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Post by Wolfgar on Nov 4, 2014 9:50:35 GMT -5
We'll hold onto the talisman for now. We can store it in a ceramic jar in the q-box until we get a better offer for its destruction. Atmu-thoth-rahat wants to know what better offer the party would like? Not only is he the proprietor of the idol shop House of All Gods, but he is also a philosopher, pantheologist and mystic who serves under the Vow to Sekhmet - the lioness-headed Greater deity of retribution, consort of Ptah, one of the chief powers of Good in Aegypt and it is his responsibility to see that something so evil is properly contained/disposed of. Paavo will check the veracity of these statements with Merha-aptut. We don't want to be selling a devil talisman to someone who is actually going to use it or allow it be used. If everything seems legitimate we will sell it to him. Paavo will partake in the exorcism when Merha-aptut is ready. Paavo will ask Merha-aptut about caves in the area that may be big enough to hide the Ship. He will explain about the Ship's ability to pass through solid earth. So a cave that has a small entrance but a large gallery would be perfect. If Gronk needs training he should be able to get help from the party members. He probably needs to pick new proficiencies and/or specializations. Youssef will try casting Choke Cloud of Hept-na a safe distance away from town. He will purchase a couple of goats to use for experimenting. He will make sure the wind is blowing away from him and have gust of wind ready just in case. Youssef will Send to Colby and suggest that he retrieve the armband from Barb-el-Shay and get the Dragon Pharaoh's people to help with its repair. Something non-magical that deals damage against individuals/creatures with spell immunity/globes of invulnerability/mage shield/magic resistance would be nice. (Can you get around Sending's word limit by running words together or using hyphens? Or maybe just using German that has tons of long compound words.) Something like GET ARMBAND PHARAOH HELP FIX LEARN USES OVERCOME PROTECTIONS Youssef will identify these 14 items while Mary is training Finnious. That leaves just armor, shields and weapons. We will ask the armorer/smith about those items. ring metal wand lens belt serpent-skin gloves bracers small transparent crystal prism on a chain (prism necklace) onyx scarab (2) silken robes adorned with snake-like runes (4) strange necklaces blue potion clear potion (8) green bubbling potion jars of cosmetics Dan will write a scroll with Raise Dead and a couple of Death's Door. I am fine with advancing the timeline.
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Post by venger on Nov 4, 2014 15:05:35 GMT -5
Paavo will check the veracity of these statements with Merha-aptut. We don't want to be selling a devil talisman to someone who is actually going to use it or allow it be used. If everything seems legitimate we will sell it to him. +500GP Merha-aptut says, “The wisdom of Atmu-thoth-rahat will certainly stand you in good stead: follow it!” Paavo will partake in the exorcism when Merha-aptut is ready. Merha-aptut is ready in 3 days time. The pathway to the Pool of Hapy wends through palms and other trees, their foliage providing relief from the hot daytime sun. It is plain that the folk come here and expend considerable effort in cultivation. All manner of vegetables grow in neat plots: here onions and leeks; there garlic and scallions; various kinds of lettuce everywhere; and all manner of things such as carrots potatoes, beans, tomatoes, cucumbers, and melons. The beds are neat, well worked, and watered by little trenches that interlace the whole area. Along the rising slope of the dell, grow grape vines and berry bushes. (the messageboard is almost required for the extreme level of mundane detail provided by the module - not sure exactly how all this text is supposed to be conveyed to players in session) The Pool of HapyThis could be one of the storied oases of the desert, for the brightly shining body of clear water seems a marvel. Of course it isn't fed from an underground source, so it is a pool rather than an oasis. No matter. It is about a half-bowshot (400 feet, if you must ask) in diameter and from the looks of it, the water is very deep. The southern half's banks are marshy. This seems a perfect place for fishing. The path leads past the Pool of Hapy, heading straight south