You guys also know the way back, so if you simple wanna run, just convince Petal to join you guys, and, you know, tell Deephold what the heck is going on, and perhaps yopu can attempt to leg it and talk

Yes, Westian removed the armour. Underneath he was wearing a super-snazzy blue tunic and blue pants, of the type you might have seen Nabi sporting in the original DM dungeon.Ameena wrote: Also, didn't Westian remove the nasty black armour before the party split? I seem to recall that he did but might be getting confused with Haynuus, but if Westy did remove his armour, Haynuus would probably remember to describe him as wearing...whatever he was wearing underneath/instead of it, I think?
Haynuus:
a) +1 to all normal attacks (melee/ranged, grapple - not bullrush)
b) two skill points to assign as you want (I'm going to be nice and say the circlet is subtly teaching you - at least for now!)
c) +1d10 hit points (minimum, and +1 for con bonus (man, Haynuus will be a tank now)
Westian:
a) +1 to melee/ranged attacks (and grapple, but you don't usually use that)
b) three skill points to assign
c) One extra 0-level effect, one extra LO spell, one new EE (4th) level spell. Note with this spell slot, Westian can heal away his constitution damage in @one hour if he keeps using up that ON level slot. Westian will start to recall
d) +1d8 hit points (minimum 6) +1 for max con bonus (see above for getting back to your maximum constitution).
Ameena:
a) +1 to all attack rolls: melee, finesse and ranged
b) Your sneak attack damage goes up to 4d6
c) +1d6 (minimum 4) hit points, but -1 for your constitution penalty
Petal:
a) One extra UM and one extra ON level spell
Falkor:
Already written in placeholder charatcer sheet
Aurek:
Not to be levelled up as an NPC.
Oh now this is interesting.beowuuf wrote:Levelling up info for all you guys!Haynuus:
a) +1 to all normal attacks (melee/ranged, grapple - not bullrush)
b) two skill points to assign as you want (I'm going to be nice and say the circlet is subtly teaching you - at least for now!)
c) +1d10 hit points (minimum, and +1 for con bonus (man, Haynuus will be a tank now)
Haynuus:
a) +1 to all normal attacks (melee/ranged, grapple - not bullrush)
b) two skill points to assign as you want (I'm going to be nice and say the circlet is subtly teaching you - at least for now!)
c) +1d10 hit points (minimum, and +1 for con bonus (man, Haynuus will be a tank now)
Westian:
a) +1 to melee/ranged attacks (and grapple, but you don't usually use that)
b) three skill points to assign
c) One extra 0-level effect, one extra LO spell, one new EE (4th) level spell. Note with this spell slot, Westian can heal away his constitution damage in @one hour if he keeps using up that ON level slot. Westian will start to recall
d) +1d8 hit points (minimum 6) +1 for max con bonus (see above for getting back to your maximum constitution).
Ameena:
a) +1 to all attack rolls: melee, finesse and ranged
b) Your sneak attack damage goes up to 4d6
c) +1d6 (minimum 4) hit points, but -1 for your constitution penalty
d) Nine skill points to assign
Petal:
a) One extra UM and one extra ON level spell
b) Two skill points to assign
Falkor:
Already written in placeholder charatcer sheet
Aurek:
Not to be levelled up as an NPC.