Kama'zer spends her time seeing to everyone's wounds. Applying battlefield dressings and giving a little praise about everyone's job well done during the battle. She listens to Castor's explanations with a curt nod before speaking to him. "Thank you for your information, and you are welcome for your life. We will look into this Asylum source while you find a place to hole up and stay alive. Perhaps our paths will cross again someday."
OOC
Standard procedure for after battle as long as we have at least a short rest will be to keep using inspiring word to let people use their surges and get an additional 1d6 each time for healing up. Since we metagame know that we're getting an extended rest after this it isn't as important, but I thought it would be good to set the precedent.
As for the cloak, Kama'zer already has a Cloak of Resistance that she bought so I don't really need it.
Standard procedure for after battle as long as we have at least a short rest will be to keep using inspiring word to let people use their surges and get an additional 1d6 each time for healing up.
OOC
Ah, well, standard procedure for me is to prevent that by any means necessary. I hate it.
I am very loose with short rest and typically I assume that between two fights there is one single short rest, whether it lasts 10 seconds or 2 hours.
I have had a PCs rush through a keep in less than two minutes, like commandos, with short rests amounting to two deep breaths (which btw answered the old question 'why didn't the entire keep gang on the heroes after the first fight' rather handily; they didn't have time to organize).
On the other hands, if there is more time between two fights, I want it treated as just one short rest in so far as possible. If a power is expanded during the rest, you start without it the next encounter.
The thought of six grown men sitting on their ass, waiting an arbitrary five minutes before the healing begins again... and then waiting five more minutes. *shudders*
Beside, the Bard specifically has a power meant to improve the use of healing surge during rest (Song of Rest). If that rest&heal&rest tactic is allowed to run amok, what good is that power? The bard himself would forego it to use majestic words starting at level 6!
Nah, just don't get used to it. If players insist on using that tactic (which technically is legal), I just make it a point to disrupt it at every turn by imposing time limits on the adventure (which there usually is anyway, I like 24!) or by sending random encounters if it makes sense at all (which it usually do).
Last edited by Mal Malenkirk; 13th October 2009 at 05:35 AM..
Those with the funds can purchase mundane equipment as well as Potions, Alchemical items, Whetsone and other consumables.
Otherwise, it is easy enough to book passage on a small fishing ship toward Sacred Heart Island (that's what the sailors call it, it's basically just a rock with Sacred Heart Asylum, a small dock an a community of the asylum workers (about 50 persons). It's pretty much like Alcatraz and is almost impossible to escape from.
You book passage within the hour and leave within two (you are already near the dock, after all). You take your extended rest during the trip since it takes about ten hours.
I won't bother you with the fee, just assume it has been deducted from the monetary treasure figures I will state at the end of the adventure! (I don't like pointless book keeping).
Ozy: I'm but a humble servant.
Regarding pre-set rest: I agree with Mal, it does indeed goes in detriment of role-playing
As for the cape: T'sir can have it. Or Soldier could keep it to sell it.
As for Castor's gratitude: Noted on Character sheet.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Beside, the Bard specifically has a power meant to improve the use of healing surge during rest (Song of Rest). If that rest&heal&rest tactic is allowed to run amok, what good is that power? The bard himself would forego it to use majestic words starting at level 6!
That doesn't make sense. If a bard uses Majestic word during a rest, the target heals majestic word + cha. In effect he gets to use double cha modifier, making it a VERY good power always. The same for the feat restful healing that maximizes healing. Both allow the party to use the least amount of surges possible and allows the party to go farther between extended rests. If fact the way your thinking would make the Restful Healing feat useless to someone that took it. It seems that the rules expect you to use healing powers during a rest.
The thought that you'd penalize a healer for using there healing power during a rest by not letting them use it during the next encounter doesn't sit well with me. If you intend to 'rush' us and use time limits, expect me to retreat and heal up if I'm wounded. If that means resetting the 'timer' it's better than dying because I rush in without healing. Rushing me in effect makes me move through the adventure slower than not rushing. I have to use surges more often, meaning I go though less encounters before I need an extended rest to get them back.
As far as the cloak, I'll wear it if no one else wants it.
Ah, well, standard procedure for me is to prevent that by any means necessary. I hate it.
I am very loose with short rest and typically I assume that between two fights there is one single short rest, whether it lasts 10 seconds or 2 hours.