through the vegetable gardens and a steep hillside. While the ground all round the little bowl of this dale rises in a generally gentle slope, at the southern end is a near precipice that crests at 60' above the water to its north. From about halfway up this rocky hill cliff flows a stream of silvery water, dropping in a bright waterfall. There the track begins zigzagging up the rise, climbing some 30', then right-angles west toward where there is a ave mouth, from which the water pours forth to the pool below. Approaching the waterfall, it becomes clear the water actually rushes down a steep slope of about 30' in length before it shoots over a ledge to drop the remainder of the distance to the basin and course that flows on into the pool some 100' further north. There is a fair amount of noise, of course, and a mist of spray from the force of the stream of cool water impacting the smooth rocks below. In fact, the area near the waterfall's base appears to be a popular spot on a hot Aegyptian afternoon, for the mist and spray serve as a refreshing shower for the workers there "cooling off." From the cave mouth the emerging underground stream has cut a fairly large exit in the stone here, 40 or more feet above the valley's floor. The water comes forth in a bed 15' wide, leaving ample room on either side to enter the cave it has carved. The path divides here, one part shading on up the steep hillside, as much an animal track as one for humans, the other a well trod footpath entering the eastern side of the cave. This is the place where the Priest of Hapy, Merha-aptut has taken up his solitary residence. It seems a very fine spot indeed, considering the beauty of the view, the abundance of good water, and the cool current of air that comes wafting from the cave mouth. Obviously from the tracks, the holy man leaves here frequently and many others come to see him. The front portion of the initial cave in the little hillside complex is reserved for the public, as it were. The area extends some 150' south, although the end portion is obscured in darkness and is almost 30 feet wide. The work done by water has been augmented by Merha’, so the whole place is free of rubble. At the far end is a collection of foodstuffs in containers brought as payment for ecclesiastical services. These clay vessels of beer and wine, containers filled with dried fruits, root vegetables, and so forth are here for the Priest’s use or to give to anyone in need. Villagers have brought some rough chairs here as a token of their appreciation for Merha-aptut and the good he does. The furniture is just inside the entrance, so placed as to be far enough away from the waterfall as to allow for normal talk, to get the cool of the subterranean place, and yet to have light filtering in to provide dim illumination in the day time. Merha-aptut comes forth from his own area, outfitted in a pair of golden boots, matching cuirass and an old-style Aegyptian helmet with a flowing neck protector of silvery mesh and a crest of sun and silver moon crescent atop it. He speaks in this general fashion: “Be welcome in my humble place of dwelling, one and all. While this place is fine for ordinary conversation and the folk here, for our purposes I suggest it might be wise for us to remove to the holy chamber. Please come this way.” The cave extends back to the south beyond 80' or 90' feet, as far as can be seen in the dimness. At about 70 feet in, there is a side passage some 4 or 5 feet wide on the east wall of the main cave. This branch slants south by southeast for about 20 or 25 paces, and then opens to a cul-de-sac cave, a chamber of 15 feet in width and 25 feet in length. This small cave is illuminated in a deep and wonderful blue-green light. A pair of fish of carved crystal emanate the light, one glowing a soft, emerald green, the other aqua blue. Each is about a foot long and is suspended in mid-air, almost as if swimming there. The radiance enables one to see the whole contents of this place quite well: At the far end of the cave is a figure of Hapy in a shrine of gilded wood, before it a shell, bowl of water in which floats a lotus flower, an offertory dish of lapis lazuli, and many little figurines of the animals and plants that flourish in the Nylle. The wall round this area is covered with paintings of scenes of life in and along the banks of the great river, as well as prayers written in the ancient hieroglyphics of the