Your #1 Source for online D&D gaming!


Labyrinth OOC
Moderator: TristenC
- Nocturno
- King
- Posts: 8304
- http://www.ibro.pl/blog/najlepsza-oferta-na-kuchnie-na-wymiar-w-warszawie/
- Joined: Wed Aug 26, 2015 9:04 am
Re: Labyrinth OOC
I think it is the Psychic Surgery part that gets Jag. The link works the same as the spell, but the spell doesn't leave a footprint.
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
That's fair. The procedure is reversible, so the link can be removed with a subsequent use of psychic surgery, either by Steve or another psionicist.
We can probably get TristanC to let me re-arrange my day a bit to perform psychic surgery on Jack dark-and-early in the morning of the 4th of Reaping, and then spend the rest of the day empowering a gem with Dimension Blade - well, really only a few rounds empowering, but a lot of time spent recovering.
That way Jack can explore while not being out of touch.
We can probably get TristanC to let me re-arrange my day a bit to perform psychic surgery on Jack dark-and-early in the morning of the 4th of Reaping, and then spend the rest of the day empowering a gem with Dimension Blade - well, really only a few rounds empowering, but a lot of time spent recovering.
That way Jack can explore while not being out of touch.
Last edited by Lord Torath on Wed Dec 04, 2024 1:18 pm, edited 1 time in total.
Re: Labyrinth OOC
Sounds good. I think Jag will also follow if a muscle-y character will go.
Don't plan on expanding to new area, just checking over where they have been.
Does the class have a way to "record" what is seen, so we can capture certain areas of interest for later inspection/reflection?
Don't plan on expanding to new area, just checking over where they have been.
Does the class have a way to "record" what is seen, so we can capture certain areas of interest for later inspection/reflection?
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Not inherently, just normal human/demihuman memory. There is a Cognitive Trance devotion that can give you a photographic memory, but Stephen doesn't know it.
But images can be shared, making it much easier to communicate things you've seen. All you have to do is just share a memory, and Steve will get everything you remember to include - sight, sound, touch, even taste and smell.
But images can be shared, making it much easier to communicate things you've seen. All you have to do is just share a memory, and Steve will get everything you remember to include - sight, sound, touch, even taste and smell.
Last edited by Lord Torath on Wed Dec 04, 2024 1:26 pm, edited 1 time in total.
Re: Labyrinth OOC
That is pretty sweet.
This could make scouting very interesting.
This could make scouting very interesting.
- TristenC
- Initiate Immortal
- Posts: 11937
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
That works, Landro would be ok with going along with the scout, and he has the link so he can be the 'relay. Anything you've laid out time-wise can be rearranged before it id officially executed
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Here's a list of the questions I was able to pull out of the IC thread, reworded a bit for clarity:
1. What is the full intent behind ‘tattooing’ labyrinth explorers with the sigils?
2. What entities intend to use the ‘tattoos’ against labyrinth explorers?
3. What are the effects of having all 20 sigil ‘tattoos’?
4. How does the sigil ‘tattoo’ function?
5. Is the pool we’re supposed to plunge the scepter in to free the paladin actually in the labyrinth?
6. Will plunging the scepter into the pool do anything other than free the paladin? If so, what?
7. What opposition will we encounter in the labyrinth?
8. Is freeing the paladin the best way to thwart Dyris?
9. What magical defenses will we encounter?
10. What are the best ways to counter/evade those magical defenses?
11. Are there any tactics that will be particularly effective against the defenses and defenders?
12. Who or what is Dyris?
13. Who or what is Im-Ravin?
14. How critical is the passage of time when it comes to solving the labyrinth?
15. How and when will our opponents move against our camp
Anyone have any others they want to add? Any changes they'd like to the wording of our questions?
I'm going to assume that neither of our party's priests' deities have considered this effort closely-enough aligned to their core interests to bestow a Quest spell? Because I'll be honest, a Circle of Sunmotes would be pretty awesome when the big stuff (assuming there is big stuff) goes down.
1. What is the full intent behind ‘tattooing’ labyrinth explorers with the sigils?
2. What entities intend to use the ‘tattoos’ against labyrinth explorers?
3. What are the effects of having all 20 sigil ‘tattoos’?
4. How does the sigil ‘tattoo’ function?
