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COMMENT THREAD 3.

Posted by DM HeathFor group 0
DM Heath
GM, 6295 posts
Fri 3 Sep 2021
at 11:50
  • msg #729

Re: COMMENT THREAD 3

Kahan Singh:
I'm going to assume that an Ancient History check will turn up nothing about whatever that ominous glowing red dagger in the center of the ceiling is?

Probably not, although it does look ancient and clearly has some sort of power. (Note that obtaining it is not necessary to your adventure.)
Tahldar of Tyrannia
player, 856 posts
Ac 3 Hp 54/54
Thac0 18
Fri 3 Sep 2021
at 13:33
  • msg #730

Re: COMMENT THREAD 3

I was planning on trying to retrieve the dagger after we get across.  I'm worried taking it might have a negative impact on any trying to navigate their way across the chains, so I figure it should wait.
Kahan Singh
player, 2202 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Tue 7 Sep 2021
at 08:56
  • msg #731

Re: COMMENT THREAD 3

Do we still have the Augmantium box? If so, we should try putting the Dagger in there, instead of letting it burn up. It might be useful later after all.
Tahldar of Tyrannia
player, 859 posts
Ac 3 Hp 54/54
Thac0 18
Tue 7 Sep 2021
at 13:26
  • msg #732

Re: COMMENT THREAD 3

If I can grab it I will, but I'm floating on a disc right now without a fly spell.  I may not be anywhere near it.
DM Heath
GM, 6304 posts
Mon 20 Sep 2021
at 01:07
  • msg #733

Re: COMMENT THREAD 3

Note: Since you have moved past the disk room and the ruby antimagic dagger was left in the lava (which is totally fine), your PCs probably will start thinking a little more about the effects of the dagger once they can take a deep breath (figuratively and literally). They will probably realize that it may have affected more than just Tahldar's fly spell. (Note that in the case of the dagger, magic items/spells received a type of saving throw to avoid the effects, as well as a percentage that it would not automatically go off when magic is near.)
Kahan Singh
player, 2206 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Tue 21 Sep 2021
at 20:26
  • msg #734

Re: COMMENT THREAD 3

Oh, gee, thanks, just what I wanted, losing all my magic items... lol
Tahldar of Tyrannia
player, 862 posts
Ac 3 Hp 54/54
Thac0 18
Tue 21 Sep 2021
at 20:47
  • msg #735

Re: COMMENT THREAD 3

Tahldar only has his bracers and a magic dagger.  It would suck if he lost the bracers, the dagger not so much.
Kahan Singh
player, 2207 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Tue 21 Sep 2021
at 21:03
  • msg #736

Re: COMMENT THREAD 3

Kahan has his armor, his mace, the Rod of Absorption (which we never really used to its fullest extent because it still confuses me to this day), his backpack, the portable hole is probably considered magical...
Tahldar of Tyrannia
player, 863 posts
Ac 3 Hp 54/54
Thac0 18
Tue 21 Sep 2021
at 21:23
  • msg #737

Re: COMMENT THREAD 3

Losing the portable hole would be a disaster!  The rest of the items would hurt, but the portable hole is so useful.  Not to mention all the magic items stored in it we've collected so far.  They'd all be lost.
DM Heath
GM, 6307 posts
Wed 22 Sep 2021
at 06:17
  • msg #738

Re: COMMENT THREAD 3

Well, when you can catch your breath (literally), you can start checking them with a detect magic spell. The more magical it is, the more resistance it has to the antimagic flash, with spells being the weakest (such as Tahldar's fly spell).
Tahldar of Tyrannia
player, 866 posts
Ac 3 Hp 54/54
Thac0 18
Thu 30 Sep 2021
at 12:56
  • msg #739

Re: COMMENT THREAD 3

I won't bother to close up the path behind us if the gases are coming from this room.
Tahldar of Tyrannia
player, 867 posts
Ac 3 Hp 54/54
Thac0 18
Mon 4 Oct 2021
at 23:07
  • msg #740

Re: COMMENT THREAD 3

My dig spell is still going. Could I try to seal off the northern passages?
DM Heath
GM, 6318 posts
Mon 4 Oct 2021
at 23:13
  • msg #741

Re: COMMENT THREAD 3

A dig spell enables the caster to excavate 125 cubic feet of earth, sand, or mud per round (i.e., a cubic hole 5 feet on a side). In later rounds the caster can expand an existing hole or start a new one. The material thrown from the excavation scatters evenly around the pit. If the wizard continues downward past 20 feet in earth, there is a 15% chance that the pit collapses. This check is made for every 5 feet dug beyond 20 feet. Sand tends to collapse after 10 feet, mud fills in and collapses after 5 feet, and quicksand fills in as rapidly as it is dug.

It appears that the spell allows you to keep excavating, so I think the answer to this is normally "yes," although breath will have to be expended. However, on the other hand, the floor here is no longer "earth, sand or mud," but is a stone room with stone floors and walls, unlike the tunnel you just came from. So I don't see it working inside the building area, but could continue to work outside it--anyplace there is earth, sand or mud. (As a metagame note, you may need to enter the northern area at some point--emphasis on "may")
DM Heath
GM, 6323 posts
Mon 11 Oct 2021
at 01:38
  • msg #742

Re: COMMENT THREAD 3

EVERYONE:

I wanted to clarify a languages issue for this campaign. Below are the most common languages you will encounter. If your languages in your character sheet do not include one of these, then feel free to delete any that are not in the list below and choose a different one.

