Plots & PlacesPost your PCs and NPCs for others to reference and enjoy. This is also an alternate location for long-term campaign and plot development. These can be system neutral or relate to any game or system.
Which would only mean that Motsin would have to summon something and set her off first. Question is, would G just return to her home plane upon death?
I thought in Sep's campaign, dead on the prime meant dead.
Regardless, while it's possible for Nym to kill the Enforcer, why would he? After all it was the interference of summoned creatures that Nym was so upset about.
__________________ Mostly Geek - the gaming and other nerd stuff blog my sister and I do
I'm a little surprised that the Enforcer doesn't have Spellcasting Harrier, or the feat from the Miniatures Handbook that's even better, but similar. I'd have thought it would be the obvious choice.
--Seule
Well, keep in mind that the infernal wasn't created for the purposes of destroying spellcasters, just bent to that purpose because they needed an outsider bad enough to stand up to just about everything a single spellcaster breaking the injunction could throw...and then crush them to tiny bits.
Last edited by Volaran; 19th November 2003 at 11:00 PM..
Regardless, while it's possible for Nym to kill the Enforcer, why would he? After all it was the interference of summoned creatures that Nym was so upset about.
True enough. And I think that Nwm is solidly behind the idea of the Enforcer in principle, even if he would probably prefer it to be some awe-inspiring epic fey (exalted paragon leshay of legend?) rather than an Infernal. The point I was making is that when sufficiently carefully designed epic spells come into the picture, the irresistable forces of the campaign (of which Gihaahia was clearly intended to be one, by Jovol if not by Sep) can begin to look rather fragile.
But I think in an epic game this is an undeniably Good Thing. Epic level should be all about shaking the very pillars on which the world is built. Kudos to Sep for pulling it off, and allowing his players to do their thing without artificially hamstringing them.
The point I was making is that when sufficiently carefully designed epic spells come into the picture, the irresistable forces of the campaign (of which Gihaahia was clearly intended to be one, by Jovol if not by Sep) can begin to look rather fragile.
This point is actually addressed directly in the next SH update (hopefully not too far away) - which is why I posted Gihaahia, incidentally. I don't want to give too much away, though
This point is actually addressed directly in the next SH update (hopefully not too far away) - which is why I posted Gihaahia, incidentally. I don't want to give too much away, though
Oh, man. He says something like this just when I'm going to be away from the computer for a month, starting tomorrow. Argh!
This point is actually addressed directly in the next SH update (hopefully not too far away) - which is why I posted Gihaahia, incidentally. I don't want to give too much away, though
This point is actually addressed directly in the next SH update (hopefully not too far away) - which is why I posted Gihaahia, incidentally. I don't want to give too much away, though
I have visions of Mostin wilfully breaking the rules, summoning Gaihaahia, and carefully killing her just to prove that it can be done ;->
__________________ grodog
----
Allan Grohe
Editor and Project Manager Black Blade Publishing
I have visions of Mostin wilfully breaking the rules, summoning Gaihaahia, and carefully killing her just to prove that it can be done ;->
Mmmph. The rules prohibit summoning. The wizard gets punished if he does it. Does the summoned creature also get dispatched by the enforcer? Because this could be a self-solving problem:
1) Gate in Gihaahia.
2) Use some kind of spell to make yourself invulnerable or unfindable for a couple rounds (might wanna do this before 1, come to think of it).
3) Smirk as the letter of the law forces her to kick her own butt.
The letter of the law allows the clavinger/enforcer to interpret as required.
And the Clavinger could likely call in the Enforcer to take care of the upstart Wizard the round before it made himself unidentifiable. It knows what you're planning to do. It knows how you're planning to do it. And it knows how to bring you to justice for it. Boom.
Dealing with deific things gets tricky and confusing.
__________________ Diana, Moon_Goddess The mortal moon hath her eclipse endured
And the sad augurs mock their own presage;
Incertainties now crown themselves assured
And peace proclaims olives of endless age. William Shakespeare Sonnet 107 CVII. (Mid-1590s)
[sigvirus]uhoh[/sigvirus]
You know, it might not be all that good a thing for Ainhorr to wield Heedless: Heedless is very intelligent, and likely knows that if Ainhorr is killed while holding Heedless, the sword is toast due to that pesky phrase in Death Throes.
So I was thinking, that if the party gains the upper hand in a battle against Ainhorr, wouldn't Heedless challenge him for control and, if he won it, make the balor drop him to the ground?
Out of cuiousity, how did the talk with the Claviger work out across the table?