I have had a PCs rush through a keep in less than two minutes, like commandos, with short rests amounting to two deep breaths (which btw answered the old question 'why didn't the entire keep gang on the heroes after the first fight' rather handily; they didn't have time to organize).
On the other hands, if there is more time between two fights, I want it treated as just one short rest in so far as possible. If a power is expanded during the rest, you start without it the next encounter.
The thought of six grown men sitting on their ass, waiting an arbitrary five minutes before the healing begins again... and then waiting five more minutes. *shudders*
Beside, the Bard specifically has a power meant to improve the use of healing surge during rest (Song of Rest). If that rest&heal&rest tactic is allowed to run amok, what good is that power? The bard himself would forego it to use majestic words starting at level 6!
Nah, just don't get used to it. If players insist on using that tactic (which technically is legal), I just make it a point to disrupt it at every turn by imposing time limits on the adventure (which there usually is anyway, I like 24!) or by sending random encounters if it makes sense at all (which it usually do).
OOC
To prevent what exactly is your standard procedure? Healing between battles, or just using powers to boost the healing between battles? Can people still use healing surges to heal between battles or is it just using powers like Inspiring Word to boost those healing surges that you are against? I understand not liking the arbitrary 5 minute wait as the definition of a short rest. I can see letting short rests be either breaths or hours as the adventure dictates, but not being able to boost healing between battles without losing access to the power in the next battle is rough if there should be adequate time to do so. Though I see after looking in the rules on PHB 263 that using powers during a rest expends the power unless you have another short rest afterword. So I can see where you are coming from unless there was a break of 30 minutes or whatever between fights. Again, dictated by the adventure design. But you said that even with 2 hours between fights you would only count that as a 1 short rest which cuts out the possibility of using powers and getting them back for the next fight. That seems off to me, but I guess as long as people can still use healing surges freely between fights to heal themselves up then we'll survive, but we'll be burning through surges faster.
I'm guessing that after finding this out, people won't be refusing my healing during battles anymore. Just like I wouldn't have been comfortable ending that last battle with 14 hps if I hadn't known we'd be getting an extended rest afterward. In the end, it comes down to this: You're the DM and that's the way it is. So that's the way we'll play if we want to play that badly.
As for retreating Ts'iri, not gonna work with this adventure design it sounds like. I'm guessing we'll be dropped off at the docks and the ship that brought us will leave. No retreat possible. Anywhere on the island is an unsafe zone where our rest can be inturrupted by attacks. So we push through till we win or die trying it seems. Which means everybody better save their daily powers till the final boss fight unless it's really important to use them before then.
At Ozy: we do get an extended rest right now still (during the boat ride to the island), but that's gonna be about it from the sounds of it.
That doesn't make sense. If a bard uses Majestic word during a rest, the target heals majestic word + cha. In effect he gets to use double cha modifier, making it a VERY good power always. The same for the feat restful healing that maximizes healing. Both allow the party to use the least amount of surges possible and allows the party to go farther between extended rests. If fact the way your thinking would make the Restful Healing feat useless to someone that took it. It seems that the rules expect you to use healing powers during a rest.
OOC response
I don't see how Majestic Word uses Cha twice? It's just like Inspiring Word pretty much. Ah, I see what you mean now. Using Majestic Word WITH Song of Rest gives the Cha bonus twice. In that case, yes, using them together makes Majestic Word very nice as long as you have time to use it and rest again to gain it back before your next encounter. But I don't see how allowing time for other healing powers to be used between fights SOMETIMES invalidates the Song of Rest power. Limiting things to 1 short rest between fights regardless of time available does invalidate the Restful Healing feat though, yes. Song of Rest is just another tool in the arsenal assumed by the rules to be used when possible. Again, its not always possible. Do you what your Bard singing an uplifting song when you are trying to sneak into an enemy fortress? No. This assumes that the party even has a Bard, which ours does not, so whatever a Bard can do is a moot point.
Quote:
Originally Posted by elecgraystone
OOC
The thought that you'd penalize a healer for using there healing power during a rest by not letting them use it during the next encounter doesn't sit well with me. If you intend to 'rush' us and use time limits, expect me to retreat and heal up if I'm wounded. If that means resetting the 'timer' it's better than dying because I rush in without healing. Rushing me in effect makes me move through the adventure slower than not rushing. I have to use surges more often, meaning I go though less encounters before I need an extended rest to get them back.
