beornlake |
For what it's worth, I may be without Internet access through Monday, but I expect that I should be able to check in at least a couple of times. Nethefire, if I disappear, feel free to take control of Beorae and Shark to keep things moving. Comes back and all spells are used and all her money spent on MOAR swords.
ZackDark |
For bookkeeping purposes, Nether, would you please confirm or point out mistakes in the following heist summary?
Heist Summary
- Total Disguise Kit uses left = 9 (1 used)
- Total money robbed = 140gp + 0sp + cp (100gp from chest, 40gp from office)
- Items taken: Tome, wooden wand, gold necklace with picture, sealed scroll, ominous letter, three potion vials (Look Like Someone Else x2, Run Like Mad x1)
- Damage taken = 6 non-lethal HP (Acrobatics check and soft landing)
Did I forget any items used up or any other sort of thing?
GM Netherfire |
@Beorn: dont forget expensive metal armor! Druid love that, right? ;P No worries
@Themp: you also pocketed the letter with the scroll, and the gold necklace (roll Appraise to figure out how much it would sell for). Remember that nonlethal heals 1 per hour. I think everything else looks good.
Nme'an |
The scroll should register a faint (6-10), moderate (11-15), strong (16-20) or overwhelming (21+) aura of evil if it is evil aligned and it's effective caster level (as listed) is high enough. Or, no aura if it's either not evil or not a high enough spell. I wouldn't expect this to tell Nme'an what the scroll does, just generally how powerful it is.
Beorae Sevenstone |
…if a character can cast CLW already, they do not have to roll a Use Magic Device check to use the wand.
Usage question: Beorae has the ability to cast CLW on any given day, but she has to prepare it in advance. If she does not prepare CLW for the day, would she still have to roll a Use Magic Device check to use the wand? Or does that description mean that Themp, Mot, and Nme'an would have to roll a UMD (if they have it trained), but Beorae would not?
Also, does the wand affect the range of the spell? Or does the caster still need to touch the target?
GM Netherfire |
The latter. Themp, Mot, and Nme'an would have to roll UMD to use the wand, but Beorae simply needs to have the wand in her hand to use it (and yes, she still needs to touch the target). She does not need CLW prepared to use the wand, either.
Edit: Of course. I should've said so! Beorae recognizes Ronn's handwriting :)
GM Netherfire |
In case it comes up: destroying an unattended scroll is as easy as destroying the parchment it is made of. No extra rolls or spells or special precautions needed.
GM Netherfire |
A nap later on won't be enough. If you don't 8 hours of rest before the next day, you'll be fatigued until you do. The only things that cure the fatigued condition are 8 hours of rest or a spell (or spell-like ability) that removes fatigue.
If you're worried about not having time to help find the club, you do. You traveled for 8 hours and probably have about 3-3.5 hours before heading to bed would be a good idea.
Ragashingo |
Just a random thought... We have that potion of move quickly... How would that affect swimming? What about rope? Any way to tie a rope onto Nme'an and have someone pull him to safety when he fails all his swim checks?
Basically, I'm trying to avoid a watery death. Death by evil, that's fine. Death by river. Not so much!
GM Netherfire |
Sorry, my mistake. The posts are not in the river. They are on land, twenty feet from the river edge. The raft is dragged out of the river every night, and tied to the posts (in case of a swell or flooding). Each post is about a foot in diameter, and stands six feet tall. They are spaced five feet apart. One of them has a long nail sticking out of the side near the top, where a lantern was hanging until a few minutes ago. The raft itself is a 15x15 square of logs boarded, nailed, and tied together.
Also: hey, man, you asked about shineys :)
Beorae Sevenstone |
On the Skill Descriptions page, Swim is listed as "Yes" in the Untrained column, which means that it's not limited. Only the skills listed with "No" are capped at 10 until trained.
GM Netherfire |
Correct, Beorae. Some skills can be attempted by anyone, no training required.
In answer to Raga's question, the "potion of move quickly" will only affect land move speed. It doesn't help while swimming. Or flying, for that matter.
Quirel |
Wild Werewolf appeared!
Go! Random Watchman!
Enemy Werewolf used Eviscerate! The attack was super-effective!
Random Watchman has fainted.
Go! Beorae!
Mayor Garwell used Poké Ball.
*twitch* *twitch*
Darn! The Werewolf broke free!
Beorae uses Fireball! It's not very effective...
Enemy Werewolf uses Eviscerate! Critical hit! It's not very effective.
Quirel |
** spoiler omitted **
A few of the lumberjacks meet Nme’an’s eyes and nod to acknowledge the order before turning to their homes. Beorae does not see any other wolves or werewolves in the chaos, but she detects a soft whipping behind her, from Mayor Garwell, and a miniscule, hard metal ball bounces unnoticed off the werewolf’s thick hide.
I realize that Garwell probably had a sling on her person, but I was bored.
beornlake |
The Summon Nature's Ally page says it "acts immediately, on your turn." I think I did it right?
