D&D #31
The party was thrown into confusion, uncertain as to our next course of action; disoriented and unable to process the fact that we had rested successfully...
GM: So are you guys gonna
Wind Walk back to the cave, or move on, or what?
Omit: Well, the Wind Walk spell wore off when we rested, so I'd have to re-cast it.
Verian: No, that could be another
Heal. We're only one hour's WW away, so we could just spend the morning walking back, and have all our spells to take out the elemental. [
Verian has become so much of a penny-pincher and investor (permanent items over charge-based and so-on) that he probably only survived the old Omit character's expensively extensive scroll-use by ignoring it]
Balcoth: Another
Heal is a good thing.
Azheron: Technically, under GM's new rule, Omit can only cast Heal on you once per day no matter what, so that extra Heal doesn't help you. [
Occasionally Azheron points out things like this just to see if anyone explodes. In this case, not even close...]
Balcoth: [
After just a second or two of thought] He can still use it to heal himself. If it keeps him going, it's good.
GM: [
Trying to keep things moving] So no Wind Walk?
Verian: [
Sensing a good combination of concensus and apathy on the subject ] No, we'll go on foot.
GM: Okay. So you guys hike back through the dead-woods... it's going to take until early afternoon to get back on foot, covering the relatively vast distance that you crossed in so short a time with your powerful magic. You guys are going about two hours, when you have to make a Listen check. It's not particularly difficult; only DC 36... [
Those who had even bothered reaching for their dice begin putting them back] ...Oh, what am I doing?
41...
Azheron: Yeah, sure... so easy that no-one in the party can make it, since Omit [
Ed: the character] left.
GM: It's not
my fault you guys are bad at listening.
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