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, welcome to Saffron Hills and Barleycorn Brandy

15:45, 7th May 2024 (GMT+0)

OOC 2.

Posted by The Dreamer of WorldsFor group 0
Krusk
player, 352 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Wed 23 Mar 2022
at 23:12
  • msg #19

OOC 2

Best wishes and prayers.
Waiting is a great idea. Not a problem for me.
I'll still be here when we're all good to continue.
This message was last edited by the player at 11:52, Sat 26 Mar 2022.
The Dreamer of Worlds
GM, 1135 posts
Fri 25 Mar 2022
at 23:43
  • msg #20

OOC 2

Hope we hear something soon. Bad way for a game to die.
Birahu
player, 667 posts
Wizard 1
AC 10 HP5/5
Sat 26 Mar 2022
at 11:27
  • msg #21

OOC 2

In reply to The Dreamer of Worlds (msg # 20):

I'm here. I was waiting on the undead to appear.
Krusk
player, 354 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Sat 26 Mar 2022
at 11:54
  • msg #22

OOC 2

Still here also.
I check most days.
Annys Quickstep
player, 577 posts
Wed 30 Mar 2022
at 12:47
  • msg #23

OOC 2

What is the range to the skeletons, the red impish thing, and the zombies?
The Dreamer of Worlds
GM, 1139 posts
Thu 31 Mar 2022
at 01:52
  • msg #24

OOC 2

I am assuming you put the torch about thirty feet in front of the wall. The skeletons are at about sixty feet out, the imp and zombies at seventy.

I also assumed the remainder of the party is about level with the torch, and are closer, though off to the side in the shadows. For them about fifty feet to the skeletons, and sixty to the rest.

The forward most goblins are still on the far side of the torch, and about forty feet from the wall.
Birahu
player, 671 posts
Wizard 1
AC 10 HP5/5
Thu 31 Mar 2022
at 11:53
  • msg #25

OOC 2

Can I MM the Imp now?
The Dreamer of Worlds
GM, 1140 posts
Thu 31 Mar 2022
at 11:59
  • msg #26

OOC 2

Go for it.
Krusk
player, 359 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Thu 31 Mar 2022
at 13:09
  • msg #27

OOC 2

I'm travelling and don't have my books - what's the range and duration of turning?
Tam Albren
player, 346 posts
Thu 31 Mar 2022
at 13:23
  • msg #28

OOC 2

I am not sure about the range.  Something makes me think 30 feet.

The DMG says 3-12 rounds (page 76 of my version, in the text following the Turn Undead Table, for those playing along at home).
The Dreamer of Worlds
GM, 1141 posts
Thu 31 Mar 2022
at 13:33
  • msg #29

OOC 2

Reviewing the books, and they seem unclear. I would say that any undead within the range of your voice seems fair, sixty feet? The number affected are int he chart though, and you would impact the lowest hit dice first, then within that, those closest to you first.

The DMG gives the odd range of 3 - 12 rounds as the duration. So... a d10+2 rounds I guess?
Krusk
player, 360 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Thu 31 Mar 2022
at 13:35
  • msg #30

OOC 2

Thanks! What are we looking at, about half a dozen skeltons a couple of zombies and the imp- thing?
Krusk
player, 361 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Thu 31 Mar 2022
at 13:37
  • msg #31

OOC 2

In reply to Krusk (msg # 30):

3-12 is nearly always 3d4.
Tam Albren
player, 347 posts
Thu 31 Mar 2022
at 13:42
  • msg #32

OOC 2

There's also something about how if you succeed but don't turn them all, you can continue trying to turn the "unturned" ones.
The Dreamer of Worlds
GM, 1142 posts
Thu 31 Mar 2022
at 13:51
  • msg #33

OOC 2

3d4 is fine.

If you reread the description, you know that not all of them have cone into the light, and there are two unusual skeletons in the mix.

Re: Tam, I don't think that is quite what it means. As I understand it, if you turn some, but not all of the creatures in a category, if you roll and turn the maximum number possible, you can try again the next round to get more of that same type, only.
Krusk
player, 362 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Thu 31 Mar 2022
at 14:31
  • msg #34

OOC 2

.y belief is that a cleric (or paladin) may turn undead that are within their capability and that they have not already failed to turn. The number tuned (or failed to turn) is 3d4. I don't recall if that is 3d4 creatures or 3d4 HD of creatures. If they return after being turned, I'm pretty sure they can be turned again. Hope that helps. :)
Tam Albren
player, 348 posts
Thu 31 Mar 2022
at 20:47
  • msg #35

OOC 2

I didn't read it as requiring you to turn the maximum number (i.e., roll 12) to try again.  I'm looking at page 65, which is some distance from the table.

But of course, all of this is academic: however you interpret it is the rule.
The Dreamer of Worlds
GM, 1143 posts
Fri 1 Apr 2022
at 07:11
  • msg #36

OOC 2

We always played that you could attempt to turn once per turn, i.e. every ten rounds. I never used the 'try again if you max out' rule, but I have nothing against it. The book itself says this should be a rare occurrence, and I think success followed by a max roll qualifies.
The Dreamer of Worlds
GM, 1144 posts
Fri 1 Apr 2022
at 14:53
  • msg #37

OOC 2

Is that everyone's actions? Let me know, I will move on.
Zagyg
player, 560 posts
Fighter 1
AC 5, HP 11/8 THACO20
Fri 1 Apr 2022
at 15:02
  • msg #38

OOC 2

I'm waiting for them to advance. Birahu hit the Imp with a MM.
Krusk
player, 363 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Fri 1 Apr 2022
at 16:36
  • msg #39

OOC 2

Has and his pair of goblins Krusk been seen?
Do the incoming goblins appear to be hostile to us? e.g. are they armed?
The Dreamer of Worlds
GM, 1145 posts
Fri 1 Apr 2022
at 16:52
  • msg #40

OOC 2

The goblins are unarmed. Also bleeding, battered bruised. The imp almost certainly has spotted you, as Birahu has lit a torch, but no time has passed, so they have yet to react. That will change soon.
Krusk
player, 364 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Fri 1 Apr 2022
at 18:55
  • msg #41

OOC 2

OK, back in the house. Working on it..
The Dreamer of Worlds
GM, 1146 posts
Fri 1 Apr 2022
at 19:03
  • msg #42

OOC 2

All good, just don't want to jump the gun, or go too slow.
Krusk
player, 365 posts
Half-orc Ranger1/Cleric 1
AC2, HP 9/12
Fri 1 Apr 2022
at 19:13
  • msg #43

Re: OOC 2

Read all the 1e Turning In PHB & DMG and RAW seems pretty clear although poorly laid out..

For a given cleric, fail to turn (the lowest undead type) and that's it for the encounter.
Successfull turning (lowest undead first) affects 2d6 of them "...to the limit of the number rolled..."(p65) and "...may continue so long as each successive attemp is successful..."(p65).
Turned undead move away as fast as possible for 3-12 rounds...and can be turned again upon their return.(p76)
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