mikeawmids wrote:
Heh....yeah, that was me. I kind of figured out that they were about +4, so that makes if a bit easier to bring in some other ancestries. I do like what I see so far, and hope the rest will be as good! Thanks for answering my question.
IanJames wrote:
That is one beautiful map! Yoinked for sure, and will be used when I get my group to chapter 4. They're almost finished with chapter 2...
Just need some clarification... Say a PC has the Dying condition, and is healed by a Cure Wounds for some HP back (not all). I know that he/she loses the Dying condition, but does the healing remove the Wounded condition as well? Or is that only removed thru Treat Wounds or full HP restoration (and 10 minutes rest)?
Ellias Aubec wrote: Actually I have a vampire and ghoul archetype/versatile heritage like the werecreature being worked on. The ghoul is so far the easier of the two to work on. Which one I get to next depends on which ancestries I like and which others seem to want, so maybe I will look to get the ghoul finished sooner rather than later. Very cool! I will be picking up a few of these. Thank you for the response!
mrspaghetti wrote:
I use this one to speed things up as a GM. It allows me to just select a token and it will roll initiative from whichever sheet it attached to the token (works for NPCs or PCs too) %{selected|initiative} Yes, I could do it from each monster sheet, but this helps with multiple mooks. I also set up one to whisper Flat Checks to me as GM automatically. Huge time saver. /gmroll 1d20 Not sure what my players have developed, but the Roll20 forums may have some ideas for you, or even on the Roll20 subreddit <shudder>. Good luck!
Sibelius Eos Owm wrote: A spell attack roll and a spell DC are effectively the same stat but for different purposes. When you are rolling, you make a spell check (i.e. spell attack roll) and when an enemy is rolling, they roll vs. your spell DC. The DC of the effect is the spell DC because it is a spell. Similarly, when you try to grapple somebody you make an Athletics check, but when somebody tries to escape your grip they roll vs. your Athletics DC. OK. That seems to make more sense. Thank you guys for the input! I wanted to make sure that I was reading it right.
Thanks for the replies. My confusion comes from the text of the Sickened condition (emphasis mine): Spoiler:
"You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success). So does that mean whatever the successful Spell attack roll was becomes the DC to save, rather than the casters Spell DC?
So I had a character get hit by a Critical Attack roll from the Focus spell "Call of the Grave". He is 3rd level, and the attack roll total was a 32. So, my question is this: Am I correct that the DC for the Fort Save is 32? Or would it be the casters Spell DC? The DC from the attack roll seems a bit out of reach for a 3rd level character. I mean, if he rolls a natural 20, that does equal a success. But that could take a good while. I do try not to hand-wave too much either. And to follow up: What other ways are there to get rid of the Sickened condition? A casting of Dispel Magic? That would be versus the DC of the caster, which is a bit more doable. Any help is appreciated!
I used these to make my own set. I didn't use all of them, and some i did use multiple times for individual conditions. I also worked out the order I uploaded to Roll20 so I could alphabetize the conditions. Roll20 won't let you rearrange them afterwards (I know.....OCD...!!) Anyway, they come in small and large icons, and work really well for just about every condition. My players like them alot (and appreciate my OCD!)
Joana wrote: The Learn a Spell activity doesn't forbid it, however. He just has to spend the money and hit the DC. That's pretty much what I thought. Just wanted to make sure I wasn't missing something. Thank you!
So, I started running this AP, and the group decided to investigate the bookstore before heading off to the citadel after the fire. Searching to place, my wizard discovered the scrolls Voz left behind, which are 2nd level scrolls. The party is still 1st level. My question is this...can he transcribe them into his spellbook before he's able to cast them? I know he could try to cast them from the scroll at 1st level (it'd be bit tougher), but I can see him wanting to add them first. My thoughts are that he can, using the learning a spell DCs and costs, but needs more time to learn that last bit of the formula to be able to cast them. Any guidance or direction is welcomed, as I am not finding the info I think I'm looking for....