Note also the "Foreign Language Proficiency" language, which I created for one off situations where you may want to try to understand semantics, pronunciation, etc.--and its effects will depend on the situation and the roll.

Most common Languages in the Campaign:

Common
Drow
Elvish
Gnomish
Dwarvish
Halfling
Thief's cant/sign language (combined)
Orc
Giant
Illithid (--this one will actually come up in a future adventure)
Allevian
Draconian
Faerie Folk (woodland creatures--faeries, dryads, sylvan, etc.)
Foreign Language Proficiency (This is homebrew. If selected, you have a chance of 1/2 your wisdom, rounded down, to understand part or all of a new language encountered that is not included above.)

I also include "Infravision" in the language category for when there are mixed groups and some things are only visible to those with infravision.

"Ancient Allevian" is a language commonly encountered but cannot be chosen as a language.
Kahan Singh
player, 2210 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Mon 11 Oct 2021
at 01:41
  • msg #743

Re: COMMENT THREAD 3

I think we allowed me to take a "smattering of Ancient Allevian" from dealing with it constantly but he's far from fluent.
DM Heath
GM, 6324 posts
Mon 11 Oct 2021
at 01:58
  • msg #744

Re: COMMENT THREAD 3

Yes, I think I treated that as the Foreign Language Proficiency or something similar. It wouldn't show up in the Language threads under the "Language Group" line.
Tahldar of Tyrannia
player, 869 posts
Ac 3 Hp 54/54
Thac0 18
Tue 12 Oct 2021
at 20:51
  • msg #745

Re: COMMENT THREAD 3

I'm sorry but I don't have any spells that can help with the situation we're in.  I'm half tempted to just light a flame and see where that goes...
Kahan Singh
player, 2211 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Tue 12 Oct 2021
at 20:53
  • msg #746

Re: COMMENT THREAD 3

Is it bad that I thought the same thing? I honestly don't know what else to do here. I'm about ready to start rolling up a new character lol
DM Heath
GM, 6327 posts
Tue 12 Oct 2021
at 23:52
  • msg #747

Re: COMMENT THREAD 3

There are two doors to the south...
Tahldar of Tyrannia
player, 876 posts
Ac 3 Hp 54/54
Thac0 18
Mon 1 Nov 2021
at 13:34
  • msg #748

Re: COMMENT THREAD 3

My idea is to burn off the mold and determine where the traps are with Kahan's find traps.  Then armed with what traps there are, mechanical or magic, use Leo's skill's to disarm the mechanical and use Geebo or the doppleganger with us to disable the magic traps.

Being careful to avoid the anti magic.  The room we are in looks like it's big enough that we could shuffle ourselves such that we avoid the 10' radius.  Though it would take time which we have precious little of.
Tahldar of Tyrannia
player, 877 posts
Ac 3 Hp 54/54
Thac0 18
Wed 3 Nov 2021
at 12:53
  • msg #749

Re: COMMENT THREAD 3

We will use the main room to clear us of Geebo's 10' radius.  Prior to attempting to shuffle Geebo past us, I will try to burn off the mold first with two vials of oil so that the NW corner is available.  I don't want to huddle near the eye in NE corner.
Tahldar of Tyrannia
player, 879 posts
Ac 3 Hp 54/54
Thac0 18
Thu 4 Nov 2021
at 13:55
  • msg #750

Re: COMMENT THREAD 3

I'd like to deal with the mold before Sark or Geebo enter.  That's the first priority since the mold could affect us regardless of anti magic or not.

As for the mold, I also have a 0 level spell "Acid splash" that does 1-3 pts of damage that I assume covers some area.  If the fire doesn't do enough, or cover enough area, to fully destroy the mold I'll try this spell once or twice as well.
Tahldar of Tyrannia
player, 881 posts
Ac 3 Hp 54/54
Thac0 18
Tue 16 Nov 2021
at 15:01
  • msg #751

Re: COMMENT THREAD 3

I would assume Leo would divest himself of magic and address each chest one by one with Geebo by his side to nullify any magic trap.  Leo checking for and disarming any mechanical traps.

Tahldar is at 'A'.  How about everyone else join me in 'A' and 'B' while Leo/Geebo work on chest 'E'.
Kahan Singh
player, 2221 posts
39/90 HP AC 1
Thac0 14 Level 10 Cleric
Tue 16 Nov 2021
at 15:26
  • msg #752

Re: COMMENT THREAD 3

What if there's magic items in the chests though? Geebo might disenchant them and they might be helpful for getting out.
Tahldar of Tyrannia
player, 882 posts
Ac 3 Hp 54/54
Thac0 18
Tue 16 Nov 2021
at 16:01
  • msg #753

Re: COMMENT THREAD 3

Yeah, I thought of that too.  I guess I'd rather risk the magical items than trigger magical traps.
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