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Post by Wolfgar on Sept 3, 2013 15:00:25 GMT -5
You don't have to give up the shield brooch. End of discussion.
Now do you want the ring of spell turning or not? If so, does Friedrich already have two rings (protection and unicorn) and which is he willing to give up? If he doesn't want it, does Mary? Does she have two rings (protection and shooting stars) and which is she willing to give up? I can't keep track of who has which rings.
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Post by venger on Sept 3, 2013 15:32:08 GMT -5
Once the entire party inventory is posted this evening I'm confident that the # of rings per character will be easily sorted.
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Post by Bolo on Sept 3, 2013 19:33:17 GMT -5
Some questions as I work on Haidar's spell roster ...
Detect Magic and Jump appear to be new to the party. Does anyone else want them? (And if we didn't have Detect Magic, how have we been detecting magic all this time?)
Does "Read/Write Magic" mean the two spells Read Magic and Write, or is it something else? If something else, what?
I cannot find a spell description for Pain, in the spellbook "Introduction to the Dark Arts". I'm thinking that this spell is probably unsuitable for a good-aligned cleric. Agree or disagree?
Can someone please explain how specialization in elemental magic works? Does Youssef's comment mean that Lasting Breath is only available to elemental specialists? If so, which other spells in our collection are restricted in this way?
I can't find spell descriptions for Fist of Stone or Ghost Light. Any pointers?
Do reversible spells (e.g. Enlarge and Reduce) have to be learned and/or memorized separately? Or are they treated as a single spell that can be cast in either direction?
Haidar has a 17 intelligence. If he survives long enough to level up a bit, he will likely reach 18 intelligence, which will give him a better percentage chance to learn each spell. Does this mean that when his intelligence hits 18, he can just try again for spells that he previously failed to learn? Or does it work some other way?
Regarding cleric spells, can Haidar choose anything that's in the PHB and UA, or are some of them off-limits? Or is this a case of "pray for it and see whether you get it"?
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Post by Wolfgar on Sept 3, 2013 20:17:24 GMT -5
Detect Magic and Jump appear to be new to the party. Does anyone else want them? (And if we didn't have Detect Magic, how have we been detecting magic all this time?) Clerics also have a detect magic. We also use Wizard Sight to gain a more nuanced understanding of the type of magic. We implicitly share spell books as it is right now. At some point we should copy these into a regular spell book for completeness sake. Also as a backup. Does "Read/Write Magic" mean the two spells Read Magic and Write, or is it something else? If something else, what? We treat this as a single spell which allows you to do both. I cannot find a spell description for Pain, in the spellbook "Introduction to the Dark Arts". I'm thinking that this spell is probably unsuitable for a good-aligned cleric. Agree or disagree? Probably not a good idea. Also the Dark Arts book is in Barb-el-Shay, so you don't have access to it. Can someone please explain how specialization in elemental magic works? Does Youssef's comment mean that Lasting Breath is only available to elemental specialists? If so, which other spells in our collection are restricted in this way? It is along the lines of the second edition elementalist. Mechanically the differences are Air Elementalist: +25% bonus chance to learn elemental Air - 25% chance to learn non-elemental spells Memorize 1 extra spell level per level from element of specialty +2 saves vs element (Air) Cannot learn elemental Earth spells You could probably only be an Air Elementalist unless you were previously trained in another Element. Do reversible spells (e.g. Enlarge and Reduce) have to be learned and/or memorized separately? Or are they treated as a single spell that can be cast in either direction? They have to be learned and memorized separately. Haidar has a 17 intelligence. If he survives long enough to level up a bit, he will likely reach 18 intelligence, which will give him a better percentage chance to learn each spell. Does this mean that when his intelligence hits 18, he can just try again for spells that he previously failed to learn? Or does it work some other way? You are allowed an attempt to learn a spell at each new level. Practically this means that in a couple levels you will learn all spells of a lower level. Regarding cleric spells, can Haidar choose anything that's in the PHB and UA, or are some of them off-limits? Or is this a case of "pray for it and see whether you get it"? We let clerics pick. Occasionally a new spell from outside of those sources is introduced. See the spellbook thread or the printouts the DM gives us at the start of the session. You won't get high enough level that you have to worry about being limited by what your deity is willing to give you.
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Post by venger on Sept 3, 2013 20:31:31 GMT -5
I can't find spell descriptions for Fist of Stone or Ghost Light. Any pointers? Fist of Stone is from the Tome of Magic. Ghost Light is from Oriental Adventures. I don't think anyone has ever specifically cast either of these spells.