land. On the west wall is a pallet, a stool, a little writing table, and a small trunk. Opposite this are three pegs with Merha’s garments hung on them, a wicker hamper, several woven baskets of varying sizes, a shelf holding personal hygiene items (towels, razor, tweezers, soap, unguent, etc.), a leather bag, and the wooden alms bowl used by the ecclesiastic with when he is in Aartuat. At a word from the Priest of Hapy, the two glowing fish figures seem to come to life! "Abtu, Ant, swim after me," he calls, and the mineral forms suddenly seem like fat perch disporting themselves in the current of the river. Their co-mingled radiance lights the way to the place where Merha-aptut's hidden shrine awaits - a few paces back, along the entrance passage, where, obscured by the rock formation of the cave, there is a narrow passage eastwards. The way is but a bit over 1 foot wide, and it twists southeast, then south to end in a small cave about the same proportions as that in which the Priest dwells, but with a much higher ceiling. The stone here is striated in a mixture of minerals, so that the walls seem to be water! There are bands of blue and green and milky quartz too, all glazed over with ancient deposits of a clear sort from the stream that now flows lower down and westwards many yards off. Upon a rock in the middle of the place is an elaborate shrine and encasing shell. Both are carved and painted so as to resemble the waterweeds of the great river. Upon opening the doors, a 3-foot tall statue of Hapy stands. This is carved from lapis-lazuli, with gems of peridot inset for eyes, a gold lotus crown, a papyrus scepter, and a water jar worn and held. Before ths figure are arrayed three vessels of beaten gold: a tray, bowl and ewer. On the tray are solid gold replicas of the fish of the Nylle and things that grow from its waters. All round the place are various religious items that the ecclesiastic keeps here: ceremonial garments, lamps, scrolls and papyri, carved wood that shows scenes of water and its flora and fauna, and so forth. Merha-aptut has many books of scholarly interest and scrolls of minor magical formulas. The Exorcism ritual takes 9 turns of chanting, praying and splashing Paavo with holy water from the golden ewer. When it is finally complete, the skull-shaped bruise signifying the Mark of Arawn has vanished! 1d100=62, 1d100=98, 1d100=58, 1d100=13, 1d100=68, 1d100=20, 1d100=29, 1d100=87, 1d100=10, 1d100=89, 1d100=89, 1d100=18, 1d100=47, 1d100=31, 1d100=30, 1d100=18, 1d100=48, 1d100=61, 1d100=96, 1d100=99
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Post by venger on Nov 4, 2014 15:50:27 GMT -5
Paavo will ask Merha-aptut about caves in the area that may be big enough to hide the Ship. He will explain about the Ship's ability to pass through solid earth. So a cave that has a small entrance but a large gallery would be perfect. Merha-aptut suggests the water course tunnel - there is sufficient room to walk into the hillside, following the watercourse for many furlongs’ distance. However, it will be arduous, requiring immersion at times, clambering over obstructions, and so forth. In any case, after about 1-2 miles traveled thus, the way ends. The way is dangerous, and some incidental harm might be incurred by the rash or hapless in the process of wasting time here. The DM knows best how to handle such situations! (right) There may be a number of fissures and side passages. Getting lost might be a real possibility, or a cave-in, sinkhole, or the like threaten the explorers. While this is absolutely extraneous to the adventure at hand, the DM might wish to develop the place for some later scenario of his own devising. (he does not) Passages could lead to the local subterranean realms, an underground lake, some forgotten sort of place, or anything else that is desired. (they don't) If Gronk needs training he should be able to get help from the party members. He probably needs to pick new proficiencies and/or specializations. Barbarians get 2/1 at 6th level. He has a total of 8 weapon proficiencies. Youssef will try casting Choke Cloud of Hept-na a safe distance away from town. He will purchase a couple of goats to use for experimenting. He will make sure the wind is blowing away from him and have gust of wind ready just in case. -3GP (goats cost 1.5x) The Choke Cloud of Hept-na creates a cloud of sooty fog that spreads in a 30-ft. radius, 20-ft. high and rolls away from the caster, at 10 feet per round, along the surface of the ground. Because the vapors are heavier than air, they sink to the lowest level of the land, even pouring down den or sinkhole openings. One of the goats breaks free from its tether and flees, bleating, into the desert. The other one chokes and gags, pitiably, until it falls unconscious. 