I put 1 too many green triangles for the party. Should only be 8 not 9.
Also I still need the positions of Sirene, Weaver and Cor on the map as I have Aliya all the way in the back by the handicapped dwarf.
And just to help me remember Sadaar you said Aliya was still affected from earlier in the game, affected by what? I don't remember any lasting effect rt now?
Taking a look, I can't find it right now. I found where you said groggy, but I'm sure you said stiff or something that would affect her for the rest of the day... it was either - 1 attack or defense (but not both). Aliya was hit by an orc in the hallway right before we went in the room with the goblin village. I can't find it now... it should be right before I mixed up Alasdair with Conall and made a fool of myself...
I've always been factoring it in when I strategize. I can't find it... does anyone else remember it, or was I a bit delusional from my illness at the time?
when and if it is safe to do so. As long as I am in a fight with the Bitch, she is not in combat with you.
Also need to find out which one of the Sword Bitches this is. I know it is not my loving wife that I would love to dearly depart, so it is a mater of distracting my sister in-law until it is a good time for her to enter the battle proper.
Just my thoughts…
Then again it could go badly and I will need you guys to charge in and save my happy little butt.
I'd say that the hooded things are WAY stronger than all of us and it will take a combined attacked to over whelm it.
But there are still plenty of strong enemies left to mess stuff up.
We have generally done fairly well against melee combat, but the higher level magic slingers can REALLY toast our shorts.
Good targeting and planning is very important. Think back on all your past table top games and others games that required taking out high level badies. Search your spells and abilities for those things that give you bonuses. Don't be afraid to remind the GM of bonuses to improve the rolls just like in table top. Figure any advantage, even if its to empower another character to be more powerful. We don't get do overs or restarts here.
Posted on 2014-05-11 at 20:16:11.
Edited on 2014-05-11 at 20:17:12 by Odyson
This may be an appropriate time for me to Pray for aid. ....Actually the previous round would have been better. C'est la vie. I can either make magics or keep swinging. Thoughts?
EDIT: Oh, if we run out of spells, want to reconfigure, or just plain need a break I have this rod of security.
Sphere: Combat [Conjuration/Summoning]
Components: V, S, M
Duration: 1 rd./level
Casting Time: 6
Area of Effect: 60-ft. radius
Saving Throw: None
By means of the prayer spell, the priest brings special favor upon himself and his party and causes harm to his enemies. Those in the area at the instant the spell is completed are affected for the duration of the spell. When the spell is completed, all attack and damage rolls and saving throws made by those in the area of effect who are friendly to the priest gain +1 bonuses, while those of the priest's enemies suffer -1 penalties. Once the prayer spell is uttered, the priest can do other things, unlike a chant, which he must continue to make the spell effective. If another priest of the same religious persuasion (not merely the same alignment) is chanting when a prayer is cast, the effects combine to +2 and -2, as long as both are in effect at once.
The priest needs a silver holy symbol, prayer beads, or a similar device as the material component of this spell.
Rod of Security
Each time a charge is expended, this item creates a non-dimensional space, a "pocket paradise." There the rod's possessor and as many as 199 other creatures can stay in complete safety for a period of time, the maximum being 200 days divided by the number of creatures affected. Thus, one creature (the rod's possessor) can stay for 200 days; four creatures can stay for 50 days; a group of 60 creatures can stay for three days. All fractions are rounded down, so that a group numbering between 101 and 200 inclusive can stay for one day only. In this "paradise,'' creatures don't age (except from magical causes such as the casting of a wish spell), and natural healing and curing take place at twice the normal rate. Fresh water and food (fruits and vegetables only) are in abundance. The climate is comfortable for all creatures involved, so that protection from the elements is not necessary. Activation of the rod causes the wielder and as many creatures as were touched with the item at the time of use to be transported instantaneously to the paradise.
(Members of large groups can hold hands or otherwise touch each other, allowing all to be "touched'' by the rod at once.)
When the rod's effect is cancelled or expires, all of the affected creatures instantly reappear in the location they occupied when the rod was activated. If something else occupies the space that a traveler would be returning to, then his body is displaced a sufficient distance to provide the space required for "re-entry."
The rod can be recharged by the joint efforts of a priest of 16th or higher level and a wizard of 18th or higher level.)
Posted on 2014-05-13 at 01:32:04.
Edited on 2014-05-13 at 01:44:03 by Schnozzle