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Enno
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  • in reply to: Five years gets closer #1824
    Enno
    Henchman

    All of you from TAG did a tremendous job to create products for one of our favorite pasttimes.

    I know that it’s still two weeks until the Quinquennial, but i want to use the opportunity to give everybody a hand.

    😀

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Rassolin expansion #1819
    Enno
    Henchman

    For general information or customer service issues please email custserv@tripleacegames.com or (in your case) you can contact Rob directly – robster@tripleacegames.com.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Question about 2 spells. #1794
    Enno
    Henchman

    Teleportation is an instant spell, so you have to cast it every time you want to use it.

    Telekinesis is a maintained spell, and still is when the caster teleported somewhere else.

    There is no difference to any other maintained spells, like Armor or Boost/Lower, when you teleport. They still work, unless they get disrupted by a faulty Teleport (Shaken etc).

    The only question that comes up is, what happens with any objects under Telekinesis when the caster teleported out of range (> Smarts)?

    As Clint wrote in the Pinnacle forum, any target of Telekinesis must be in the initial range to be affected, but once so affected, it remains so even if it moves out of range.

    In this case, you can still control your objects once you teleported 20″ or more away. If you teleported out of sight, any actions you try to accomplish get the usual -6 for (virtual) blindness.

    Just to make it clear, Telekinesis just gives the caster the ability to manipulate an object or person from afar. The target itself is basically not restrained at all, can move around, fight etc unless the caster manipulates its actions in this round.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Non Human Races #1791
    Enno
    Henchman

    As you might remember, the Rephaim were once a warlike alien race called the Zal, before they where banished into the demonic dimension.

    Officially, the Church denies the possibility of alien life. Officials who openly consider such an idea are not considered heretices, but smeared thru the media. Covertly the Church is open to the idea of aliens, but because the upheaval when Salus (and its prehistory) was discovered, the Church has no desire to promote such knowledge. There is an ultra top-secret project called Project Relevation that suppresses the knowledge of aliens (See the adventure Echoes).

    So there are no non-human race options available. But it’s your game, and (real living) aliens may be part of one of your missions, if you allow it. 😉

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Frostborn, Hrimwisardry, and other ABs #1790
    Enno
    Henchman

    You just misread the sentence.

    Officially Frostborn cannot use any other form of Arcane Background, except Hrimwisardry and Miracles (Last sentence on p11 HFPHB begins with “If a frostborn takes an Arcane Background
    (Hrimwisardry or Miracles) Edge…”). So your heroes are on the safe side… 😉

    There may be exceptions in your game, like the frostborn Heahwisard in Heroes & Villians. But that’s on the GM of your group.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: BAMF Mages/Wizards #1770
    Enno
    Henchman

    General advice: Get a copy of the Organization Guide and especially Sellswords & Soldiers.

    Members of ALL arcane backgrounds could be a BADASS in one way or another, and when the circumstances dictate it. Just consider arcane skill and damage rolls that explode a few times, combined with some “bad luck” on the receiving side, and you get your “army killer”.

    Just consider a priest of Tiw standing on the palisade of Watchgap Fort staring down on troops of goblins and orcs. If the visibility is correct (up to 100 yards) a few Blasts can obliterate whole attack waves before they even get into bow range.

    Consider a well placed Zephyr or a certain magical effect in the fourth Frost Giants adventure. There are many ways how one spellcaster can obliterate a whole army with some brains and luck. These are the stories the Glory rules are made for.

    Is it possible? Under the right circumstances, yes. But most of the stories about such deeds are somewhat exaggerated renditions that left out the the actions of his comrades, henchmen and troops.

    Not Beowulf slew Grendel, he and his troops did. The rest is cosmetical story telling.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Is the SW version worth it? #1759
    Enno
    Henchman

    For me personally, the SW version is the most complete one, because it already includes most of the Guides lack of two or three (about the Barbary coast IIRC).

    Because all published adventures are for the Ubiquity version (as is Paris Gothique) it asks for GMs who know both versions good enough to convert the stats properly. For a longer campaign it would be wiser to have both versions…

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: The Mouth of the Frothing Bear #1741
    Enno
    Henchman

    That’s the idea…

    BTW don’t hesitate to change, substitute and combine these encounters. Or swap the role of your players. Let them be the antagonists in a scene.

    The Encounter Book is much more then a sum of 50+ encounters…

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: The Mouth of the Frothing Bear #1738
    Enno
    Henchman

    Or the other way around, or add a scene from the Encounter Book.

    You’re welcome 😉

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: The Mouth of the Frothing Bear #1736
    Enno
    Henchman

    Seasoned and up… 🙂

    High Priest of Hoenir & Champion of Qedeshet

Viewing 10 posts - 1,391 through 1,400 (of 1,427 total)

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