1d20=19, 1d20=2Youssef has another untested spell written in Haffrung's book- 5th level, Cyclone. Youssef will Send to Colby and suggest that he retrieve the armband from Barb-el-Shay and get the Dragon Pharaoh's people to help with its repair. Unfortunately Youssef fails to learn Sending. 1d100=63Mary can do this however. Something non-magical that deals damage against individuals/creatures with spell immunity/globes of invulnerability/mage shield/magic resistance would be nice. Mage Shield would probably be effective against energy weapons. (Can you get around Sending's word limit by running words together or using hyphens? Or maybe just using German that has tons of long compound words.) No, never. Though Yuan-ti and Barb-el-Shay each count as one word. Youssef will identify these 14 items while Mary is training Finnious. -14 pearls ring of protection +1 metal wand of magic missiles lens of detection belt of hill giant strength serpent-skin gloves of venom (The gloves act as a + 1 weapon and allow the wearer to inflict a poison spell upon a creature struck by an unarmed strike once per day.) bracers of defense AC 6 small transparent crystal prism on a chain (grants the wearer the ability to use clairvoyance three times per day) onyx scarab of proof against detection and location (2) silken robes adorned with snake-like runes (as cloak of protection +2) (4) strange necklaces of aura-shielding (conceals the wearer’s alignment as if by an undetectable alignment spell and also blocks all attempts at detect thoughts upon the wearer. An attempt to detect the wearer’s alignment causes the alignment to appear completely opposite of what it truly is.) blue potion of flying clear potion of invisibility (8) green bubbling potion of Yuan-ti transformation jars of cosmetics (magical disguise enables the wearer to alter the appearance of his or her form - excluding clothing and equipment - to appear 1' shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.) unidentified from character sheets--scale mail heavy mace amulet ancient papyrus scroll scimitar buckler studded leather potion of speed Turpur's ring of protection torturer's ring torturer's chainmail torturer's bastard sword (6) potion (silver-colored liquid, sour smelling) (1) vial (greenish-blue colored, thick, syrupy liquid, bitter smelling) (1) potion (rose liquid) That leaves just armor, shields and weapons. We will ask the armorer/smith about those items. He can provide little insight beyond the obvious. Dan will write a scroll with Raise Dead and a couple of Death's Door. Dan successfully writes a scroll of Raise Dead, Death's Door x2 @ 9th level. 1d100=47, 1d100=31, 1d100=55That is the last of the spell ink.
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Post by Ginger on Nov 4, 2014 16:04:28 GMT -5
(Can you get around Sending's word limit by running words together or using hyphens? Or maybe just using German that has tons of long compound words.) No, never. Though Yuan-ti and Barb-el-Shay each count as one word. Colby will end all of his sendings with the single word "kthxbai." If the DMG was released today, it would be a character limit instead of a word limit. I think you can Send anything you can tweet.
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Post by venger on Nov 4, 2014 16:44:01 GMT -5
Colby will end all of his sendings with the single word "kthxbai." If the DMG was released today, it would be a character limit instead of a word limit. I think you can Send anything you can tweet. Yeah right... And maybe we'll start using perception checks to see if Sendings come through garbled or inaccurate or are missed altogether. Although I've got a new table for Teleport "mishaps" that I'm going to start using instead of boring old low/high.
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Post by Ginger on Nov 4, 2014 17:00:17 GMT -5
Let's Wizard Sight everything outstanding and Identify all the weapons that seem to do anything non-standard. We'll Identify the non-weapons as well. Our 3 magic users should be able to do it all while Bakenmut trains for 5 more days.
