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Post by Wolfgar on Sept 5, 2013 14:28:29 GMT -5
A ring of protection won't help with AC if magic armor is worn, but it will help with saving throws. I am not sure what the ruling is for rings and magic shields. Also I don't know if a ring of protection will work with magic armor and/or shields without bonuses, e.g. chain mail of damage warding and anti-magic shield.
I would think you could test this with Wizard Sight. The aura of the ring should change when worn with these different combinations.
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Post by venger on Sept 5, 2013 15:41:20 GMT -5
I am not sure what the ruling is for rings and magic shields. Also I don't know if a ring of protection will work with magic armor and/or shields without bonuses, e.g. chain mail of damage warding and anti-magic shield. I would think you could test this with Wizard Sight. The aura of the ring should change when worn with these different combinations. There is no need to test these rules distinctions in character. I wouldn't think Wizard Sight would reveal anything anyway. Rings of protection work in conjunction with magic shields and magical armor that does not have a plus value.
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Post by Friedrich on Sept 5, 2013 16:26:51 GMT -5
Haidar can have the wand of paralyzation. That should come in handy.
As a cleric/magic user, can Haida wear heavy armor and cast spells? I think he can.
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Post by Bolo on Sept 5, 2013 18:11:24 GMT -5
Haidar can have the wand of paralyzation. That should come in handy. Thank you, kind sir. Yes, it should. As a cleric/magic user, can Haida wear heavy armor and cast spells? I think he can. He can use any type of armor or weapon that is permitted to either clerics or magic users, so yes, any kind of armor is okay.
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Post by Wolfgar on Sept 5, 2013 20:37:52 GMT -5
So what is the plan for Sunday? Are we heading south towards the White Tower? Or straight on to Temple? Or side trips to Devonshire and Fenhold to take care of unfinished business?
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Post by Bolo on Sept 5, 2013 22:11:43 GMT -5
ISTM that we can't really decide that until we get a resolution of Colby's solo in Whitestone and Friedrich's solo in Fenhold. Maybe the Whitestone excursion will wrap up on the board, but it's looking to me like the Fenhold one probably won't. Or are Colby's magical communications with Friedrich sufficiently frequent that we can plausibly butt in on the Fenhold plot line any time we want? (If we want.) There is also still this: Does the Conclave have any other suggestions for getting a group of a dozen strong fighting men up here quickly? The 6 or 8 teleport spells required are a little risky. In any case, Haidar barely knows the names of those places yet, so he has no opinion.
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Post by Ginger on Sept 5, 2013 22:27:56 GMT -5
ISTM that we can't really decide that until we get a resolution of Colby's solo in Whitestone and Friedrich's solo in Fenhold. Maybe the Whitestone excursion will wrap up on the board, but it's looking to me like the Fenhold one probably won't. Or are Colby's magical communications with Friedrich sufficiently frequent that we can plausibly butt in on the Fenhold plot line any time we want? (If we want.) There is also still this: Does the Conclave have any other suggestions for getting a group of a dozen strong fighting men up here quickly? The 6 or 8 teleport spells required are a little risky. In any case, Haidar barely knows the names of those places yet, so he has no opinion. I suspect the bigger hurdle will be what happens when Colby gets back to Devonshire and magically talks to Bolo.
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Post by Ginger on Sept 5, 2013 22:58:50 GMT -5
So what is the plan for Sunday? Are we heading south towards the White Tower? Or straight on to Temple? Or side trips to Devonshire and Fenhold to take care of unfinished business? We all know that when Colby tells Friedrich that he can leave Fenhold and get his shadow back, he'll immediately leave, regardless of what's going on.
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Post by Wolfgar on Sept 6, 2013 12:40:50 GMT -5
Friedrich's side adventure is pretty easy to wrap up. He pays the mercenaries 5000 gp (+interest?) to cover the debt to the Merchant House of Thar & Vulroose. He heads back to Devonshire. He borrows some money from Colby to pay off the back taxes. He can leave that with Sherlane. He hires someone to run Fenhold while he is away or asks Sherlane to hire someone. He then zips to the Shadow Weaver. Has his shadow reattached. Returns to Devonshire. Colby tries to send to Bolo without luck. Colby uses the Crystal Ball that Friedrich is carrying around and attempts to scry Bolo. Again no luck. Colby and Friedrich put 2 and 2 together and come up with Stringer Bell. They consider an assault on the Thieves' Guild. Given his new status as a white wizard, he thinks better of nuking the place. They teleport back to Pentadastion.
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Post by Ginger on Sept 6, 2013 13:00:09 GMT -5
Colby would never nuke the Thieves' Guild. However, if three Earth Elementals decide to smash it to bits, those things do happen spontaneously sometimes.
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Post by Bolo on Sept 6, 2013 13:02:54 GMT -5
The best-laid schemes o' dwarves an' men gang aft agley.
(An' halflings too.)
