Chuffy Lickwound

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Ryric, Purify food/ drink and ocean water. All. Day. Long. And that won't disappear. It will go stale again eventually but dump it and purify more. There's a lot of ocean.


MeanMutton, they waited till Bonewrack and I forced the issue when they came back with the water just as in the module. But after the Grindys. Ended up being way too easy, the Sorceror used the black tentacles scroll recovered from the G'lows on the officers in the fo'c's'le (scourge included) and they Ganged up on Plugg. On RFF now.


thanks all for the replies. I guess it just bothered me and my concept of magic. Time to let it go I guess :) As to the necro, I'm running my first campaign and it is an older one. I've spent the last 3 days looking at all the threads, errata releases and faqs. I didn't see a single post from a developer in any of them confirming that interpretation. And there were a lot of threads on this, albeit old / dead threads.
As it is, they will be driven into the river to escape a massive storm, and go up river to get a new mast to replace the 2 that were destroyed by the storm. Ships stores only had one spare main mast. Then come back out to find the Dominator blocking their access. No "water shortage" necessary. Unless I contrive to render the Druid PC, the Sorceror PC AND the cleric NPC all unconscious for a week.
Thanks again all!


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Can we get an official ruling/faq entry/ errata on this? Infinite casting of anything seems rediculous. By one threads Calculations a lvl 4 caster could create minimum 11,520 gallons of water a day. A half dozen threads are stating the Spells Per Day table does not limit the number of times a cantrip can be cast in a day, only how many you can have prepared.
Cantrip a may seem minor but as an example; As a new GM running Skull & Shackles there are several instances where the AP calls for the crew to go inland for fresh water. (Bonewrack isle, into the frying pan. ) why bother when your cleric can purify a days water for the whole crew in 5 minutes? I can create my own reasons, and house rule for my campaign, but it still points to a lack of clarity in the rules.


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Hi all! question I have not found the answer to regarding ongoing poisons. I apologize if this is alreday here, I missed it. If you are already poisoned, say by a con drain poison, on your turn, when does the damage take effect? Understand from the Original FAQ post the player may make the save at any time on their turn. But does ongoing damage occur beginning of their turn or end? A CON drain poison w/ Fort save makes the save harder, a DEX drain poison could drop a char below 13, eliminating certain feats. so when is the damage applied within the characters turn? Beginning middle end? what takes place in what order? thanks in advance.
Also great post! Jason, Thanks!