The Eye of Anubis: OOC Thread
- NeoTiamat
- Evil Genius

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Up to you. He could have, if he wanted to.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- Nathan of the FoS
- Fiendish Enforcer

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- NeoTiamat
- Evil Genius

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I would like to pre-emptively apologize for all of the info-dumps in this Book. I realize it's a pain to read the wall of texts.
Part of it is just the way the Book is structured (lots of investigations, lots of conflicting accounts), and part of it is that I'm trying to speed things up in a slow book.
Mea culpa, mea culpa, mea maxime culpa.
We're approaching the end of all of them though.
Part of it is just the way the Book is structured (lots of investigations, lots of conflicting accounts), and part of it is that I'm trying to speed things up in a slow book.
Mea culpa, mea culpa, mea maxime culpa.
We're approaching the end of all of them though.
Last edited by NeoTiamat on Sat Dec 06, 2008 9:50 pm, edited 1 time in total.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- NeoTiamat
- Evil Genius

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Alright! As near as I can tell, the Abbot has told you everything vital he has to say. All you really need to do now is see if you can come up with any kind of plan, then go to Tharivas and have him take you to the Nightmare Realm for fun and games.
Barring any surprises on your part, I'll move everyone to Tharivas on Monday OOC, soon as you finish talking with the Abbot IC (unless you guys really want to spend another night here, with Dreamspawn knocking on your door...)
Since you're going to be going to a place where the usual rules don't quite apply, I'll assume that when you arrive at the Nightmare Realm that it's equivalent to having rested and replenished spells/abilities, etc.
I'll be around this weekend and the Abbot will answer questions to the best of his ability.
-------------------------------------------------------------------------------------
Lastly, I'll re-post what you know about the Dreamspawn here. In addition to them, you can also expect highly antagonistic terrain, and maybe anything else that might have taken up residence in the Realm of Nightmares due to a Fiend's reality wrinkle.
Lesser Dreamspawn:
-Slightly resistant to spells (low SR, boost to saves vs Spells)
-Spell Eaters (if they succeed on a save vs spell, they get a low AB boost and temp HP)
-No Resists, but immune to Fear effects.
-Low HD (5), but good ability scores and HP for their HD.
-Dreamspawn Warriors practice hit-and-run tactics using their talons
-Dreamspawn Nightmare Spinners cast as wizards and specialize in illusions spells, supplemented with a few choice Conjurations.
The Dreamlord Night-Terror
-Much more resistant to magic
-Resistant to Fire, Acid, and Cold
-Four claw attacks for good damage. If you get hit by more than two claws, Daze for 1 round on a failed Will Save
-If he gets you into a Grapple, can Wis-Drain
-Can fly with Perfect maneuverability
-Considerable suite of Psionic abilities, most notably a Mind Thrust for 12d10 damage, at will.
-Has some sort of Invisibility Detection, accuracy unknown.
Any questions on anything?
Barring any surprises on your part, I'll move everyone to Tharivas on Monday OOC, soon as you finish talking with the Abbot IC (unless you guys really want to spend another night here, with Dreamspawn knocking on your door...)
Since you're going to be going to a place where the usual rules don't quite apply, I'll assume that when you arrive at the Nightmare Realm that it's equivalent to having rested and replenished spells/abilities, etc.
I'll be around this weekend and the Abbot will answer questions to the best of his ability.
-------------------------------------------------------------------------------------
Lastly, I'll re-post what you know about the Dreamspawn here. In addition to them, you can also expect highly antagonistic terrain, and maybe anything else that might have taken up residence in the Realm of Nightmares due to a Fiend's reality wrinkle.
Lesser Dreamspawn:
-Slightly resistant to spells (low SR, boost to saves vs Spells)
-Spell Eaters (if they succeed on a save vs spell, they get a low AB boost and temp HP)
-No Resists, but immune to Fear effects.
-Low HD (5), but good ability scores and HP for their HD.
-Dreamspawn Warriors practice hit-and-run tactics using their talons
-Dreamspawn Nightmare Spinners cast as wizards and specialize in illusions spells, supplemented with a few choice Conjurations.
The Dreamlord Night-Terror
-Much more resistant to magic
-Resistant to Fire, Acid, and Cold
-Four claw attacks for good damage. If you get hit by more than two claws, Daze for 1 round on a failed Will Save
-If he gets you into a Grapple, can Wis-Drain
-Can fly with Perfect maneuverability
-Considerable suite of Psionic abilities, most notably a Mind Thrust for 12d10 damage, at will.
-Has some sort of Invisibility Detection, accuracy unknown.
Any questions on anything?
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- Rock of the Fraternity
- Evil Genius

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- Nathan of the FoS
- Fiendish Enforcer

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- Rock of the Fraternity
- Evil Genius

