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OOC Banter

Posted: Tue Aug 28, 2012 2:31 pm
by waysoftheearth
waysoftheearth wrote:
Apologies for the couple of days delay there... I had to work late nights to get the rules out, but they're in the pipe now. We'll get back to our adventure tomorrow night!

OOC Banter

Posted: Tue Aug 28, 2012 2:51 pm
by mgtremaine
mgtremaine wrote:
That's alright, while you were away we killed all the kobolds and are now resting. A few of us are playing a small game of soccer with one of the severed heads.... [img]images/smiley/wink.png[/img]


-Mike

OOC Banter

Posted: Wed Aug 29, 2012 2:28 am
by waysoftheearth
waysoftheearth wrote:
rleduc wrote:{unsure how target selection works for sleep in the game. If Malaveque can sleep the majority of the kobolds without getting any friendlies, he'll do it (from the memorized spell).
For those who haven't got the PDF yet, here is DD's text for the ever popular sleep spell:
Sleep (duration: special, range: 240ft) Causes 3-18 hit dice of creatures to fall into a fitful slumber. The magic is indiscriminate and must affect the indicated number of hit dice, beginning with those nearest the target. Creatures with up to 1 HD require one die each, while those with additional hit points are rounded up to the next category; thus 1+1 HD monsters require 2 dice each, and so on. No more than a single 4 HD creature can be affected. Those with 5 or more hit dice are immune, as are undead. Affected creatures will wake after the equivalent of a good night's sleep, or sooner if slapped, kicked, or exposed to excessive noise.
(emphasis added).

So, if cast into a melee, sleep will affect friend and foe alike.

As far as target selection goes, you can pick any individual to target the spell on. e.g., "the wounded kobold", or "Spaz the guard dog", or whatever. Bear in mind that as we presently have an unformed melee, I'm handling it in a rather abstract manner -- characters are either in the melee, or out of it (such as those at the foot of the stair).

OOC Banter

Posted: Wed Aug 29, 2012 2:34 am
by waysoftheearth
waysoftheearth wrote:
rleduc wrote:Otherwise, he'll double-up next to a fighter and try to support attacks with his staff from the second rank, if possible}
Sorry, but I'm going to rule that only fighters can attack effectively from the rearward rank.

[img]images/smiley/undecided.png[/img]

OOC Banter

Posted: Wed Aug 29, 2012 2:54 am
by waysoftheearth
rleduc wrote:
Ok.

OOC Banter

Posted: Wed Aug 29, 2012 9:44 am
by waysoftheearth
waysoftheearth wrote:
Also, for your interest... regarding the loyalty of Spaz the guard dog...

When Dram first found Spaz, a neglected mutt in a junk yard, Spaz's reaction would have been rolled (2d6=10, so a positive reaction. Spaz trusted Dram right away).

At the beginning of this adventure, Spaz's loyalty was rolled. Ordinarily, this would remain secret from the players but as this is a demo game... (3d6=12 adjusted by +1 for Spaz's positive reaction, and also by +1 for Dram's high charisma. Total loyalty is 14, which will adjust morale checks by +1).

OOC Banter

Posted: Sat Sep 01, 2012 1:02 pm
by waysoftheearth
waysoftheearth wrote:
Could have been interesting if Malaveque rolled high and slept everyone -- including himself [img]images/smiley/shocked.png[/img]

OOC Banter

Posted: Sat Sep 01, 2012 6:10 pm
by waysoftheearth
rleduc wrote:
Indeed - 12 out of 18 is reasonably high as it is, and it was a pretty near thing. Cue the waiting list to look for the first party!

OOC Banter

Posted: Sat Sep 01, 2012 10:52 pm
by waysoftheearth
ehiker133 wrote:
Ack! Better get my character in order, then! [img]images/smiley/wink.png[/img]

OOC Banter

Posted: Sun Sep 02, 2012 10:47 pm
by waysoftheearth
waysoftheearth wrote:
Regarding non-magical rest and recovery, I shall rule that:

* An hour's rest with refreshment (wine, ale, fresh water) will recover you 1 hit point.

* A full night's rest (at an encampment, for example) will recover 1-6 hit points, plus any constitution adjustment.

* Full overnight bed rest (at an inn, for example) is cause to re-roll all hit points afresh.