So does your player use it much? Do they think it's "worth it"? I'm always interested in how stuff like this works out.Majestic wrote: ↑Fri Apr 28, 2017 10:24 pmYep, I've been making it so that it increase the Eye Awareness each time our Elf uses it, which - due to the high status of many members of our party - is already insanely high! (enough that often a single Eye of Sauron or use of Wood Elf Magic causes a Revelation Episode!)
Lamp of the Wood-Elves
Re: Lamp of the Wood-Elves
Re: Lamp of the Wood-Elves
He's a lot more careful, but he still does use it from time to time. I don't recall him using it since their scores have gotten so high that they effectively 'trigger' a Revelation Episode, though.
Adventure Summaries for my long-running group (currently playing through The Darkening of Mirkwood/Mirkwood Campaign), and the Tale of Years for a second, lower-level group (in the same campaign).
Re: Lamp of the Wood-Elves
I have a PC in my table with all abilities of the lamp. He took all the additional abilities of the Heart of the Wild book as well, which makes the powers of the lamp even more confusing and out of control.
EVERY game session he uses the lamp we end up discussing this or that... ok... this is not an easy player and always tries to take advantage of the situation, but nonetheless, the rules are not so clear on ANYthing except a few couple items.
The way I see this lamp:
Every ability is THE action for the round. In the rulebook it says that every combat round you can perform a single significant action... since every ability of the lamp has a different effect I do consider that to be a significant action and the ONLY action you can perform in the round.
The different actions are:
1- Spend a hope to light a torch or something similar and make everybody to look at it unless they spend a point of hope or hate. (I rule that everybody has to spend hope or hate, but I also allowed the character to put the light inside a bullseye lantern, so he can point it to a general direction)
2- If the light is up then he can snuff it out either just because, or to weary everybody CLOSE to the flare. I rule this is the enemies engaged with whatever is holding the lamp at that time.
3- If the light is up and an enemy has not spent 1 hate yet to ignore the enchantment effect you can put him to sleep.
These extra are from the HotW
4- If the light is up you can make it flare with a Blazing light which makes everyone with Hate Sunlight lose 1 hate and Denizen of the Dark lost for 3 rounds. This can be repeated or "maintained" every round spending the action for that round. Otherwise the Blaze is off, but the light continues to be on as per ability 1. I rule that while this is ON the regular elf light effect from item 1 is out.
5- If the light is up you can spend 1 hope to avoid being engaged in combat for Wisdom rounds unless the enemy that wants to engage you spends 3 hate points. I rule that while this is on you can not use 1-4 abilities unless you choose to stop this one.
EVERY game session he uses the lamp we end up discussing this or that... ok... this is not an easy player and always tries to take advantage of the situation, but nonetheless, the rules are not so clear on ANYthing except a few couple items.
The way I see this lamp:
Every ability is THE action for the round. In the rulebook it says that every combat round you can perform a single significant action... since every ability of the lamp has a different effect I do consider that to be a significant action and the ONLY action you can perform in the round.
The different actions are:
1- Spend a hope to light a torch or something similar and make everybody to look at it unless they spend a point of hope or hate. (I rule that everybody has to spend hope or hate, but I also allowed the character to put the light inside a bullseye lantern, so he can point it to a general direction)
2- If the light is up then he can snuff it out either just because, or to weary everybody CLOSE to the flare. I rule this is the enemies engaged with whatever is holding the lamp at that time.
3- If the light is up and an enemy has not spent 1 hate yet to ignore the enchantment effect you can put him to sleep.
These extra are from the HotW
4- If the light is up you can make it flare with a Blazing light which makes everyone with Hate Sunlight lose 1 hate and Denizen of the Dark lost for 3 rounds. This can be repeated or "maintained" every round spending the action for that round. Otherwise the Blaze is off, but the light continues to be on as per ability 1. I rule that while this is ON the regular elf light effect from item 1 is out.
5- If the light is up you can spend 1 hope to avoid being engaged in combat for Wisdom rounds unless the enemy that wants to engage you spends 3 hate points. I rule that while this is on you can not use 1-4 abilities unless you choose to stop this one.
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Re: Lamp of the Wood-Elves
Thanks guver.
I would also note that if you use ability #5, it will cost you a Hope to relight your lamp (in the same scene), even if you have "Lamp of the Far Traveler." The reason it costs Hope in this case because the RAW for ability #5 say so...
I would also note that if you use ability #5, it will cost you a Hope to relight your lamp (in the same scene), even if you have "Lamp of the Far Traveler." The reason it costs Hope in this case because the RAW for ability #5 say so...
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