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Post by Ginger on Sept 3, 2013 22:26:57 GMT -5
I think at various times we've done a pro-forma "Let's cast all of the new spells that don't sound super dangerous" thing. Fist of Stone and Ghost Light seem very safe. It's not like Magic Vortex or something a little sketchy sounding.
All of the spells in the Dark Arts book require components that can only be acquired by evil means, so Haidar should not cast them.
Reversable magic user spells need to be memorized separately. For cleric spells, it's a little different. Check the house rules section for the spells that we allow to be converted to on the fly. Basically, anything with cure or remove in the name.
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Post by venger on Sept 3, 2013 23:11:26 GMT -5
Party snapshot. You may note that every item now has a location on the character sheets. Also, everyone has a number of slots available on their character for worn items - head, neck, shoulder, right hand, left hand, ring1, ring2, boots, etc. which may limit what can actually be worn. Next step is determining capacities for the party's various containers: backpacks, sacks, etc. Will post more responses tomorrow.
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Post by Wolfgar on Sept 4, 2013 7:27:30 GMT -5
Thanks. This looks great.
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Post by Ginger on Sept 4, 2013 8:18:45 GMT -5
Colby will recommend that Mary no longer carry around the City in a Bottle. It would be catastrophic if it were to accidentally pop open. Doesn't she have a ring of protection +1? Did it go to Friedrich?
Now that we have Josh's great treasure share allocator, Colby will give Mr. Trommer 1000 GP of his share to erase his IOU.
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Post by Wolfgar on Sept 4, 2013 8:35:19 GMT -5
I believe Mary's ring of protection ended up with Ingrid after Colby fell asleep/died. Not everything got restored. In the qbox are a couple of Colby's items. Also the +1 shield on Friedrich's sheet should be moved to Basmadoos.
Ingrid is without a shield. Please purchase one or two for her and deduct the amount from her account.
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Post by venger on Sept 4, 2013 8:44:15 GMT -5
Not that it really matters... but I modified the sheet to only include the items Bolo left behind.
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Post by Bolo on Sept 4, 2013 11:07:36 GMT -5
Other than "Introduction to the Dark Arts", are all the spellbooks on this list with us on the ship and potentially available to Haidar? All of the spells in the Dark Arts book require components that can only be acquired by evil means Are you sure about this? That book includes Darkness, which I took to be the reverse of Light, which has no material component. Also this post marks only some of the spells in that book as requiring evil components. Is there a list somewhere of which spells are elemental Air, elemental Earth, and non-elemental?
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Post by Ginger on Sept 4, 2013 11:47:57 GMT -5
Other than "Introduction to the Dark Arts", are all the spellbooks on this list with us on the ship and potentially available to Haidar? All of the spells in the Dark Arts book require components that can only be acquired by evil means Are you sure about this? That book includes Darkness, which I took to be the reverse of Light, which has no material component. Also this post marks only some of the spells in that book as requiring evil components. Is there a list somewhere of which spells are elemental Air, elemental Earth, and non-elemental? You are correct about the evil components. That was a general statement. Also see the DM commentary about Hovering Skull and my response. Haidar's judgments might be different than Colby's. Regarding books, Colby brought several of them to Devonshire with him. Haidar can't access those right now, obviously, but he will be able to upon Colby's return. I think the DM is going to update the character sheets to reflect this.
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Post by Bolo on Sept 4, 2013 11:48:19 GMT -5
Practically this means that in a couple levels you will learn all spells of a lower level. By "all", do you mean "the maximum number permitted by your intelligence"? (Table II, PHB p. 10) Or is there a house rule about that also?
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Post by Ginger on Sept 4, 2013 12:01:44 GMT -5
I don't know if it's a house rule, or just ignored. We currently have way more 1st level spells than any of us can learn. I don't know if there's a mechanism for unlearning spells to learn newer and more useful spells.
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Post by Ginger on Sept 4, 2013 12:11:25 GMT -5
Since we're all still in non-linear time, can we do item distribution on Day 15 when everything's identified but before we split the party? Colby would like to get a head start on using the Gem of Insight.
Are there any objections to the final distribution, as amended by Josh?
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Post by Bolo on Sept 4, 2013 12:20:54 GMT -5
We currently have way more 1st level spells than any of us can learn. I count 28 that Haidar might consider, excluding 3 that are evil or involve snakes, and from time to time we acquire new ones. So if the maximum is enforced, I would want Haidar to learn spells judiciously, keeping a few slots open for the future. But if it isn't enforced, is there any reason he shouldn't just try to learn all 28?
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Post by Bolo on Sept 4, 2013 12:31:53 GMT -5
Are there any objections to the final distribution, as amended by Josh? No objections here, but unless I missed an amendment, the list still has some items allocated to Bolo. Is that because we don't know yet that he's not coming back from Devonshire? Or given that we are in nonlinear time, should we reallocate those? Also, Paavo mentioned giving some equipment to Haidar. Did that happen, or do we still need to finalize that?