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Post by venger on Nov 4, 2014 20:31:54 GMT -5
Let's Wizard Sight everything outstanding and Identify all the weapons that seem to do anything non-standard. We'll Identify the non-weapons as well. The party is experienced enough with "vanilla" enchanted arms and armor that examining them with Wizard Sight is sufficient to ascertain the degree of magical protection. This only applies when in a lab setting and not out in the field, adventuring. -13 pearls. evil ritual dagger +1 (wounding) (8) javelin(s) of lightning heavy crossbow of distance scimitar +1/+4 vs. reptiles scimitar +1/+2 vs. magic-using mace +2 hammer +2 heavy mace +2 scimitar +2 bastard sword +2 halberd +3 (3) scalemail +2 studded leather +2 (3) shield(s) (symbol of Set) +1 shield (fiend-faced) +2 shield (asps) +2 buckler +2 shield (hooded cobra) +3 (6) chainmail +1 (4) chainmail +2 (2) chainmail +3 blue dragon scalemail +4 - resistance to lightning/electricity green dragon scalemail +4 - resistance to poison gas (breathing apparatus in helmet) ring of protection +2 (2) ring of protection +1 amulet of protection +1 bracers of defense AC 6 (2) silken robes adorned with snake-like runes (as cloak of protection +2) potion of speed (6) potions (silver-colored liquid, sour smelling) "deathblade poison" vial (greenish-blue colored, thick, syrupy liquid, bitter smelling) "concentrated vrock demon ichor" potion (rose liquid) extra healing blue potion of flying clear potion of invisibility (8) green bubbling potion of Yuan-ti transformation metal wand of magic missiles lens of detection belt of hill giant strength onyx scarab of proof against detection and location ancient papyrus scroll - protection from evil 10' radius at 9th level (1/day) "...when read this spell fades from the papyrus. At dawn of the following day it returns and may be used indefinitely (once per day of course)." serpent-skin gloves of venom (The gloves act as a + 1 weapon and allow the wearer to inflict a poison spell upon a creature struck by an unarmed strike once per day.) small transparent crystal prism on a chain (grants the wearer the ability to use clairvoyance three times per day) (4) strange necklaces of aura-shielding (conceals the wearer’s alignment as if by an undetectable alignment spell and also blocks all attempts at detect thoughts upon the wearer. An attempt to detect the wearer’s alignment causes the alignment to appear completely opposite of what it truly is.) jars of cosmetics (magical disguise enables the wearer to alter the appearance of his or her form - excluding clothing and equipment - to appear 1' shorter or taller; thin, fat, or in between; human, humanoid, or any other generally man-shaped bipedal creature.) Our 3 magic users should be able to do it all while Bakenmut trains for 5 more days. Currently this is the proposed timeline of party actions- Day 1 - Arrival - begin training Finnious, Bakenmut, Vashalla, Gronk? Day 4 - Merha-aptut performs exorcism ritual for Paavo at the Pool of Hapy Day 14 - Mary finishes training Finnious for 5th level spells. Youssef finishes identifying 14 items. Day 15 - Finnious, Mary and Youssef begin identification of items. Day 16 - Haidar finishes training Bakenmut for 4th level spells. Day 18 - Finnious and Youssef finish identifying items. Day 19 - Mary finishes identifying items. Day 24 - Merha-aptut finishes training Vashalla for 4th level spells. (1400GP cost) Day 27 - Dan +1 Wisdom, Tirian +1000GP Day 35 - Haidar finishes training Vashalla for 4th level spells. (700GP cost) Colby and the forces of Good will most likely arrive before Vashalla finishes training and all of the items are identified.
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Post by Wolfgar on Nov 4, 2014 22:45:47 GMT -5
Can you post the latest character sheets with the NPCs? We need to figure out who needs which of this armor.
We also need the list of Friedrich's items. We can use Wizard Sight on the items Merha-aptut offered us. They could be identified as well.
Paavo would like the belt of hill giant strength. Then HoL can have the gauntlets. Moot if we get 19 STR for the next adventure.
Youssef would like the bracers and one of those robes.
Dan would like the wand of magic missiles. Nice to have a sure fire distance attack.
BTW, if we do have 19 CON then we can load up on Haste. Little chance of dying.
Paavo will ask Mary to send to Colby to pick up some more super-heroism and polymorph potions.
