Ravingdork |
When did you get the talking bad axe if I may ask? I am a little lost, but finding the comentary funny at the same time.
We recovered it from the hag coven's hoard while investigating the source of those troll skeletons that were haunting the woods near here.
Toran Silvercloak |
Toran can do some healing.
CLW: 1d8 + 5 ⇒ (5) + 5 = 10
CLW: 1d8 + 5 ⇒ (2) + 5 = 7
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Now I'm back to full.
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
CLW: 1d8 + 5 ⇒ (3) + 5 = 8
Riva should be full by now. How much was Mallichatti hurt, and was Elhendril hurt at all?
Ravingdork |
Your camp followers have not had a chance to run away yet. If you let any of them die it will detract from your future leadership score.
That's all well and good provided that we are differentiating between hirelings dying on the job and "letting them die." The latter implies intent. Also, I'm sure they wouldn't have come if they weren't aware of the risks. Remember, we're not dictators, but elected officials. We can't really force them to do anything.
If you are basing this off of the Leadership feat, note that it says, "Caused the death of other followers," which means a direct cause. You have to throw them off the cliff or plunge the dagger through their heart yourself. An enemy killing them in the line of duty is not the same thing.
Powergaming DM |
Don't you mean bite, claw, claw? I seriously doubt they have three bites. Also, if they are in the form of wolves, then they don't have claw attacks anymore, per the polymorph rules.
Yes you are right they should have pounced you on the surprise round and tripped you. The magic missiles did hit.
Ravingdork |
Gah! They have darkvision and scent, and most of us don't. Our characters might not even be aware of their change in plans if the NPCs don't shout an alarm or something.
If you guys pursue, be sure to take/make light if you need it.
(Even if the barghests are silently hunting the NPCs and no alarm goes up, I would think our next order of business is safely recovering the hirelings that fled.
Hopefully, that haste effect will allow them to keep ahead of the barghests long enough for us to help them.
Ravingdork |
The map is still there.
We know. We're just waiting for our turn before moving the actual pieces. Also, El often posts from her phone and may not always have access to the map.
I have darkvison as well and heading that way.hopefully with clones too
Oh yeah! I had forgotten that you had a bit of drow in you.
Ravingdork |
Can you imagine what it must be like to try and run away from Riva?
The horrible witch-woman sears your flesh with fearsome magic. You turn towards easier targets, but as you turn you see that she has already cut you off. How? You're a creature of the lower planes. No normal humanoid can hope to match your speed! You turn again, fleeing from another blast of her awful magic, only to once again find yourself staring into her wicked grin. You're surrounded. She's everywhere. There is no escape. Only crushing darkness and scornful laughter.
Straight. Out. Of. A. Horror. Movie.
Ravingdork |
Rope trick only holds 8 people. You have 4 PCs and 5 NPCs who get's left out? Also it only lasts 6 hours at your level.
Also the rope can not be hidden which is somewhat ambiguous phasing so I am going to say that you can see the rope though any illusion or covering you put over it.
I specifically said that Riva was staying outside, so only 8 people will be inside. Also, if she enhances its caster level with her potent magic ability, it will last 8 hours.
Furthermore, not being able to hide the rope refers to the occupants' inability to hide the rope (such as by pulling it up into the pocket). Saying nothing at all can hide it is patently ridiculous, as it would mean you could never use the spell indoors (as the walls would hide the rope from anyone outside the room).
In other words, you can't take such a hardline literal reading of the spell, lest it become self-contradictory in almost every situation and pretty much unusable. It kind of already is, with it saying the rope cannot be removed, followed by saying it can be pulled free with enough weight. Which is it? The only logical conclusion is that it can't be removed by those inside the pocket.
Otherwise, it would be the new Armageddon spell basically. People on the other side of the earth can't see the rope because it's hidden by all the dirt and such in between.
The rope cannot be hidden.
"I can rope trick"
"YOU DESTROYED THE WORLD, WHY'D YOU DO THAT. Campaign over guys."
:P
Ravingdork |
That was in regards to the rope being moved. As for being hidden, I'm of the belief that the rope cannot be hidden from inside the pocket by those within (that is, they can't really affect it). It's the only interpretation I know of that that makes logical sense and doesn't require an arbitrary ruling.
If you want to make an arbitrary ruling, as GM that is your prerogative, but it might make for some weird rules interactions/scenarios later on.
Or it might not, depending on the kinds of situations we face later on. I'm not too concerned about it in any case, as long as we're all on the same page in regards to how we expect it to function.
Ravingdork |
With the way you guys are arguing my ass is staying out.
We're not arguing. We're working out a solution.
In that case let us cover another weird thing about rope trick. It can only hold 8. Does that mean that if you fill it with 8 people they can feel completely safe knowing no enemy can get in?
That was my interpretation of it, yes. Trying to get another creature in there would be akin trying to fit one too many people into an elevator (though one must wonder why creature size doesn't seem to affect the number).
Powergaming DM |
So we are agreed. You can't hide a rope trick, but you are about as safe as you can expect to be anywhere in pathfinder. The only way to get at you is to dispel the effect or pull at the rope hard enough to yank it out (and I am not sure their is any creature in the bestiary with a 16,000 pound pull). Most higher level camping spells are not half so good.