MERLANCE's Campaign Discussion Thread

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Re: MERLANCE's Campaign Discussion Thread

Post by Joseph » Wed Jul 25, 2012 6:36 pm

Well, Ls wouldn't have noticed. :D

So, not that it matters yet but how does that damage work when your strength modifier is an odd number. Main hand obviously +3 and I'm assuming d20 rounds down so the off hand would stay at +1 (bloody wankers).

As for the Inspire Courage, nice. +3 is always better than +2 :)

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Re: MERLANCE's Campaign Discussion Thread

Post by MERLANCE » Wed Jul 25, 2012 7:23 pm

Yes, it rounds down for strength (and almost everything else)

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Re: MERLANCE's Campaign Discussion Thread

Post by Joseph » Wed Jul 25, 2012 8:41 pm

It's early morning in Gorth's part of the world. He'd better be posting with his morning coffee or I'll be mad! I'm actually enjoying playing again and I want action and adventure now dammit!

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Re: MERLANCE's Campaign Discussion Thread

Post by MERLANCE » Thu Jul 26, 2012 3:05 pm

Magnus wrote:Also, how effective is Konrad as blasting zombies with his mind-thrust?
Konrad doesn't know. You don't have knowledge religion. You rolled 16+4 on the check, but 10 is the highest you can get without any knowledge.

That being said, no, it won't affect them.They are immune to mind affecting effects.

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Re: MERLANCE's Campaign Discussion Thread

Post by Magnus » Thu Jul 26, 2012 3:16 pm

Damnit Merl, now I feel pressured into wasting power-points on those bastards :lol:

I would have done it anyway, as a holdover from my pnp days ;)
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Re: MERLANCE's Campaign Discussion Thread

Post by Joseph » Thu Jul 26, 2012 4:14 pm

I don't remember much about psionics but I do giggle at the possibilities of a horrible demise for a doddering old man trying to mindblast undead in Ravenloft. It could be such a nice level of irony for braaiiins.

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Re: MERLANCE's Campaign Discussion Thread

Post by Gorth » Fri Jul 27, 2012 12:20 am

That was sort of going to be part of the challenge, wasn't it? No "specialist undead fighters" in our team, unless some of Merlance's npc's have hidden talents.
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Re: MERLANCE's Campaign Discussion Thread

Post by Gorth » Fri Jul 27, 2012 3:55 am

Great work Magnus, now you've made the zombie angry :mrgreen:

Out of curiosity, how many HP does zombies made from ex-commoners normally have? Just trying to figure out when to fight stubbornly and when to run, depending on damage dealt so far (6 hp damage on my current target if I remember correctly). Since we now have a drooling monstrosity at the table edge, I have to figure if it's better to pull a "Legolas" and stab it in the eye with an arrow or change to a hand weapon (dagger or rapier).

Of course, knowing Konrad, he would have left something as useful as his bottles of lamp oil on the mule. It sure would have come in handy now for some pest control/molotov cocktails ;)

Speaking of which, is there anything in the drinks glasses that would be combustible? I do have a torch and stuff to light a fire. Always fancied trying that "flamethrower" trick street performers do by swallowing a glass of booze and spewing it out over a lit torch...

Edit: Of course, it would be out of character for Gorth, disliking fire and all, but damn the thought is entertaining.
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Re: MERLANCE's Campaign Discussion Thread

Post by MERLANCE » Fri Jul 27, 2012 5:04 am

Based on the rolls I've made so far, you can tell the zombies have 11 AC and 13 HP. The Sailor has 13 AC from his leather, the guard had 15 AC from his chain.

Ara at least knows that these arent normal zombies btw (11+4 knowledge religion), so looking in the Monster Manual might not help you. For example, these only have 13hp instead of 16hp, so they don't have the Toughness feat. What other feat could they have? Perhaps it is related to that fact that he couldnt turn anything...

Oh, and I guess I did screw up with Kurt and the arrow though, forgot about their damage reduction against piercing and bludgeoning. Oh well. Guess I have to change the zombies a little bit more. Make them stronger against something else.

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Re: MERLANCE's Campaign Discussion Thread

Post by Gorth » Fri Jul 27, 2012 5:59 am

Ousiders/Extraplanar beings?

Just wild guesses. All my "monster lore" is from playing Infinity Engine games :)
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Re: MERLANCE's Campaign Discussion Thread

Post by MERLANCE » Fri Jul 27, 2012 7:08 am

Just keep fighting and youll figure it out

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Re: MERLANCE's Campaign Discussion Thread

Post by Gorth » Fri Jul 27, 2012 8:41 am

As long as they don't sparkle when hit by sunlight...
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Re: MERLANCE's Campaign Discussion Thread

Post by Joseph » Fri Jul 27, 2012 11:02 am

All my lore is from AD&D 2E Gorth so don't feel bad.

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Re: MERLANCE's Campaign Discussion Thread

Post by Gorth » Sat Jul 28, 2012 5:08 am

Not sure where we are in the turn/initiative phase? :look:
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Re: MERLANCE's Campaign Discussion Thread

Post by MERLANCE » Sat Jul 28, 2012 12:19 pm

Not entirely sure what you mean, did the zombie acting last confuse you? Its just that hes the most recent addition to the fight so hes last.

Initiative:
Josef: 21
Ara: 20
Gorth: 19
Zombies: 15
Smith: 12
Trudy: 9
Konrad: 9
Kurt: 8
Mohawk: 7
Anne/Lig: 2
Other zombie: < 2

Initiative order stays the same, unless you delay your action, ready an action, or whatnot.

If another zombie comes in, he would act after the other zombie.

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