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150808 First Paralysis, Next a 30' Fall and Now the Sticky Tendril Monster Lashing Out at Everyone Nearby !

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TWITCH STREAM Our apologies for last night, the Windows 10 update rendered our twitch stream machine inoperable and it has been sent off for repairs, so we are running a temporary system during this transitional phase and hope to have things fixed shortly. &nbsp;Thank you for your patience. Be sure to participate with the group each week LIVE! at <a href="http://www.twitch.tv/dm4hire" rel="nofollow">www.twitch.tv/dm4hire</a> every Saturday night at 6 PM until midnight. View this entire session here... <a href="http://www.twitch.tv/dm4hire/b/681982164" rel="nofollow">http://www.twitch.tv/dm4hire/b/681982164</a> Twitch.tv keeps each broadcast for one week only, so be sure to stay up-to-date while it is still available, and be sure to click the heart icon under the twitch screen to 'follow' the group and be alerted of each new session. Brief portions of these weekly sessions can also be found on Youtube with the same date code. FROM THE DESK OF THE DM Craig discussed implementing the spell points system, which would allow flexibility in spell choice at the point of use, rather than the customary "choose and memorize for the day" dilemma. &nbsp;This information can be found in the Players Option Spells and Magic, so be sure to review this, so that we can make a determination as to whether or not the group wishes to adopt these rules. &nbsp;Discuss this in this forum so that all questions can be answered. &nbsp;As the group rules states, all 2nd edition rules are fair game, with the exception of Psionics. QUICK READ RECAP The party, and the previously paralyzed Balfon, manage to re-group at a room with a collapsed central floor, where a single board spans the entire chasm. From the opening on the other side, noises of undead activity and screams from Kell can be heard, prompting party members to move quickly to try and aid their fallen comrade. &nbsp;Some attempt to traverse along the outer ledges, and the solitary board, resulting in some falling to the hard cellar floor 30' below, momentarily trapped, injured, and delayed in the process as Kell fights for his very life! &nbsp;Those that are able to make it across, free their friend from the monsters clutches but then find themselves in the fight of their life, as sticky tendrils from a sweet smelling, fly covered mass lashes out in a death inducing frenzy, trapping party member after party member in it's acid burning, sap dripping clutches! DM SESSION LOG 150808 - Spells memorized. Tralaan: 1st -- Chromatic Orb, Magic Missile, Burning Hands*, Color Spray 2nd -- Web, Melf's Acid Arrow 3rd -- Fireball Argo: 1st lvl: Chromatic Orb*, Magic Missilex2, Burning Hands*. 2nd lvl: Melfs Acid Arrow, Blur. 3rd lvl: Melf's Minute Meteors, Fireball Karmadel: (1st lvl spells) = Detect Magic x1, Bless x2, Cure Light Wounds x1, Spittle x1 | (2nd lvl spells) = Cure Serious Wounds x2*, Hear Heartbeat x1, Heat Metal x2 | (3rd lvl spells) = Prayer x1, Dispel Magic x1, Stone Shape x1 (My innate spells/abilities) = Expert Heals x4 cure light wounds, Detect Lie x3, Inspire Fear x2 Kyra Spells - 1st - Bless, 3xCLW** and Sunscorch 2nd - 5x Cure Moderate Wounds 3rd- 2x Prayer and Repair Injury Shenjo: Spells Memorized: Detect magic, Enlarge, Knock Used spells are denoted with an asterisk * BEGIN... Kell can be seen and heard screaming from across a room with a massive hole in the floor and a single board spanning it. Karmadel attempts to activate his armor protection from evil 10' radius ability but nothing happens. Karmadel slowly moves along the left hand ledge makes a dex check to not fall off the ledge as it appears to be weak. Bjorn moves across the right ledge, fails his dex check and falls 30' to the cellar floor for 9 hp of damage. Argo safely walks to the other side slowly across the board and hits the ghast for 5 hp of damage. Argo notifies the group that the undead monster is there feeding on paralyzed Kell ! Leaxle successfully climbs down the rope. Tralaan safely moves across the wood board to the other side of the chasm. Aaron attempts to cross the board but fails his dex check and falls 30' to the cellar floor for 10 hp of damage. Balfon uses a healing potion for 4 hp of life raising him to 6. Shenjo makes his way across the board to the other side. Kyra