Great! Go for it!
Eris
Turn Undead (Instant, Near). You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.
Turn Undead is different in that it doesn't have a DC. You can't just pass/fail. Instead, each undead rolls using my roll as their DC.Eris wrote: ↑Fri Mar 22, 2024 8:59 pm As I read the rules in SD:
So, a. the Turn Undead spell doesn't take effect (no turning at all) on a failed spellcasting check; b. got to complete a rest to get it back; c. if you make the Turn Undead roll, then each undead must use their CHA+10 to beat your roll. Are you interpreting that differently?p 44. wrote: If you fail your spellcasting check, the spell does not take
effect. You can’t cast that spell again until you complete a rest.
...it isn't their CHA+10.each undead must use their CHA+10 to beat your roll.
I am having fun, been a good game so far.Eris wrote: ↑Fri Mar 22, 2024 7:48 pm Okay, you all survived! I had fun, hope you did too.
If the Skeleton's Initiative roll hadn't turned up as a 1, if they had gotten in earlier attacks in the turns, I think it would have gone more badly for you. In retrospect, I probably should have rolled Initiative twice for the Skeletons, once for the group in the Nave and once for the group on the Dias.
What do you think, are you having fun?
Marullus wrote: ↑Fri Mar 22, 2024 10:12 pm ...moving rules discussion to OOC.
Turn Undead (Instant, Near). You rebuke undead creatures, forcing them to flee. You must present a holy symbol to cast this spell. Undead creatures within near of you must make a CHA check vs. your spellcasting check. If a creature fails by 10+ points and is equal to or less than your level, it is destroyed. Otherwise, on a fail, it flees from you for 5 rounds.Turn Undead is different in that it doesn't have a DC. You can't just pass/fail. Instead, each undead rolls using my roll as their DC.Eris wrote: ↑Fri Mar 22, 2024 8:59 pm As I read the rules in SD:
So, a. the Turn Undead spell doesn't take effect (no turning at all) on a failed spellcasting check; b. got to complete a rest to get it back; c. if you make the Turn Undead roll, then each undead must use their CHA+10 to beat your roll. Are you interpreting that differently?p 44. wrote: If you fail your spellcasting check, the spell does not take
effect. You can’t cast that spell again until you complete a rest.
I see a few ways it could go:
* It doesn't fail and get lost. (It is a separate talent from spellcasting, as well.)
* If all undead succeed it counts as the spellcaster failing. (The collective approach.)
* If an undead succeeds, the spell has failed on them and can't be retried on them. (The individual approach.)
...I think I like 1 or 3 more than two. Failing against ghosts in the first scene meaning I am impotent against the skeletons in the second (and all after) is much harsher.
...it isn't their CHA+10.each undead must use their CHA+10 to beat your roll.
They roll CHA. (This is how I rolled a 5 and still beat two skeletons.)
If they lose by 10, they are destroyed and not turned. (Which would require me rolling above 10, which I haven't! )
First point, PC's can TRY ANYTHING! Any task by anyone, it just takes an explanation, a Stat check, and a Ref ruling.
What the goblins left you. I posted something about that in the IG thread. Let me look...
...ah! I buried it in a post. I think I did an edit rather than a quote on a post and added the OOC parts about torches and Orram's gear. That's an oopsy on my part, sorry.Oh, axis57, you haven't got any gear listed. I know the Goblins probably took most of it, but you can have your Thieves Tools, some rations, rope and a couple of torches, if you want them.