Finally, and this may be jumping the gun a little, but would we be able to pilfer the corpses of the summoned minions for magic items? Or would they disappear as the magic that summoned the minions in the first place ran out? Also, would we be able to pick up items off of dead PCs? (I'm thinking of Haila's spellbook...)
No and Yes. No, as far as the Minions are concerned if they die their bodies and weapons/gear will disappear.
As for the dead PCs Haila, Cynil, and coming up Conall, after the fight is over I will provide a list of belongings left behind by each.
I have a question about the 'Chaos' spell. The spell states that it works in a 40' cube. Will Sirene be allowed to pick the targets she wants to affect within that cube?
If not, will she be able to position the area of effect such that it avoids all PCs except Conall and hit all of the summoned villains? (From the map it seems perfectly possible since I can draw a line between Kenji, Rayne and Maggot and everything further 'north').
Due to Conall, Maggot, and Kenji being in close melee with the summoned minions they also will be hit by any area effect weapon/spell. The only one with a better chance not to be hit by such a spell would be Rayne as she is not in direct melee.
Here's where I got the idea. Divot is an undead and would be subject to this effect.
Besides Ulthok is running out of options so it is time to be creative.
Wand of Illumination (91 Charges remaining)
This wand has four separate functions, three of which approximate wizard spells, and one of which is unique:
Dancing lights: The wand produces this effect at a cost of one charge.
Light: The illumination wand sends forth light at an expenditure of one charge.
Continual light: This function require two charges.
Sunburst: When this effect is called forth, the wand delivers a sudden flash of brilliant, greenish-white light, with blazing golden rays. The range of this sunburst is 120 yards maximum, and its duration is 1/10 of a second. Its area of effect is a globe of 40-foot diameter. Any undead within this globe suffer 6d6 points of damage, with no saving throw. Creatures within or facing the burst must roll successful saving throws vs. wands or be blinded for one round and be unable to do anything during that period. (Of course, the creatures in question must have sight organs sensitive to the visible light spectrum). The function requires three charges. The wand can be recharged.
Posted on 2012-03-25 at 16:28:56.
Edited on 2012-03-25 at 16:29:27 by Odyson