Quote: I'm glad you're enjoying my maps! My group is still in book one, so I don't have a pressing need to create more just now. Coupled with major life changes (baby coming, house hunting, job uncertainty) means I unfortunately don't have much time for map creation. I'll get to them eventually as my group progresses, but it will take some time. I too am grateful for the work on the maps you've done. I'll be starting AoA in a few weeks, and they've been so helpful. Best wishes on the impending familial expansion!
MaxAstro wrote: I've been having a blast running Age of Ashes and I can echo most of the sentiments expressed here - GM workload is massively reduced, things run faster, I can fit four encounters into a four hour session which is insane. I gotta say this is REALLY good to hear, as I will be starting up Age of Ashes in a few weeks. I'm a player in a Fall of Plaguestone game and have been loving it. The action economy is so easy to use, and we all feel like we contribute something.
As a backer, I have this and the Worldbook. Just perusing both I can attest that these are totally worth getting! Even if you don't use the setting, there is SO much lootable material. Myself, I will be running a campaign in Midgard soon. Edit: just noticed that the price appears to be too much? I know the Worldbook is $49.99....
The darkness that had obscured your view suddenly disappates. The cloaked figure on the dais rises, turns toward Tis'kaliss and smiles. Even in the faint torch light, you can see that he has a pale complexion. He speaks loudly, in a language you at last recognize now....Darakhul! Forms begin to emerge from the alcoves lining the new chamber. These new creatures, barely dressed in rags, turn toward you all, a hungry look in their eyes. Initiative please! Darakhul Initiative: 1d20 + 3 ⇒ (13) + 3 = 16 Ghoul Initiative: 1d20 + 2 ⇒ (12) + 2 = 14
Tis'kaliss: As you step into the inky blackness, it becomes so dark you cannot even see the end of your own snout. You can still hear, and the chanting, while still faint, becomes a bit louder. Step by step, you quietly make your way through utter black, until you emerge into a large cavern lit by two braziers on a raised dais at the oppostite end. Kneeling in front of the dais is a hooded figure, rocking gently back and forth, chanting. You still cannot make out exactly what is being said. Behind the altar are two tapestries with a symbol that you don't immediately recognize. There is also a statue of a man in southern robes, but the head has been encased in a iron cage.
As you advance, you realize that the farther end of the cavern seems to be covered in an inky blackness that you cannot see through. However, a faint murmuring chant can be heard coming from the darkness. It sounds almost like Trade Tongue, but something doesn't seem quite right, almost as if it is a distinct language. I'll allow an INT check to try to recognize language. The hallway to your left goes for about 30 feet and opens into what looks like a large room. Midway down the hall are doorways on either side. The hall appears to be remarkably free of dust.
As you descend the stairs, it seems to go on for about 100 feet, then opens onto a large cavern. The ceiling of the cavern is about 20 feet high. Looking down the length of the cavern, at the edge of your light towards your right, you can see a 10 foot wide opening roughly 8 feet above the floor of the cavern that leads into more darkness. Straight ahead, the cavern ceiling slopes downward to appear only 10 feet high at the far end. A passage also is to your left, which seems to be constructed rather than natural.
Tis'kaliss notices in the NE corner that several grooves are worn into the floor at the wall (indicated by red star on map), as if something was dragged over it repeatedly. Some of the grooves look rather new, as some grit is apparent in them. He also notices a small discolored stone about 2 feet from the ground is just barely jutting from the wall. Once pressed, a "clunk" sound comes from behind the wall, and a hidden door 3 ft wide by 4 ft high slowly opens into the room. Beyond the opening is a narrow passage with steep rough-hewn stairs cut into the rock that descends into the darkness.
The trapdoor in the floor opens easily, leading to a half-circle shaped room about 8 feet below. There is no ladder down. Some rotting clumps of straw line the floor, along with some small pieces of wood, most likely from some crates or barrels that had been smashed ages ago. A pile of old rags is in the NW curve of the room. Perception checks please.
With a little effort, Wobloom is able to open the ceiling trapdoor enough to see that above is the remains of a tower level that had collapsed in, as stinging rain still falls. The tower itself looks like human construction, most likely 200-300 years ago. It appears that it has been abandoned for some time.
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