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Post by venger on Jan 13, 2014 1:09:54 GMT -5
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Post by Ginger on Jan 13, 2014 10:51:37 GMT -5
Friedrich took a dragon breath hit and took falling damage from having his Fly dispelled while in mid-air, but is otherwise in fine shape.
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Post by Bolo on Jan 13, 2014 13:04:47 GMT -5
having his Fly dispelled while in mid-air !
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Post by venger on Jan 13, 2014 22:43:46 GMT -5
The mountainous treasure hoard contains over 100,000 coins -- most (80%) of which seem to be either silver or electrum, the rest gold.
Interspersed amongst the coins are: a metal scroll tube an antique-looking cabinet (locked) a bizarre sculpture comprised of two dozen half-melted swords and suits of armor twisted together a small metal coffer (locked) gold-enameled chainmail a platinum & fire opal pendant a lion-crested shield jeweled sword-stand with (2) broadswords on it gold lion goblets (4) a footman's lance a pile of silk rugs a heavy gold brazier a large soapstone platter a star ruby cloth-of-gold vestments ornate silver comb w/moonstones a jeweled saddle gold lion-motif platemail (sized for gnome/dwarf)
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Post by Wolfgar on Jan 14, 2014 8:57:00 GMT -5
For reference: He (Holomir) can draw the layout of the old fortress of Mitra's Fist, which was buried in the ensuing conflict when the Dark Tower appeared. A powerful Son of Set and keeper of the Dark Tower. In comparison, Vrednii is but a mere beast, who feeds on the corpses of the sacrificial victims. But Konah is not the true master of the tower, just its most stalwart guardian. Just wondering... what effect would an earthquake have on this place? We could retreat to the White Tower if we are being overrun and then Colby could use the Mud Ring to bring down the dungeon on everyone outside the tower. We could also try using Transmute Rock to Mud to make it harder to come at us or to trap them.
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Post by Ginger on Jan 14, 2014 10:31:00 GMT -5
Remember that the doors to the tower are Wizard Locked and will shut in about 6 more rounds. We don't have another Knock spell available, right?
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Post by venger on Jan 14, 2014 10:47:50 GMT -5
Just wondering... what effect would an earthquake have on this place? The spell has a range of 12" and a diameter of 10" at 20th level. It can be targeted either at the ground, the effects of which are as listed in the PHB & DMG with regard to structural damage [5 to 60 points (5d12)of structural damage; those [[structures]] taking full damage are thrown down in rubble] and (non-flying) creatures killed [small: 1 in 4, medium: 1 in 6, large: 1 in 8]; or targeted at the ceiling, the effects of which are as the Horn of Collapsing in the DMG, "indoors" [3-36 damage] or "underground" [5-20 hit points base, multiplied by 1 factor for each 10' of height from which the material above drops (i.e., twice damage if a 20 ceiling, three times damage if a 3O'ceiling, etc.)] depending on where the spell is used. Save vs. petrifaction for 1/2 damage. We could retreat to the White Tower if we are being overrun and then Colby could use the Mud Ring to bring down the dungeon on everyone outside the tower. Poor, poor Harringdon...
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Post by venger on Jan 14, 2014 11:01:06 GMT -5
Remember that the doors to the tower are Wizard Locked and will shut in about 6 more rounds. It has been 5 rounds since the door was Knocked open. We are starting the sixth round with a declaration of actions. Paavo and Trommer, after dispatching the dragon, were fireballed on segment three and a hurled boulder impacted near Nordel. Finnious spent a round "cataloguing" the treasure hoard. Youssef is talking to Poor Harringdon who seems even more ancient and senile than Cornelius and mumbles about his friends the mice who bring him breadcrumbs and the good old days of the White Tower... Haidar and Dan are talking to two majestic winged lions with vaguely human faces named Orestes and Langdon. They welcome all "goodly folk" to the Room of Healing. Though neither cleric has actually entered the room at this point. We don't have another Knock spell available, right? 30 minutes to swap out a second level spell.
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Post by Ginger on Jan 14, 2014 14:45:50 GMT -5
Can the Sword of Kron detect evil? Grimstone is back near the lions, and he can double check that they're not trying to trick us.
