OOC V

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sulldawga
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Re: OOC V

#101 Post by sulldawga »

You must be getting tired, tk. You use sblock over on rpg.net. You use spoiler over here.
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Re: OOC V

#102 Post by frobozz »

HP totals updated on the Standards thread. We all started the day (Flaurmont 5) at maximum HP, and I have indicated on the thread the plusses and minuses from damage and healing during the current adventure (for a quick reference).
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Re: OOC V

#103 Post by frobozz »

Map updated. I think I might have a mistake in my earlier mapping, as my dining hall came out to be 15x40 instead of 15x30, but I do believe it is more or less correct. Sorry for any confusion.
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Re: OOC V

#104 Post by frobozz »

@TK: A couple questions about heatvision - Can it be used to see creatures that are cold-blooded and/or room temperature? Let's say, for example, that these creatures are cold-blooded zombies at room temperature. Would those with heatvision be able to see how many there are and make out their shapes (in the absence of light)? Also, does the toggle between normal vision and heat vision happen pretty quickly? Finally, how far can one see using heatvision? Does it only extend a certain radius, or can one see in the darkness with heat vision as far as one can normally see in the daylight with normal vision?

@ALL: It might be a valid stategy in certain situations in the basement to momentarily "turn off the lights" (by shuttering Drudsa's magical lantern and having Tratiln take his torch to the back of the group) so that those with heatvision can see more of the details of the dark areas in front of them (especially true if heatvision can extend well beyond the 30' radius of sight that is normally provided by a lantern or a torch).
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Re: OOC V

#105 Post by thirdkingdom »

frobozz wrote:@TK: A couple questions about heatvision - Can it be used to see creatures that are cold-blooded and/or room temperature? Let's say, for example, that these creatures are cold-blooded zombies at room temperature. Would those with heatvision be able to see how many there are and make out their shapes (in the absence of light)? Also, does the toggle between normal vision and heat vision happen pretty quickly? Finally, how far can one see using heatvision? Does it only extend a certain radius, or can one see in the darkness with heat vision as far as one can normally see in the daylight with normal vision?

@ALL: It might be a valid stategy in certain situations in the basement to momentarily "turn off the lights" (by shuttering Drudsa's magical lantern and having Tratiln take his torch to the back of the group) so that those with heatvision can see more of the details of the dark areas in front of them (especially true if heatvision can extend well beyond the 30' radius of sight that is normally provided by a lantern or a torch).

Huh. The book does not give ranges for infravision. Let us assume it is 60'. I also assume the transition to be fairly quick and painless. As to seeing undead/contstructs/details in a stone wall or whatever I am going to say that infravision is not that effective. In fact, I am coming around to the idea that pretty much all subterranean intelligent humanoids with infravision are in fact going to rely primarily on normal sight and some kind of light source: whether phosphorescent lichen, sputtering torches, or whatever. In other words, even though goblins and dwarves have infravision, and can see without light, relying on infravision alone is akin to eating food without salt; it has no flavor.
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Re: OOC V

#106 Post by frobozz »

Ok thanks. Well, I suppose it still might be worthwhile at certain times to have a couple of scouts with heatvision (or heatvision goggles) to move forward ahead of the lantern light/torch light to peer around walls whenever we come up to intersections, or when corridors open up into rooms, since heatvision provides a 60' radius of sight (albeit somewhat bland sight) while lantern light/torch light provides only a 30' radius of sight.
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Re: OOC V

#107 Post by thirdkingdom »

frobozz wrote:Ok thanks. Well, I suppose it still might be worthwhile at certain times to have a couple of scouts with heatvision (or heatvision goggles) to move forward ahead of the lantern light/torch light to peer around walls whenever we come up to intersections, or when corridors open up into rooms, since heatvision provides a 60' radius of sight (albeit somewhat bland sight) while lantern light/torch light provides only a 30' radius of sight.

