The Flaming Grimoire Tavern Discussion


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Female Halfling Rogue 1

Henric maybe you are just doing a little "overkill" on the dice instead of being dramatic - weird rolls and roll patterns happen.:)

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

The group needs to establish a marching order. It appears Ekkie and Henric are taking a lead.

There is a sewer map in the Facebook group that will be a file which is updated as things change. I am also putting a file there which contains the rules for jumping from one sewer walkway to the opposite walkway across the channel of gunk.

You can learn about the armor check penalty here, and calculate your individual penalty here.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Update to the sewer map has been added to the Facebook files. Let me know if you are adjusting the marching order shown on the map. Cily has hopped over the channel and is on the east walkway.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Girdark and Boyhi: Please post your complete stats, especially your regular, touch and flat-footed armor class!

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Be advised that I will be away from a computer from 3/21 until 3/25, so will be unable to update the game during those dates.


Male Elf Ranger 1

I'm also unlikely to be available pretty much from today until Sunday night or Monday early afternoon.

Liberty's Edge

Male Human Level 2 Mage

Okay, I will always stay behind the mobile wall of steel and muscle as much as possible. If I need to go in front I will do so reluctantly.

Sorry about the dice roll; I thought my intell gave me a bonus.

1d4 + 1 ⇒ (2) + 1 = 3

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Absalon Croftwell wrote:

Okay, I will always stay behind the mobile wall of steel and muscle as much as possible. If I need to go in front I will do so reluctantly.

Sorry about the dice roll; I thought my intell gave me a bonus.

1d4+1

A wizard can cast only a certain number of spells of each spell level per day. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

Your Intelligence lets you prepare more spells per day, but does not affect the power of those spells. There are Feats that do change the nature of spells cast - metamagic feats, which you could incorporate as you increase in levels.

Liberty's Edge

Male Human Level 2 Mage

Thank you. I did go back and read about the damage. How do you want me to handle my spell memorization in the future?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Every once in awhile Paizo puts slightly dinged products on sale for big discounts in a "Scratch and Dent" area. Right now, some copies of the Core Rule Book are available for the low price of $24.99 (regularly $49.99). I have made purchases from the Scratch and Dent sale area before, and have always received the product in fine condition. So, if you don't own a core rulebook, take advantage of this sale while supplies last! Following is a link to the page with the offering:

Scratch and Dent Sale

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Absalon Croftwell wrote:
Thank you. I did go back and read about the damage. How do you want me to handle my spell memorization in the future?

Your basic wizard at first level may cast 4 cantrips and 2 first level spells per day. Your high intelligence means you can cast one additional memorized first level spell per day. And, your bonded object (quarterstaff) allows you to cast any spell in your spellbook once per day, even a spell that was not memorized ahead of time. Therefore, your current spell number you can cast per day is 4 zero level and 4 first level spells.

Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook, which in your case is 3 additional level 1 spells. So, the total number of level 1 spells you have in your spell book is 6. You need to choose which 1st level spells you have in your spell book to use. For sure, you should have Mage Armor and Magic Missile. Choose 4 additional spells and keep them in a list for reference. Also list them in your online character info, so that I know what you have for use.

At each new wizard level, you gain two new spells of any spell level or levels that you can cast (based on your new wizard level) for your spellbook. At any time, you can also add spells found in other wizards' spellbooks to your own. Since you are limited as to what you can learn on your own, the most valuable things a wizard can find during an adventure are arcane spell scrolls or books that provide a basis to add additional spells to your spellbook.

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Acquired Spells: You can try to add a spell to your book whenever you encounter one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, you must first decipher the magical writing. Then you must make a Spellcraft check (DC 15 + spell's level). If the result of your Spellcraft roll equals or exceed the target number (16 for first level spells), then you can scribe the new spell into your spellbook and use it. That’s why you want to add to the spellcraft skill points each time you level, in order to make it viable to acquire higher level spells that you discover.


Male Elf Ranger 1

There’s a hardware issue with the internet at my house, right now (I’m sending this from the public library), which means that I’m not going to be able to respond to anything before tomorrow evening at the earliest. Just wanted to let folks know.


Female Halfling Rogue 1

Sagamancer - Quick question: I have the Stealth feat. Have I calculated my Stealth roll appropriately in my last post? Thanks in advance!

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Cily Tosscobble wrote:
Sagamancer - Quick question: I have the Stealth feat. Have I calculated my Stealth roll appropriately in my last post? Thanks in advance!