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Fin
Junior Member
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Post by Fin on Jan 14, 2014 16:58:57 GMT -5
(Out of character) A quick review of Fin's old character sheets shows him as Chaotic Good. (OK, back in character) Fin rationalizes his "inventory" of the hoard is akin to Bilbo Baggins and the Arkenstone (per the book, not the Jackson monstrosity); it's purely in the interest of helping the party later on. He does intend to let folks know what he found...when the time is right. As far as the Wizard Locked door closing on us, is that so bad? Surely there's got to be another way out of this heap. And if worse comes to worst, we could laager up in here while Colby swaps out another spell for a second Knock. Fin's in favor of checking to see if what's listed in the hoard above is magic -- surely we have some Detect Magics laying about -- marking or hiding the rest of the hoard, and moving on for more fortune and glory. He's definitely NOT in favor of bringing down the ceiling, walls and various other sundry structures onto Poor Harringdon (not to mention himself) via Earthquake. And aren't we still looking for the Paladin, or Druid, or scantily clad Swedish bikini team or some such? Wouldn't an Earthquake endanger them as well?
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Fin
Junior Member
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Post by Fin on Jan 14, 2014 17:08:02 GMT -5
Fin would also take a gander at "an antique-looking cabinet (locked)" to see if either the lock or the cabinet (or both) are trapped, then if not take a crack at opening it.
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Post by Ginger on Jan 15, 2014 11:36:59 GMT -5
Does the sword of Krone detect invisible? It would be great if Grimstone could help us look for the magic user who seems hidden, or whomever is hiding in the gloom of the Dark Tower's threshold. Colby has some chance to detect invisible creatures due to his high level and INT, so he plans to scan as well.
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Post by venger on Jan 15, 2014 12:16:10 GMT -5
Fin's in favor of checking to see if what's listed in the hoard above is magic -- surely we have some Detect Magics laying about -- marking or hiding the rest of the hoard, and moving on for more fortune and glory. It's a substantial amount of treasure, it would take the party a while to move it all... Fin would also take a gander at "an antique-looking cabinet (locked)" to see if either the lock or the cabinet (or both) are trapped, then if not take a crack at opening it. Bear in mind, these actions are going to take a couple rounds and there are bad guys lobbing bad things at the party. Does the sword of Krone detect invisible? It would be great if Grimstone could help us look for the magic user who seems hidden, or whomever is hiding in the gloom of the Dark Tower's threshold. Colby has some chance to detect invisible creatures due to his high level and INT, so he plans to scan as well. Sword of Kroan detects traps, secret doors, good & evil. Nobody at this point has line of sight into the fanged mouth of the Dark Tower. Can the Sword of Kron detect evil? Grimstone is back near the lions, and he can double check that they're not trying to trick us. The majestic winged lions with vaguely human faces welcoming all goodly folk to the Room of Healing are not evil.
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Post by venger on Jan 15, 2014 12:17:21 GMT -5
Rather, they do not detect as evil.
muahaha hahhahaha ahahahahahah!
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Post by venger on Jan 15, 2014 12:19:49 GMT -5
Though I suppose the sword would detect good, removing any uncertainty...
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Fin
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Post by Fin on Jan 15, 2014 15:28:13 GMT -5
Oh, right, forgot about the 15th level magic user. Well, back to the action: Fin's high intel and infravision might be helpful in finding the invisible MU as well.
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Post by Ginger on Jan 15, 2014 15:31:06 GMT -5
Though I suppose the sword would detect good, removing any uncertainty... Is that you confirming that they're good? I think the first priority is to secure the door to the Dark Tower, since there are bad guys actively attacking us from there. I recommend more rocket fire or grenades lobbed that way, since they'll bust through any magic resistance. After that, we can figure out whether we'd rather enter the tower or secure the rest of the 4th floor.
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Post by Wolfgar on Jan 20, 2014 18:32:50 GMT -5
Reading the description of earthquake, it sounds like there would be some collapse of the cavern ceilings even if the spell was targeted at the ground. Especially since the ceiling is held up by walls that would be in the area of effect. Maybe not as much damage as if the spell was directed at the ceiling but still some.
