The Knight is a complication. We now have to deal with him or take him with us.
Take him back to the cells and lock him up.
Figure a way to teleport him somewhere.
Take him with us under guard.
Binde him with a hold spell and leave him.
Although he fought honorably is his word trustworthy? He is still on the side of evil.
Too bad the Goddess left, she could have granted us all our spells back. Divine intervention can do lots of good stuff. We could really use our batteries recharged.
We could use some input on where Barreel traveled. He came through the door at the other end of the room so he would know what is that direction. That would help us decide whether to continue that way or go back and try another hall.
So, yes, we have to deal with the human knight. I think just killing an unarmed, surrendered man would definitely be an act of evil - something we should all have a problem with. Siréne can charm him. I'll hit him with Charm Person. Coming from her that's a nasty potent spell, and then we'll have an ally... of sorts.
On another note, looks like almost everyone needs a lot of healing. All of us priests should get on that. (I'm looking at you Rayne). Speaking of Rayne, do you want Ody to keep playing her until you find a replacement? I could do it too. Would hate to loose another cleric...
I'm a bit weary of using spells on the knight, since he was able to break free of my spell to keep him steady. He is a knight though, although evil, so I doubt he'd surprise us. He'd join the other side and continue the duel again.
If we had a way to teleport him, that would probably be best.
The charm spell may be good but the Knight does get a saving throw and we won't know how long he stays charmed.
If we don't have a better way we may need to try it.
What other options do we have?
Level: 1 Schools: Enchantment/Charm
Range: 120 yds. 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 person receives a saving throw vs. spell to avoid the effect, with any adjustment due to Wisdom (see Table 5). If the person receives damage from the caster's group in the same round the charm is cast, an additional bonus of +1 per hit point of damage received is added to the victim's saving throw.
If the spell recipient fails his saving throw, he regards the caster as a trusted friend and ally to be heeded and protected. The spell does not enable the caster to control the charmed creature as if it were an automaton, but any word or action of the caster is viewed in the most favorable way..... Note also that the spell does not endow the caster with linguistic capabilities beyond those he normally possesses (i.e., he must speak the victim's language to communicate his commands).
The duration of the spell is a function of the charmed person's Intelligence and is tied to the saving throw. The spell may be broken if a successful saving throw is rolled, and this saving throw is checked on a periodic basis, according to the creature's Intelligence (see the following table). If the caster harms, or attempts to harm, the charmed person by some overt action, or if a dispel magic spell is successfully cast upon the charmed person, the charm spell is broken.
If two or more charm effects simultaneously affect a creature, the result is decided by the DM. This could range from one effect being clearly dominant, to the subject being torn by conflicting desires, to new saving throws that could negate both spells.
Note that the subject has full memory of the events that took place while he was charmed.
Intelligence Score Time Between Checks
3 or less 3 months
4-6 2 months
7-9 1 month
10-12 3 weeks
13-14 2 weeks
15-16 1 week
17 3 days
18 2 days
19 or more 1 day
Note: The period between checks is the time period during which the check occurs. When to roll the check during this time is determined (randomly or by selection) by the DM. The roll is made secretly.
You guys are right we have lost some very good female characters and losing Rayne could be a big hit to the party. I have asked someone to take her over and put out feelers in a few AD&D sites but nothing yet. Until I hear word back for now she is an NPC.
Taking a look at the HP, it looks like we're hurting pretty bad. I don't have a ton of curative spells prepared, but I do have a Rod of Security that can get us into a special safe-zone for awhile to take a day off and recharge. If I do this, we could probably hang out until our natural healing + spells restores us to full health.
I'm going to write a post and save it to my desktop. If anyone thinks the pocket paradise is a bad idea, please speak up soon.
Posted on 2014-07-26 at 23:24:09.
Edited on 2014-07-26 at 23:24:17 by Schnozzle
Is that place one that occurs outside normal time? We don't have the luxury of taking a rest to recharge spells, remember there are other parties trying to get to the Queen too. We don't want to be trapped when the castle falls.
But if time is suspened and we return a moment after we leave then it may work. The casters could leave while the fighters stand guard.
Aliya: 75 / 20
Barreel: 100 / 48
Lord Cor: 85 / 42
Lothor: 98 / 70
Rayne: 76 / 32
Roan: 87 / 26
Sirène: 72 /
Ulthok: 64 / 36
Weaver: 94 /