You did not. Your stealth skill is +14, not +2.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Absalon can add any of the spells in the book or the scrolls to his own spellbook in order to cast them. He can also cast the spells written on the scrolls as a standard action. He must make a Spellcraft check for each spell attempted to be transcribed into his spellbook (DC 15 + spell's level, in this case DC16). If the check succeeds, he understands the spell and can copy it into his spellbook. The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment. If the check fails, he cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until one week has passed. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

To try and scribe a spell into the spellbook, clearly identify the roll for each spell:

Spell Name: 1d20+Spellcraft Skill modifier.

You must meet or exceed a DC of 15 + the level of the spell.

Liberty's Edge

Male Human Level 2 Mage

Here it goes...

Burning Hands 1d20 + 7 ⇒ (13) + 7 = 20

Comprehend Languages 1d20 + 7 ⇒ (20) + 7 = 27

Floating Disk 1d20 + 7 ⇒ (3) + 7 = 10

Identify 1d20 + 7d6d1d20 + 7 ⇒ (5) + (3, 13, 9, 5, 17, 17, 9, 9, 5, 9, 20, 8, 2, 4, 7, 6, 12, 19, 1, 17, 16, 16, 16, 1, 12, 3, 18, 9, 6, 18, 20, 6, 1, 19) + 7 = 365

Sleep 1d20 + 7 ⇒ (17) + 7 = 24

Liberty's Edge

Male Human Level 2 Mage

Typo, sorry.

Identify 1d20 + 7 ⇒ (17) + 7 = 24

magic weapon 1d20 ⇒ 17

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Five out of six on the first attempt! Well done!

Liberty's Edge

Male Human Level 2 Mage

Thank you. A good education is the foundation to magic.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Just to let you all know, we are using the fast track for character advancement. When your characters reach 1,300 experience points (XP), you will advance to Level 2. So far, you have gained 650 experience points.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Here is the calculation of Boyhi's attack. I am posting this in the discussion area, so others can learn from it:

Bohyi roars into the room to c9 to engage G2.
Attack : 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 2d6 ⇒ (5, 6) = 11
Then 2d6 x 3 + 3
11 x 3 = 33 + 3 = 36

In order to attack, Boyhi must:

1. Have an attack roll greater than the enemy's armor class. His weapon damage is designated on the weapon chart as 2d6/X3. His roll of 18, plus his attack bonus of 2 was more than sufficient to land the blow.

2. Having succeeded landing the blow, the next roll is for damage. The warhammer does 2d6, and his roll was superb, doing 11 out of a possible 12 points of damage.

3. Boyhi then calculated a critical hit roll in lines 3 and 4. However, these were not applicable. The weapon only does the extra damage if there is a confirmed critical, which for this weapon requires a natural 20 roll on the initial attack roll, plus a second roll to confirm the critical hit (the second roll must meet or exceed the enemy armor class). If the first roll is a natural 20, and the second roll exceeds the armor class, then the weapon does a critical hit designated as X3. In other words, it does triple damage of 2d6 + 2d6 + 2d6, instead of the single 2d6 of basic damage.

Some weapons do critical threats on a wider range than a natural 20. You will then see the weapon listing as something like: 1d8/19-20 X2. (Many ranged weapons are like this). Such a designation would indicate the weapon does 1d8 basic damage, but has the chance to do a critical threat on a natural roll of 19 or 20, to do double damage.

Hopefully this explanation will help in interpreting the number designation for weapons and their capabilities. There are feats available concerning critical threats that are available as you level up. For a more in-depth discussion, see the Combat section of the PFSRD web site.


Female Halfling Rogue 1

Way to go, Boyhi!!! Awesome smash!!!

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

I found a plain version of the Core Rulebook in PDF format as distributed by the PFSRD web site, and added it to our FB files library. So, if you don't currently own the dead-tree version of the rules, now there is a free PDF version for you.

NOTE: Although the file is less than 5 MB, it is almost 600 pages of information, so please do not display it online and try to use it - download it onto your hard drive and then use it.

ENJOY!


Male Dwarf Lvl 2 Cleric, AC: (19/13/16), HP: 14/14, Attack +2/+4, Fort: +5, Ref: +3, Will: +8, 7/7 acid darts, 4/4 channels, 4/3(1) spells

Merklii, Speaker for the Ore, at your service and ready for action.

Please let me know when I am part of game play.

Have you heard the Hum of the Ore? I can tell you about it.


