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Sir Exxon 08-27-2003 08:13 AM

Quote:

Originally posted by Legolas:
I assume the regular light intensity for the previously darkened cave was about the same as that of the other caverns around it? If so, how heavily does the return of light affect the characters who'd only just entered the darkness compared to the ones who've been fighting in it for some time?
Yeah, would be useul to know this, even if my character has been in the darkness for a short time. Also, I posted an OOC in my last post which I think you haven't noticed. I can easily find a way to avoid what I said in the OOC, though, but I didn't know if you wanted to correct on your post instead. Whichever way works perfectly for me. ;)

RevRuby 08-27-2003 09:06 AM

Quote:

Originally posted by Larry_OHF:
OOC>>>To all involved. The darkness has been lifted. All players must react to the light as though stunned or disoriented for one turn
just a question...do you really mean one turn (1 turn=10 rounds) or did you just mean 1 round? cause if it is one turn i'm fairly certain we're all dead.

Morgeruat 08-27-2003 09:29 AM

Quote:

Originally posted by Legolas:
I assume the regular light intensity for the previously darkened cave was about the same as that of the other caverns around it? If so, how heavily does the return of light affect the characters who'd only just entered the darkness compared to the ones who've been fighting in it for some time?
I agree, unless it's "bright" it would probably be similar to walking into a darkened room and having someone turn on the lights, not very disorienting for those of us that just entered.

Larry_OHF 08-27-2003 01:22 PM

Dang good point. Only the people that have suffered the darkness too long are dazed for one turn...not round...and the three that have just now entered the combat area will only be slightly annoyed but not lose their state of awareness.

Sorry for the confusion. Thanks for the correction.

I will go look at that OOC now, and see if there is anything for me to do at the moment.

Morgeruat 08-27-2003 01:29 PM

spell description snippet: "Alternatively, the spell energy can be expended in a single round. The caster can huri one or more objects within range, and within a ten foot cube, directly away from himself at high speed, to a distance of up to ten feet per caster level. This is subject to a maximum weight of 25 pounds per caster level. Damage caused by hurled objects is decided by the DM, but cannot exceed 1 point of damage per caster level. Opponents who fall within the weight capacity of the spell can be hurled, but they are allowed a saving throw vs. spell to avoid the effect."

[ 08-27-2003, 02:20 PM: Message edited by: Morgeruat ]

Larry_OHF 08-27-2003 01:39 PM

From where you are standing, Morgie, you can clearly see the 7 Grimlocks that have just now killed the elemental. They are in the open, and to your immediate left. Strange thing though is that every once in a while, you will see one hound appear from the shadows, rip apart a gnome and then dissapear again.

Defender gnomes still living = 11 (all wounded in various degrees)

If anyone needs more, lemme know.

Larry_OHF 08-27-2003 02:38 PM

Morgie...If Cyril has approved your telekinisis spell...then you should have no trouble launching that Grimlock into the others. Consider distance (About 50 ft.) and throw'em. I will let you know how the ball lands.

RevRuby 08-27-2003 03:31 PM

ruby has just activated inertial barrier.

power score- con-3 (larry, cyril has adjusted my con to 13) i rolled a 2
area of effect- 3yard diameter

inertial barrier is a defense. the psionicist creates a barrier of elastic air around herself and anyone else within 3 yards. like and unpoppable, semipermeable bubble, this barrier helps soften missile blows and can sheild those inside from many forms of damage.

barrier cannot keep enemies out, but it does slow them a bit. anyone trying to crosee the barrier must stop moving when he hits it. he can then cross in or out the next round.


that is a summarization form the book. iw ould also argue it moves with the psionicist so long as she keeps concentrating on it. and does not attempt to start any new powers while moving.

i also think wyrd should be able to find our new enemies rather quickly and get into a bloody combat. cyril has his hit points at 60, i'm not sure what his thaco should be since he is higher level/hit die than the one i have in a pnp campaign. in that one he has a 15 thaco attacks are claw/claw/bite. if he gets both claws he gets a rake for free with his hind claws and more damage. or well he does int hat campaign, it hink nathan got the info out of a monster manual, or one of those nifty books. anyway....just let us know when he can sink his teeth into something nasty!

[ 08-27-2003, 03:34 PM: Message edited by: RevRuby ]

Cyril Darkcloud 08-27-2003 05:09 PM

<font color=turquoise>A Couple Notes</font>

<font color=silver>1. The Druidic spell Call Lightning can only be used out of doors and above ground. The IWD spell Static Discharge is not available for this game. Druidic abilities in games I run will suffer penalties and limitations both underground and in outdoor areas such as deserts or arctic settings.

2. Anarrima did not dispel the darkness by means of a casting of Dispel Magoic or similar spell. Rather she invoked the power of her deity, who is a deity of sunlight, and expended the equivalent spiritual energy of 2 of her 4th level spells in the process. This did not merely dispel the darkness, it produced a brief but intense flash of light that destroyed the darkness. Characters caught in the area would have had their eyes suddenly exposed to this light. Anarrima should not be affected by the light, however.

3. Ambient light in the area of the battle is a bit brighter than within the tunels of the Underneath due to the presence of those lights associated with the gnome settlement.</font>

Larry_OHF 08-28-2003 08:42 PM

Nobody has posted all day? Wow! I guess I must have messed something up.

Hey...how does everyone feel about how fast the army of Grimlocks were destroyed, ([i]Except for the few surviving ones that still have an advantage over us in number/i]). I played the whole thing out on my NWN board, and the gnomes wiped most of them out, along with help here and there from various things like the elemental. I hope everyone does not think I just got bored and decided to drop them. It was planned out specifically...and as for the hounds...they were also a long time in planning but I finally could not hold them back any longer.

FYI>>>Most of the gnome defenders are gone now...and that leaves only us to protect the town from the puppies. It will be a tougher fight. The hounds are special. [img]smile.gif[/img]


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