Ravingdork |
Powergaming DM |
Ravingdork |
I will attempt to update the battle map each round of combat, or once each day, whichever is less, so please keep track of events as they occur during the current round (since that map will cease being accurate the moment someone moves or changes something until the next round).
Ravingdork |
It's a "medium" forest? Okay, so that tells us that 70% of the squares have typical trees in them (providing partial cover) and an additional 10% have massive trees (which take up whole squares); also that 70% of the squares have light undergrowth (cutting movement in half) and 20% have heavy undergrowth (cutting movement to a quarter).
It tells us nothing about which squares are which, though I'm assuming it will only apply to the dark green squares on the map (since the interior is a clearing).
If it's that much of a concern to you I suppose I'll start rolling for each square once I get home tonight and adding it to the map.
Ravingdork |
I have uploaded the new map, which displays typical and massive trees as well as light and heavy undergrowth Here are the rules for each terrain feature.
Small brown circles represent typical trees.
Large brown circles represent massive trees.
Dark green squares with no patterns represent no undergrowth.
Dark green squares with double hatch patterns represent light undergrowth.
Dark green squares with long hatch patterns represent heavy undergrowth.
Light green squares with shrubbery patterns represent open ground.
Ravingdork |
I just noticed that some of the trees are obscured by character/creature tokens. Toran's space does not have a tree. Elhedril and Mallichatti have typical trees in their squares. Riva accidentally ended up in a square with a massive tree, which is problematic since they take up the entire space. I guess she's on top of it hiding in the upper branches?
Please be mindful of the effects on movement that the undergrowth has on you. You only apply the modifiers when moving INTO such a square, not out of one. Makes it easy to move forward, but retreat may prove difficult.
GM, there is a 20% miss chance for attacking anything in light undergrowth and a 30% miss chance for attacking anything in heavy undergrowth. May want to roll that now that we know what's what.
EDIT FOR PREVIOUS POST: It timed out on me, but I meant to add that all the dark green squares on the map have canopies (regardless of what patterns they may or may not have).
Ravingdork |
where is her character sheet? It's not under her profile.
Here ya' go. I thought I told her to add it to her profile. Will have to remember to talk to her about that.
Powergaming DM |
Covens of hags are do have alot of fire power especially with a blood hag in them. Have to admit I did not realize just how powerful fire storm is. Still they are also vulnerable. The can only use there coven abilities when within 10 feet of each other. Sorry I under estimated them a bit. Whenever I fought a coven I used Aqueous Orb and scattered them all over.
Riva Sarjenka |
Meh, don't worry about it. Just learn from it for next time. We'll just run away, get a little XP, and fight harder another day. If you're going to continue throwing custom encounters at us though, please read the Game Mastering chapter of the Core Rulebook on Designing Encounters. It goes a long ways towards making things challenging, but manageable.
According to those rules and guidelines six CR 4 bloody skeleton trolls are an appropriate encounter for a level 9 group of player characters by themselves. The blood hag could potentially have wiped the floor with us just because of its at-will 12d6 scorching ray spells all by itself!
As for the trolls, you can see in my last post that Five got a 15, Four got a 12, and Three got an 8. All my troll minions failed and should still be active battlefield participants unless they previously took damage, in which case they are likely disabled. Keep in mind that command undead lasts for DAYS, whereas their disability is only for 1 hour. They may well rise again to follow the last order given to them: the destruction of the hags. It would be pretty cool if we later found out the covey was murdered int heir sleep or something by the very monsters they created.
I was waiting on you to roll the strength damage, but I can if you want me to.
Strength damage: 1d6 ⇒ 6
Ravingdork |
Well I'm gone take 1800 exp each for defeating the Blood trolls plus another 1000...
No! You can't take our XP from us! It's ours we earned it! Nuh uh!
(My the difference one word can make. ;P )
...as an apology for my misevaluation.
The rules are so complicated that it happens to everyone at some point. Don't worry about it.
You can use them to level up mid battle. Consider it a heroic second wind.
If you do manage to survive...
So I might level up only to die anyway. Here's hoping I don't end up wasting a bunch of time on that.
...expect the hags to be very treasure full.
Does that really matter if we don't off them first?
EDIT: So do we each get 2,800 XP, or is the 1,000 ad hoc portion of it split between us?
Riva Sarjenka |
I imagine we'd get the new level's hit points and spell slots. Expended hit points and spell slots likely stay expended.
Helps us out without making it seem terribly video-gamey. (Just my thoughts; GM has the final say.) If the GM goes this route, then I'm at +3 HP and am 75 feet into the forest.
I get two new 3rd-level spells at 6th. Which do you guys think I should choose? Currently, I'm leaning towards the following:
- fly - good mobility buff that can be cast on anyone
- gaseous form - great for getting in and out of trouble, can be cast on anyone
- haste - excellent short-term buff for the whole party
- heroism - amazing long-term buff that can be cast on anyone
Riva Sarjenka |
Using my last three points of Magic capital, this is what I will be picking up:
1st—chastise (Faction Guide), heightened awareness (Advanced Class Guide)
2nd—raiment of command (Rise of the Runelords)
3rd—dispel magic, fireball, fly, gaseous form, haste, heroism, magic circle against evil, protection from energy
Also, I have updated my character sheet to account for the new level.
Ravingdork |
Alright, so I've uploaded the latest version of the battle map, which shows four trolls commanded with one disabled and another still in fighting condition. There are also two witches stuck in a tree surrounded by their former minions, two heroes falling back to a safe location and still two more stuck in the fray.