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Post by Friedrich on Sept 6, 2013 14:59:55 GMT -5
We shall have to see how things play out in Fenhold.
Any suggestions on Mary's next spell?
Also, did Friedrich get the 7 HP's back out does he have to roll. FWIW, I'd prefer to take the 7 HP's.
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Post by Ginger on Sept 6, 2013 15:21:32 GMT -5
You always have to roll. Of course you'd rather just take the 7 back. ;D
At this point, we have everything we'd want for 5th level spells. Colby will let the DM pick his next spell. Mary probably should too.
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Post by venger on Sept 6, 2013 15:27:15 GMT -5
You always have to roll. Of course you'd rather just take the 7 back. I swear I typed this before... maybe I didn't post it??? The DM is willing to give Friedrich the 7HP back if he is willing to forego the percentile roll to increase statistics that comes with re-attaining 9th level. That deal applies to any Restoration, ever, where we have a record of the hit points lost due to level drain.
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Post by venger on Sept 6, 2013 15:31:13 GMT -5
At this point, we have everything we'd want for 5th level spells. Colby will let the DM pick his next spell. Mary probably should too. This really only works well when the player tells me "I want a spell like..." or "a spell that does..." or gives me a specific school of magic, elemental persuasion, etc. to work with. Otherwise I'm gonna give you Distance Distortion.
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Post by Friedrich on Sept 6, 2013 15:43:08 GMT -5
That's fine. I'll take the 7 HP back and no % role.
I'm inclined to pay off this merchant house (or at least give them their annual extortion vig) for the time being. Under normal circumstances Friedrich would go in and start swinging but to do that and leave the next day or so would be pretty negligent.
Hopefully a couple thousand GP should get them away (for now) and that would leave some extra to pay people to begin work on the causeway. Assuming there is somebody who can direct it of course.
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Post by Ginger on Sept 6, 2013 15:47:27 GMT -5
At this point, we have everything we'd want for 5th level spells. Colby will let the DM pick his next spell. Mary probably should too. This really only works well when the player tells me "I want a spell like..." or "a spell that does..." or gives me a specific school of magic, elemental persuasion, etc. to work with. Otherwise I'm gonna give you Distance Distortion. I want a spell that does... something awesome. I already requested a damage spell and was informed that 5th level is more utility. Colby is a thief, so maybe something sneaky? A souped up Alacrity or Smoky Form or something cool.
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Post by venger on Sept 6, 2013 16:20:08 GMT -5
That's fine. I'll take the 7 HP back and no % role. Leveling up happens in session, so we'll handle all that on Sunday. I'm inclined to pay off this merchant house... I've updated the Fenhold thread.
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Post by venger on Sept 6, 2013 16:59:53 GMT -5
I want a spell that does... something awesome. That is actually sufficient.
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Post by Wolfgar on Sept 6, 2013 17:00:36 GMT -5
I still think Lower Resistance would be awfully useful in certain circumstances. Proof against Combustion would be nice for our robes but the components are impossible to get. Though permanent seems a little strong. Also maybe an improved identify - something that is quicker and doesn't drain the constitution as much. Something you could use in the middle of an adventure. Or how about an area of effect version of a lower level individual spell. For example, Resist Fire 1" radius like invisibility 1" radius. Everyone gets protected at once. They don't have to stay close together. Or a version of Extension that extends spells to additional recipients. Or improved invisibility 1" radius. Everyone is invisible but they can still see each other. Or everyone in 1" radius gets invisibility and detect invisibility at the same time. Or improved haste (sort of like reverse hold monster). You choose recipients and no aging. I have no idea what level these spells would be. And I realize you can't ask for specific spells without doing research. But I thought I would throw out some ideas.
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Post by venger on Sept 6, 2013 17:08:21 GMT -5
Re: DM chosen spells
The intent of this was to allow me to introduce a bunch of cool third-party, AD&D-compatible spells into the campaign.
This site listing 3rd edition spells you've found is actually OK, and I don't mind considering these on a case-by-case basis. Although some of the spell descriptions vary from the materials I have and you shouldn't count on it to be entirely accurate with regard to range/duration/level/etc.
As far as modifications of existing spells like described above or brand new spells, that's where the admittedly vague section in the DMG under spell research comes into play.
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Post by Mr. Trommer on Sept 7, 2013 13:57:34 GMT -5
I haven't been able to read much so far. Were there any opinions about what if any potions Trommer should purchase? I was leaning towards the oil of impact for Nordel's arrows.
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Post by Wolfgar on Sept 7, 2013 14:57:03 GMT -5
Oil of Impact only works on blunt weapons. It still might be nice to have but we have a lot of blunt magic weapons now. So it may not be worth the price.
Potion of Water Breathing is cheap and may be useful in the Temple or the swamps. We do have it as a spell and we have two items that can cast it. But we have a large group.
Oil of Slipperiness is also cheap and has a number of uses.
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