About grenades: The thing about this kind of primitive grenade is that they use handmade fuses, made out of rope covered in flammable material. It was really hard to get the timing right on these, even for someone who knew what they were doing. And as far as I can tell Puck doesn't know what he's doing: he's a wild-man hunter with no relevant skills, he has no way to know the difference between a fuse that'll blow up right after he threw it and one that would blow up right
before he threw it. Sorry Puck. I wish you told me earlier if you wanted to change the rules for how a grenade is used. If Puck takes 2 ranks in craft (alchemy) in the future, I'll let you apply this rule about cutting firework fuses to grenades:
quote:
Shortening Fuses: A character with 2 or more ranks in Craft (alchemy) can cut a fuse so that the firework detonates at the end of her turn; however, if the wielder rolls a natural 1 on her attack roll when throwing a firework with a shortened fuse, the firework misfires in her hand.
About the Graveknight: I'll admit, I do feel bad about making an enemy that is largely immune to both Puck and Uluchi's attacks, but it
is 6-vs-2, and Lady Olinescu isn't exactly a powerhouse. Still, I don't want you guys to feel like I singled you out to screw you over. It's just that Puck has a lot less attack than a lot of the party, and when you focus exclusively on one element for damage, sometimes you run into things that your usual tactics don't work on.
This message was last edited by the GM at 23:06, Wed 08 June 2022.