Nebten |
OK, let's see if this works. You guys will be able to edit, and thus move your PCs accordingly. We'll work out the bugs yet!
In reguards to group choices. Does anybody have a problem that if 4/6th of the party agrees on the same course of action, I will go ahead with said action. For example, right now 4 people want to go south.
Of course I will hold off said action if I feel somebody may have some information to decide otherwise.
Aldous Mor'esti |
I placed a ¥ symbol at my dancing lights spell. I think that's the right spot, at least.
I'm aiming at the dark corridor over the pile of dead bodies.
Posting from phone so colors are tough to do.
Nebten |
"By the way, that Surge power allows me to drag and do things from...apparently any distance...RAW...but I won't abuse it. It's very loosely worded. Flavorwise it's cool that it emanates from Garuneh, but just bear in mind that it can push something towards me/us, etc. Er, if you allow that. :D And there are no rules saying it automatically extinguishes anything, or if the water goes anywhere..."
I was wondering the same thing myself. From what I can see, logic says that Surge has a distance of 30'. My reasoning is that the APG says: "The following granted power replaces the icicle power from the Water domain."
That power has a range of 30', ergo Surge has a range of 30'.
While I am describing it as water coming forth from your body (like a human hydrant), upon closer inspection of the text what is being created is a wave that either pushes or pulls/drags one creature. A wave of what though? Wave of water, wave of force, wave of cotton candy? So I have no problems with Surge taking out a 5' square of non magical fire, but Surge won't effect magical fires or do damage to fire based creatures.
Garuneh Lasandarman |
I favor pecan log, myself. Surge at 30' it is--the Fire Domain power is also that range. And I'll try not to hit any of our precious torches. It resembles Hydraulic Push, save for the drag and 'emanate from wherever' feature.
Nebten |
Don't worry about friendly fire or knocking out a friend's fire. After looking at it, I envision it as a wave comes from the floor and tries to either knock the creature back or pull it forward, like an undertoe. For descriptive fluff, the wave could be the same as the floor, like stone, dirt, or marmalade.
What? You haven't gone through the marmalade room yet? Uh, then forget what I just said. Carry on, carry on and bring rest to the unrested-ed.
Gunder Undertable |
Lets discuss what we know so far:
The peacock spirit room was the very first room we entered after the base camp (east of the base camp, we used a chime to get to that room). Based on the map, I believe its two sides of the same door. Once we can open it, we have a shortcut between the base camp and this part of the dungeon.
We haven't opened that secret door yet, the wooden one that Elizabeth found. Maybe theres a key an opening mechanism there.
The opening mechanism maybe has something to do with that mirroring trap we encountered earlier.
Has anyone tried to put their hand in the depression yet? (Preferably someone who isn't holding the charge of a spell right now. I.e. not Gunder. PS: Gunder still has a cure spell on hold.)
Maybe one person has to put their hand in it from each side at the same time. I don't want to try that right now, though, as we'd have to split the party for that.
Have we tried detect magic yet?
Gunder Undertable |
Unrelated question:
Nebten, if you were a DM, would you ...
a) ... try to make your players commit TPK by giving them bad advice
b) ... try to help your players solve the puzzle by giving them good advice
c) ... help them solve the puzzle but then kill them anyway
In other news: last chance to step forward and receive a free cure light wounds.
Nebten |
B) . . . I was raised on the edition of ancient times: AD&D. It was in these games that the DM helped and nurture his players. DM's were always trusted. Creating wild dungeons and dangerous encounters was the furtherest things from his mind. Fairies and unicorns my friends, faires and unicorns.
Change in affect
But I'm a DM damnit. I went to DM school for 7 years. Who cares if I've had 3 TPK's and they revoked my DM license. I'm a living god! MUAHAHAHA
Returns back to normal
Oh sorry, I got a little carried away. Yahhh, so what was the question? Always split the party and open dialogues with liches. Not that there any in this module . . . whoops!
Nebten |
OK, Gunder is needs to decide how he casts his orisons. It didn't dawn on me until now that he actually can't get everybody covered under the same duration of each spell.
Gudiance & Virtue lasts 1 minute or 10 rounds. He is casting 12 spells (14 if you count Ruckus), therefore some of the first castings will be finished by the time he gets around to casting the last ones.
Sophie's Choice time for our halfling. Who gets what spells and in what order?
Gunder Undertable |
You have a point there Nebten.
edit: I just saw that you already posted this yesterday. Sorry, I missed it earlier.
Here is the order in which Gunder will cast his spells (the number in brackets indicates how long the spell effect will continue to last, so hurry up Durnolf & Ruckus to use that +1!):
Guidance on Durnolf (2 rounds left)
Guidance on Ruckus (3 rounds left)
Guidance on Aldous (4 rounds left)
Guidance on Elizabeth (5 rounds left)
Guidance on Garuneh (6 rounds left)
Guidance on Tina (7 rounds left)
Virtue on Ruckus (8 rounds left)
Virtue on Durnolf (9 rounds left)
(All of this assuming that outside of combat several people can be huddled together in the same 5-foot-square and Gunder can reach everyone without having to walk around)
Nebten |
Have we even rolled initiative yet? I will wait for that, and I did say I was following the others in and not rushing ahead.
The start of Round 1 was 10/3/12 06:50 am PST. No surprise round. Since the party started the "rounds" they are going first. Aldous moved & cast Dancing Lights. Durnolf double moved, then free action to command Ruckus. Ruckus moved into the room. He set off the readied action of the zombie. Ruckus then attacked the man. Elizabeth then went into room provoking an AoO. If Elizabeth truely wants to follow "the others" then she will lose her turn this round as nobody else will be able to enter the room due to slow speeds or they have already acted.
Nebten |
If you don't like meta gaming, I understand and apoligise, but please don't drop Elizabeth because of it.
I didn't drop Liz because of that. I just confirmed the action you provided. It is my understanding that she had 9 hps. She took 8 points of damage. She can still be standing, if you want her to be.
I took your action of "Elizabeth drops," as just that, she falls to the ground. There could be many reasons why she would do that, but I am not going to question your tatics. But if its due to a misunderstanding, let's get that fixed.
BTW, on your PF sheet, your Fort should be +1 instead of +0.