So that might not be the best idea since (as Fin rightly points out) that could kill the people we are trying to rescue.
Paavo is going to need to retreat next round since he is down to 5 hp. He can try out the room of healing.
Trommer has fire giant strength. So he could probably stuff something in the door to prevent it from closing completely.
I don't know where the wizard that cast Dispel Magic and Fireball is. I think it is different from whoever cast the lightning bolt. (Different numbers of dice.) It is possible that the wizard doesn't have all of his defensive spells up since he had no idea when we would be attacking. I would guess he is in the dark flying. If he was on the ground he might not be able to target Trommer and Paavo given the mounds of rubble. We should be able to locate him from the fireball ("A streak flashes from the pointing digit...").
Rough timeline: Round 0: Colby Knocks doors and Magic Mouth alerts everyone Round 1: We enter room to find dragon. Dragon casts Minor Globe. Wizard casts defensive spell? Mage Shield? Round 2: We charge dragon. Dragon flies and breathes on Colby and Friedrich. Wizard casts defensive spell? Fly? Round 3: Dragon breaths on Murky and Nordel. Youssef and Mary cast spells. Murky breaths on dragon. Colby casts Hold Monster. Wizard arrives (dimension door?). Round 4: We advance on dragon. Wizard casts dispel magic on Friedrich. Round 5: Trommer and Paavo finish dragon. Wizard casts fireball. Boulder misses Nordel.
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Post by Ginger on Jan 22, 2014 14:43:56 GMT -5
Colby only has 21 points left on his Mage Shield, so he could take a 15d6 lightning bolt and get off without damage if he's lucky. Next round he'll zoom around a bit hoping to scout the mage. Any interest from Trommer in advancing to the tower's threshold hoping to engage the 15th level wizard we suspect is lurking there?
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Post by Mr. Trommer on Jan 23, 2014 9:17:13 GMT -5
It is tempting but there is the thought that a thrown boulder = a giant. Trommer really likes playing with giants...decisions...decisions...I suppose that he could let Nordel have the giant...but the joy of doing 26 to 33 points of damage per hit...what to do...what to do...Tommer is quite annoyed that a puny mage is making this decision difficult...
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Post by Ginger on Jan 23, 2014 9:27:14 GMT -5
It is tempting but there is the thought that a thrown boulder = a giant. Trommer really likes playing with giants...decisions...decisions...I suppose that he could let Nordel have the giant...but the joy of doing 26 to 33 points of damage per hit...what to do...what to do...Tommer is quite annoyed that a puny mage is making this decision difficult... I, for one, would love to see a boulder throwing duel between a Fire Giant Strong Trommer and a giant. Maybe you could just do a lifting contest.
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Post by venger on Jan 23, 2014 11:56:47 GMT -5
Reading the description of earthquake, it sounds like there would be some collapse of the cavern ceilings even if the spell was targeted at the ground. Especially since the ceiling is held up by walls that would be in the area of effect. Maybe not as much damage as if the spell was directed at the ceiling but still some. I'm giving the spell more flexibility by allowing the caster the option. The spell either collapses the ceiling doing damage or creates fissures in the earth with a chance to outright kill small/medium/large creatures - not entirely comfortable with it doing both. I don't know where the wizard that cast Dispel Magic and Fireball is. If he was on the ground he might not be able to target Trommer and Paavo given the mounds of rubble. The photographs make it appear as if Trommer and Paavo are still flying above the battlefield. Since fireball is a 40' diameter sphere, I don't think there would be trouble encompassing Paavo, Trommer and most of the dragon in its area of effect. We should be able to locate him from the fireball ("A streak flashes from the pointing digit...":). I feel like the party might have been a little focused on slaying the gargantuan fire-breathing red dragon. Maaaaybe we can roll a perception check. This boulder was really flavor text to telegraph the presence of giants, as I didn't actually roll to hit.
