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Labyrinth OOC
Moderator: TristenC
- Lord Torath
- Vagabond
- Posts: 86
- http://www.ibro.pl/blog/najlepsza-oferta-na-kuchnie-na-wymiar-w-warszawie/
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Already 39 IC pages in and still on the first day? Wow!
Rary's Telepathic Bond, huh? I was planning on using Psychic Surgery to establish permanent Mindlink with anyone who would accept it (except the other psionicist - won't work on him), but that requires Steve to act as Telephone Operator, since others could only 'speak' with him, and not with each other. Not quite as effective as Rary's Telepathic Bond, but it doesn't cost a spell slot, either.
Ke'sha's backstory is a bit odd if he's from Athas, since everyone knows no gods exist there, but then 'everyone' knows wolves always fight to the death and the days get longer in the summer, so it's entirely possible some god has figured out how to return without 'everyone' knowing. I myself put an altar with a conduit to the Elder Elemental God's domain in a hidden chamber on Athas, and it even managed to claim a victim (EEG was not impressed to discover it was only an accident and not an act of worship, and turned his thoughts away from Athas almost immediately).
Steve is actually a PC I'm playing in my nephew's 5e game (2e Psionicist shoe-horned in), advanced from 5th to 16th level (and with different ability scores, naturally). The stuff in his backstory actually happened (or is in the middle of happening) in that campaign. Just occurred to me that he hasn't completed his meditations to modify Receptacle in that campaign either!
Rary's Telepathic Bond, huh? I was planning on using Psychic Surgery to establish permanent Mindlink with anyone who would accept it (except the other psionicist - won't work on him), but that requires Steve to act as Telephone Operator, since others could only 'speak' with him, and not with each other. Not quite as effective as Rary's Telepathic Bond, but it doesn't cost a spell slot, either.
Ke'sha's backstory is a bit odd if he's from Athas, since everyone knows no gods exist there, but then 'everyone' knows wolves always fight to the death and the days get longer in the summer, so it's entirely possible some god has figured out how to return without 'everyone' knowing. I myself put an altar with a conduit to the Elder Elemental God's domain in a hidden chamber on Athas, and it even managed to claim a victim (EEG was not impressed to discover it was only an accident and not an act of worship, and turned his thoughts away from Athas almost immediately).
Steve is actually a PC I'm playing in my nephew's 5e game (2e Psionicist shoe-horned in), advanced from 5th to 16th level (and with different ability scores, naturally). The stuff in his backstory actually happened (or is in the middle of happening) in that campaign. Just occurred to me that he hasn't completed his meditations to modify Receptacle in that campaign either!
Re: Labyrinth OOC
Did I make one for Jar? Is that stuff still kicking around?
- TristenC
- Initiate Immortal
- Posts: 11815
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
I can't remember if Ke'Sha's interactions with a 'god' came before or after he left Athas.
"Jarginder is half orc half elf. He is a fairly stern stoic fellow. Having spent his life torn between words, first human and elf, then human and orc, then orc and elf, he has learned all things the hard way. He is dedicated, and will do anything to protect Cait from herself, and everyone else from Cait.'
This is what you had before:
"Jarginder is half orc half elf. He is a fairly stern stoic fellow. Having spent his life torn between words, first human and elf, then human and orc, then orc and elf, he has learned all things the hard way. He is dedicated, and will do anything to protect Cait from herself, and everyone else from Cait.'
Re: Labyrinth OOC
Oh right because he knew Cait from before the adventure. Ok, thanks.
- Lord Torath
- Vagabond
- Posts: 86
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Ah, man. You guys don't really want to camp in the Labyrinth, do you? Wouldn't you prefer to go back to town, where you could pick up any high-level telepaths who just might happen to be hanging around?
- TristenC
- Initiate Immortal
- Posts: 11815
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
Lol. If they decide to camp in the laby I have a way to fold you in, don't worry
Re: Labyrinth OOC
We will find him strung up on the wall, unconscious, and all the fancy gear in piles around him.