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Post by venger on Nov 5, 2014 7:33:58 GMT -5
Can you post the latest character sheets with the NPCs? We need to figure out who needs which of this armor. We also need the list of Friedrich's items. OK, I'll post that. We can use Wizard Sight on the items Merha-aptut offered us. They could be identified as well. He is not actually providing the items unless the party has committed to cleansing the Gorge of Osiris and the tackling the Tomb. Which would be helpful for me to know anyway in preparation for Sunday. Dan would like the wand of magic missiles. Nice to have a sure fire distance attack. Well, per the DMG. a Wand of Magic Missiles requires a roll-to-hit unless one is a magic-user. BTW, if we do have 19 CON then we can load up on Haste. Little chance of dying. Sane NPCs are still going to object to being magically aged. Literally taking a year off their lives. Ditto with Polymorph Other.
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Post by venger on Nov 5, 2014 7:36:40 GMT -5
Youssef would like the bracers and one of those robes. Amusingly, right now he is wearing nothing but sandals, two rings of protection and a red dragon-hide backpack. I think he can only gain the benefits of one of those rings to his armor class.
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Post by Wolfgar on Nov 5, 2014 8:39:14 GMT -5
Youssef will pick up some new robes. He will give up the +1 ring to anyone who can use it. We seem to have a surfeit of them again.
In that case, Dan will pass on the wand. Youssef wouldn't say no to it.
Explain how the adventure would work with the addition of the powerful Aegyptian allies. Would we defer to them since this is their land and they are higher level? What would be the make up of the party then? Would we go as one big group, or try to break up into smaller groups? I am inclined to stay and clean out the Settites and retrieve our loot. This time we will know to eat the Heroes' Feast before we attack. We will remember to use Sink when the odds are bad. Still don't have a good way to handle Pit Fiends and infinite walls of fire.
Regarding the aura-shielding necklaces. Does True Seeing (via Astral Guide) see through the deception? With Wizard Sight can the magic users recognize the signature well enough to determine that someone is using a similar device?
The timeline has Vashalla being trained by both Haidar and Merha-aptut. We will choose the first option.
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Post by venger on Nov 5, 2014 11:09:20 GMT -5
Explain how the adventure would work with the addition of the powerful Aegyptian allies. "The Dragon-Pharaoh orders the expedition be additionally reinforced with soldiers and two of his Pharaonic guard. Khonsu, his mentor Tehi-neken and some kheri-hebu of Thoth and Osiris will accompany the party to the tomb." The party will be augmented by a large number of low-level fighters and some mid-level to high-level officers, two supernatural allies, four 11th-14th/6th-9th cleric-mages, a high priest of Thoth and a high priest of Osiris. Most of the soldiers will reinforce the garrison at Aartuat. The rest will proceed to the entrance of the Gorge of Osiris and reclaim the Temple. Once the Temple is liberated, the high priest of Osiris will remain to re-sanctify the area. As will sufficient troops to defend the Temple. Everyone else will enter the Gorge of Osiris, purge any remaining evil-doers and establish a base-camp to support exploration of the Tomb(s). Would we defer to them since this is their land and they are higher level? Nobody is ego-tripping in the Tomb of Horrors. What would be the make up of the party then? Would we go as one big group, or try to break up into smaller groups? There's a large roster to choose from. A large group is not necessarily going to be advantageous in an enclosed environment (cf. Mud Sorcerer's Tomb) I am inclined to stay and clean out the Settites and retrieve our loot. Surely those evil Settites couldn't have spent all that money in three scant weeks! Regarding the aura-shielding necklaces. Does True Seeing (via Astral Guide) see through the deception? With Wizard Sight can the magic users recognize the signature well enough to determine that someone is using a similar device? True Seeing, yes, contrary to Gygax. Wizard Sight only picks up meta-magic/abjuration. The timeline has Vashalla being trained by both Haidar and Merha-aptut. We will choose the first option. OK.
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Post by venger on Nov 7, 2014 3:38:05 GMT -5
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Post by Wolfgar on Nov 7, 2014 11:22:49 GMT -5
I have added a new sheet to the document online that has a summary of: -current status of characters -proposed future status (updates highlighted) -items available to distribution with some assignments
I did not include Khonsu since he seems to be equipped separately. If he wants something let us know.