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Alright, here is my suggested spell selection for the realm of dreams:
_____________________________________________________________
Lev. 5 - Arc of Lightning *
Lev. 4 - Evard's Black Tentacles, Greater Invisibility n, Orb of Force
Lev. 3 - Daylight, Fireball x 2**, Haste
Lev. 2 - Cat's Grace, False Life n, Knock, Magic Missile x 2**
Lev. 1 - Mage Armor n, Magic Missile x 3, Shield
Lev. 0 - Detect Magic x 2, Message, Resistance
_____________________________________________________________
n signifies 'non-negotiable'. -.-
* The other option on the table here is Mass Fly, which could be useful.
** I could put in Fly instead of one of the Magic Missiles. I'm taking Fireball for the lesser, non-fire resistant Dreamspawn, in case they use swarm tactics. Sadly, they will probably be less than stellarly useful against the night terror and the demon. I assume no one wants me to drop Haste, and I'd hesitate to drop Daylight, given that it seems to bother Dreamspawn somewhat.
*** Fire-based spells are less effective against Dreamspawn and demons, so I figured I'd put an extra utility spell in for this level, and add some extra Magic Missiles. I am open to counter-suggestions, however.
_____________________________________________________________
Lev. 5 - Arc of Lightning *
Lev. 4 - Evard's Black Tentacles, Greater Invisibility n, Orb of Force
Lev. 3 - Daylight, Fireball x 2**, Haste
Lev. 2 - Cat's Grace, False Life n, Knock, Magic Missile x 2**
Lev. 1 - Mage Armor n, Magic Missile x 3, Shield
Lev. 0 - Detect Magic x 2, Message, Resistance
_____________________________________________________________
n signifies 'non-negotiable'. -.-
* The other option on the table here is Mass Fly, which could be useful.
** I could put in Fly instead of one of the Magic Missiles. I'm taking Fireball for the lesser, non-fire resistant Dreamspawn, in case they use swarm tactics. Sadly, they will probably be less than stellarly useful against the night terror and the demon. I assume no one wants me to drop Haste, and I'd hesitate to drop Daylight, given that it seems to bother Dreamspawn somewhat.
*** Fire-based spells are less effective against Dreamspawn and demons, so I figured I'd put an extra utility spell in for this level, and add some extra Magic Missiles. I am open to counter-suggestions, however.
Although I have a suspicion it may end up a little more like this metallica video:
Until it Sleeps
Otherwise known as the weird one where they all look like theyve taken too much acid.....
"I had a dream, which was not all a dream.
The bright sun was extinguish'd, and the stars
Did wander darkling in the eternal space..."
The bright sun was extinguish'd, and the stars
Did wander darkling in the eternal space..."
- Gonzoron of the FoS
- Evil Genius

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- Nathan of the FoS
- Fiendish Enforcer

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*blinks*gonzoron wrote:Could be worse... could be this one.
Somehow, I doubt the Nightmare Lands have anything that live up (down? out?) to that.
[b]FEAR JUSTICE.[/b] :elena:
- yalenusveler
- Evil Genius

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gonzoron wrote:Could be worse... could be this one.
Rickrolling ravenloft. I...i lack words. Except for...YOU CANNOT UNDERSTAND THE TRUE FORM OF RONALD MC DONALD'S ATTACK!
"Sometimes, Mr.Liquor cabinet is my only friend"
- NeoTiamat
- Evil Genius

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Welcome to Mt. Bug!!!
As a side note, you all look reasonably like your human selves.
As a side note, you all look reasonably like your human selves.
Ravenloft GM: Eye of Anubis, Shattered City, and Prof. Lupescu's Traveling Ghost Show
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
Lead Writer & Editor: VRS Files: Doppelgangers; Contributor: QtR #20, #21, #22, #23, #24
Freelance Writer for Paizo Publishing
- Nathan of the FoS
- Fiendish Enforcer

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- Kaitou Kage
- Evil Genius

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I would just like to note regarding Aid Another:
If you are not sure you can make a check, aid someone who has a better shot on ANY skill, even one you are crappy in. Suffice to say, there is much less to lose on Aid Another checks.
So even if your Climb or Knowledge Arcana is +0, it's worth a shot since you only need a 10 and ANYONE can make a 10.
In short, and I know this sounds rude or blunt, but if you're not attempting a full skill check, you should be Aiding Another on something, anything. If you are not at least Aiding Another each turn, you're doing it wrong.
If you are not sure you can make a check, aid someone who has a better shot on ANY skill, even one you are crappy in. Suffice to say, there is much less to lose on Aid Another checks.
So even if your Climb or Knowledge Arcana is +0, it's worth a shot since you only need a 10 and ANYONE can make a 10.
In short, and I know this sounds rude or blunt, but if you're not attempting a full skill check, you should be Aiding Another on something, anything. If you are not at least Aiding Another each turn, you're doing it wrong.
