We probably can't make solid plans, especially for healing, before Tann gives us results. But I think we should still be brainstorming possibilities for dealing with the beholders. We tend to be slow and the more discussion we can get going the better. If we have to throw out some plans because something went rusty on us, oh well. But for now I think putting out all the ideas we can to get things rolling is a good idea.
Plan for beholders might be trey to limit contract to one at a time if possible, maybe going after then rather than waiting. Narrow places might be good so only one can attacks at a time. Our spells can be cast even in halls. Initiative is key. Focus damage on the central eye to kill as fast as possible. Then run like scared rabbits. Lol
One at a time sounds great. But how do we do that? Is there a way to lure them? But that might bring multiples.
Do we sneak through the halls and use mirrors to look around corners? (Or is there another way - say an invisible familiar?) If we see multiples we run quietly, if we see one we attack? Any other ideas? Do we just lurk somewhere where there are corners or a narrow approach? Am I right in thinking that if they were lined up the back ones couldn't use an area effect spell without hitting the ones in front? (Although I'm not sure the freeze ray would affect them. Maybe.)
Is a wall of force visible? If one was cast in front of a beholder, would they know it? Tann was very clear when describing the demise of poor Peri that it's attacks were area of effect spells. If it wasn't visible, and it did launch attacks, would they rebound back on it?
Is there anything else that could act like a spell mirror?
Also, does each beholder eye roll initiative separately? I ask because if it does might that mean that one eye casts a spell at the wall, but the other eyes, acting at slightly different times, see the result and halt their attacks. But if they all swing at once . . .
Is a wall of force visible? If one was cast in front of a beholder, would they know it? No it's invisible but I depending on INT I'd give it a detection role
Tann was very clear when describing the demise of poor Peri that it's attacks were area of effect spells. Actually I may have made mistake in saying they were spells. Rather they come from the clown faces and as an eye/breath weapon so they are actually inherent abilities that acts as spells do.
If it wasn't visible, and it did launch attacks, would they rebound back on it? Depends if it made a detection role and knew it was there. If it failed such a role then no it would have no reason NOT to use it's clown faces to attempt to attack
Also, does each beholder eye roll initiative separately? No it's three attacks allowed to it all go off at the same time. The reason it was unable to attack a third time using it's eye was the amount of damage the party had already inflicted upon it
Tome of The Planes
Potion of Elemental form
+1 Footman's Mace
+3 Rod of Smiting
Rope Silk 50ft.
Ring Protection +3
Brooch of Anything:
1 Potion of Flying
1 +3 Dagger
1 flask of oil
1 Potions of Basilisk's Blood
Boots of Striding and Springing (His only footwear, has no other shoes listed so is barefoot)
+2 Longsword of Agility (Her main melee weapon)
Small pot and pan
leather tarp for rain about 9' x 9'
Brooch of Shielding
Cloak of Displacement
Vorpal Defender of Multiplication +4
Staff of the Woodlands +2
Amulet of Spell Power
Time to check the bag of holding for boots Lothor and a melee weapon for Rayne.
There are Boots of Striding & Springing from Bareel's stuff.
Seems to me we put the Wizards boots in the bag.
Boots of Featherweight: Boots allow wearer to ignore encumbrance rules. However main power does not activate till wearer steps of a trap or other device triggered by weight. At that time the boots instantly reduce wearer's eight to zero negating any such device. The wearer is unaware of any change unless in a windy area. If so wearer will be blown about as if a feather for one round.
It looks like Valene needs boots too.
And there are some swords.
From Page 160:
+2 Long Sword
Cor has a +4 sword no other powers.
Magical Githyanki Swords: 6 Greatswords, 4 longswords, 2 short Zulu type spears.
Rayne could have Ulthok's +2 Short Sword(Idrenal)SM/Med:1d6+3 LG:1d8+3 #ATKS:1/1.(doubles all damage from backstab)
Posted on 2017-09-28 at 19:40:45.
Edited on 2017-10-01 at 11:47:32 by Odyson