(CSDGH) Demon with a Glass Hand [OOC]

Sorry for the absence.

Regrettably, I don't think I'm going to have time to participate, even in a limited capacity. I've got several time-intensive things on my plate right now, and it'd be better not to wait for me to continue your game.

Thanks and good luck all.
 

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In case the group needs some ideas to move the plot along (since I'm assuming your characters know the campaign world better than the players do), here's some ideas you might consider as far as moving things along:

If you have any method to teleport the group, you could pick a city (probably one of the virtues) and teleport there. Once there you could request an audience with someone in charge there and explain your situation. This is probably the simplest option to move the game along.

If you don't have any fast travel methods available today, or you want to wait till tomorrow to prepare them, you can camp. You can either wait at the site of the battle, or try to get out of there. The bulettes are a travel option, although you might have reasons not to use them. The desert is dangerous, so there's always the chance of more encounters, but that could be a lot of fun as well.

You could just set off to travel, or send a message using some kind of spell as well. This option is perfectly valid, and gives time to somewhat explore the desert (which would in turn let me introduce more about it). It would also set a decent pacing mechanic where we could keep things active for a while.

Or you could try seeking out the nomads or the remnants of the merchants in the desert to find out what was going on. How much did either side know about the attack? Did anyone expect it? What is the history of the items you recovered?

This list is of course not exhaustive. I just figured that giving some ideas might help (since I'm trying to get things moving along). As a play by post, I know leaving everyone "high and dry" after the first fight can slow things down a lot, but for story reasons I want the players to decide how to approach things. It's entirely up to the characters how they want to react. You could leave the treasure to the desert and just leave if you wanted, I'm leaving the options open to your discretion. Don't feel the need to follow my lead if you don't want to, thats part of how I want to run this game.
 

Creamsteak said:
If you have any method to teleport the group, you could pick a city (probably one of the virtues) and teleport there. Once there you could request an audience with someone in charge there and explain your situation. This is probably the simplest option to move the game along.

Actually, I was going to do something like that, and I have both teleport and wind walk prepared. I didn't know if our investigations here were finished.

I will be very busy with DC Gameday this weekend, but I'll throw up a post that leaves the door open for us to return to the nearest city in the Virtues as soon as the other players are ready. Wind walk is safer, but won't get us there as fast. Wind walk proceeds at 60 mph and I can cast it to last 12 hours. If the cities aren't that close, I'll use teleport instead (range limited to 1400 miles [+2 caster level to teleport spell from boots of big stepping].)
 
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Shayuri, so long as you have the shard Undine gave your character, you can add another spell to your list of spell's known. So effectively, you gain one additional 7th level spell to add to your sorcerer spells known, your choice, but you'll lose the spell if you lose the shard.
 




Also regarding Wrahn, don't forget that Undine asked you, "Would you be interested in hearing the voice?"

Not that I'm trying to push for that answer or anything...
 

I'm considering Radiant Assault...

It's a 7th level Light evocation that has Long Range, 20' burst area, and does up to 15d6 damage. Critters in the area make a Will save, or are dazed 1d6 rounds. If they make the save, it's half damage and dazzled 1d6 rounds.

The idea of an area blasty that has a Will save instead of a Ref save is attractive. Good for Evasion blasting.

And I envision Shard's "native" blasties as being largely force and/or Light in nature...

Plus, a level 7 Light spells will make her Reserve feat better too. Yee!

That be okay?
 

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