Male Elf Ranger 1

The map of the channel room seems to be broken. It doesn't open correctly. Am I the only one having this issue?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Ilindir Silvénan wrote:
The map of the channel room seems to be broken. It doesn't open correctly. Am I the only one having this issue?

I haven't heard any other reports, but I reuploaded the map again just to be certain.


Female Halfling Rogue 1

Merklii, I would very much like you to tell me about the Hum of the Ore.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

I would like your thoughts about perhaps making up a house rule concerning throwing splash weapons such as flasks of alchemists fire and acid flasks. The equipment rules say that the range to throw these two type of splash weapons is 10 feet. I have always thought that was ridiculously too short, considering the average person can chuck a similar object much farther than that.

Compare that with the necklace of fireballs that Absalon has. The equipment guide says he can throw one of those beads 70 feet! Seems inconsistent when compared to the other thrown weapons.

When you look up the rule for "Throw Splash Weapon," it doesn't specify ANY range penalties at all, but does again state you are trying to hit the target's touch armor class, and gives a rule if you miss for figuring out which square a flask lands in and shatters. See this rule by clicking here.

You guys have picked up lots of flasks, but inhibiting the range to 10 feet just doesn't sit well with me. So, I propose this rule modification, and want to know what you think:

____________________

Extended Splash Weapon Range:

>> Splash Weapon Range up to 20 feet: Roll against touch armor class.

>> Splash Weapon Range 25-30 feet: Roll against touch armor class, have 25% miss chance. (Roll 1d20, miss if it results in 1-5)

>> Splash Weapon Range 35-40 feet: Roll against touch armor class, have 50% miss chance. (Roll 1d20, miss if it results in 1-10)

>> If the target has cover, then the miss chance for the concealment is ADDED to the miss chance for throwing at ranges greater than 20 feet.

____________________

This would extend the range out, but increase the chance to miss if you throw farther than 20 feet. Throwing farther than 40 feet would result in a 100% miss. If we adopt this house rule, then it applies equally - the enemy would also have the extended range options as well.

So - what do you all think?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

By the way, when you throw a weapon to hit a target, don't forget to add your dexterity modifier to the 1d20 roll. Works like other ranged weapons, where dexterity increases the attack roll.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Here is a different take on the splash weapon rule:

The rules say, with a ranged weapon, you can shoot or throw at any target that is within the weapon's maximum range and in line of sight. The maximum range for a thrown weapon is five range increments. For projectile weapons, it is 10 range increments. Some ranged weapons have shorter maximum ranges, as specified in their descriptions.

So, if the range increment for splash weapons is 10 feet, then you could throw an acid or fire flask up to 50 feet.

In a different location, the rules state...

Range: Any attack at more than this distance is penalized for range. Beyond this range, the attack takes a cumulative –2 penalty for each full range increment (or fraction thereof) of distance to the target. For example, a dagger (with a range of 10 feet) thrown at a target that is 25 feet away would incur a –4 penalty. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot to 10 range increments.

So, maybe it will be simpler to wrap my head around this rule, and use the 50 feet with cumulative range penalties for each increment of distance. The penalties for throwing acid, fire, oil, etc. flasks would be:

0-10 Feet = 0
15-20 Feet = -2
25-30 Feet = -4
35-40 Feet = -6
45-50 Feet = -8

What say you all? This is the established rules, and apply to any thrown weapon, including daggers, javelins, spears, etc. (all of which have their own range increments).

I suppose we should stick with the rulebook rules as noted above, just for consistency. But they still bug me about splash weapons, which are different than simple and martial weapons.


Male Dwarf Lvl 2 Cleric, AC: (19/13/16), HP: 14/14, Attack +2/+4, Fort: +5, Ref: +3, Will: +8, 7/7 acid darts, 4/4 channels, 4/3(1) spells

I say go with version 2, the range increment penalties. That's consistent with rules. I think we'd all be surprised about how hard it is to throw an irregular glass bottle, filled with a sloshing fluid , with any kind of accuracy and the force necessary to make it break when it hits.

What does make sense is a miss rule, similar to what I know exists (though I don't know the details) for Warhammer. I.e. the thrown bottle misses its intended target, but it has to land and break SOMEWHERE. So perhaps the magnitude of the miss determines by how many squares you miss by, and then a 1d8 determines direction (N, Ne, E, Se, S, Sw, W, Nw).

For example:

Enemy touch armor class: 15
Hero rolls 16. Obvious hit

Hero rolls 14. Miss by 1. 1d8 roll is 2. Flask hits in square 5 ft to the NE of target.