casts a cure light wounds on Balfon for 6 hp of life bringing him to 12. Kell takes 8 hp of damage from the ghast reducing his life to 20. Karmadel does a face plant attempting to jump across weak area in left hand side ledge falling to the cellar for 10 hp of damage lowering him to 50 hp of life. Bjorn stands up, dazed from the fall. Argo casts burning hands on the ghast for 15 hp of damage. Tralaan shoots three magic missiles at the creature feeding on Kell for 12 hp of damage killing the monster! Aaron stands up after the fall into the cellar. Shenjo activates his invisibility. Kyra casts a second cure light wounds on Balfon for 1 hp of life bringing him up to 13. Shenjo enters the sweet smelling room with flies only to be hit with a sticky sap covered tendril from the mass in the center of the bare room. Tralaan enters same room and casts burning hands on the sticky sweet pile of "rags" that has Shenjo stuck, for 6 hp of damage. The spell seems to only work somewhat because it extinguishes prematurely on the sap. Argo moves to view the activity in the room. Karmadel tries to see any egress in the cellar area but sees none. Looking up the only way out seems to be back up 30 feet the way they fell from above, retrieving his rope and grappling hook. Shenjo takes 1 hp of damage from the stuck tendril reducing him to 18. Kyra attempts to walk across the plank, successfully making her dex check ! Bjorn tosses up Karmadels grappling hook where the board meets the northern hall successfully making his dex check. Balfon attempts to walk across the board spanning the 30' deep hole, successfully making his dex check. Shenjo attempts to break the sticky tendril stuck to himself but fails his open doors roll. Bjorn successfully climbs the rope. Argo casts chromatic orb to bring a spear into existence for throwing at the sticky mound attacking the party, but misses rolling a 6. Shenjo takes 1 hp of damage lowering him to 17. Karmadel climbs the rope. Leaxle does a face plant attempting to cross the board receiving 8 hp of damage reducing him to 19. Serandon successfully cross the board making his dex check. Shenjo fails to break the tenril and takes 1 hp of damage reducing him to 16. Tralaan shoots his sling at the mound but misses. Bjorn attempts to hit the pile at the base of the tendril but makes a critical fumble. Shenjo takes 1 hp of damage reducing him to 15. 6 more tendrils attempt to strike Shenjo and 2 more hit! Aaron attempts to climb up the rope and succeeds making his strength check. Argo attempts to break a tendril holding Shenjo but fails his open door check. Karmadel casts cure moderate wounds on Balfon for 7 hp of life raising him to 20 hp of life. Kyra breaks a tendril from Shenjo, successfully making a open doors check. Serandon hits the sticky mound with his long sword for 2 hp of damage. Leaxle successfully climbs rope. Kyra attempts to pull a tendril off of Shenjo and succeeds making her open doors check! Tralaan attempts to fire a Melfs spell but misses. Balfon hits the pile for 6 hp of damage. Shenjo takes 1 hp of damage reducing him to 14 hp of life. Shenjo attacks the creature directly for 15 hp of damage. Bjorn picks up his dropped weapon. The monster lashes out and successfully attaches 5 sticky tendrils to Bjorn reducing his attack ability to -1, 3 on Argo reducing his attack ability,&nbsp;3 on Kyra reducing her attack ability,&nbsp;2 to&nbsp;Balfon, 1 on Serandon, only 1 left of 3 on Shenjo. &nbsp;Critical hits on Argo cover his mouth and nose and he begins to quickly suffocate. Shenjo attacks with long sword for 15 hp of damage killing it with all the tentacles attached to Balfon, Serandon, Bjorn, Kyra, Shenjo and Argo immediately fall to the dungeon floor ! Karmadel attempts to search for secret doors in the alcove with barrels but finds none. Bjorn pokes the mound to search but gets his halberd stuck in the sticky gooey mess. Karmadel fails to pick up Kell. Aarron helps Karmadel pick up Kell. Party lump sum XP with all aspects considered (including but not limited to) session survival, skill usage, role-playing, alignment checks, etc: 5840 Karmadel, Priest/Bjorn/Balfon (Christopher S.): 584/584/584 Argo Mage/Leaxle/Serandon (Paul W.): 584/584/584 Tralann (Shalvenay K) Elf, Half: 584 Kell/Aaron (Robert D.) Human: 584/584 Shenjo (Craig F.) Gray Elf: 584
A crazy bit of 'adventuring'. &nbsp;Hopefully, before we run into more interesting *things*, we can regroup and heal up everyone.