OOC response
Except that retreating isn't always a possibility, like our current adventure I suspect. As I said in some of my other post, either way we deal with an arbitrary limit. Either the arbitrary 5 minutes between healing which doesn't make much sense always, or the arbitrary one short rest between fights even if there is two hours of time. By the rules you can use healing powers during a rest and get them back as long as you can take another short rest. So it's not penalizing the healer if there really isn't time to use their skills between fights. But even a real world commando team is gonna use any chance they've got between firefights to do a little quick first aid if someone has been injured. To paraphrase: The thought of 6 injured men sitting around for two hours and not using the time and resources they have at their disposal to heal up as efficiently as possible? *shudders*
As a DM, I can kinda see Mal's worry about the rest-heal-rest-heal running amok. For me, it goes back to 3E's doing a battle and then resting so the wizard can regain his spells. As a DM myself, that kind of metagaming forced on us by the rules drove me nuts (which is why I've liked 4E so much more!). My only question is how can it run amok if the DM chooses to control it. Just tell the party after a fight if there is only time for one short rest. Then they know not to use those powers unless they don't want to have them during the next fight. If there is going to be a couple hours of time possible, then they should have the time to use their powers and get them back. But this takes away from player freedom to do what they want to do and choose their next course of action. Because how much time is available depends on what the party does and where it goes or stays. Although making only 1 short rest the mandate between all fights takes away a little of that freedom too. If we know that we have to go all the way through the adventure in one rush, then we may skip apparent side quests in the rush to get to the end before we run out of healing surges.
In a sense I guess Mal is just doing the above and letting us know in advance that there is only 1 short rest between ALL the fights. The rules make allowance to use the surge boosting powers between fights if there is time to recover them again. If that time isn't available anywhere as dictated by the adventure setup, so be it. We'll see what happens. Worst comes to worst, I can sell my bashing shield to pay for my raise dead.
Last edited by Phoenix8008; 13th October 2009 at 02:26 PM..
I only brought up the Bard because it was Mal Malenkirk's example of why healing powers during rest is bad. Just countering his assumption.
As far as the rest; I was giving my general view since Mal Malenkirk gave us his. "Ah, well, standard procedure for me is to prevent that by any means necessary. I hate it." It seems that it's his general rule and not exactly a feature of just this adventure. It's fine if a feature of an adventure, it just increases the difficulty of the adventure and makes every fight harder. As long as that's factored in, I don't mind. If we're getting the exact same EXP as we would if we could use healing powers during rests, then something's wrong.
As far as retreating, it's always possible to some extent, even if it's just barricading yourself in a room or camoflaging/hiding yourself somewhere or in the extreme, in this case, stealing a boat or something floatable from the place and leaving if there is truly no where inside to rest. Remember a short rest is only 5 minutes, so you just have to find ten minutes to heal and get a healing power back.
I'm not facing the end guy with no surges left and you can only get raised 'you must have a part of the corpse of a creature that died no more than 30 days ago'. If we're all beaten up and die at the end, what makes you think a body part will show up at town and your shield will be attached to it? Not the thing I'd count on a private island adventure. I'm figuring we'd be shark bait and our equipment gets sold off.
1-Phoenix: After a single short rest, you can spend as many healing surges as you want. So that's not an issue.
It does point out further the odditty 'Rest&Heal&rest&heal'; if I interrupt a team that doesn't do the R&H&R dance after five minutes, they are fresh. They have spent their healing surge to get back up to 100%.
But if I interrupt a team that does R&H&R after five minutes, most of the team still has missing HP because they were waiting for healing power to recharche before spending their surge. Basically, a RHR team heals more efficiently but a lot slower than a team who doesn't. Huh.
2-Ozy: Yes, you have an extended rest. On the boat.
3-Most of this discussion is academic because you just won't get a chance to get more than 5 minutes to rest. I hate it so I design my adventures to avoid it. You'll be happy I count two deep breaths as a rest, in fact.
Beside, I tend to be just as loose with extended rest. 'A few hours' almost always translate to an extended rest in my games, even if it's not exactly 6, 8 or whatever magic number of hours that is supposed to be required to regain yoru energy.
4-At the end of the fight, it is fine to use any healing power left to gain extra HP before the short rest. I certainly won't penalize you for whooping the enemy so bad there were still ressources left at the end of the fight.
5-Tsi'Ri; you have noticed you have inherited the Cape of the walking wounded? Fine with that?