Hero rolls 5. Miss by 10. Clearly he couldn't chuck it another 50 ft by accident, so maybe this scales to 15 foot miss. 1d8 roll is 5. Flask hits in square 15 ft to the S of target.

Hero rolls 1. Flask shatters in hand, or thunks soft part of enemy without breaking and rolls around at his feet, ripe for the picking.

My two cents.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

If no one else has a major objection, we'll go with the second rule outlined above.

Use the 50 feet maximum for splash weapons with cumulative range penalties for each increment of distance:

0-10 Feet = 0
15-20 Feet = -2
25-30 Feet = -4
35-40 Feet = -6
45-50 Feet = -8

Therefore, adjust your 1d20 attack roll accordingly, depending on how far away you are throwing to the target square. Add your DEX modifier, subtract the range penalty, and that will result in the total modifier to add or subtract from your attack roll. Those with higher DEX will therefore be able to throw more accurately at greater distances. That seems a fair way to do it.

Since we are in a surprise round, and the goblins are already flat footed, hitting their touch armor class is also possible. A splash weapon will hit the LOWEST armor class they have this round, whichever applies (touch or flat footed).

BOMBS AWAY!


Male Dwarf Lvl 2 Cleric, AC: (19/13/16), HP: 14/14, Attack +2/+4, Fort: +5, Ref: +3, Will: +8, 7/7 acid darts, 4/4 channels, 4/3(1) spells

I just noticed your range chart is skipping distances.. 0-10 feet, then 15 to 20, then 25-30.. Where is 10-15 and 20 - 25.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Merklii, Speaker for the Ore wrote:
I just noticed your range chart is skipping distances.. 0-10 feet, then 15 to 20, then 25-30.. Where is 10-15 and 20 - 25.

The squares are 5 feet apart, so I was just using the five foot increments to delineate the penalties. You either throw 10 feet, or you throw 15 feet distance. Same thing as:

0-10 Feet = 0
10-20 Feet = -2
20-30 Feet = -4
30-40 Feet = -6
40-50 Feet = -8

I was trying to avoid overlap of having the same foot increment in two different areas. If I throw 20 feet with the above list, do I get a -2 or a -4 penalty?


Male Dwarf Lvl 2 Cleric, AC: (19/13/16), HP: 14/14, Attack +2/+4, Fort: +5, Ref: +3, Will: +8, 7/7 acid darts, 4/4 channels, 4/3(1) spells

Yeah as I was getting dressed this morning I realized that. You could use set notation..

[0-10] feet = 0
(10-20] = -2
(20 - 30] = -4
etc..

Buuuuttt.. Maybe that's a little much.


Male Human Paladin 2

Use of set notation is the true sign of a math nerd.

I also vote for the second version since that's how I always figured it would work. I read through some of the discussion on facebook and it seems logical that throwing a flask isn't the same as throwing a baseball. I still think the rules are oversimplified, but they seem relatively fair to me.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

We're going with the 2nd rule, and Girdark has thrown a flask under those conditions. Must work, he nailed it! Now if I could only get his attention to do a damage roll, so we could progress.... :)

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

By the way, getting more info about your characters is a goal, to make the game more interesting. So I will soon post an outline to use to flesh out a background. XP will be awarded for doing such work!

Liberty's Edge

Male Human Level 2 Mage

With splash weapons, is it really all that necessary to hit. And the necklace of fireballs is magic. And with magic all things can become probably.

Liberty's Edge

Male Human Level 2 Mage

"can become a probable success"

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Absalon Croftwell wrote:
With splash weapons, is it really all that necessary to hit. And the necklace of fireballs is magic. And with magic all things can become probably.

Hitting the target with a splash weapon does 1d6 damage in the attack round, plus another 1d6 damage the following round (unless they can perform some action to mitigate this such as putting out flames).

If the weapon misses, it still explodes, but those caught in the 5 foot splash radius from the target square only incur 1 point of damage. So hitting the target means the difference between 1 point of damage and potentially 2d6 points.

The necklace of fireballs is a magic device, not a splash weapon. That's why you can target it up to 70 feet away just by pointing your finger, and it detonates in a Fireball spell on impact. The only thing the victim's get is a reflex save to possibly incur half instead of full damage. I had stated in the gameplay that the goblins would get a reflex save, but forgot they are flat-footed in the surprise round, so they will get full damage.


Male Elf Ranger 1

Is it possible to cross the channel using the handholds in the wall and, if so, what skill check would be necessary to do that?