Then Kesha will use him as his next minion, and we will have some sweet loot!
Then Kesha will use him as his next minion, and we will have some sweet loot!
- Lord Torath
- Vagabond
- Posts: 86
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Yeah. You'll love his Girdle of Storm Giant Strength, his Bracers of AC:0, and his Ring+6, 5' radius!
Re: Labyrinth OOC
I was thinking on the same line for a while, just when it comes from me it feels less appropriate.
Re: Labyrinth OOC
Well, if we are considering camp and sleep (not necessarily both), I wanted to ask if any of you have some plans other than get Lord Torath aboard, sleep and return do dungeon.
If so please share.
I have few plans which I don't care much to dismiss if you vote against it:
1. Scouting:
-----------------
Through other planes:
So, I've discussed this option of using astral plane with TristenC few months ago and we got to conclusion that using the Ethereal plane is better described in the literature for such purpose (although it have other risks as I think there is also more literature about the Evils that dwell in the ethereal plane than the Evils on the astral plane. One thing that is remarkable on the astral plane is that it has no limit of time and range as you can instantly get anywhere, but other spells speak of "windows" to move between the planes, so it is not clear that you can use this as "teleportation" or not.) Anyhow there are few spells available to us to go through the ethereal plane I think at least for few hours. I think that Axid also have such psionic ability or something similar to plane shift.
By minions:
Can create moderate power undead and maybe skeletal bat but I'm not sure it is possible, and send them forward to scout (or even do some harm) the enemy.
Can summon elementals on daily basis (spells and magic item) and ask them to check the dungeon, fetch something from there, grant wishes etc.
(If you have usage for fire elementals, please share. I plane to summon one daily, even if just to light our campfire.)
By spells - there are more than a few divination spells, but I couldn't get good enough idea how to use them robustly for scouting.
2. Gather several minions
----------------------------------
Well, as any reasonable necromancer will tell you, many spells requires victims . Since, unfortunately, the people in the camp are not willing to be sacrificed, this way is more appropriate for dead monsters, but in camp Ke'Sha can summon undead daily and try to take control over them.
It is also possible to ask Elemental fetch you a monster from the dungeon, preferably humanoid, and use it for the spell or finding dead one, animating it and use it.
Allakhain can summon shadow or polymorph small creatures into undead. (Weird huh? But I haven't seen any restriction except the surviving system shock one).
Such minions can scout as mentioned before, be messengers with the camp, (maybe there is a different spell with long duration that can use for contact with the camp representative), and of course used to trigger traps
3. Diseases
------------------
One spell forces a plague on large areas (like wiping cities), others can be sending minions with some source if infection and starting to infect other creatures (sneezing on them )
4. Boosting
----------------
There are few boosting spells that last for long times (days), although I failed yet to find good ones with some exceptions, but you may know of others:
Days long spells:
- Phantom armor
- Sacred guardian (17- team size days) - might be a bit useful if we split or to alert camp of danger, but assume we are constantly in danger
- Unfailed endurance - 17d
- I was sure Stoneskin is permanent until used, but I saw that there is DM option not in the PHB that limit it to 24h
- Contingency - Not sure if anyone have it but it can really save us all (auto protect mind on condition of mind targeting spells, or dispel darkness, or teleport back to camp on bad condition etc)
- Protection form fire/cold/... last until HP absorbed (only 12 HP if I'm not mistaken, but still...)
- Mask of Gargauth - 17d - can have wings which is good for many traps, falls, etc, can replace/aid AirWalk. Can be used for other forms that allows burrowing for example.
- Succor (permanent until used)
- Aerial servant (17d)
- Continual light (cast once and keep hidden of course)
- Permanency
- Persistence
- Mordenkainen's Magnificent Mansion
- Mass Invisibility
- Limited wish (few days at camp, using it daily can do MAGIC for us ) (usages - extend spell duration from few rounds to few days, such as Trolish fortitude, gaze reflection and similar)
- Etherealness
- Firetrap (as powerful grenades)
- Item
- Explosive Runes
- Protection from Hunger and Thirst
- Armor
24h/17h spells (stoneskin included) cast on the last night can boost the first day in action (not losing spell slots):
Stonesking
Cat's grace
Crocodile's tears
Astral awareness - not sure how helpful it is..
