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Author Topic: High adventure on the Inner Planes: Level Up  (Read 16553 times)

Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #165 on: March 19, 2010, 10:23:54 pm »

I was going to have you all roll, but I suppose since Mephisto asked so nicely, I will for you:

Haurach got a 5.
Urten got a 9.
Ulfgar got an 11.
Rukkuz got a 20.
Ignacius got a 23.

A question: CJ, do you want to wait until after Criptfeind's turn to move so that he can cast mage armour on you? It doesn't effect where you end up, but it will mean delaying your initiative down to an 8.
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CJ1145

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #166 on: March 21, 2010, 04:09:35 pm »

Will I be out of reach if I do not delay? If so, yes. Otherwise, go ahead and leave it where it is.
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This being Homestuck, I'm not sure whether that's post-scratch Rose or Vriska with a wig.

Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #167 on: March 22, 2010, 02:41:49 am »

Spoiler: Initative stuff (click to show/hide)

Everpick dodges back around the corner as quick as he can and pulls out his crossbow, ready to fight. The unmistakable sound of a ballista being reloaded is heard somewhere to the southeast. Ulfgar moves down to Mud's position, crossbow also at the ready. Urten casts the Mage Armour spell on the barbarian Rukkaz who charges down the tunnel like a bolt of lightning, unhindered by the darkness. Lastly, Haurach moves into the cave ending up right next to Mud Everpick.

Spoiler (click to show/hide)
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #168 on: March 22, 2010, 09:44:55 am »

Darkness makes me go half speed?

I will double move forward.

Ah screw that, I will light my lantern. Than move forward.

Also... is that snake following us?

Edit: Ah I found the rules about to moving slowly in the dark, I totally missed them thank you for teaching me something new.

Edit2: Damn my lantern is on the mule... I need to think of a new turn now.

Edit3: can I command my mule to get its butt in here?
« Last Edit: March 22, 2010, 09:53:08 am by Criptfeind »
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Mephisto

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #169 on: March 22, 2010, 10:35:13 am »

http://www.wizards.com/default.asp?x=dnd/ex/20010707
Specifically,
Quote
Firefinger: You cause a jet of flame up to 1/2 foot long to shoot forth from your finger. The flame is hot and ignites combustible materials. Lighting a torch with this effect is a standard action (rather than a full-round action), but lighting any other fire with it takes at least a standard action (DM's discretion)

Bolts are probably made of wood. Wood is flammable. Would it be possible to prestidigitate on the bolt embedded in the wall to make an improvised torch?
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #170 on: March 22, 2010, 12:04:11 pm »

Does the sorcerer have Prestidigitation because I sure don't.
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Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #171 on: March 22, 2010, 05:23:12 pm »

Nobody in the party has prestidigitation, unfortunately. Your lightning orb spell would work, but you don't have one prepared.

Can I command my mule to get its butt in here?
As we are playing with the Crawling Darkness necromancy varient (In which untintelligent undead want to eat your face and are compelled by magic to refrain from doing so), the undead mule is very limited in what it is actually able to do. This is to prevent it from having any possible leeway to devour your liver as you sleep.

As such, you need to steer it using either the reigns or direct verbal commands such as "Turn clockwise" or "Go forward" or "Stop". It's a move action (in which you move with the mule) if you are holding the reigns, or a standard action (if you aren't) to make the mule go where you want it to. The mule has darkvision and can move 60' with a double move, so you could order it to come to you with a standard action and get the lantern out with a move action.

Alternatively, you could send your raven after it. With it's strength of 1, it can carry the lantern as a light load. Then you could do a full round action to get out your flint/tinder and light it.
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #172 on: March 22, 2010, 05:57:33 pm »

Is the mule "smart" enough to understand "Follow me"
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Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #173 on: March 22, 2010, 07:34:49 pm »

Yes, but it would take a standard action if you're outside of touch range with it. Which you are.
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #174 on: March 22, 2010, 07:39:29 pm »

Okay cool I will tell it to follow me, It will move as close to me as possible and (assuming it ends its turn next to me) I will grab the lantern.

Also why is it faster if I am next to the undead? It should still take a standard action neh?
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Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #175 on: March 22, 2010, 07:56:32 pm »

If it's next to you, you can use the reigns to point it in the correct direction instead of explaining where you want it to go in very simple terms that a braindead donkey can understand. That takes less time.
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #176 on: March 22, 2010, 07:59:35 pm »

That makes sense... do reigns come with saddles?
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Grek

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #177 on: March 22, 2010, 08:07:31 pm »

Yes.
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Criptfeind

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #178 on: March 22, 2010, 08:15:00 pm »

Okay than: It will move as close to me as possible and (assuming it ends its turn next to me) I will grab the lantern.
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MrRoboto75

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Re: High adventure on the Inner Planes [DnD 3.5] Full!
« Reply #179 on: March 22, 2010, 09:58:01 pm »

Continue moving down the cave, bringing up the rear.
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