Chewbaccawakka |
A round is a six second period of time. In it a person can do a move action and a standard action, ect, blah blah blah. But if the casting time is one round, that suggests that the spell isn't complete until a full six seconds have passed. So the summoned ally would appear on the turn and act immediately, once the spell has been completed?
At least that's what it sounds like to me.
GM Netherfire |
Gah! One hell of a time to be busy! I don't have the time for the in-depth explanation needed, but Chewie has the right of it. 1 round casting time makes more sense if I don't average initiative order. I'll expound by the 15th. Deepest apologies for my absence!
beornlake |
Alright. I'm confused by the use of "immediately" in the PRD, though. If it were supposed to start on the player's next round, then I would expect the text to stay "at the beginning of your next round," but "immediately" suggests that the creature's actions happen in lieu of the player's actions for the current round.
Either way, good luck with work and such, Nether, and we'll be standing by whenever you free up. :)
Edit: Okay, I've been reading some more about it, and I think I get what Chewie/Nether are saying. Beorae starts casting on her turn and is concentrating on the spell while everyone else goes (including the foes). She then finishes casting at the beginning of her next round, wherein the creature immediately appears. At that time, Beorae has a full-round to do with as she pleases, as does the eagle. Correct?
For now, let's assume that Beorae is in a casting trance for the rest of the round and that Shark does not get the +2 for flanking on his current rolls. Nether, you can decide if we use the eagle's current attack rolls at the start of the next round, or if I should re-roll those when we get there.
Sorry for the confusion, so many little specifics to get right!
GM Netherfire |
Beorae hit the nail on the head! No need to apologize, either.
Figuring out that certain terms mean certain things can be a real hassle, but it helps in the long run. To the topic at hand, your “turn” makes up part of a “round” in combat. I’ll give an example of how this encounter would go if we were playing over a table, and tracking each initiative separately (instead of averaging to see if GOOD GUYS go first, or BAD GUYS go first).
WARNING: in this example are the results of your second turn, in case you'd rather wait to see those results in Gameplay.
Initiative rolls:
Mot, 6
Themp, 20
Beorae, 4
Nme’an, 18
Werewolf, 27 (heh)
Initiative order: Werewolf, Themp, Nme’an, Mot, Beorae (and Shark)
Round 1: Fight!
Werewolf: Werewolf slashes the neck of the watchman! The watchman falls!
Themp: Fires an arrow but misses.
Nme’an: Readies his shield and draws his sword, slowly approaching while designating the target of Smite Evil.
Mot: Does barbaric things.
Beorae: Casts Produce Flame and throws it at the werewolf. It hits! And deals damage!
Shark: Shark leaps forward and tries to frighten the werewolf with his big nasty pointy teeth. It doesn’t work.
End of Round 1. Round 2: Fight!
Werewolf: Werewolf attacks Shark! Misses with his claw and bite, but his other claw crits!
Themp: Fires another arrow and draws his flask of alchemist’s fire.
Nme’an: Moves in around the big cat and attacks the werewolf. He hits and deals damage! Note that because of Initiative Order, Nme’an acts before Shark and is unable to charge.
Mot: Moves and picks up the silver club.
Beorae: Begins casting Summon Nature’s Ally 1. The summoned creature will appear within the spell range (30ft, wherever Beorae designates) ready to act at the beginning of her next turn.
Shark: Shark retaliates with tooth and claw of his own. One claw definitely connects, but doesn’t deal damage… ;)
End of Round 2. Round 3: Fight! *this prediction is based only on what’s happened so far*
Werewolf: Hurt more by Nme’an than Shark, the werewolf lashes out the paladin. The attacks are inconclusive.
Themp: Seeing his friends in melee, but also unsure of what a flask of chemical fire might do, the rogue lobs the vial to hit the werewolf. ”One… two… five!” It causes a small explosion centered on the werewolf, and minor burns on the the paladin, the fallen watchman, and Shark. The werewolf suffers more burns!
Nme’an: Through the fire and flames, the knight of the Dawnflower carries on! But his attacks are likewise inconclusive.
Mot: Fuming, Mot steps in and brings down the massive weapon. But it is unclear if the swing connects.
Beorae: An eagle appears and dive-bombs the werewolf immediately, and Beorae does more druish things. Beorae has a full turn to act.
Shark: Keeps attacking the werewolf and gives flanking bonuses to his allies.
Whew! Ok. Does anyone have questions? I’ll remove Shark’s flanking bonuses for the current round. Keep the eagle’s attack rolls for next round, they were pretty good. And Nme'an's charge still stands, since we are averaging initiatives.
The reason I average the rolls in the first place is solely due to the play-by-post format. I've played in PBP games where the highest initiative rolling PC was gone for 4 days, and the rest of us had to WAIT. For FOUR days. It was awful (and laughable, considering my recent absence). In short, I do it keep the game moving. That way the weekend warriors can come back without everyone breathing down their necks.
One thing to note, Beorae: if you are casting a spell over the course of 1 round, and you take damage while casting, you’ll need to make a Concentration check to keep the spell from fizzling in your hands. We can talk about Concentration checks later if you like.