There is little to tell about the actual heist. The main exhibit hall was trapped and fitted with alarms, of course. Antimagic effects that lasted for about three rounds, and then the guards arrived. Walls dropped into place, but the party had had the foresight to bring their escape route right up close to the exhibits. Dimfuzz and Picklick went on a lock-picking and trap finding spree, except for the one trap that William managed to trip.
Sorry, man – we played it out without you there.
During the brief interval of antimagic, John’s companion was revealed – a tiny dragon, no doubt some sort of servitor of Azathoth.
There were guards, there were Stinking Clouds (Brus was out of action for a whole 18 seconds, which is a long time in D&D), they lifted the anchor, the tiebreaker, and a thing or two else besides. Dimfuzz turned out to be as treacherous as you would expect a gnome thief to be, but in the end all was forgiven – although not forgotten.
The group killed most of the guards before escaping though the door, leaving a lone museum employee to explain the mess to his superiors.
And the whispers in Brus’ mind began to resolve themselves into words.
F̜̤̰͚̼t̶͍̰̟̠̫͈̱;͖̜̫̪̬nͅ’́ ͚̭͎̬n̪̯̳̮͙͍y̙͡a̖͉̲̣̫r͈̩ĺ̺̳͈ ̼̦͟h͈̳e͖p͏̖̘͎͚̦-̢̳̜̯̠̖͓i̛̺͖ͅm̘h̪o͘t͓̞̙̫̣͓̣h̬̯̘̻̻͟e̥̼̩̳̳p̶,̳̫̮̩͟ n̟̪͈͈̯̮̲g̶̭͔̭ͅl͙͕̺̤̀u͇̘̼̖i͓̭̖ ͞R̰̘̭a̪̹͖̖̼͇y͟l̛̘͔n̠̲̙̬̼͍ģ͍̣̻̗͔͎̼ ̞̘͈̰̠̪͇p̴̮̝̲̻̬͎t̺̭͈̟’̢͍̞̤t̲̬̟h͇̟̥̲a̘͖͢r̶̹̖͓̳͚̘̥ḻ̶͕̣͉̗̦̲t̖̝͡op̟̪̞̺h̶̯̗t̞̝̻͎̙g̰̮̬̲̘̟̳eṇ̠͍̭!̝͇̞͢
Oh, he could call. And the powers beyond the veil of illusionary safety would answer. There was always a price, of course, but Brus had faith.
I’ll be using it mainly on enemy crit confirmation rolls (which are attack rolls), or if anyone gets through the line and goes for our squishies.
For 4th level spells, Freedom of Movement would be thematic and useful, but meh – I’d rather try out some new spells I have never used before. So I grabbed “Judgement Light”, which has a variety of handy effects including a burst Farie Fire which, I’ll tell you now, is totally worth a 4th-level slot. I have selected restoration as my other one but … meh – not really Brus’ thing. I think I’ll change it before game.
- Curse of Magic Negation
- Will save. Too risky.
- fun, but not worth it for a spontaneous caster. More John’s thing.
- Leashed shackles
- Reflex save.
- Litany of Sight
- WTF? Fourth level? When I pack See Invis anyway?
- Find Quarry
- Hmm. A possibility, seeing as we often need to chase specific people. It has no game effect, because lets face it in the metagame we are certainly going to find who we are chasing.
- Divine Power
- One round per level. Feh.
- Hold Monster
- Will save, but very handy for big & dumb. We need something that will bring down a dragon, but they have a good will so this spell will probs fail.
- Unfortunately, it is usually we who are the outsiders.
- Greater Invis
- Very handy, but I have used it before, and I only get 1 4th level spell a day.
- Shadow Barbs
- Not as good as it seems if you can’t apply Inquisitor Bane (etc) to spell effects.
- probably his best pick, mechanically. But again: I want something new and different.
I’ll think about it. I’ll probably sacrifice the best cheese and go with Find Quarry, which is thematic.