"Speakin' of traps, since you asked." The tiefling hands over four vials for Wren's inspection; three significantly larger than the other two. "The big grey one is liquid ice. It'll freeze a patch clear across this sewer channel," ...assuming the channel is still ten feet wide... "thick enough to walk on. The powder in the little gray vial will turn some of that ice into razor-flakes. Nasty but limited.... The two orange double-chambered ones are Chulthian sea-fire, water ignites it and won't put it out." ...though given the other young woman's piratical appearance she may well be familiar with the stuff.<br/><br/>Ghaazala looks around thoughtfully, "These stone walls won't burn, but no guarantees one doesn't run back inside the Fist with its hair on fire." The tiefling shrugs, "Not my problem." She also produces a ball of twine and a pair of broad-bladed and stout-spined daggers. "Wedge a door in a pinch."<br/><br/>She looks flatly at Adrian as he recounts the might and power of his magic, snorting disdainfully when he claims to be able to handle sixty or a hundred wights single-handed. "I hear a<em>lot</em>of 'if', prettyboy. A<em>whole</em>lot. If<em>you</em>want to take on that many wights, you're welcome to, just let us go grab the Watch and some ale and snacks so we can enjoy the show...while it lasts."<br/><br/>The tiefling tosses and catches one of the daggers, idly playing with it. "I don't know what books<em>you've</em>been reading, but wights just aren't that<em>stupid</em>. If you only catch<em>some</em>of'em in your spells, the rest<em>will</em>look, and see the problem, and go around. S'why I wanted to know if there are any sewer channels that'd let them get<em>behind</em>us, because they damn well<em>would</em>. That pretty trick I played with the lights before? If any of those wights survived they probably never woulda fallen for it again. They can open doors, they can knock things over, they can set fire to things and know when to get out of a building that's on fire. Pretty sure they could<em>make</em>a fire with flint and steel, too, but they<em>prefer</em>to hunt in the dark. I say prefer...They don't<em>have</em>to. They probably wouldn't have any trouble with that secret door latch once they knew it was there.<em>And</em>they can suppress their hunger if it means keeping alive long enough to be ready for the big kill. Not sayin' you're wrong about a powerful necromancer or some such...But wights are smarter than you're givin'em credit for. They can be cunnin', in their own nasty damned way."<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Yay Alchemy</div><div class="spoiler_body">Liquid Ice (30 GP 1lb vial Dragon Compendium p. 118 or Dragon Magazine 280 pg 51). Extinguish a 10' x 10' section of fire, or turn a 10' x 10' area of water into difficult terrain that makes anyone standing on it flat-footed without 5 ranks in Balance. Used as a grenade like weapon causes 1d6 cold damage on a direct hit and 1 point of splash damage. <br/><br/>Razor Ice Powder (50GP 1lb vial Frostburn pg 78)<br/>Granular white powder that transforms up to a 5 ft square patch of icy surface into razorice (see page 16 of Frostburn). If sprinkled on any natural weapon possessed by a cold subtype creature it provides a +1 enhancement bonus to slashing damage for an hour. <br/><br/>Wetfire (25GP 1lb Dragon Magazine 334 p 49)<br/>Grenade-like weapon with a 10’ range increment. The weapon has two compartments, one with “wet fire” and the other with water. Wet Fire does 1d6 Fire damage on a direct hit and 1 hp on a splash. On a direct hit, the target takes an additional 1d6 Fire damage if it doesn’t take a Full Round Action to put itself out with a Reflex save vs. DC 15 (+2 if it rolls on the ground). Submersion in water does not automatically put out Wet Fire, but does grant a +2 bonus on the Reflex save.</div></div>