Is there now or can there be a sub-forum for Community-Created resources? Some central place where GMs (and players?) can post shareable documents such as form-fillable character sheets, rules cheat sheets, GM Screen material, maps for various tools, or anything else which creative playtesters might cobble together to help streamline game play?
Let's say the bad guy casts Control Weather to create a storm to hinder the heroes.
Now let's say one of the heroes, not realizing the storm is not natural, also casts Control Weather, to change the storm back to calm air.
Who "wins" this competition of conflicting spells?
Control weather can do away with atmospheric phenomena (naturally occurring or otherwise) as well as create them.
This seems to indicate that the second caster can indeed alter the weather effects created by the first caster. But the root of my question is this:
The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather...
This seems to indicate that the first caster, upon seeing the weather he created change to something else, can use a standard action to change it back (which takes effect in 10 minutes). If this is the case, then it follows that the second caster could also spend a standard action to re-change the weather to his liking, and we end up with an hours-long yo-yo of the weather changing every 10 minutes, until one of the spells ends, leaving the other "in charge" so to speak.
Naturally I'm only concerned about the area of overlap between the two spells, and not any area of one spell that exists outside the area of the other.
Am I missing anything, or is this a reasonable conclusion?
Thanks in advance.
I know this is probably a dumb question, and maybe it's been asked before, so I apologize if I'm repeating.
I don't yet own books of either AP, and I'm still running Chapter 5 of Rise of the Runelords, but beginning to look ahead at what AP I might want to run next. I turn to you, the experts:
Can Hell's Rebels and Hell's Vengeance be run concurrently, with two separate groups? A Good Party and an Evil Party?
I guess the real question is, do the stories overlap? Do they occur in the same or neighboring regions of Cheliax? Or are the stories sequential? Do the events in Vengeance depend on assumed outcomes from Rebels?
I think it would be really cool to run the two simultaneously (despite the headaches of balancing two campaigns at once!), meaning run one group with Rebels biweekly, and another group with Vengeance on the off-weeks, even if the two never intersect; but if the stories are chronologically sequential, I'm not sure it would work.
What do you guys think?
Thanks in advance.
I have a rather murky situation regarding a particular combat in my last game session, and I'm going round and round with myself trying to determine the "fairest" way to divide xp for it.
Disclaimer: I'm not looking for value judgments on my general approach to xp awards for PCs whose players are not present, or how to handle such absenses, etc. etc. I understand that it is a controversial topic and I am not here to soapbox My Opinion.
Datclaimer: I am looking for intangibles rather than rules citations: opinions, experience, "what has worked for me" suggestions.
The party consists of 6 PCs of APL 13 plus two cohorts.
One of the players was unable to attend the game session and provided me with updated sheets for his oracle PC and paladin cohort.
The Social Contract with absentee players:
Throughout this particular campaign, the social contract is that when a player is absent, I the GM will play the PC in combat using the same common tactics the player has used in the past; the PC takes a back seat in roleplay situations, but will use skills and class abilities upon request from other players; the absentee PC earns a one-half share of any combat xp awarded.
The Environment: PCs are mounted (horses have been advanced and beefed with extra hit dice), riding up a steep slope, following a barely there trail through a mysteeeerious forest.
The Ambush: 6 Vrocks, 2 of which successfully summon companions.
The blow-by-blow is unimportant to my question, but here's a summary of pertinent moments:
PCs spend a couple rounds finding out these "birdlike things" have spell resistance, energy resistances, damage reduction, and immunity to electricity. The wizard finally makes a Knowledge: The Planes roll to identify the vrocks. Immediately he shouts, "BIRD DEMONS! RUN!"
They've already begun the Dance of Ruin, but he hasn't noticed it yet.
The other 4 PCs whose players are present decide to listen to the wise wizard, turn their horses, and flee. At the point of retreat, the party has managed to drop 3 of the 8 vrocks.
Through no intent of my own, the absent oracle and his paladin cohort are not in a position to flee so immediately; they were in the middle of things their player would normally have them do.
Dance of Ruin finishes (yes I know it should have stopped as soon as the first few were slain; discovered this oops after the fact). I describe cataclysmic thunderbooms and lightning flashes to the other players.
I let the players watch me roll 20d6 of electricity damage, because to not do so would be denying them a certain thrill.
Using the sheets provided by the absent player, I determine the oracle and his paladin cohort survive the disappointingly average damage roll. Using the current hit point status of the remaining vrocks and the oracle's summoned huge air elemental, I hand-wave that they could conceivably have finished off 3 more. I had already determined the Morale such that when half their number was gone, the remainder would flee by teleport.
So the rest of the group, finding no pursuit, turn back around re-approach the battle site, cautiously, to find the oracle and paladin have survived.
The question I am struggling with: how much of a share of the xp available from this encounter should be awarded to those that fled? to those that stayed?
I have a few scenarios to choose from, but I'd rather not bias anyone's opinion before you have the opportunity to consider the situation and make a fair call.
It is very much worth noting that previous experiences within this particular forest have greatly unsettled the players, making them very suspicious and apprehensive going into this combat.
Thanks in advance.
Hello! I'm running the Rise of the Runelords Anniversary Edition adventure path, and in Chapter 5 I've come across a Scroll of Binding as treasure item. I know that when a caster scribes a scroll, he makes all the choices pertaining to the casting of the spell at the time of scribing.
As you may have guessed, I have Questions; though I don't think they qualify as Rules Questions, which is why I'm asking for Advice:
1. Which of the SIX "versions" of the Binding spell would be most common (taking into consideration this particular scroll is found in a complex dedicated to necromancy and led by a lich)? Yes, I know it's a simple matter to roll 1d6, but I'm interested in using thematic selections in this case.
2. Given the minimum CL of the scriber is 15, up to how many HD (for the target) should the scroll affect? Given also that the sample cost of a Scroll of Binding on that other site is 8,500 gp, it appears that sample used sufficient 500 gp opals to affect an 11HD creature. This seems a bit low for a CR 14-16 area.
3. Given that the scriber may not have a specific purpose for the scroll in mind, would there be a release trigger included in the scroll, as mentioned in the spell's description (based on target's name, identity, and/or alignment, to take advantage of the +2 DC modifier)?
3a. What might that trigger condition be, in order to be able to affect a more general breadth of targets?
Thanks in advance for your advice!