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For sure :P on the note of Spell Point system im all for it, i have read about it before this suggestion, and was interested in trying it out in any group. im pretty familiar with how it works and how to read/use the charts for figuring out base/bonus SP, and max spells/day/level, so if anyone needs/wants a bit of help, feel free to ask, here or thru Skype, i check both pretty regularly. im sure a solid yes or no to the system would be needed before next session, so if yes, we can all be prepared for its implementation. we could easily switch, even at this point, by taking off the SP needed to cast the spells already cast from our totals. The only ones that would NOT take SP to cast, would be the ones granted by class perks bought with CP thru S&P, unless we were to add those into the mana pool as well. i think the DM should rule on that, if needed.
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Unless the class perk calls for some type of limitation to it's usage, I wouldn't see anything wrong with excluding it from the spell point (SP) system, unless I've overlooked any book/page number that indicates that it must be incorporated into the SP system, at the point if/when SP rules are adopted.
Must Push forward and never stop :p lol
I'm down for the SP system, i've been interested in trying it. Its not going to hurt and it doesn't change the face of the game a whole lot. We have two Clerics and this would essentially turn them from First aid kits to be able to do both heal, cure, protect, and dps. It also Opens up other avenues as well if we choose to explore those at a later date. If you need a copy of Spells and Magic i'll throw it back up in the call again.
Doesn't the SP system make all mages like the three point five sorcerers? But with more spells available to them?
Change to Spell Points?&nbsp; I may consider adding a mage to the mix then.&nbsp; Pure magic for the sake of magic mage.&nbsp; Ahhhhhh, maybe even a wild mage......I love SPs.
Stick to one character?? lol
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Remember, the only reason why I choose to not allow Psionics is because E. Gary Gygax opposed it. &nbsp;I generally listen closely to the advice of the creator, as they typically know best. &nbsp;Let me play devils advocate here and to have a balanced view, make the case against by sharing with you his thoughts regarding the topic of spell points. &nbsp;This was his take on the concept. About Spell Points. Although Spells & Magic mostly steers away from big, new rules systems - unlike the two previous Player's Option books - it does offer one, and it's a biggie: a system for casting spells using "spell points." Spell points were one of the first variants suggested for D&D. They arose as early as 1975, when Lee Gold published a spell point system in an early APA; her system was intended to limit the power of spellcasters, as OD&D (1974) didn't make it clear that a magic-user could only cast each memorized spell once. However, even after Gygax clarified that each memorized spell could be cast only once, in The Strategic Review #2 (1975), discussions of spell point systems continued. Gary Gygax rather angrily returned to the topic in The Dragon #16 (July 1978). There, he started out by deriding the APAs where spell points were being discussed, saying, "APAs are generally beneath contempt, for they typify the lowest form of vanity press." He went on to say that they were full of "sophomoric ideas" and also implied that the writers for APAs didn't have any ability to write and design. Upon finally arriving at the topic of spell points themselves, Gygax said, [D&D's] 'Vancian' magic system works splendidly in the game. If it has any fault, it is towards making characters who are magic-users too powerful. This sort of fault is better corrected within the existing framework of the game - by requiring more time to cast spells, by making magic-users progress more slowly in experience levels. Spell points add nothing to D&D except more complication, more record keeping, more wasted time, and a precept which is totally foreign to the rest of the game. He returned to the topic in The Dragon #31 (November 1979), saying that spell points would make magic-users "highly dominant." Despite Gygax's feelings on the topic, editor Tim Kask included a spell point system in The Dragon #29 (September 1979), saying that it was the first one he'd ever liked. The article's publication clearly reflected the fact that TSR and TSR Periodicals weren't under the same editorial control at the time. The idea of spell points wouldn't be repeated afterward in TSR's books, probably because TSR and Dragon reunified starting in the mid-80s... until the release of Spells & Magic . First off, I'm willing to try anything with 2e rules, but do so with a 'wait and see' attitude. &nbsp;As with any rules addition, my biggest fear is overlooking something or not being able to forecast the end result in how it will affect game play. &nbsp;In other words, having to utter the dreaded words 'this puts the campaign out of balance" and having to remove it at a later date should it prove to be out-of-hand and inadvertently flip everything on it's head, turning a mage into a hot knife through monster butter.