Endure cold/heat
Spectral senses
Von Gasik's Refusal (not sure any of us have access to it, but it is a good protection against spell caster. Locking the corridors of the dungeon to them)
Ultravision/Infravision
Evard's Black Tentacles (blocking the dungeon)
Strength
Protection From Cantrips
side note: 17d in game is about 34 year of PBP, which is as close to permanent as it gets. I might have better chances surviving in game than surviving in real life.
--------------------------------------------------------------------------------------------------------------------------------------------------------
All these directions require few days at camp, in contrast to rest and straight back, so I get it if you are against it.
Please share your thoughts.
Thanks.)
If so please share.
I have few plans which I don't care much to dismiss if you vote against it:
1. Scouting:
-----------------
Through other planes:
So, I've discussed this option of using astral plane with TristenC few months ago and we got to conclusion that using the Ethereal plane is better described in the literature for such purpose (although it have other risks as I think there is also more literature about the Evils that dwell in the ethereal plane than the Evils on the astral plane. One thing that is remarkable on the astral plane is that it has no limit of time and range as you can instantly get anywhere, but other spells speak of "windows" to move between the planes, so it is not clear that you can use this as "teleportation" or not.) Anyhow there are few spells available to us to go through the ethereal plane I think at least for few hours. I think that Axid also have such psionic ability or something similar to plane shift.
By minions:
Can create moderate power undead and maybe skeletal bat but I'm not sure it is possible, and send them forward to scout (or even do some harm) the enemy.
Can summon elementals on daily basis (spells and magic item) and ask them to check the dungeon, fetch something from there, grant wishes etc.
(If you have usage for fire elementals, please share. I plane to summon one daily, even if just to light our campfire.)
By spells - there are more than a few divination spells, but I couldn't get good enough idea how to use them robustly for scouting.
2. Gather several minions
----------------------------------
Well, as any reasonable necromancer will tell you, many spells requires victims . Since, unfortunately, the people in the camp are not willing to be sacrificed, this way is more appropriate for dead monsters, but in camp Ke'Sha can summon undead daily and try to take control over them.
It is also possible to ask Elemental fetch you a monster from the dungeon, preferably humanoid, and use it for the spell or finding dead one, animating it and use it.
Allakhain can summon shadow or polymorph small creatures into undead. (Weird huh? But I haven't seen any restriction except the surviving system shock one).
Such minions can scout as mentioned before, be messengers with the camp, (maybe there is a different spell with long duration that can use for contact with the camp representative), and of course used to trigger traps
3. Diseases
------------------
One spell forces a plague on large areas (like wiping cities), others can be sending minions with some source if infection and starting to infect other creatures (sneezing on them )
4. Boosting
----------------
There are few boosting spells that last for long times (days), although I failed yet to find good ones with some exceptions, but you may know of others:
Days long spells:
- Phantom armor
- Sacred guardian (17- team size days) - might be a bit useful if we split or to alert camp of danger, but assume we are constantly in danger
- Unfailed endurance - 17d
- I was sure Stoneskin is permanent until used, but I saw that there is DM option not in the PHB that limit it to 24h
- Contingency - Not sure if anyone have it but it can really save us all (auto protect mind on condition of mind targeting spells, or dispel darkness, or teleport back to camp on bad condition etc)
- Protection form fire/cold/... last until HP absorbed (only 12 HP if I'm not mistaken, but still...)
- Mask of Gargauth - 17d - can have wings which is good for many traps, falls, etc, can replace/aid AirWalk. Can be used for other forms that allows burrowing for example.
