Ligo is gonna disappear when you leave this dungeon (hint: the teleport scroll is old). I can very well run with 5 people, and it's troublesome to recruit more >.>
Anyone can control Ligo while he's still around.
Grue Bait, I need to know where you are! (And Ligo, for that matter)
DMing isn't difficult, you just need experience XD
That awkward moment when you roll a nat 20 to do something totally mundane.
(From my campaign: After Mongo the Barbarian rolled <10 on about 6 reflex saves, we have this little gem: "Okay, the ninja dodges a swinging log trap." "I cut it down!" "Roll for it." "Nat 20!" "Okay, you get the giant log." "And the chain?" "It's not on a chain." "And the chain?" "It could be on a rope." "And the chain?" "Fine. 10 feet of chain.")
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SA and SA1 are archers, yes? They would be the only archers right?
Would probably be best for Chee not to be wide open to their shoots, so Ramsus what is Mountain going to do so Chee could possibly hid behind him at some point.
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So Ramsus, do you think the best bet would be to go down side of the room bashing the decrepit skeletons and possibly meeting SW halfway to the back? Don't think there is much else to do from that.
Gure and Pengi would you guys be able to handle the sand spirit along with Ligo?
maybe a thing to do would be leading it into the room with the skeletons, it might not like skeletons or vice versa.
'course Chee and Mountain probably don't know about the sand thing, and you the skeletons so. . .
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Amusingly enough, I thought it was gonna be about Stroop drowning in that water. Though that's still a possibility I suppose.
I'm not familiar with sand elementals but, if three members of a six party team can't handle one monster on their own the GM shouldn't be throwing it at us (or at least not starting combat as opposed to a skills challenge). So, I'm thinking Ligo (who I guess I'll take the first turn with), Tar-Kan, and Malus should handle the elemental while Chee, Stroop, and Mountain take the room of Skeletons. I actually suggest more or less ignoring the DS's until Stroop can get at least three or more of them in one blast, until they manage to get in Chee or Stroop's face.
This way both groups have a healer and we have the two strikers handling the big thing with lots of HP, which is perfect. Oh, and for the record I know those Archers are a bigger threat than that Skeletal Warrior so, we should focus on taking them out first. (And hey, we experienced them in combat already before so Mountain has an excuse to believe that, hurray!)
Edit: I'm pretty sure I hit both of those guys. If I missed the Archer it was just barely.
Edit 2: Meh, action point didn't go so well, oh well.
Now for Ligo's turn.
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I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
Ugh, Ligo, you suck. Well at least that attack had a flat effect. *sigh*
Uh....no idea Matthias. I wasn't sure how deep the water is. No mater what I suggest getting out of it as it's most likely at least difficult terrain (which means you have to spend 2 Speed for every square you want to move through it).
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I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
It is difficult terrain for people on it, but for Matthias...
You can't attack. You'll have to sit this one out. You can push against it, but you can't break the surface. Arrows and swords can't pierce the surface either.
You can, however, attempt to trip an enemy on the surface by giving it/him a bump (i.e. suddenly pushing up), though there are none at the moment.
You, of course, can still roleplay. Unless you want something to fight. I can do that (soon enough).
Uh, yep, sorry, and sorry to ask this, but haven't been able to get at the books to look it up.
A question on the rules on movement basically, where can Chee move to?
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Being a Genasi you have a movement speed of 6. So if you use a normal Move as your move action that lets you move anywhere within six spaces (diagonals don't cost extra in case you're wondering). You can't move through the pool of water since, clearly something is going on with that and you can't stop in spaces occupied by other party members and you can't move through spaces occupied by enemies.
Mountain moved farther by using the move action call Run which lets you moves your speed (in our cases 6) + 2 but, makes you grant combat advantage until the next turn. There isn't really any reason for Chee to do that though since he has ranged attacks.
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I have no idea how you could possibly have convinced anyone, living or not, witch or not, to for a single second doubt that you were scum. It's scary.
You can't move through the pool of water since, clearly something is going on with that and you can't stop in spaces occupied by other party members and you can't move through spaces occupied by enemies.
Actually, I think you can. Vesth mentioned something about Stroop bumping into enemies, and how is she supposed to do that if they're not on the water?
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Would Chee have to do a check of some sort to know that he could walk on it?
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well that is just the garsh darn easiest thing to do
is the water what the slight magic from this room was? or was it for the skeletons? will he just have to touch/experiment on the water to know anything ('cause that would be easy with skeletons around)?
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At first the surface of the water normal. People could go through, in or out.
But now, it looks like the surface has turned into some sort of membrane. Think of it as a barrier. Now, Stroop is in the water, under the barrier, and the rest are above it. Stroop can place his hands on this barrier and push; it flexible. But he won't be able to reach air. People above him will be able to see him and his handprint, as if someone's putting a hand on clear glass, abeit with a green tinge. You can assume that the barrier's both ways, unless you somehow come to the conclusion that it is a one-way barrier.