Psoionics would make me leave honestly. it introduces concepts to the game that i think puts it into a different game. I think we can take a hour on saturday to discuiss this further or try to more here.&nbsp;
Honestly I'm down for it either way. I'm just suggesting a way to help our clerics/mages have a different type role. I will point out tho if you are worried about the game becoming unbalanced i'll point out that Skills and powers does this pretty well already. Esp when you consider the difference of options of a character built With the traditional way vs Skills and powers. With us going to a Spell point system that puts the magic users on a more even basis with those players that choose to use skills and powers.
When the group I have played with over the years introduced Spell Points to the mix, it did not over balance the game.&nbsp; For mages, wizards, etc we gave each of them 3 SP per level.&nbsp;&nbsp; The cost of the spell was the level.&nbsp; So a 1st lvl =1 SP, 2nd = 2SP and so forth.&nbsp; We felt that the Wizard bonus spells for high Wisdom was more built toward Clerics and there fore did not extend extra SPs to mages.&nbsp;&nbsp; Also, there as a 10% accumulative chance per level to of spell back fire if you cast out of your SP pool.&nbsp; Examples: NO SPs - 1st level mage has Magic Missile memorized - casts it and is now down to staff, dagger, and the kindness of others.&nbsp; Can often become a detriment to the party due to having to protect them and fight.&nbsp;&nbsp;&nbsp;&nbsp; WITH SPs - 1st level mage has 3 SP and still must memorize Magic Missile.&nbsp; The idea of SP blended with memorization is that the mage has a spell 'hanging' and it has a well of energy that goes with it.&nbsp; Now the mage can cast 3 of these spells before becoming fodder so to speak.&nbsp; After the same amount of rest and study as before mage gets back all Spell Points lost and can proceed to game.&nbsp; SPs have given the Mage a chance to fight longer and even use more defensive spells for the party as well.&nbsp;&nbsp;&nbsp; If that mage only has 2 SPs left and attempts to cast&nbsp; 4th level spell - there would be a 20% chance of that spell back firing.&nbsp; Now that mage is at 0 SPs , and even if they tried to cast a 1st level spell it would then have a 30% chance to backfire.&nbsp; So this is what prevented in our games at least, the tanking mage instead of the thinking mage.&nbsp; As to Psionics, I have played many a Psionists and loved them. &nbsp; Power of the mind creating similar magical effects and affects.&nbsp; In addition, new and expanded abilities were added to the game as well.&nbsp; Lots of thinking has to go in the creation and playing of that character type.&nbsp; Some folks treated like a 3 class of magic&nbsp; (Wizards, Clerics, Psionics) but the use of these Psionics took a great toll on the body and had to be balanced as well.&nbsp; So, I expect new groups to veer away from that type of character. &nbsp; No biggie there.&nbsp; No biggie if we leave SPs out as well, I just wanted to&nbsp; bring a little personal experience to the group. &nbsp; &nbsp; Looking forward to Saturday.
Sorry for my misprints and bad typing.&nbsp; Good pain meds.
I'll post a explanation of the SP system probably tonight or tomorrow.
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Those are the wizard tables and as you can see mathematically You aren't losing or gaining spells. &nbsp;You might be able to cast 1 more high level spell that normal but at the cost of not being able to cost anymore spells at all. and so on and so forth. The same goes for priests as well. This also opens the door for other fun effects that we can do later if we choose to incorporate them. but it would Balance out some characters more as well.
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im playing another campaign, a healer and with the SP system. the tables are really intimidating. but here it is as a character example. he has an 18 Wis, which grants 2 additional 1st lvl spells, for a total of 3 memorized spells a day. In the SP system, that translates to 12 SP, 4 base at 1st lvl and 8 bonus for my Wis. i can memorize 3 1st lvl spells, at a cost of 4 SP each, or memorize 1, and free cast 1 of any spell i have access to (Mages limited to Spell Book). once its in action, its a very simple system. I am also an avid player of memorized spells. I enjoy this system as well, but it is extremely rigid. The Spell Point system ultimately allows casters to be a much more flexible asset, but the cost due to casting choices, could make you less effective. I hope this example was a bit helpful.