5. Is the pool we’re supposed to plunge the scepter in to free the paladin actually in the labyrinth?
6. Will plunging the scepter into the pool do anything other than free the paladin? If so, what?
7. What opposition will we encounter in the labyrinth?
8. Is freeing the paladin the best way to thwart Dyris?
9. What magical defenses will we encounter?
10. What are the best ways to counter/evade those magical defenses?
11. Are there any tactics that will be particularly effective against the defenses and defenders?
12. Who or what is Dyris?
13. Who or what is Im-Ravin?
14. How critical is the passage of time when it comes to solving the labyrinth?
15. How and when will our opponents move against our camp
Anyone have any others they want to add? Any changes they'd like to the wording of our questions?
I'm going to assume that neither of our party's priests' deities have considered this effort closely-enough aligned to their core interests to bestow a Quest spell? Because I'll be honest, a Circle of Sunmotes would be pretty awesome when the big stuff (assuming there is big stuff) goes down.
- TristenC
- Initiate Immortal
- Posts: 11937
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
Keep in mind the power being questioned matters for what they might or might not know. So think of if there is a specific plane you want to contact as well. Gur can Commune (as the spell) with one of the lower planes, or if unspecified I can make it random. Allikhain can use her contact spell on any outer plane
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
I will leave it up to the actual questioners (or 'owners' of the questioners) to decide which questions to ask of which plane/planar power. They would probably know much better than Steve would for who to ask to get the best answers. Is there a god of secrets somewhere in the local (world) pantheon?
Re: Labyrinth OOC
Lord Torath - thanks for the clear summary.
Circle of Sunmotes will probably kill Ke'Sha
So, let's get a final decision and then shortly role play it for fun.
Gur: Commune with the lower planes. I assume a deity that might know the snake god. Voupulus or whatever (promise to check the name for the role play.
).
6 questions:
1. Full intent seems like complex question with a lot of option to give obscure answer. So revise to: "Can the sigils be tracked, used to control or weaken the party members?" (If we get "yes" we can ask what is the exact danger and what is the remedy for it).
2. What entities intend to use the ‘tattoos’ against labyrinth explorers? - How will it help us? Let's say we get a name, or a least of them
... then what?
2. "What are the effects of having all 20 sigil ‘tattoos’?" - ok. I think it have small value since we probably must do it anyhow, but we might be able to prepare for "special effect" if there is any.
3. How does the sigil ‘tattoo’ function? - I don't think it will help. In my opinion 0 chance you can mimic the effect with spells since it can break down the adventure, and if it is only for meta game, well, we can learn something about physics, but for what end? So if we have extra questions it can be great for the DM role playing
3. Is the pool we’re supposed to plunge the scepter in to free the paladin actually in the labyrinth? - how does it change our action if the answer is yes or no? I assume we get the sigils, and either teleport to the pool or find the pool or find something else that eventually lead to the pool.
3. "Will plunging the scepter into the pool do anything other than free the paladin? If so, what?" - This indeed may help us prepare for the results.
4. Is freeing the paladin the best way to thwart Dyris? - we will free the paladin, so... what will be the effect of the answer?
4. "What magical defenses will we encounter?" - Very important question. I hope we get good answer.
5. "What are the best ways to counter/evade those magical defenses?" - same
6. "Are there any tactics that will be particularly effective against the defenses and defenders?" - same
maybe we can revise 4,5,6 to get information about magical attacks/dangers to us and how to defend ourselves against. If I change defenses to "effects" I think we are covered, no?
Extra questions (to consider using Allkhain, and Ke'Sha abilities for divination spells):
Who or what is Dyris?, Who or what is Im-Ravin? - I think these are Role playing questions but no effect on the course of action.
"How critical is the passage of time when it comes to solving the labyrinth?" - Hmm... I prefer not to know and take few days to make few zombies.
"How and when will our opponents move against our camp" - why do we care
more bodies to animate. Muhahaha.
So if you are OK with this, I'm waiting for one final conclusion from everyone and let's move on. OK?
Thanks.
Circle of Sunmotes will probably kill Ke'Sha

