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I had presumed you were all doing that.

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I had presumed you were all doing that.
Sorry, I'd not been consciously aware of the 'burning sand' and when I 'searched' at the top of the page for the post I didn't find anything. Can I get a refresher on that information?

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I figure this must've started as a typo, then some developer went 'oh, hey, let's keep that...!'.
I'd been rolling the damage myself (ex-post-facto) every round; my original hope was that the difficult-terrain aspect could be used to stymie the two riders' mobility, which was also why I'd trying (in-character) suggesting everyone step back, although in hindsight that'd likely have provoked.
BTW, I have been kicking myself for my spell-selection; even my rite of bodily purity spell, which costs 100 gp, has gone entirely to waste (I was REALLY expecting a rot-grub swarm, or something venomous/toxic, somewhere in here)! I could easily have prepared a lot more anti-undead spells, but doggonit, I figured having our Happy-Sun-Priest around meant I'd be better off doing otherwise....

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@Alexis
I read the spell description and it says burning sands does only a d4 each round. Why are you rolling a d4+1?
Friendly reminder for everyone, this is just the sort of thing that THIS Discussion thread is here for, so the Gameplay thread doesn't need to get too cratered with behind-the-scenes rigmarole.
Anyway, you would be correct, except I threw in some saltpeter when I cast it!
Alchemical Power Components can be your very good friends - especially if you're an arcane mage with a False Focus!
Unfortunately, since Skalds work like the original barbarian, Syllyn loses con when he loses rage. 7 damage above max is enough to kill him. I really do not like that part. Should invest in a talisman and take a pass on the cloak of resistance.
Well, this is precisely what the phantom blood spell is for! Sadly, it's not on your list, but perhaps you have a way or two of acquiring it anyway...?