Toothy:Party

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Party Responsibilties

  • Military Scientist - Silverfoam.
  • Scribe - all, but Ithilmor may take more notes than most.
  • Party Leader - deemed unnecessary.
  • Cook - Kayseri, as alchemist/illusionist/guild cook?
  • Healer - 3xRank 3, plus Isil Eth & Silverfoam.

Power-ups

Mickleton Crypt Invasion

  • Enhance Armour Rank 20 (42 Def 1 AP)
  • Endurance of Stone Rank 21. +21, 42 hours. Thanks, Braegon.
    ??Not Isil Eth,as she was in Bergelfin??
  • Waters of Strength Rank 10. +(D-2)+10.
  • Invis Rank 22
  • Witchsight Rank 22
  • Euphonic Cavalry Rank 23
  • Elbereth's Holy Weapon - +4 v.s most. +11, ignore armour vs. undead.
    Did I get that right?
  • Mind Speech
  • Shared MR within 50' of Kit (min. 84, probably 104)
  • Waterproofing
  • Gabrielite Holy Water (drink it) -2 damage from any spell/weapon/attack from undead/demons & pacted followers. +11% on Fear (WP) checks (e.g. Black Speech).
  • Elven Holy Water (throw it) some damage to vampires.
  • A set of counterspells each:
    • Darien -
    • Ithilmor -
    • Isil Eth -
    • Kayseri
    • Kit - illusion
    • Silverfoam -
    • TDP -
    • Veor -
  • Wax in ears (everyone but Kit)
  • Deafness (Kayseri, Darien)
  • Mind Cloak (SF, Isel Eth)
  • Hypnotism - rally to Holy SF when feared (?who?)
  • Mutual Locate TDP/SF/
* No Exotic Dancing FT/MR bonus - you shouldn't use your lust as a crutch.

On all the time

  • Enhance Armour Rank 20 (42 Def 1 AP) / Shadowform Rank 17/18
  • Witchsight Rank 20
  • Disguise Rank 13/21
  • significant extra FT/MR from erotic dancing (only at night!)
  • Located by TDP/Silverfoam, in case of kidnapping
  • Shared MR within 50' of Kit (prob min. 92 vs vampires)
  • Waterproofing (Protects vs Rainstorm)

Useful anti-Undead Abilities

  • Turn Undead
  • Damage to undead within 50' x2
  • Holy Water - 2D. Limited supply.
  • Consecrated ground/weapons.
  • Banish via holy symbol touch
  • Arm as Holy relic

Tentative Plans

  1. Horsham & Mikleton must be still open for food. Visit nearby villages to gauge tone/rumour.
  2. Scry/Wiz eye/crystal/TP/etc Horsham from nearby.
  3. Go into Horsham in the daytime, grab someone, divinate them. Try to break the mind-thrall. Interview. Tag & Release.
  4. Go into Horsham in the daytime, blend, mingle (Disguised, counterspelled, etc). Possibly Metamorphed or Transmuted as animals.
  5. Go into Horsham as a party of Troubadours. Entertain, investigate. Possible private performance for the vampires. They know its a trap, so do we, see who springs a better surprise.
  6. If the Thrall is a Charm/Mass Charm, may be able to Mass Charm most of the town at a town meeting or public performance (circus, hanging, etc). Max 5248 targets, takes 14 minutes of public speaking, 9% chance. 48% that a few hundred of them will be charmed. Can test with TDP/SF Mass Charm on small group to see if it breaks the Thrall.
  7. Meet with Hormikleton Forest Fae. They may be more dangerous than the vampires, and may or may not be useful.
  8. Turn the two vampire groups directly on each other, bypassing the human minions. Kill the winners.
  9. Kill all the vampires. Frontal assault. Rend them with our bare hands. Special note: don't rip their throats open with our teeth - may count as the Kiss.
  10. Get home in time for the Seagate Spring Ball

Watch Order

Silverfoam to complete