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master
Ilindir Silvénan wrote:
Is it possible to cross the channel using the handholds in the wall and, if so, what skill check would be necessary to do that?

Climbing up or down one side of the channel using the handholds is a DC10 Climb Skill check to succeed, and the climb can be 1/4 speed as a move action, or 1/2 speed as a full round action. The distance from the room floor to the channel water is 10 feet. Accelerated climbing is an option - you try to climb more quickly than normal. By accepting a –5 penalty, you can move half your speed (instead of one-quarter your speed) as a move action. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing. Anytime you take damage while climbing, make a Climb check against the DC10 of the wall. Failure means you fall from your current height.

Swimming from one side of the channel to the opposite side is a DC10 Swim Skill check, with the same parameters: 1/4 speed as a move action, or 1/2 speed as a full round action. The channel is 10 feet wide. If you fail by 4 or less you make no progress, if you fail by 5 or more you go underwater.

Both Climb and Swim use Strength, so any Strength ability modifier applies to the skill roll if neither is a class skill. If either or both are class skills, then the full check modifier can be used, which depends on whether you have allocated any skill points to them. If you have either as a class skill you can Take 10 and apply the skill modifier instead of rolling the d20.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

I am on business travel this week from Thursday until Sunday, so will be a little slow responding to your actions - but will try to update when I can. The map has been updated this evening, make sure you print a copy to annotate until I get back, if necessary, as I will be unable to keep it fairly current until Sunday evening.

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

An inquiry has come up about possibly jumping the channel.

The base DC to make a jump is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The base DC of the channel is DC10, because it is 10 feet wide.

If you have the Acrobatics skill, you can add that modifier to the dice roll, other wise add DEX modifier.

If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

I am considering changing the way the encounters play out, so that the game moves a little faster. Rather than waiting for each player to declare their actions in turn, when a round begins everybody can declare their moves and actions at the same time, which will be executed by me in initiative order.

This may result on occasion with two players attacking the same target in the same round, and if the first kills the target the second player's attack would have no result. But, this wouldn't be too far from simulating actual combat - in the real world, if multiple warriors shoot at the same target, perhaps only one will actually hit. Or, if all hit, only one will actually deliver the killing blow.

You can possibly avoid this, if desired, by declaring your intentions in speech to the others when making your moves and turns, which would open up more battlefield shouts, taunts, etc!

What do you all think of this? This round will end soon, and we could implement this new method at the top of the next round. It will mean that when combat is occurring, you must check the game at least once per day in order to input your turn. However, it will mean that we accomplish a full round per day when in such an encounter.

Thoughts?


Male Human Paladin 2

I like it. I think it will make things move a lot faster. If we end up with too many complications or cancelled actions, we could possibly group the initiative into two or three groups that all go as one. Maybe one before enemy actions and another afterwards to compensate for any movement.

Another add-on option is to make the rounds a bit more informal. Actions can be declared more generically, and if it takes two formal actions to accomplish the task, then so be it. For example, instead of having someone take an action just to cross the caltrops, waiting a week, then approaching and attacking; I could say 'Henric will cross the bridge and attack goblin 4' then do all rolls and tell the party "I got the bugger in the corner!". If goblin 4 moves, it will be assumed Henric will track the movement.

You could also have a backup action: "I got the bugger in the corner, unless he's dead by the time I get there, then I'll get his buddy behind him"

I do think we have several options for speeding up combat.


Male Dwarf Lvl 2 Cleric, AC: (19/13/16), HP: 14/14, Attack +2/+4, Fort: +5, Ref: +3, Will: +8, 7/7 acid darts, 4/4 channels, 4/3(1) spells

That is pretty much exactly how my other GM runs it. We get about a round a day done, and it works great.

I do a lot of "if then" statements and the GM applies a little common sense as well. He has us all roll initiative every round and then he kind of runs it with that info. It works very well.

You can check it out: http://paizo.com/campaigns/CryptOfTheEverflame/gameplay&page=last

Shadow Lodge

Lawful Neutral Medium Humanoid Level 36 Game Master

Crypt of the Everflame is a great adventure! I have it in print, but have never run it.

Absalon and Merklii, go ahead and declare your moves/actions to end this round, and then we'll try the other system to start round 3.

Liberty's Edge

Male Human Level 2 Mage

I have little I am going to do since all my spells have been used. I have the wand, and one fireball left.

So, I am going to shoot another magic missle.

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