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Fin
Junior Member
Posts: 81
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Post by Fin on Jan 23, 2014 17:28:16 GMT -5
Fin's thinking to do a little 15th-level mage-hunting while invisible, looking to backstab, if some of the metal-wearing muscle-jocks are willing to go after the lads/lasses in the Black Tower entrance. Figure Colby and Fin working together can at least keep the mage occupied if not scrag him outright. With my mage shield up I can withstand one, maybe even two fireballs with a little luck.
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Post by Wolfgar on Jan 23, 2014 20:59:24 GMT -5
The photographs make it appear as if Trommer and Paavo are still flying above the battlefield. Since fireball is a 40' diameter sphere, I don't think there would be trouble encompassing Paavo, Trommer and most of the dragon in its area of effect. The last round or two went quickly as we were trying to wrap things up. The dragon landed after having taken more than half of its hit points. Trommer and Paavo advanced on it one round (while it was slowed) and then killed it at the start of the next. I don't think we were high in the air at that point, regardless of what the picture shows. One could argue that the dragon's minor globe would have protected Paavo and Trommer from the 3rd level fireball since they were certainly closer than 5' from it when the fireball went off.
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Post by Wolfgar on Jan 23, 2014 21:03:20 GMT -5
BTW, at 15th level a 17+ Intelligence M-U has a 95% of detecting invisible. See DMG p 60. Just saying...
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Post by venger on Jan 24, 2014 12:57:43 GMT -5
The last round or two went quickly as we were trying to wrap things up. The dragon landed after having taken more than half of its hit points. Trommer and Paavo advanced on it one round (while it was slowed) and then killed it at the start of the next. I don't think we were high in the air at that point, regardless of what the picture shows. I agree the dragon definitely landed. And it seems pretty likely Paavo and Trommer were flying within melee range of the dragon albeit at an unspecified height though probably still within the area of effect of a fireball. One could argue that the dragon's minor globe would have protected Paavo and Trommer from the 3rd level fireball since they were certainly closer than 5' from it when the fireball went off. OK, let's go! I wouldn't say being within melee is the same as "certainly closer than 5'." Trommer wasn't riding the dragon, he was hacking at it with a 4 1/2' long bastard sword. Paavo was closer with the scimitar, sure. Technically the dragon died prior to segment 1 after taking both specialized attacks and the Minor Globe was negated. It had taken 45 from Murkey's breath weapon and 30 something from bow-specialist Nordel. Then a minimum of 14 damage from fire-giant strength Trommer and a minimum of 25 damage from holy-avenger/ogre-power Paavo. Precedent from last campaign--- in order for Minor Globe to break a Hold Person against the dark elves for instance, one had to be even closer than 5' (effectively hugging). I can't recall Minor Globe of Invulnerability ever functioning like Paavo 5' radius magic resistance.
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Post by Wolfgar on Jan 24, 2014 15:02:32 GMT -5
Just because I like a good rules debate...
I can't point to a specific instance where we ruled that Minor Globe encompassed more than the M-U. The fact that it is a sphere indicates that others can occupy the space. Compare it with Anti-Magic Shell, which has a 1'/level diameter. Its description specifically says a creature can pass-through it. It is not like Fire Shield which has an area of effect of "personal".
Also I don't know of any instance that says spells are negated on the death of the caster. I know we have ruled that charm is no longer in effect if the charming creature/caster is dead. It is hard for the dead to give commands. But I don't see why other finite duration spells shouldn't stay up. Paavo's PfE 10' goes when he is dead (it is innate to his existence), but the same cast by Dan would stay up even if Dan was killed. If it was something like web, stinking cloud, wall of ice, etc., I don't think there would be any question of its independence from the life of the caster.
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Post by venger on Jan 24, 2014 20:43:40 GMT -5
I can't point to a specific instance where we ruled that Minor Globe encompassed more than the M-U. You missed a great session. It was the one where we went through the wrong door in the Demon-Web and ended up in the temple of Lloth in dark elf city. - We killed like 50 dark elves, taking heavy casualties.
- Minor Globe was used to "unhold" character affected by Hold Person as long as they were in physical contact with Winthrop.
- Raven was frozen with fear and Otto (played by Dana) barked "Man yourself," which elicited laughs from all present.