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Post by Ginger on Sept 4, 2013 12:43:46 GMT -5
Are there any objections to the final distribution, as amended by Josh? No objections here, but unless I missed an amendment, the list still has some items allocated to Bolo. Is that because we don't know yet that he's not coming back from Devonshire? Or given that we are in nonlinear time, should we reallocate those? Also, Paavo mentioned giving some equipment to Haidar. Did that happen, or do we still need to finalize that? It seems easiest to me to allocate Bolo's share into his bag of stuff left behind. He wouldn't have brought any of it with him anyway. Haidar doesn't have a character sheet yet, so those transfers will have to wait. Is Bolo irrecoverable, or just sufficiently gone that you rolled up a new character? Should Colby and Friedrich see about rescuing him?
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Post by Wolfgar on Sept 4, 2013 13:25:49 GMT -5
Assume Colby took the gem of insight to Devonshire. We can finalize the distribution to include the items Bolo left behind. We'll do the distribution of items to Haidar in session since players will have to agree to transaction.
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Post by Wolfgar on Sept 4, 2013 13:52:21 GMT -5
Updated item distribution table to include items left behind by Bolo and items originally distributed to Bolo.
Does anyone know what the "bright red potion (cubes)" does? If not Paavo will ask our friendly alchemist.
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Post by venger on Sept 4, 2013 22:27:50 GMT -5
This was lost in the shuffle... Dan is going to spend his time working at the Shrine of the One God. Dan is welcomed, in spite of his low charisma, though he finds the shrine somewhat unimpressive when compared to the grand temples of Barb-el-Shay or even the austere churches of the Forest Kingdom. He discovers he is the highest level cleric of the One God present, none of the other priests at the shrine are able to apprehend the Lesser Orison. As he spends time in the city he will also hope to hear rumors of anything of interest to the party. Plenty of rumors: There's a big, mysterious pavilion a day outside of town. Are they wealthy merchants? Travelling entertainers? Foreign dignitaries? Adventurers!? Speaking of adventurers, a famed explorer named Xiles Iomptu came through town several months back. He successfully petitioned the Syndic Lords to fund an expedition deep into the heart of the Serpent Peninsula, in search of the fabled Fountain of Eternal Life. They haven't been seen since... The Veiled Society is planning something big, even bigger than the attack on the Palace - which, while spectacularly destructive, was more symbolic than anything else. The Sealord Achenobarbus, one of the most powerful Syndic Lords, is furious having lost another warship in pursuit of the elusive pirate Captain Morgan. The Sultan of Barb-el-Shay has offered a fortune in gold for the capture of the leader of the bandits plaguing the desert trade route. The serpent-folk are engaged in a bloody civil war, sources say that a legendary Immortal King has returned after thousands of years to restore their race to its past glory. The Syndic Lords have a palace on Plague Island where they engage in the most barbaric of sporting events and hunting activities. Under the leadership of this Saint Steven, the Frog Cult is recruiting all types of adventurers and the like to search for relics of bygone wizardy, scouring the swamps all the way to the Brittlestone Parapets. Strange misshapen humans inhabit the southern swamps, mutated by the wild magics unleashed during the Wizard Wars of the past age. These "mongrel-men" are experts at camouflage and use powerful paralytic poisons derived from the purple lotus flowers found in the swamps. Aegypt is a dangerous land, steeped in magic and mystery, with demon-worshipping serpentmen and riddling sphinxes and gods so ancient that they've gone mad in their senescence. 'Ware the pyramids! Fort Thunder is run by a man named Arn Galter, an explorer/trader/noble whose daring exploits in the Southron Lands have brought his family great fortune. The party already met Kandirii the crazy alchemist outside of town.
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Post by venger on Sept 5, 2013 11:14:06 GMT -5
Updated item distribution table Next task is reconciling all the party accounts. Then spellbooks. Then I'll divide up the magic items and post the updated character spreadsheet. Does anyone know what the "bright red potion (cubes)" does? If not Paavo will ask our friendly alchemist. This was found amongst the refuse left by the cubes in Drolb's Gelatinous Tesseract. It's a potion of fire giant strength.