I will of course add it to your 'barometer' and deduct it from Soldier's.
6 - Wish list: I do glance at it and fulfill some of it at times. Tsi'Ri got her pact dagger, didn't she? I take no pleasure in sticking players with completely random items they have no use for. I especially keep an eye to providing 'concept items' so to speak (Such as the dagger). But I don't follow it to the letter, not even close. I pick items that seem useful for the PCs and you have to expect some deviation.
Some randomness is part of D&D. In fact, PbP is the only form of D&D where I see PCs with a full laundry list of items they want for christmas. I don't particularly care for it. Where is the surprise, the sense of wonder?
On #1, only those that fight would have their rest interrupted by a random encounter, since it requires 'Strenuous Activity' to interrupt a rest. So if a single guard come in, the unwounded could take care of him while the wounded and/or the leader kept resting. Also, assuming you have a guard and/or some warning, the wounded people could always spend their surges before combat starts or before they take strenuous action. Until they actually enter the combat they are still in a short rest [assuming at least 5 min passed] and can spend their surges [only the leader is actually in a 'second' rest]. The RHR team is only under healed if surprised.
As far as the RHR team being slower, that's true only until the surges run out of the other team. They then have to slow down and be VERY careful while the HRH team can go full steam ahead with plenty of surges left. Over all the RHR gets more done in less time IMO, as long as we aren't talking only a few encounters.
On #3, that's fine. As long as the adventure is balanced with that in mind I have no problems with it.
On #5, I said 'As far as the cloak, I'll wear it if no one else wants it.'. I'm fine with having it as long as no one else wants it. It isn't my pick for a neck slot, but I'm not going to turn down +1 on my defenses. I'll hold off on adding it to my sheet until I'm 100% sure no one else wants it.
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
I skipped most of the OOC posts after it looked like they became nothing but arguing about healing surges. Did I miss anything important?
I was gonna say I'd love that cloak, except I forgot that cloaks and amulets take the same slot and I've already got the Laughing Man.
7 Rabbit waves magnanimously to his followers. "You may distribute these items among yourselves - my first payment to you! One of many to come."
Then he turns to Castor. "Yes, the curse. I think you misunderstood me - the curse itself seems to have missed you entirely, presumably because you passed the item on rather than using it yourself. What you need to worry about is being haunted by the ghost of its previous owner. Um, previous? No, the opposite of that. Sorry, I still have problems with your language sometimes.
Now. Here's what I can do for you. Do you have a necklace or an amulet? It doesn't have to be expensive. Thank you. Now, I am going to perform an ancient ritual from the Valley of Bone to make you invisible to the undead. I warn you not to rely on it too much, or it will wear off prematurely! But it should last until the young nobleman, whose name I have forgotten, forgets his quarrel with you and his shade passes on to its final rest.
I will need a few more things from you. A drop of blood - miss Ts'iri, would you do the honours with your new dagger? Thank you. I will need to know the stars which presided over your birth - I know it's strange by the customs of this country, but my magic is built of the movements of the stars so I need to know. Hmm, can you be more specific? Ah, well, I think what you've given me will be enough. Finally, I will need a bowl of pure water, and some salt. Oh, this amulet, will it tarnish? Brass, isn't it? It would be better if it would corrode, to let the blood and water mix with the metal over time. Do you have anything of pewter? What's this, a spoon? Yes, this will do perfectly - just drill a hole through the end and hang it from your neck by a chain. Or a leather thong, whatever you prefer.
All right, stand back. And pay attention - you've probably never seen magic from my homeland before, this will be educational. Ts'iri, take the blood now - just a few drops will do. Into the bowl it goes. Now stir in the salt with the point of the blade. Keep stirring while I make four passes for the four presiding stars of Mister Castor's life... First the East Wind, the Star of Origin..."
As he makes strange gestures over the bowl, 7 Rabbit intones in a strange tongue...
Magari
I sure hope he believes this. I wish I could throw in some effects. Should have talked to Callen first.
"Now the second pass, governed by the North Wind, and the Star of Childhood's End..."
More strange gestures, and...
Magari
I hope I'm not overdoing this. I still don't really know what people here expect from their magic.
"The third pass is for the South Wind and the Star of Maturity."
The passes come faster now, and Rabbit occasionally dips his fingers into the bowl.
Magari
I'm running out of ways to move my hands! I wish I'd said three stars!
