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Author Topic: Ghost Archipelago Rules Thread  (Read 59915 times)

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #60 on: June 28, 2019, 10:20:44 AM »
Yup, if they have a move stat, they move just like any other creature.

Offline John Tailby

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Re: Ghost Archipelago Rules Thread
« Reply #61 on: July 10, 2019, 04:42:58 AM »
Can a Dust Devil interact with treasure or is it an animal?

one of the players in our group is using it to grab treasure and run it back to their group dropping it at the feet of a soldier who then activates and runs it back some more.

You move the warden to within 6" of the treasure, cast dust devil, it appears within 6" of the warden then activates and picks up the treasure and then moves it back with its move action.

That seems a bit good and pretty soon every warden in our group will be doing that.

Offline LiamFrostfang

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Re: Ghost Archipelago Rules Thread
« Reply #62 on: July 10, 2019, 02:08:59 PM »
 8) cool idea fo sho...I like it. as if the dust blew the treasure there. awesome.

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #63 on: July 10, 2019, 03:47:16 PM »
The dust devil, created by the spell, is an uncontrolled creature...  so no, it can't pick up treasure, and if it is running back to your group, it's only doing that to attack it!

Offline LiamFrostfang

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Re: Ghost Archipelago Rules Thread
« Reply #64 on: July 11, 2019, 12:38:49 PM »
 :? that blows.

Offline John Tailby

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Re: Ghost Archipelago Rules Thread
« Reply #65 on: July 12, 2019, 03:37:50 AM »
Thanks for the clarification Joe

Offline EvilGod

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Re: Ghost Archipelago Rules Thread
« Reply #66 on: September 13, 2020, 12:19:09 AM »
We started our adventures in the archipelago right at the release of 2ed Frostgrave. We are having great fun so far and are already reading the new rules for our return to Felstad.
The following question came up in our last game.
The spell Snare reads as follows:
Each time the target is activated, it must make a Fight Roll with a Target Number of 15 (creatures with the ‘Large’ trait receive +4 to this roll). If the target fails, it may take only one action during its next activation, which cannot be movement. Once a target has made its Fight Roll, it has escaped the vines and is no longer ensnared.

We are not native speakers and started discussing if "once a target has MADE its fight roll" means that the target has to be successful to escape or wether it is enough to try it once? The second interpretation would drastically reduce the power of this otherwise very powerful spell. And it would make the first sentence of the spell description obsolete.

Offline Bloggard

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Re: Ghost Archipelago Rules Thread
« Reply #67 on: September 21, 2020, 10:30:50 AM »
tbh, I'm not sure- hopefully Joe will weigh in soon.

Offline Ultravanillasmurf

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Re: Ghost Archipelago Rules Thread
« Reply #68 on: November 19, 2020, 07:15:55 PM »
The spell Snare reads as follows:
Each time the target is activated, it must make a Fight Roll with a Target Number of 15 (creatures with the ‘Large’ trait receive +4 to this roll). If the target fails, it may take only one action during its next activation, which cannot be movement. Once a target has made its Fight Roll, it has escaped the vines and is no longer ensnared.

We are not native speakers and started discussing if "once a target has MADE its fight roll" means that the target has to be successful to escape or wether it is enough to try it once? The second interpretation would drastically reduce the power of this otherwise very powerful spell. And it would make the first sentence of the spell description obsolete.
I would take it that the target remains snared until it successfully makes the fight roll. It could remain snared until the end of the game.

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #69 on: November 20, 2020, 12:16:45 PM »
You must succeed on a roll in order to escape. From that point on the spell is cancelled.

Offline EvilGod

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Re: Ghost Archipelago Rules Thread
« Reply #70 on: November 21, 2020, 04:04:51 PM »
Thanks Joe!  :-*
Since then another SNARE question came up  :D :
can Snare prevent a model from forcing combat? From being pushed out of combat? From being pushed by a spell?
My opinion is, that it locks up the model, so it cannot move by any means (except maybe teleportation?). But rules as written Snare only comes into play during the activation of the afflicted model.

Offline joe5mc

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Re: Ghost Archipelago Rules Thread
« Reply #71 on: November 26, 2020, 03:12:20 PM »
The snare is just stretchy enough to allow a model to force combat.

Offline EvilGod

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Re: Ghost Archipelago Rules Thread
« Reply #72 on: November 28, 2020, 05:12:51 PM »
Thanks again. So rules as written it is!  :D

 

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