- Raven uttered an ill-conceived Wish: "I wish we were back through the gate in the Demon Web Pits where we entered here, sealing the gate behind us in the process."
The fact that it is a sphere indicates that others can occupy the space. Now I recall how Dana ruled on this: the 1" diameter globe is 2 squares on the battlemat. A 5' square can only be occupied by one character a time. Since the caster occupies a square, that leaves 2.5' on all sides... Also I don't know of any instance that says spells are negated on the death of the caster. I know we have ruled that charm is no longer in effect if the charming creature/caster is dead. It is hard for the dead to give commands. But I don't see why other finite duration spells shouldn't stay up. Paavo's PfE 10' goes when he is dead (it is innate to his existence), but the same cast by Dan would stay up even if Dan was killed. It's not that the spell expires on the death of the caster, so much as that the death of the subject creature invalidates the spell. Dan could cast PfE 10' on someone else and it would remain after he died. If he cast it on himself and died, the PfE 10' radius would dissipate as the effect won't hold on an object. Similar to the notion that if one transforms into an animal while under the effect of Hold Person, one is no longer a Person to be Held. Spells which affect a specific target will cease to function when the affected target is no longer a viable candidate for the spell. Once you die, all the temporary status effects like Slow, Charm, Haste, Strength, etc. go away. If for instance Colby died, and you immediately cast Raise Dead, he wouldn't have any memorized spells and definitely wouldn't have Polymorph Self, Mage Shield, Alacrity, etc. still in effect. Maybe it's my familiarity with the rules of Magic: the Gathering, which covers this in depth but I feel like buffs going away when you die is a fairly common computer RPG/video game trope as well. If it was something like web, stinking cloud, wall of ice, etc., I don't think there would be any question of its independence from the life of the caster. Agreed. Those are independently manifested forces that don't hinge on a specific target. Once they are cast they should remain for their duration.
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Post by Wolfgar on Jan 24, 2014 22:15:00 GMT -5
Actually I did play that session and was the author of those immortal words. I left early and wasn't there for the final attack by the driders.
Dragon spells have to be adjusted to work for dragons. A Minor Globe that is only 1" diameter wouldn't be so useful. It would only cover its head or be completely internal of the torso. So the red dragon version of Minor Globe has to be a 5" diameter sphere. People would certainly be inside that. Assuming this, then Fly would be negated while you are inside it (ala the Winthrop Rule). The good news is that the Fireball wouldn't get through.
Using Magic: The Gathering or video games to rule on how D&D works is a little backwards. You can't use chronologically later evidence to rule what was in the mind of Gary Gygax at the time.
Assuming the dragon is dead on segment 0. Then we have 3 segments before the fireball goes off. We would certainly have noticed a fireball streak or boulder throw. Especially Colby who wasn't doing anything this round or Friedrich who knew the magic user was there. There is also the verbal component of the spell to help us locate the caster. I'll also note that when the caster arrived, unless he can see in the dark, he would have to have been carrying a light source. We would have seen that as well. According to teh MM, giants don't specifically have infravision. Given all of the humans here you would think there would be plenty of light sources.
Other random thoughts: -did the Company of the Blue Sun retroactively get x.p. for the session of the TPK since the timeline was altered? -Is Mary still carrying around the bottle city? She could have an Unseen Servant to open it and trap the wizard. -In retrospect, I think we shouldn't have shattered the hour glass under Khosura. We should have just put it in the q-box. Then whenever we encounter a wizard we pull it out and temporarily negate magic in the area. It may have been too large to fit. -If there are giants and titans in the dungeon then why did we leave Furio up top?