"Almost done! Spit in the bowl please, Castor, while I start the fourth pass, governed by the West Wind and the Star... of the GATES OF DEATH!"
Magari
Oh, crap, I hope he doesn't speak Magari or I'm doomed!
With a final flourish, 7 Rabbit pulls the metal spoon from the bowl and hands it to Castor with a bow. "There you are, your own personal spirit shield. It will protect you from the senses of the undead, and offer you some small protection from scrying as well. Wear it next to your heart at all times, especially while you sleep, until the threat has passed. A year should do it.
Yes, I know it's cold. Sorry about that. Yes, yes, you can wipe the water off now.
Thank you for your help, unless anyone wants to buy something, we'll be on our way..."
If possible, I'd like to buy whatever's available of:
Life Cloak (40 gp, Level 4 Consumable)
Glowstone (200 gp, Level 10 Consumable)
Dark Clover (125 gp, Level 8 Reagent)
Fundamental Ice (200gp, Level 10 Reagent)
I also think we should load up on Gravespawn Potions (25 gp each, Level 5 potion) or at least Potions of Necrotic Resistance (20 gp each, Level 4 potion). Anybody want to chip in for those? How are we doing for healing potions?
Last edited by JoeNotCharles; 14th October 2009 at 03:16 AM..
As 7 Rabbits speaks, Mri'Thas is arms crossed over his chest, and moving his fingers slightly. By doing so, he casts a set of minor light effects around the warlock's hands, to enhance his charade. Purple sparkles sprouts from the dwarf's fingertips as he waves them through the air.
__________________ English is NOT my native language!
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
All right, I think we are done at the inn and there is no decision for you to make until you are at the asylum, so strap in for some descriptions.
If you bought some consumables before leaving, say so OOC.
Joe; that's a wish list or actual purchases? As I said, buy whatever consumables you want if you have the funds. I don't reckon they are too hard to come by.
The heroes board a fishing ship for a decent price, considering that Scared Hear Island isn’t a regular destination. An old Halfling named Finnan with a grumpy attitude and most likely lots of debts accepted on the spot to take you where you wanted to go without haggling too much.
The trip is fairly unpleasant as the boat rocks severely through most of it. The fastest way to get there was by sticking close to the coast and that is not always smooth sailing. Late in the evening, when the sun has just set, the halfling brings his boat in. The light is dim but the island has a small lighthouse and luckily no reefs so it isn’t too arduous.
There is a lone pier to support naval travels from the island to the mainland and Finnan agrees to wait for you, informing you gruffly that it’ll cost extra if you stay too long.
The heroes disembark and find themselves in a small community of merely six houses. An old groundkeeper greets you. When asked, he points you toward the Asylum. He seems ill at ease.
-“Too many strangers, these days.” He grunts, when called on it.
More pointed question yields only two noteworthy facts; two years ago, the asylum was renovated and since that point, all the personnel started living inside the walls. There was also a purge at around the same time and many people were let go as other were brought in. Most of the houses you see are abandoned, used only by the personnel required to maintain the dock, which is important considering that traffic has increased. That’s the other bit of information that attracts the party’s attention; there seem to be a lot of new arrivals of these days.
The team walks a short way on a rocky path and discover the looming shape of the asylum. It is a flat structure just one story high built against and into the stone of Sacred Heart Peak, which is really not much more than a hill. The personnel live on the first floor while the cells are dug into the ground. The groundkeeper didn’t know how many sub-level the asylum has.
There are wide, solid oak door and no windows. It looks like a keep.
Last edited by Mal Malenkirk; 14th October 2009 at 09:08 AM..
If possible, I'd like to buy whatever's available of:
Life Cloak (40 gp, Level 4 Consumable)
Glowstone (200 gp, Level 10 Consumable)
Dark Clover (125 gp, Level 8 Reagent)
Fundamental Ice (200gp, Level 10 Reagent)
I also think we should load up on Gravespawn Potions (25 gp each, Level 5 potion) or at least Potions of Necrotic Resistance (20 gp each, Level 4 potion). Anybody want to chip in for those? How are we doing for healing potions?
Spending money on one use items? I think I'm getting dizzy I may have to sit down... Sorry I'm not one to buy them.
As far as the potions, we're going to be burning through surges faster than normal since we can't use healing powers during rests. I can't see burning through more to use a non-healing potion. As far as healing potions, I hope to hit 30th and still have the one I have now. It's my emergency, last resort item. If I have another, it would sit by the other one and never get used either unless I was sure to die without it.