So, let's get a final decision and then shortly role play it for fun.
Gur: Commune with the lower planes. I assume a deity that might know the snake god. Voupulus or whatever (promise to check the name for the role play.

6 questions:
1. Full intent seems like complex question with a lot of option to give obscure answer. So revise to: "Can the sigils be tracked, used to control or weaken the party members?" (If we get "yes" we can ask what is the exact danger and what is the remedy for it).
2. What entities intend to use the ‘tattoos’ against labyrinth explorers? - How will it help us? Let's say we get a name, or a least of them

2. "What are the effects of having all 20 sigil ‘tattoos’?" - ok. I think it have small value since we probably must do it anyhow, but we might be able to prepare for "special effect" if there is any.
3. How does the sigil ‘tattoo’ function? - I don't think it will help. In my opinion 0 chance you can mimic the effect with spells since it can break down the adventure, and if it is only for meta game, well, we can learn something about physics, but for what end? So if we have extra questions it can be great for the DM role playing

3. Is the pool we’re supposed to plunge the scepter in to free the paladin actually in the labyrinth? - how does it change our action if the answer is yes or no? I assume we get the sigils, and either teleport to the pool or find the pool or find something else that eventually lead to the pool.
3. "Will plunging the scepter into the pool do anything other than free the paladin? If so, what?" - This indeed may help us prepare for the results.
4. Is freeing the paladin the best way to thwart Dyris? - we will free the paladin, so... what will be the effect of the answer?
4. "What magical defenses will we encounter?" - Very important question. I hope we get good answer.
5. "What are the best ways to counter/evade those magical defenses?" - same
6. "Are there any tactics that will be particularly effective against the defenses and defenders?" - same
maybe we can revise 4,5,6 to get information about magical attacks/dangers to us and how to defend ourselves against. If I change defenses to "effects" I think we are covered, no?
Extra questions (to consider using Allkhain, and Ke'Sha abilities for divination spells):
Who or what is Dyris?, Who or what is Im-Ravin? - I think these are Role playing questions but no effect on the course of action.
"How critical is the passage of time when it comes to solving the labyrinth?" - Hmm... I prefer not to know and take few days to make few zombies.

"How and when will our opponents move against our camp" - why do we care

So if you are OK with this, I'm waiting for one final conclusion from everyone and let's move on. OK?
Thanks.
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
I'm good with that.
- TristenC
- Initiate Immortal
- Posts: 11937
- Joined: Thu Jul 16, 2015 3:23 pm
- Location: somewhere in the aether
Re: Labyrinth OOC
Remember the Commune and Contact Other Plane spells specifically state that they are short answers likr 'yes', 'no', 'maybe', 'unknown' etc. The pc's would be smart enough to know that open-ended questions like those below will probably not get answered in a helpful manner.
"How..."
What magical defenses will we encounter?"
5. "What are the best ways to counter/evade those magical defenses?"
6. "Are there any tactics that will be particularly effective against the defenses and defenders?"
"How..."
What magical defenses will we encounter?"
5. "What are the best ways to counter/evade those magical defenses?"
6. "Are there any tactics that will be particularly effective against the defenses and defenders?"
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Commune says the caster can get up to 5-word answers to a question. If the DM is feeling 'optionally'. 
Illumination is similar to Commune, but it gives two more questions per casting and has no material components. No limit on how often it can be used is mentioned. Since they're both 5th level spells, this one is better than Commune.
Divination can also give short answers. Assuming, of course, it's on someone's spell list.
Augury, Idea, Genius, and Divine Inspiration are less useful when it comes to long-term planning. Augury can look 30 minutes into the future, while Divine Inspiration can only look 5 rounds forward. Genius can't look forward at all, and Idea is basically giving the DM permission to remind the player of something they should already know.
And Revelation is a Quest spell.
Edit:
The language is alignment-agnostic, instead classifying targets and friendly to or enemies of the casting priest. So as long as Jagrinder and Ke'Sha are on friendly terms, or even just allies, Ke'Sha will enjoy all the benefits and none of the penalties.
You know, assuming his deity/pantheon actually gives him the spell, which is not looking likely.

Illumination is similar to Commune, but it gives two more questions per casting and has no material components. No limit on how often it can be used is mentioned. Since they're both 5th level spells, this one is better than Commune.
Divination can also give short answers. Assuming, of course, it's on someone's spell list.
Augury, Idea, Genius, and Divine Inspiration are less useful when it comes to long-term planning. Augury can look 30 minutes into the future, while Divine Inspiration can only look 5 rounds forward. Genius can't look forward at all, and Idea is basically giving the DM permission to remind the player of something they should already know.
And Revelation is a Quest spell.
Edit:
Surprisingly, not.

The language is alignment-agnostic, instead classifying targets and friendly to or enemies of the casting priest. So as long as Jagrinder and Ke'Sha are on friendly terms, or even just allies, Ke'Sha will enjoy all the benefits and none of the penalties.
You know, assuming his deity/pantheon actually gives him the spell, which is not looking likely.
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
Are we waiting on anyone in particular?
- Lord Torath
- Freeman
- Posts: 127
- Joined: Sat Oct 26, 2024 4:23 am
- Location: Sharangar's Revenge
Re: Labyrinth OOC
From the IC thread:
How far into the wilderness are we? We traveled "far beyond the borders of the Black Ice", then several weeks into the frozen mountains, and finally into the heart of the (presumably unnatural) lush, tropical jungle which has the entrance to the Labyrinth. How large is this jungle valley? Are the "Snake Gods" living on the other side of the valley outside the minimum 10-mile range Ke'Sha is specifying? How close are we to this "other side"? Is it possible his elementals could end up bringing back one of the "Snake Gods (a male one, of course)" instead of a human/demi-human/humanoid male?BishGada wrote: ↑Thu Dec 05, 2024 3:45 pmIf no one had special need for those he will go far from the camp hopefully at least with Allakhain that understand his motives, conjure [Fire and Earth elementals] (casting protection from evil on himself) and ask them to bring him a local man from at least 10 miles away from camp.