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HAM2D6 Discussion

Legendary Sidekick

Staff
Moderator
There was no wrong choice. If you want to escape a sea creature, wave + ride is best. Ascension means everyone can dismount Helix and still have air, making Adcension best in a party with a third human-size person.

Pure water can also be used instead of wave dance, and it's possible for you to invent other combinations. Pure water + Ascension could create floating globes of water you can snatch from the air to drink. Feel free to make stuff up. I'll judge whether or not it works. (I might make a magic thread to keep track of combos that work/fail/do something unexpected.)
 

Legendary Sidekick

Staff
Moderator
Technically, your characters could afford to goof around with other magic combos if they wanted to, so I listed the four combinations that allow you to breathe underwater.

The wave + ride would make one huge bubble everyone sticks their heads in, as if the mount is some sort of half-animal/half-submarine. Combining air with pure water allows you to breathe water into your lungs, like that pink liquid you might see in a sic-fi movie. It makes swimming different, which might be good if for some reason you want to ride a horse underwater.

Now that I think of it, the pure+ride combo might prove useful to Vin and Valkyrie.
 

Ireth

Mythic Scribe
What sort of roll would I need to go after the falling nymph? Would it be Strength or Acrobatics? I imagine she'll use Ascension to get back to the boat, if that's possible.
 

Legendary Sidekick

Staff
Moderator
You can roll to cast Ascension now.

That spell can be cast instantly, though you can't do anything else while casting, and you need to complete all of your moves before casting again (so you can't just keep casting to remain in the air).

If your roll is too low, you might end up in a bit of a mess, but we can assume your trajectory gets you close to the moon boat. The falling nymph just needs 1 move to get to safety. Your character was in a position to react in time to cast, and since I wasn't clear on spell range, go with line of sight within reason*.

*(Basically, if you let nymphs keep falling then try to save them later, you're too late; they're dead.)
 
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Legendary Sidekick

Staff
Moderator
If the band They Might Be Giants makes a song about wind and water doing stuff, the combination can be done in game.


Lyrics:
There was a swirling mass of water that lived in a quiet pond
It asked permission from its master to visit the lands beyond
And its master allowed it to fly
So the wind swept the whirlpool across the sky

Whirlpool
Whirlpool

There was a swirling mass of water that lived in a quiet pond
It asked permission from its master to visit the lands beyond
And its master allowed it to fly
So the wind swept the whirlpool across the sky
And it had the idea to fly
So the wind swept the whirlpool across the sky


Whirlpool
Whirlpool
Whirlpool
 
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tbgg

Dark Lord
Is the spider considered an animal? If Sigrlinn is shooting at it, and Sapphire is blasting it with fire, it doesn't make sense to put Kell in the line of fire by doing another charge.

If it's an animal, she can charm it, but I'm thinking it's an arachnid, not an animal, which means she needs something to do. What would a water spell do when combined with Sapphie's fire spell?
 

Legendary Sidekick

Staff
Moderator
It's a hostile monster.

You have Kell in the water, so if you make a second pass, you should be fine. The bullets don't travel accurately underwater, and you can strike the spider-thing in its underbelly.
 

Ireth

Mythic Scribe
If I want to cast Heaven's Arrow, do I roll right away or wait until Sigrlinn releases the shot?
 

Legendary Sidekick

Staff
Moderator
You can roll now. (And if you roll a 12, I won't hold it against you if you just shoot.)

But technically, you post the roll when you release the arrow(s).
 
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tbgg

Dark Lord
@LS: The problem I'm having is that I did another roll for another attack and it was AGAIN less than 6. (I kid you not!) I'd LIKE to do something different, because this mounted attack seems to be cursed for whatever reason. But every time I list the things that Kell could do, I come up blank. Do you have any suggestions?
 

Legendary Sidekick

Staff
Moderator
Helix has an idea if you just go with the attack.

Honestly, it's your best chance. The dice are just not working out! All my good NPCs are rolling 2-8. The spider rolled 9 both turns (with a +1, but still... that's as good as the one natural 8 I rolled).

The only thing you could have done, had you know you'd break the law of averages, is cast a wave to blast the nymph off the spider. But Sapphire is about to release a fire spell, so it's good you didn't try that last round.

So yeah, you can start up a wave dance and let Helix attack, or you can ride him and attempt a rescue (since in character, you don't know you'll miss).
 

tbgg

Dark Lord
@LS: Can Kell get to the unconscious nymph from her current location? Do I need to roll Aquatics to see if she can save her?


Sent from my iPad using Tapatalk
 

Legendary Sidekick

Staff
Moderator
No need to roll. Combat's over. You can also direct Helix to help in some way since he's in the water. It's weird upside-down water, but she won't fall out into space for reasons I won't attempt to make sense of.
 

Legendary Sidekick

Staff
Moderator
Just to save you some trouble, the boomerang has a short range. Basically, you want to find a way to significantly reduce the spiders' numbers before they close in.

Boomerang range = web range < arrow range.
 
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