As far as the others: Life shroud? I'm going to do my best to stay alive and this only helps if we die. Glowstone? Useful but pricey. Up to you. Dark clover? Seems pricey for an extra 5 damage. We really don't have enough necrotic attacks around the party [encounter power for you and me] to make it worth the money IMO. Fundamental Ice? Pricey and you need to have a cold power you roll to hit with. That leaves out Armor of Agathys since it doesn't roll to hit. That leaves my chilling cloud and I wouldn't spend 200gp to boost that. Anyone else have a cold attack? Since Callen swapped Freezing Cloud out for Summon Fire Warrior I don't see anyone else but me that can use it.
I'm not interested in purchasing anything else for Kama'zer before leaving Daunton.
Kama'zer thanks Finnan for taking them to the island. Once there, she listens to the groundskeeper's information and nods as she says "Thanks be to you sir for your information. We have reason to believe that there are unsavory happenings going on there and we have come to investigate. Thank you again for your time and your words to us." the Gith woman finishes.
When everyone is ready, she will move up to the front doors of the Asylum and see if they are unlocked. If they are locked, she will knock or bang on them.
Marching Order
Anybody have preferences since we'll likely be in hallways soon? Kama'zer and Soldier up front I'm guessing. Second row of 2 warlocks followed by 2 wizards? Or alternate 1 Warlock and 1 Wizard in each of the 2nd and 3rd rows?
Last edited by Phoenix8008; 14th October 2009 at 02:34 PM..
Mri'Thas: "Useless primates... " Sheng Zim: "Your existence brings the world out of balance. The chaos I bring shall revert it; unfortunately, your soul will be destroyed in the process."
-------------------------------------- Tuk Heavy Hands Apeldan: "Trolls are afraid to cats. Good to know" (Yttermayn's "Saga of the Dragon Cult") Cnosos: "I bet there's plenty of wonderful devices in that ship. Let's scavenge them at once!" (Blackrat's "After Earth") Metliz: Sounds like fun! (Arkandus's "The First") Thok: "Thok eats a lot, Thok big. Thok not good at first impressions." (MnL's "Valley of the Dead")
Ok, I wasn't sure if "potions and stuff" included all consumables. Still debating exactly what to buy.
For the resistance potions: isn't it better to burn a healing surge and prevent a TON of damage than to burn a healing surge to heal up less than usual?
Quote:
Originally Posted by elecgraystone
As far as the others: Life shroud? I'm going to do my best to stay alive and this only helps if we die.
Or if an important NPC dies, or we come across dead bodies that we don't want turned into Wraiths.
Quote:
Originally Posted by elecgraystone
Dark clover? Seems pricey for an extra 5 damage. We really don't have enough necrotic attacks around the party [encounter power for you and me] to make it worth the money IMO.
Not just 5 damage, my reading would be that it also negates Necrotic immunity - how can you be both resistant and vulnerable? This would actually let us use our encounter powers on undead.
Quote:
Originally Posted by elecgraystone
Fundamental Ice? Pricey and you need to have a cold power you roll to hit with. That leaves out Armor of Agathys since it doesn't roll to hit. That leaves my chilling cloud and I wouldn't spend 200gp to boost that. Anyone else have a cold attack? Since Callen swapped Freezing Cloud out for Summon Fire Warrior I don't see anyone else but me that can use it.
You're right, that one I didn't read closely enough, I just saw, "Bonus to cold! That's great for my Armour of Agathys!"
[/quote]
-Of course, the door is locked. There is an old fashion brass knocker. It can't be pick locked (it's barred from the inside) but it could be battered down in a a few rounds (That's not a castle gate, after all, and except for Kama'Zer you all have at-wills that I feel would bring down an oak door fairly fast (Giant Axe, Eldricth Blast, thunderwave etc.)).
-Consummables: I should precise that you can buy any heroic tier consumable/potion/whetstone etc.
Not that anyone wanted to (And I doubt anyone can afford to blow 350gp+ on a one shot item), but I doubt that Daunton is that much of a high powered epic style city that you can walk in a store and buy gems of valors with a discount of 10% if you get them in 12 pack.
But... That inspire me new thread...
Last edited by Mal Malenkirk; 14th October 2009 at 08:21 PM..