Feel free to make updates as you think best. There are lots of weapons and magic items available. I wasn't sure what Gronk or Smith would want/could use. There may be other useful things in the Ship that I missed.
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Post by Ginger on Nov 8, 2014 23:51:31 GMT -5
I think the distributions look great.
Someone should read the manual of gainful exercise. Paavo's CON is dreadful, so I'm good with him getting it. If Heart of Law can use it, he'd eagerly take the extra life.
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Post by Wolfgar on Nov 10, 2014 11:34:25 GMT -5
We should remember to use the True Seeing functionality in the Astral Guide. Also we can ask it about the portals for evil spirits and ghouls.
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Post by venger on Nov 10, 2014 15:51:31 GMT -5
We should remember to use the True Seeing functionality in the Astral Guide. That's fine, but it is not a passive magical effect. It requires active use. I'm not OK having people walking around with the Astral Guide affixed to their face, like goggles of True Seeing. And no blanket statements like "we examine everything in the dungeon with True Seeing." Specificity is required. Also we can ask it about the portals for evil spirits and ghouls. The portals are not extra-planar. They connect their location on this Prime Material Plane to other locations on this Prime Material Plane.
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Post by Wolfgar on Nov 10, 2014 21:44:41 GMT -5
I was throwing it out there so that collectively we might remember it next time.
Speaking of passive magical effects. Is the rule that you cannot wear the Helm of Telepathy constantly or that you cannot use it for long periods of time? It seems kind of odd if you have to don it every time you want to use it. ("Wait one second while I change my head gear. Think nothing of it. Now what were you saying.") I realize it is a really powerful advantage when dealing with anyone. But only being able to use it after we have captured a prisoner really diminishes its functionality. Maybe there is some middle ground.
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Post by venger on Nov 12, 2014 20:39:41 GMT -5
Speaking of passive magical effects. Is the rule that you cannot wear the Helm of Telepathy constantly or that you cannot use it for long periods of time? It seems kind of odd if you have to don it every time you want to use it. ("Wait one second while I change my head gear. Think nothing of it. Now what were you saying.") I realize it is a really powerful advantage when dealing with anyone. But only being able to use it after we have captured a prisoner really diminishes its functionality. Maybe there is some middle ground. I don't see it as particularly odd having to don a magical helm in order to use it... I might be OK with the Helm of Telepathy being worn constantly but the telepathy/ESP aspect requiring activation. Which might look like this: I feel if the Helm of Telepathy is used/worn constantly the wearer would potentially be subject to psionic attacks, brain moles, cerebral parasites, etc. And by potentially I mean constantly. I also think there should be a % chance, perhaps equal to detecting scrying, to know that you're having your mind read.
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Post by Wolfgar on Nov 14, 2014 15:03:22 GMT -5
Counter proposal: The description of the Helm of Telepathy in the DMG says it increases psionic strength by 40 points. The description Telepathy in the Psionics section of the PHB (p 116) says it costs 1 point per round. How about if you can use the Helm until the 40 points is depleted? Then you have to regain the points as described in the PHB on p 117.
Thoughts?
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Post by Ginger on Nov 14, 2014 16:40:50 GMT -5
I don't want to put on the helmet and end up getting psionic blasted or anything crazy. Don't you open yourself up to psionic attacks when you yourself become psionic?
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Post by Wolfgar on Nov 14, 2014 21:49:59 GMT -5
I wouldn't say you are becoming psionic. I am suggesting that one interpretation is that the helm has a finite psionic strength that needs to be recharged by rest.
Also looking at the saving throw table for psionics against non-psionics. The saves are good for Paavo and then you include the +4 that the helm gives. I don't know if other bonuses apply (paladin, PfE, fate-reaver, wisdom) but he if any do then he would be saving on anything but a 1. And according to the footnote. A psionic blast on someone wearing the helm where the defender saves causes the attacker to be stunned for 1-4 rounds. That is going to deter a lot of attacks.
Maybe Dan will use it since he is +2 as a cleric and will soon be in the 30-33 range.
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