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At the Adventurers' Table: Chapter Twelve

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Ah. So, how many spells is the starting book? Just the two that you get at 1st level?
 
Sherwood. See Post #185, again. Everything I need you to do is right there.

Wolf, Nivirea just has to select from whatever spells Sherwood chooses. =)
 
Dann, since you have redone the characters from the ground up as it is, go ahead and assign what spells are available in the spellbook. I'm fine with that.
 
O.K. Things in IC have slowed to a muddy crawl. I'm getting more tempted by the day to introduce something... exciting.

Sherwood Sherwood , have selected Luna's cantrips and 1st level spells per your request. A 1st level Wizard gets far less in her spellbook than the 10th level Luna has earned. Luna has all but two cantrips (and those can be earned in-game). For her 1st level spells, I went with Conjuration when possible and buffing effects, avoiding Necromancy and Illusion.

Folks, I may have mentioned my penchant for allowing PCs to keep things they've earned (notice your 10th level gear hasn't been nerfed one bit - it's the same stuff, just temporarily in different hands). Accordingly, I feel Luna's spellbook should have the same number of cantrips and spells earned. Like your Signature Abilities and the like, you guys and gals earned these things in-game. I've done my best to let you keep it here. =)
 
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Sherwood Sherwood and Wolf Rawrrr Wolf Rawrrr . I have added brief descriptions to the cantrips and 1st level spells in Luna's spellbook to help you. Also, you'll be pleased to learn in 1.0, Luna could not cast two schools of magic (being a conjuration specialist). That limitation appears to have been removed in 2.0. Cast away! =)
 
I'll go ahead and roll my initiative when it comes to that. Too bad I don't have my Wand of Scorching Rays anymore. I guess I'll have to settle with a Burning Hands spell to try and toast the baddies.
 
A little Shop Talk for everyone's benefit here. In terms of Initiative and OOC, what Luna is saying of the melee types is, "Don't act until after I have." Or in other words, "Delay your Initiative roll until after mine." So if Sherwood rolls a total of 10, everyone else should Delay until 9 or later.

Remember that you have 1 round to prepare until the goblins arrive (and then Initiative is rolled) and you haven't seen them just yet.
 
...making sure that she is out of the line of fire (Ha! See what I did there?) of the Burning Hands spell if it is unleashed.

Silly Psychie! Shall I quench these puns of yours now, or are you just getting warmed up? =)
 
Wolf Rawrrr Wolf Rawrrr Per Sherwood's request, I have selected the cantrips and 1st level spells in Luna's spellbook. Now that they are chosen, Nivirea must decide which to memorize. Take a look at the "Spells and Spellbook" tab on Nivirea's character sheet.

Remember that Nivirea is currently a Wizard specializing in Evocation school spells (there's something that Sorcerers can't do). As such, Nivirea gets a bonus Evocation cantrip and 1st level spell (in this case, Acid Splash and Burning Hands).

From here, Nivirea should now memorize 5 more cantrips and 2 1st level spells of her choice (or keep the selection she has - your choice). Any Evocation spells she chooses gain a bonus to their effect. Remember that, unlike Sorcerer (who use Spells Known and Spell Slots), once each Wizard spells are cast, they are no longer memorized. Like bullets fired from a gun, they're gone. Nivirea will have to return to Luna's spellbook to memorize them (or other spells) again.
 
What confuses me is "memorize more" and "or keep the selection". So these spells:

Cantrips Memorized
Dancing Lights
Daze
Light (H)
Prestidigitation
Ray of Frost (H)


1st Level Spells Memorized
Shocking Grasp (H)
Magic Missile (H)


Am I supposed to memorize 5 and 2 more, or are you asking me if I want to rearrange/exchange these using the spellbook?
 
Rearrange/exchange. =)

I shouldn't have included the word "more" in there. Whoops! =)
 
I... I think I'll just go with what's there. That would reflect Nivirea's current mood, anyway. She's too crestfallen to go experimenting with this new thing.
 
Kaerri Kaerri Wolf Rawrrr Wolf Rawrrr Psychie Psychie Captain Hesperus Captain Hesperus Sherwood Sherwood

Okies, folks! It's Battle Board time! Sherwood, roll that Initiative here, please. I will then roll Initiative for everyone else. Then I'll post in-game again.

The Color Map is the full color board minus the 5-foot spaces.
The Battle Board (Tactical Map) is grayed out a bit, but it shows the 5-foot spaces (I don't seem to be able to do both at the same time, so you get two).

Things of note:
1. Bren the Healer's (Concentration-based) Aura of Protection is currently covering everyone.
2. The campfire is to the right of the party (that bit of red 4 spaces to the right of Paladin Bria). Due to the whiteness of the snow at the entrance, the Wayward Wanderers can easily see six goblins with a variety of ugly weapons entering the cave.
3. The only cover and concealment is in the bottom-left corner of the map around that corner (where you see a bale of hay). There are no other objects inside the tunnel save for the campfire. No giant stones, no huge planks of wood, etc.
4. (Regardless of how I tried, Wolf, I could not for the life of me get Oreleth and Nivirea's tokens to lose that white square border around their tokens. I went over your video (thanks again for it) for about an hour just getting them that far. If you know what step I missed, please let me know? If memory serves, I had the very same problem with the Dire Wolf of Dalsus's token years ago too).

And one more thing - Remember, we're all learning here folks. Expect goofs! =)

The Color Map
Battle in the Red Cave - Color 01.jpg
(Image credit: Michael Fitzhywel and Roll20.net)

The Tactical Map
Battle in the Red Cave - Tactical 01.jpg
(Image credit: Michael Fitzhywel and Roll20.net)
 
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Are you going to be splitting up the initiative for the Goblins, or having them all act on the same number?
 
It looks like Luna will only be able to get at most two of the goblins in a Burning Hands spell, unless they maneuver themselves into a bit of a tighter bunch. Now that we have a map to see a layout, those with melee attacks please make sure to stick to the side until I have fired off the spell to keep from getting toasted. With my roll, it shouldn't take too long before I can attack.
 
Are you going to be splitting up the initiative for the Goblins, or having them all act on the same number?

Good question, Psychie! All of the goblins go at the same time.

I typically run it like this. Enemies of the same type (and Initiative modifier) typically attack in a group on the same Initiative order. But if there were, say, a human fighter with them, he would go on his own turn since he probably has a different Initiative modifier than the goblins.
 
Hooray! With Wolf's assistance, I fixed Nivirea and Oreleth's tokens (and copied down every step when I need to make "moar" tokens)!

Yes! 8D
 
Hey Gang!

I've been distracted and busy. I hope to post sometime tomorrow. Take care and stay healthy, friends! =)
 
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