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Old 11th April 2005, 02:07 AM   #1 (permalink)
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Arissa Woodshadow

Will probably need an IC thread to question Arissa, but first things first - how are we keeping her captive? We know she's a powerful magic user, so we may want to take her to the anti-magic prison in Hyrwl...

I would say we should just knock her out every time she starts to wake up or keep her sedated, but Kennon has said in the past that that only works so long for Lawful Good characters before it crosses the line to torture.

Dimensional Anchor is only useful for a short amount of time (duration: 1 minute/level). It has no saving throw, which is nice. But - it is subject to spell resistance.

Thoughts?

Quote:
Originally Posted by SRD
Dimensional Anchor
Abjuration

Level: Clr 4, Sor/Wiz 4

Components: V, S

Casting Time: 1 standard action

Range: Medium (100 ft. + 10 ft./level)

Effect: Ray

Duration: 1 min./level

Saving Throw: None

Spell Resistance: Yes (object)

A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.

A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.
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Old 11th April 2005, 04:53 AM   #2 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Will probably need an IC thread to question Arissa, but first things first - how are we keeping her captive? We know she's a powerful magic user, so we may want to take her to the anti-magic prison in Hyrwl...

I would say we should just knock her out every time she starts to wake up or keep her sedated, but Kennon has said in the past that that only works so long for Lawful Good characters before it crosses the line to torture.

Dimensional Anchor is only useful for a short amount of time (duration: 1 minute/level). It has no saving throw, which is nice. But - it is subject to spell resistance.

Thoughts?
Can someone post the SRD details of hallow, here, as well? That may make a good temporary solution.

Dimensional Anchor can be attached to a hallowed area...as can a few other spells, I think.
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Old 11th April 2005, 05:00 AM   #3 (permalink)
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Dimensional Anchor, while useful, is still subject to Spell Resistance... and all spells attached to Hallow are subject to the spells stipulations:

Quote:
Originally Posted by SRD
Hallow
Evocation [Good]

Level: Clr 5, Drd 5

Components: V, S, M, DF

Casting Time: 24 hours

Range: Touch

Area: 40-ft. radius emanating from the touched point

Duration: Instantaneous

Saving Throw: See text

Spell Resistance: See text

Hallow makes a particular site, building, or structure a holy site. This has four major effects.

First, the site or structure is guarded by a magic circle against evil effect.

Second, all Charisma checks made to turn undead gain a +4 sacred bonus, and Charisma checks to command undead take a –4 penalty. Spell resistance does not apply to this effect. (This provision does not apply to the druid version of the spell.)

Third, any dead body interred in a hallowed site cannot be turned into an undead creature.

Finally, you may choose to fix a single spell effect to the hallowed site. The spell effect lasts for one year and functions throughout the entire site, regardless of the normal duration and area or effect. You may designate whether the effect applies to all creatures, creatures who share your faith or alignment, or creatures who adhere to another faith or alignment. At the end of the year, the chosen effect lapses, but it can be renewed or replaced simply by casting hallow again.

Spell effects that may be tied to a hallowed site include aid, bane, bless, cause fear, darkness, daylight, death ward, deeper darkness, detect evil, detect magic, dimensional anchor, discern lies, dispel magic, endure elements, freedom of movement, invisibility purge, protection from energy, remove fear, resist energy, silence, tongues, and zone of truth. Saving throws and spell resistance might apply to these spells’ effects. (See the individual spell descriptions for details.)

An area can receive only one hallow spell (and its associated spell effect) at a time. Hallow counters but does not dispel unhallow.

Material Component: Herbs, oils, and incense worth at least 1,000 gp, plus 1,000 gp per level of the spell to be included in the hallowed area.
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Old 11th April 2005, 05:03 AM   #4 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Dimensional Anchor, while useful, is still subject to Spell Resistance... and all spells attached to Hallow are subject to the spells stipulations:
However - Druid's do not gain Teleport as a spell - they have Word of Recall (teleports them back to a designated location). It's an 8th level spell which, based on the little bit of research I know, is the only way that she would be able to 'port out...

So - what we need to decide is whether or not we think she can cast 8th level spells or not... and - if she can - I would guess that she can overcome the Spell Resistance for Hallow pretty easily. If she can't, we'll have to keep bashing her on the head until Justice has had a chance to rest so that she can prepare and cast Hallow the following day.
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Old 11th April 2005, 05:04 AM   #5 (permalink)
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And - we need to make sure she's not around/awake when the area is being Hallowed... because - if she really wanted to - she could counter with Unhallow.
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Old 11th April 2005, 05:09 AM   #6 (permalink)
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A question for Kennon:

Is there a way to stop her from resting? (i.e., cutting her off from Nature's Clock (a.k.a., the sun) or not allowing her to rest for more than a few hours at a time)
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Old 11th April 2005, 03:50 PM   #7 (permalink)
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Dimensional Anchor was just a the quick precaution against her escaping to quickly.

We only need her nocked out for 9 hours max. -8 for resting to get teleports (really just two people resting) and our spells back and one for the actual teleporting and getting her to Hywrl's magic prison.

We don't question AW till we get back to Hywrl, and questioning takes place inside the prison.

As for her level... she is hundreds of years old, so I have a feeling she may be well into the epic levels by this point.
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Old 11th April 2005, 04:04 PM   #8 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
A question for Kennon:

Is there a way to stop her from resting? (i.e., cutting her off from Nature's Clock (a.k.a., the sun) or not allowing her to rest for more than a few hours at a time)
You could probably keep her awake in a normal way for a while, as long as it didn't get ridiculous (to the point that your alignments might interfere).

Quote:
Originally Posted by Laurel
Dimensional Anchor was just a the quick precaution against her escaping to quickly.