- Succor (permanent until used)
- Aerial servant (17d)
- Continual light (cast once and keep hidden of course)
- Permanency
- Persistence
- Mordenkainen's Magnificent Mansion
- Mass Invisibility
- Limited wish (few days at camp, using it daily can do MAGIC for us ) (usages - extend spell duration from few rounds to few days, such as Trolish fortitude, gaze reflection and similar)
- Etherealness
- Firetrap (as powerful grenades)
- Item
- Explosive Runes
- Protection from Hunger and Thirst
- Armor
24h/17h spells (stoneskin included) cast on the last night can boost the first day in action (not losing spell slots):
Stonesking
Cat's grace
Crocodile's tears
Astral awareness - not sure how helpful it is..
Endure cold/heat
Spectral senses
Von Gasik's Refusal (not sure any of us have access to it, but it is a good protection against spell caster. Locking the corridors of the dungeon to them)
Ultravision/Infravision
Evard's Black Tentacles (blocking the dungeon)
Strength
Protection From Cantrips
side note: 17d in game is about 34 year of PBP, which is as close to permanent as it gets. I might have better chances surviving in game than surviving in real life.
--------------------------------------------------------------------------------------------------------------------------------------------------------
All these directions require few days at camp, in contrast to rest and straight back, so I get it if you are against it.
Please share your thoughts.
Thanks.)
- Lord Torath
- Vagabond
- Posts: 86
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Stephen would definitely appreciate a Strength spell and Cat's Grace (although I'm not certain just how useful Cat's Grace would be for him - need to improve at least 7 points before it will affect his AC). And as long as you don't expect him to carry much more than he currently is, the increased carrying capacity might be more useful on someone else. Does Troll's Fortitude affect Constitution? Steve would greatly appreciate that one. If there's a similar spell for Wisdom, that's another one that he would love.
Unfailed Endurance? Phantom Armor? Not sure what those do, but Steve might be interested. A continual light stone or two might be nice. Won't Permanancy cost you a point of Con each time you cast it?
Given a couple of days, Steve could empower a useful gem to embed on our NPC firbolg fighter's weapon. He can also (again, with sufficient downtime) create healing/protective items for everyone - although they might argue a bit with Ke'sha, since the items will be Neutral Good (Steve's alignment), while Ke'sha seems to reside in the deeper end of the alignment pool. Depends on how Tristan C wants to handle the alignment difference.
Steve could also (as mentioned up-thread) make Mindlink permanent with everyone other than Axid (psychic surgery can't make telepathic powers permanent on other psionicists). This allows voluntary mental communication with Steve. Great for staying in touch if/when we need to split the party.
Regarding minions, how many do we really need? We already have a Firbolg giant, and with Steve's help, he can start treating almost everything as AC:10. How much combat has there been (I have only read a page or two of the IC thread)? Also, is there a particular reason you need humanoids for undead creation? Wouldn't skeletal/zombie bears/tigers be better than humanoid ones? Elementals are nice, but isn't there a pretty decent chance they will eventually turn on you?
Speaking of Strength and Cat's Grace (and assuming similar spells for the other attributes), has there been a decision on how those affect psionicists? Here's what I came up with:
Gold's 2E AD&D Discord Server
Str: +1d4
Dex: +1d4
Con: +1d8
Int: +1d8
Wis: +1d8
Cha: +1d4
Thoughts?
Unfailed Endurance? Phantom Armor? Not sure what those do, but Steve might be interested. A continual light stone or two might be nice. Won't Permanancy cost you a point of Con each time you cast it?
Given a couple of days, Steve could empower a useful gem to embed on our NPC firbolg fighter's weapon. He can also (again, with sufficient downtime) create healing/protective items for everyone - although they might argue a bit with Ke'sha, since the items will be Neutral Good (Steve's alignment), while Ke'sha seems to reside in the deeper end of the alignment pool. Depends on how Tristan C wants to handle the alignment difference.