That's cool. I'm also good with whomever advancing to the front edge of lantern-light and peering beyond with infravision, assuming the light source is at their back.
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Re: OOC V

#108 Post by frobozz »

thirdkingdom wrote:That's cool. I'm also good with whomever advancing to the front edge of lantern-light and peering beyond with infravision, assuming the light source is at their back.
I like that idea. If Al is willing, we can try that approach here in the basement with Lanny and Rhys as the advance scouts (Rhys can use his infravision goggles to see in the dark for a few minutes at a time). Basically, as the party moves through the basement, they would remain in standard marching order, but any time the lantern light detects an upcoming intersection or turn, or a corridor opening up into a room, the party would pause to allow the scouts to take a quick look ahead with their infravision (at the edge of the lantern light). Any objections?
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Re: OOC V

#109 Post by Alethan »

Nope, works for me!
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Re: OOC V

#110 Post by riftstone »

Thordin is ok with the plan.

Question: I can't remember if we went over this, but is an invisible person visible to someone with Infravision in total darkness?
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Re: OOC V

#111 Post by thirdkingdom »

riftstone wrote:Thordin is ok with the plan.

Question: I can't remember if we went over this, but is an invisible person visible to someone with Infravision in total darkness?
Yes.
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Re: OOC V

#112 Post by sulldawga »

Have we cleared the basement entirely?

If not, we should block the hole in the wall, or at least rig it with an alarm to warn us when the undead come back, and sweep the rest of the downstairs.
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Re: OOC V

#113 Post by frobozz »

sulldawga wrote:Have we cleared the basement entirely?

If not, we should block the hole in the wall, or at least rig it with an alarm to warn us when the undead come back, and sweep the rest of the downstairs.
Lanny would also prefer to finish the castle proper before going into the caverns. Lanny would probably not consider the caverns to be part of Castle Mistamere, and he would probably think that delving deeply into them would best be saved for another time. Nonetheless, he would still like to see inside the caverns before casting any votes on the matter.
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Re: OOC V

#114 Post by zebediah »

frobozz wrote:
sulldawga wrote:Have we cleared the basement entirely?

If not, we should block the hole in the wall, or at least rig it with an alarm to warn us when the undead come back, and sweep the rest of the downstairs.
Lanny would also prefer to finish the castle proper before going into the caverns. Lanny would probably not consider the caverns to be part of Castle Mistamere, and he would probably think that delving deeply into them would best be saved for another time. Nonetheless, he would still like to see inside the caverns before casting any votes on the matter.
Agreed and agreed.
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Re: OOC V

#115 Post by frobozz »

My understanding of the current plan is that first we will clear out every room on the basement level (including the rooms in the west wing), and then we will vote on whether to:

1. return to the natural caverns, or
2. return to the first floor, tie up loose ends, and return to Threshold

To keep things moving along, I might make a few "party caller" decisions about which doors to open while we are on this level (although eventually we will open all the doors on this level).
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Re: OOC V

#116 Post by frobozz »

I uploaded a new map of the basement level. Each square is now 10 feet instead of 5 feet (I was running out of space on my graph paper!) As before, the blue outline shows the walls of the castle proper, and the red outline shows the outer walls surrounding the castle and its courtyard.
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Re: OOC V

#117 Post by Bouv »

frobozz wrote:My understanding of the current plan is that first we will clear out every room on the basement level (including the rooms in the west wing), and then we will vote on whether to:

1. return to the natural caverns, or
2. return to the first floor, tie up loose ends, and return to Threshold

To keep things moving along, I might make a few "party caller" decisions about which doors to open while we are on this level (although eventually we will open all the doors on this level).
As long as we're not too short on HP and resources, Tratiln is ok moving on to the natural caverns
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Re: OOC V

#118 Post by Alethan »

frobozz wrote:My understanding of the current plan is that first we will clear out every room on the basement level (including the rooms in the west wing), and then we will vote on whether to:

1. return to the natural caverns, or
2. return to the first floor, tie up loose ends, and return to Threshold

To keep things moving along, I might make a few "party caller" decisions about which doors to open while we are on this level (although eventually we will open all the doors on this level).
We don't really know how much is left of this lower level, so I'm good with not getting ahead of ourselves yet. :)
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Re: OOC V

#119 Post by thirdkingdom »

Hmm. I'd like to hear from some more people before continuing. Remember, the party caller is not a license to not post!
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Re: OOC V

#120 Post by frobozz »

Agreed! It would certainly be helpful to have a few more opinions expressed from the group, so that I can accurately summarize, clarify, and call the expressed will and consent of the party! (as needed) ;)
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