We only need her nocked out for 9 hours max. -8 for resting to get teleports (really just two people resting) and our spells back and one for the actual teleporting and getting her to Hywrl's magic prison.
Dimensional Anchor can be a temporary solution, but there are risks attached to bringing her to Hyrwl, as well. Depending on how important she is to the King, it may draw more attention back to your current capital city - something you may or may not want.

Further, after you question her in the magic prison, what are you going to do with her? Let her go? Kill her?

Quote:
We don't question AW till we get back to Hywrl, and questioning takes place inside the prison.

As for her level... she is hundreds of years old, so I have a feeling she may be well into the epic levels by this point.
Kaereth beat the snot out of her, so she can't be *that* high level.
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Old 11th April 2005, 04:25 PM   #9 (permalink)
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Let her go/Kill her question: Depends on how she answers certain questions and what she does from this point on

Prison place- Where ever it is she will not be there permanently- she either turns to us or she dies. If the prison is not in Hywrl then we need to get a prison with all the fun stuff someplace else.
But honestly there are risks anywhere we put the prison. Using the spies or just our information centers we could spread the word that we killed her for vengence. We can even send a letter to the king about it all.

Interrogation of AW- deals with Tain's plans only- L'Aurel will question her on woodshadow and family stuff.
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Old 11th April 2005, 04:58 PM   #10 (permalink)
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Quote:
Originally Posted by Laurel
Let her go/Kill her question: Depends on how she answers certain questions and what she does from this point on
Cool.

Quote:
Prison place- Where ever it is she will not be there permanently- she either turns to us or she dies. If the prison is not in Hywrl then we need to get a prison with all the fun stuff someplace else.
I dunno - I think it really depends on how long you're going to question her. If you're going to keep her around for a matter of weeks or months, then yeah - you need to take her Hyrwl, probably. If you can get your questioning done in a day (or less) I think you can probably get it done in Hyrwl.

Quote:
But honestly there are risks anywhere we put the prison. Using the spies or just our information centers we could spread the word that we killed her for vengence. We can even send a letter to the king about it all.
Absolutely right about the risks. As for letting people know how and why she died, you can do that however you like - there'd be a certain value in posting her head on a pike near his audience chamber (like he did with some of your guards) but then you'd actually have to be able to get there.

Quote:
Interrogation of AW- deals with Tain's plans only- L'Aurel will question her on woodshadow and family stuff.
That's fine.
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Old 11th April 2005, 05:11 PM   #11 (permalink)
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Even if someone has Dimensional Anchor prepared, it will only last like 15 minutes... that was my only concern... doesn't really keep her immobile for that long...

However - the question remains... do we think that she has the power to cast Word of Recall (which would be the only way she could teleport in the first place)?
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Old 11th April 2005, 05:26 PM   #12 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Even if someone has Dimensional Anchor prepared, it will only last like 15 minutes... that was my only concern... doesn't really keep her immobile for that long...

However - the question remains... do we think that she has the power to cast Word of Recall (which would be the only way she could teleport in the first place)?
Yes it is a short time, and there are many many ways she could get away not using a teleport like spell. I assumed if hallowed was cast it took the one year time on as well, since in the description it only states under the added spells section to look at specific spell descriptions for saving throws and SR.

There is also something to be said that going from 0 to 1 hp naturally would incur some grogginess for at least part of a round. She shouldn't just poof hit 1hp and be perfectly fine. But that's all DM.

But she can only do these things if she wakes up L'Aurel has no issues continuing to punch her out and no lawful goodiness getting in the way Also, Justice and Xath need to sleep so we can get the boots of teleport back to get us to Hywrl (at least for the immediate future).
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Old 11th April 2005, 05:38 PM   #13 (permalink)
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Well, continually punching her in the face isn't a matter of lawfulness, ultimately - just a matter of goodness.

HOWEVER, as long as the duration of such an activity doesn't cross the line into torture, we're all good.
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Old 11th April 2005, 05:41 PM   #14 (permalink)
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Quote:
Originally Posted by The_Universe
Well, continually punching her in the face isn't a matter of lawfulness, ultimately - just a matter of goodness.

HOWEVER, as long as the duration of such an activity doesn't cross the line into torture, we're all good.
Can we use like an herbal sedative to keep her out? Or does that cross the "good" line?
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Old 11th April 2005, 05:49 PM   #15 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Can we use like an herbal sedative to keep her out? Or does that cross the "good" line?
That's more humane than repeatedly punching her in the face, and would probably only be a problem if you did it for so long that she starved or dehydrated to death.

What herbal sedatives do you have in mind?
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Old 11th April 2005, 06:01 PM   #16 (permalink)
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Quote:
Originally Posted by The_Universe
That's more humane than repeatedly punching her in the face, and would probably only be a problem if you did it for so long that she starved or dehydrated to death.

What herbal sedatives do you have in mind?
But punching is more fun.....

And even the herb would just be till we get her to Hywrl.
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Old 11th April 2005, 06:08 PM   #17 (permalink)
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I figured so - I was just letting you know that your restrictions for being good aren't unreasonable - the lines you can't cross are fairly common sense.
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Old 11th April 2005, 07:35 PM   #18 (permalink)
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Will look at sedatives tonight and report what I've learned...
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Old 11th April 2005, 10:43 PM   #19 (permalink)
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Quote:
Originally Posted by Queen_Dopplepopolis
Will look at sedatives tonight and report what I've learned...
'drow' sleep poison seems like it would be a good idea....
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Old 12th April 2005, 05:17 PM   #20 (permalink)
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Quote:
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'drow' sleep poison seems like it would be a good idea....
Can we get our hands on some of that?
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