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Post by venger on Sept 5, 2013 11:19:15 GMT -5
Can someone please explain how specialization in elemental magic works? Does Youssef's comment mean that Lasting Breath is only available to elemental specialists? If so, which other spells in our collection are restricted in this way? Only single class magic-users can be specialists. Any magic-user can use any spell, there are no restricted spells except Illusionist. It is easier for an elementalist to use elemental spells. Other than "Introduction to the Dark Arts", are all the spellbooks on this list with us on the ship and potentially available to Haidar? For all intents and purposes, yes. All of the spells in the Dark Arts book require components that can only be acquired by evil means Are you sure about this? That book includes Darkness, which I took to be the reverse of Light, which has no material component. Also this post marks only some of the spells in that book as requiring evil components. Intentional grey area. Proceed at own risk. Is there a list somewhere of which spells are elemental Air, elemental Earth, and non-elemental? The DM has one. If there is a spell in question, feel free to ask. Regarding books, Colby brought several of them to Devonshire with him. Haidar can't access those right now, obviously, but he will be able to upon Colby's return. I think the DM is going to update the character sheets to reflect this. Unless Colby isn't planning on returning with the spellbooks, there is no need. I don't know if it's a house rule, or just ignored. We currently have way more 1st level spells than any of us can learn. I don't know if there's a mechanism for unlearning spells to learn newer and more useful spells. The rule regarding min/max spells per level is ignored.
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Post by Wolfgar on Sept 5, 2013 11:40:39 GMT -5
Switched javelins of piercing from Nordel to Basmadoos. Nordel is getting a hand axe of throwing and with his +6 STR bonus it is nearly as good.
Switched the potion of fire giant strength from Dan to Trommer.
I noticed Azhbar has Colby's dagger of throwing. Do you want to switch that back? Also Haddiq's AC doesn't look right. +1 ring mail and shield should be a 5.
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Post by Wolfgar on Sept 5, 2013 13:09:38 GMT -5
Here is a table summarizing some key categories for the party assuming the above item distribution. I have highlighted the new items. This is just for reference. Let me know if there is more categories you want added. | armor | shield | primary melee weapon | primary range weapon | blunt melee weapon | magic range weapon | ring 1 | ring 2 | Trommer | splint, +3 | anti-magic shield | bastard sword, +1, disruption | mace, hurling, +3 | mace, hurling, +3 | mace, hurling, +3 | spell storing | lesser time reversal | Friedrich | field plate | shield brooch, +3 | black iron axe, +2 | hand axe, throwing, +2 | | hand axe, throwing, +2 | unicorn | protection, +1 | Mary | bracers, AC 8 | | staff of striking, +3 | | staff of striking, +3 | | shooting stars | protection, +1 | Paavo | chainmail, damage ward | shield, +3 | scimitar, holy avenger, +5 | | rod of terror, +2 | | | | Dan | plate, ultralight, +1 | woven shield | rod of flailing, +3 | | rod of flailing, +3 | | protection, +1 | | Youssef | robe of protection, +2 | | staff of elements, +2 | | staff of elements, +2 | | protection, +1 | spell turning | Mamnoon | chain mail, +2 | woven shield | flaming sabre, +1 | | | | | | Colby | bracers, AC 8 | | broadsword, frostbrand, +3 | dagger of throwing, +2 | | dagger of throwing, +2 | protection, +2 | mud | Haddiq | ringmail, +1, %5 MR | shield, +1 | flail, demon headed, +2 | | flail, demon headed, +2 | | | | Azhbar | studded leather, +3 | woven shield | khopesh, +3 | crossbow, heavy | | javelin of piercing | | | Basmadoos | splint mail, bone, +1 | shield, +1 | scimitar, +4 | | | javelin of piercing | | | Nordel | plate, ultralight, +1 | tower shield | longsword, courage, +1? | composite bow, strength, +2 | | hand axe, throwing, +2 | spell storing | | Ingrid | plate | woven shield | flanged mace, +2 | | flanged mace, +2 | | protection, +1 | |
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Post by Ginger on Sept 5, 2013 13:52:48 GMT -5
Haddiq's ringmail offers no protective magic, just the MR, which is why he needs the ring. Can he swap shields with Dan, since Dan's armor is way, way better and Haddiq, by nature, is more interested in mixing it up in melee.
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Post by Wolfgar on Sept 5, 2013 13:55:48 GMT -5
When Dan wore the ring mail it was +1. Dan is happy to switch +1 shield for +1 ring. I'll update the table.
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Post by Ginger on Sept 5, 2013 14:02:32 GMT -5
Well if the ringmail is +1, then it won't work with the ring of protection +1. Dan has the same issue. I guess Paavo is next in line for it, since he doesn't have any conflicting protective magic. Am I correct that a ring of protection doesn't stack with armor that has plusses, but doesn't conflict with shields?
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Post by Bolo on Sept 5, 2013 14:07:08 GMT -5
The rule regarding min/max spells per level is ignored. In that case, Haidar will try to learn all the available 1st level spells except (a) the three from "Introduction to the Dark Arts" and (b) Lightning Snake.
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