Steve could also (as mentioned up-thread) make Mindlink permanent with everyone other than Axid (psychic surgery can't make telepathic powers permanent on other psionicists). This allows voluntary mental communication with Steve. Great for staying in touch if/when we need to split the party.
Regarding minions, how many do we really need? We already have a Firbolg giant, and with Steve's help, he can start treating almost everything as AC:10. How much combat has there been (I have only read a page or two of the IC thread)? Also, is there a particular reason you need humanoids for undead creation? Wouldn't skeletal/zombie bears/tigers be better than humanoid ones? Elementals are nice, but isn't there a pretty decent chance they will eventually turn on you?
Speaking of Strength and Cat's Grace (and assuming similar spells for the other attributes), has there been a decision on how those affect psionicists? Here's what I came up with:
Gold's 2E AD&D Discord Server
Str: +1d4
Dex: +1d4
Con: +1d8
Int: +1d8
Wis: +1d8
Cha: +1d4
Thoughts?
- TristenC
- Initiate Immortal
- Posts: 11815
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
Phantom armor is similar to the Armor Spell, temporary ethereal armor of certain AC that goes away after x amt of damage. It requires a material component (mithril tokens). Currently only Nocturno's character has it and a select amount of those tokens. Up to him if he uses it.
Trollish fortitude is a Mage spell, it does not raise con, and it only affects the caster.
Cat's grace is fun. It's a mage spell. Nobody in the current party has it.
Edit:
Limited wish ages the caster. Allikhain will not be spamming it, but will reserve it for emergencies or special situations.
There is an existing catch-all spell (i think a priest spell) somewhere in 2e that boosts a stat temporarily, and was the precursor for later editions which separated them out into individual spells like Eagle's splendor (cha), owl's wisdom (wis), bear's endurance (con), etc. Can't remember the name
Why are Con, Int Wis basically double the others in your proposed table?
Trollish fortitude is a Mage spell, it does not raise con, and it only affects the caster.
Cat's grace is fun. It's a mage spell. Nobody in the current party has it.
Edit:
Limited wish ages the caster. Allikhain will not be spamming it, but will reserve it for emergencies or special situations.
There is an existing catch-all spell (i think a priest spell) somewhere in 2e that boosts a stat temporarily, and was the precursor for later editions which separated them out into individual spells like Eagle's splendor (cha), owl's wisdom (wis), bear's endurance (con), etc. Can't remember the name
Why are Con, Int Wis basically double the others in your proposed table?
- TristenC
- Initiate Immortal
- Posts: 11815
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
Found something that may be what i was thinking of:
Draw upon Holy Might (L2 cleric spell)
Affects Caster Only
can raise str, dex, con or cha. 1 pt/3 lvls
max of +6 or 25 total
duration 1 rnd/lvl
priest is physically and mentally drained after for 4d6 Turns (so 40 mins-4 hrs)
Requires holy water blessed by high cleric of their faith... so Jag could use it, Ke'Sha cannot
Draw upon Holy Might (L2 cleric spell)
Affects Caster Only
can raise str, dex, con or cha. 1 pt/3 lvls
max of +6 or 25 total
duration 1 rnd/lvl
priest is physically and mentally drained after for 4d6 Turns (so 40 mins-4 hrs)
Requires holy water blessed by high cleric of their faith... so Jag could use it, Ke'Sha cannot
- Lord Torath
- Vagabond
- Posts: 86
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Because each spell affects each character group differently. Strength gives a large bonus to warriors, moderate bonus to rogues and clerics, and minor bonus to wizards:
Priest: 1d6 points
Rogue: 1d6 points
Warrior: 1d8 points
Wizard: 1d4 points
Cat's Grace does the same sort of thing:
Priest: 1d4 points
Rogue: 1d8 points
Warrior: 1d6 points
Wizard: 1d6 points
Since psionicists have Wisdom and Constitution as their Prime Requisites, I figure those should get the 1d8 boost. Psionicists are also highly dependent on Intelligence, so the same logic applies. They are much less dependent on the other attributes, so I figured they would probably get the 1d4 increases.