor, and hopefully lots of luck.
yes!