She senses that the sword is on the above LvL but she is not 100% sure that's what's in the glass case.
Could be, could not be, but makes you wonder could it be that easy to just find the sword laying in a glass case in the middle of the room Hmmmm.
Here is the description of the area from my post once more.
Then slowly as if sensing the party’s presence for the first time, a bluish green circle of light, at its center white, began to grow stronger and as the party watched, they could see it emitting from some type of stand. Though the stand was a good 100 yards away they could see it was shaped perhaps in the form of a dragon and made of a greenish gray metal. Resting on top a slender case of glass, the light having become so bright hiding what if anything lay within.
Also on a non-game related topic congrats on you still having a job was a little worried there for a bit.
How about we regroup, heal and advance under the cover of invisilbe. Ulthok has a couple of postions to help heal. If we have other invisible spells we might be able to hide the whole group. I still think Ulthok can use dimension door to take Althena to the stand.
So let's post to rest, heal and bait the roaches to keep them near the stairs so stand is clear for the door spell.
Dimension Door /
Casting Time: 1
Area of Effect: The caster
Saving Throw: None
By means of a dimension door spell, the wizard instantly transfers himself up to 30 yards distance per level of experience. This special form of teleportation allows for no error, and the wizard always arrives at exactly the spot desired--whether by simply visualizing the area (within spell transfer distance, of course) or by stating direction such as, "300 yards straight downward," or, "upward to the northwest, 45 degree angle, 420 yards."
All that the wizard wears or carries, subject to a maximum weight equal to 500 pounds of nonliving matter, or half that amount of living matter, is transferred with the spellcaster.
Posted on 2011-12-18 at 03:35:19.
Edited on 2011-12-18 at 03:58:49 by Odyson
THE 2nd EDITION RULES COMBAT SEQUENCE
In real life, combat is one of the closest things to pure anarchy. Each side is attempting to harm the other, essentially causing disorder and chaos. Thus, combats are filled with unknowns--unplanned events, failed attacks, lack of communication, and general confusion and uncertainty. However, to play a battle in the game, it is necessary to impose some order on the actions that occur. Within a combat round, there is a set series of steps that must be followed. These steps are:
1. The DM decides what actions the monsters or NPCs will take, including
casting spells (if any).
2. The players indicate what their characters will do, including casting spells (if
3. Initiative is determined.
4. Attacks are made in order of initiative.
These steps are followed until the combat ends--either one side is defeated, surrenders, or runs away
The initiative roll determines who acts first in any given combat round. Initiative is not set, but changes from round to round (combat being an uncertain thing, at best). A character never knows for certain if he will get to act before another.
Initiative is normally determined with a single roll for each side in a conflict. This tells whether all the members of the group get to act before or after those of the other side(s).
There are also two optional methods that can be used to determine initiative. Each of these optional methods breaks the group action down into more individual initiatives. However, the general method of determining initiative remains the same in all cases.
STANDARD INITIATIVE PROCEDURE
To determine the initiative order for a round of combat, roll 1d10 for each side in the battle. Normally, this means the DM rolls for the monsters (or NPCs), while one of the players rolls for the PC party. Low roll wins initiative. If more than two sides are involved in combat, the remaining sides act in ascending order of initiative.
If both (or all) sides roll the same number for initiative, everything happens simultaneously--all attack rolls, damage, spells, and other actions are completed before any results are applied. It is possible for a wizard to be slain by goblins who collapse from his sleep spell at the end of the round.
Situational factors can affect who has initiative. To reflect this, modifiers are added to or subtracted from the initiative die roll.
INDIVIDUAL INITIATIVE (Optional Rule)I USE THIS
This method of determining initiative is the same as that just given earlier, except that each PC, NPC, and monster involved in the fight rolls and then modifies his own initiative roll. This gives combat a more realistic feel, but at the expense of quick play.
To players, it may not seem like too much for each to roll a separate initiative die, but consider the difficulties: Imagine a combat between six player characters (each controlled by a player) and five hirelings and henchmen against 16 hobgoblins and five ogres (all of which must be rolled by the DM).
Furthermore, each die roll must be modified according to each individual's actions. The resulting rolls make every combat round a major calculation.
This method is not recommended for large-scale combats. It is best used with small battles in which characters on the same side have vastly different speeds.
I hope this helps answer your above question. Also Ginafae I will include your Q/A post actions in tonight's post.
Posted on 2011-12-18 at 21:31:11.
Edited on 2011-12-18 at 21:32:19 by TannTalas
Pretty much, however there's two reasons the shout worked against the creatures this time. The first is they had never experanced it before, 2nd it is considered an ability of the samurai class and as such is not considered as magic.