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Post by venger on Jan 25, 2014 12:39:05 GMT -5
Maybe we should redefine the area of effect of the Holy Avenger's magic resistance. Or how it is used. Seems like we have it at a 15' diameter instead of a 10'. Actually I did play that session and was the author of those immortal words. I left early and wasn't there for the final attack by the driders. That was a good one. Dragon spells have to be adjusted to work for dragons. A Minor Globe that is only 1" diameter wouldn't be so useful. It would only cover its head or be completely internal of the torso. So the red dragon version of Minor Globe has to be a 5" diameter sphere. People would certainly be inside that. Assuming this, then Fly would be negated while you are inside it (ala the Winthrop Rule). The good news is that the Fireball wouldn't get through. If we're speculating about a dragon version of the spell, how about something oblong or contouring to the shape of its body? Nevermind... How about I promise to never again to have a creature who won't fit inside a 10' diameter globe cast Minor Globe of Invulnerability and we let this one slide? I didn't even pick the spell for the dragon. He probably should have cast Fire Shield and Haste instead. That would have been nasty. Using Magic: The Gathering or video games to rule on how D&D works is a little backwards. Maybe, the law of the land was established way back when, but I feel this is similar to citing precedent in court. It can be persuasive to the argument. You can't use chronologically later evidence to rule what was in the mind of Gary Gygax at the time. Ambiguities and omissions in the rules are up to the interpretation of the individual DM/referee. And while they should be handled in a logical and consistent manner, I am unaware of any mandate to try to figure out what was in the mind of Gary Gygax when making such rulings. I feel like the preface of the DMG might suggest the opposite, if anything. Assuming the dragon is dead on segment 0. Then we have 3 segments before the fireball goes off. We would certainly have noticed a fireball streak or boulder throw. Especially Colby who wasn't doing anything this round or Friedrich who knew the magic user was there. There is also the verbal component of the spell to help us locate the caster. Seems unlikely Colby had no action for the whole round, but OK fine. If you're looking at the dragon area on your map, and you think of it as a clockface with the White Tower at 12, then the fireball/boulder came from 7 or 8 o'clock. If there is any light in that direction it is too distant/dim to make out through the glare of your own continual light. I'll also note that when the caster arrived, unless he can see in the dark, he would have to have been carrying a light source. We would have seen that as well. The party has literally shown up on my back porch, sounding my special magic mouth alarm and lighting up the entire area with continual light while going toe-to-toe for 4 rounds with my roaring, fire-breathing guard dragon. According to teh MM, giants don't specifically have infravision. They have an excellent sense of smell, fee-fi-fo-fum... The giant definitely has the range to throw a boulder from outside the area of continual light. He lobbed the first one with no real target, because most targets are obscured by rubble. But anybody flying should be fair game. Given all of the humans here you would think there would be plenty of light sources. The large area with the ancient red dragon doesn't have any lights, no. Nor do most of the halls/corridors. But the dungeon is otherwise fairly consistently illuminated. I try to mention it where applicable but a it isn't always relevant as the party sheds 60' of light equivalent to daylight at all times... The White Tower was of course well lit. Level 1, most of the rooms beneath the village were lit or had torch sconces to be lit, there was a room with 5 braziers all lit, the first floor temple, Verus Vorum the schizo cleric's, Murkey's room with the fighting men.. Level 2: the room with the hill giants was lit, the room with the pool with the water weirds, the jail, the titan's room, the goblin warren even had torches... the second floor temple of Set, the room with the magic-using chest and the invisible orcs and that other magic-user. Level 3: Of what you explored, Lord Xor's suite... Level 4: It doesn't specify if poor Harringdon has a light or if the Room of Healing is lit. Since all the occupants can cast Light and Continual Light spells, we'll say they are. -did the Company of the Blue Sun retroactively get x.p. for the session of the TPK since the timeline was altered? Was that the same session we looted the treasure vault of the lizard-people? -Is Mary still carrying around the bottle city? She could have an Unseen Servant to open it and trap the wizard. It's on the ship at this point. I should note, it has proven in the past to be completely unaffected by your spells. -In retrospect, I think we shouldn't have shattered the hour glass under Khosura. We should have just put it in the q-box. Then whenever we encounter a wizard we pull it out and temporarily negate magic in the area. It may have been too large to fit. Uh, it was really fragile and would have broken when putting it in the box because I can't even fathom how I would deal with that otherwise. -If there are giants and titans in the dungeon then why did we leave Furio up top? None of the entrances from the village would permit a full-size dragon, giant or titan. I guess they were caught in the initial landslide that buried the White Tower and have been here ever since. The module is not forthcoming with these details.
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