Me... I understand 'stab this' & 'hack that'. &nbsp;Magic has always been a bit wonky for me... especially when the DM is a stickler for making certain you have all those spell components. &nbsp;Anyone else try to grab their iron filings and 'in the heat of battle' accidentally had a hand full of salt? &nbsp;
I read up on the spell point system and can't even figure it out, so i'm really not sure about using itz and i've read it 4x's already keeps getting even more confusing each time.
These tables are simple.&nbsp; The Spell Point System Normally, wizards, priests, and other spellcasters are limited to a strict spell progression table which lists how many spells of each level they may retain in memory at one time. For example, every 7th-level mage shares the same spell capacity of four 1st-, three 2nd-, two 3rd-, and one 4th level spell, although specialist wizards (or priests with exceptional Wisdom scores) gain a slight advantage in this area because of their bonus spells. When a spell is cast, it vanishes from the caster's memory, and he cannot make use of it again until he has a chance to rest and study his spell books once again. Spell points work a little differently. Characters no longer receive a standard spell progression table. Instead, they are assigned a number of spell points based on their character class and level. When the character studies his spell books or prays for spells, he uses these spell points to purchase the spells he wishes to memorize, with some reasonable restrictions. Naturally, higher-level spells are more expensive than lower-level spells, but high-level characters have more spell points available. Under the spell point system, a 7th-level mage may decide to memorize five 1st-level spells instead of the four he is normally allowed, at the cost of giving up his higher-level spells for that day Or, he could choose to memorize four 4th-level spells, giving up all his lower-level spells, or strike any balance between the two extremes that he likes. Specialist wizards receive the normal amount of spell points allowed to a mage of the same level, but also gain an amount of bonus points. These bonus points must be used to select spells from the specialist wizard's school of specialization, but the specialist can spend them as he sees fit. For instance, a 7th-level invoker normally receives one 1st-, one 2nd-, one 3rd-, and one 4th-level spell as a bonus for his specialization, but with spell points he could choose as many as eight bonus 1st-level spells. There are three general guidelines the wizard must still obey when memorizing spells by using spell points: • The wizard must be well-rested and have access to his spell books in order to memorize spells. He still may memorize only those spells that he knows and has available at that time. It takes about 10 minutes per spell level to commit a spell to memory. • The wizard is limited in the maximum spell level he may cast, based on his character level (and possibly his Intelligence score). For example, a 5th-level wizard is still limited to spells of 3rd-level or lower. (See Table 17: Wizard Spell Point Progression.) • The wizard is limited in the maximum number of spells of each level that he can memorize, regardless of how many spell points he has available; for example, a 5th-level mage can't memorize more than four spells of any given spell level. Even 1st-level spells are difficult to memorize, and a wizard can't have more than nine spells of any one level in his memory, no matter how many spell points he has available. See Table 17. Some of these guidelines are relaxed or ignored for the optional systems of magic described later in this chapter. These systems dispense with the old assumption that spells vanish from memory when cast and use other restrictions to limit a wizard's power.
That was in Player Options : Spells and Magic page 93
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There was errata released stating wizard get a level bonus for intelligence. For free magik which is what we're proposing. Ok so shenjo has a 20 intelligence and is a 3rd level mage. He has 15 SP Base Bonus of 9 x 3(1 for each level) For a total of 42 SP His maxim spell level 2nd then follow the appropriate chart. Kyra with a wisdom of 18 and level 5 Has a SP base of 40 Max spell level of 3rd and maxt spell for each level of 6 Bonus SP of 30 Total SP 70 Then refer to the chart for casting spells. Thats how simple it is.
Yep!&nbsp; Craig for the win
I have all the erratta for all the books except spells and magic, so a link to that erratta would be helpful. &nbsp;Thanks.
Hey folks. Still on the mend. One more week and I promise I will make my return to the game. I am missing the game and enjoying the forums. Cya soon!
Plenty of bed rest is the order of the day...recoup those lost hit points ! &nbsp;We'll call in the clerics to do their thing, you'll be back in order in no time !
Bring on the leeches!
NO LEECHES!!!!!!! Please NO LEECHES!!!!
lets start bleeding him to get his humors in line. :p
Let's test the green potion on him first. Get well soon Charles! I'm sure that everyone misses you & your input.
Sorry folks pain meds are not working at all today.&nbsp; I hope to be back next week.&nbsp; I am so missing the game