Cause it certainly came out awesome across the Story Hour.
__________________ “When one awakes, and rolls from his pallet, and strides across the cold rushes to put flame to lantern. When the world is asleep around him. When the whippoorwill sings and crickets speak. When one is alone, in silence, with nothing but a book. That, my son, is glory. That is all the glory a man ever needs, and more besides.” - Sage Poridel Poriden, Sins of Our Fathers
Are you running SoW and are interested in getting some ideas on the overarching plot?
Looking for better ways to tie the disparate modules together?
Come visit my thread on doing exactly that! Also, visit the wiki it inspired! Player's stay out!
Two things regarding Epic Spell development that I enforce:
1) Secondary casters in a ritual may suffer backlash equal to no more than half of the backlash sustained by the primary caster.
2) Ritual spells involving more than one participant may not be [Spontaneous]. I quickly determined that this would get very problematic, when I first allowed DC 0 spells to be cast. Furthermore, I had instituted a ‘dead zone’ in the Spellcraft DC range of 1 to 9 – i.e. unless an epic spell is spontaneous (i.e. DC 0), its DC cannot be less than 10. This may seem rather arbitrary, but I felt that it demarcated what were evolving into two quite distinct forms of Epic Magic.
Nonetheless, Dan exceeded himself with his knack for squeezing every drop of potential from the system.
Mostin’s Accelerating Ritual of Perceptual Magnification
1. Mostin, Nwm, Shomei and Mulissu translate to Faerie in order to benefit from the plane’s enhanced magical trait.
2. Shomei casts a triply empowered endurance on herself, Mostin, Mulissu and Nwm, burning 4 x 8th-level slots. Faerie’s trait further empowers and maximizes the spells. Each participant gains a +12 bonus to Constitution – which translates to 126 hps for 21st level characters. They return to Wyre.
3. Nwm casts this spell:
First Perceptual Transcendence
Transmutation Spellcraft DC: 11 Components: V, S, Ritual Casting Time: 1 round Range: 0 ft. Area: 20-ft radius sphere centred on you Duration: 20 hours To Develop: 99,000 gp; 2 days; 3960 XP. Seed: fortify (DC17). Factors: grant additional +62 enhancement bonus to ability score (+124 DC), 1-round casting time (+18 DC), change from touch to target (+4 DC), change from target to area (+10 DC). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), secondary casters each sustain 21d6 backlash (-63 DC), 3 additional casters contributing epic level slots (-57 DC).
All characters within a 20-ft radius circle centred upon the caster gain a +63 enhancement bonus to Intelligence.
4. Nwm casts heal upon himself, Mostin, Mulissu and Shomei, burning 4x7th- level slots. ("Effectively, the Green absorbs the backlash.")
5. Mostin casts this spell:
Second Perceptual Transcendence
Transmutation Spellcraft DC: 13 Components: V, S, Ritual Casting Time: 1 round Range: 0 ft. Area: 20-ft radius sphere centred on you Duration: 20 hours To Develop: 117,000 gp; 3 days; 4680 XP. Seed: fortify (DC23). Factors: grant additional +19 insight bonus to ability score (+114 DC), 1-round casting time (+18 DC), change from touch to target (+4 DC), change from target to area (+10 DC). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), secondary casters each sustain 21d6 backlash (-63 DC), 3 additional casters contributing 9th-level slots (-51 DC).
All characters within a 20-ft radius circle centred upon the caster gain a +20 insight bonus to Intelligence.
6. Nwm casts heal on all of those present, burning 4x8th-level slots.
7. Mulissu casts this spell:
Third Perceptual Transcendence
Transmutation Spellcraft DC: 13 Components: V, S, Ritual Casting Time: 1 round Range: 0 ft. Area: 20-ft radius sphere centred on you Duration: 20 hours To Develop: 117,000 gp; 3 days; 4680 XP. Seed: fortify (DC23). Factors: grant additional +19 luck bonus to ability score (+114 DC), 1-round casting time (+18 DC), change from touch to target (+4 DC), change from target to area (+10 DC). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), secondary casters each sustain 21d6 backlash (-63 DC), 3 additional casters contributing 9th-level slots (-51 DC).
All characters within a 20-ft radius circle centred upon the caster gain a +20 luck bonus to Intelligence.
8. Nwm casts heal upon Shomei, burning a 9th-level slot; and two cure critical wounds each and two cure serious wounds each upon himself, Mostin and Mulissu.
9. Shomei casts this spell:
Fourth Perceptual Transcendence
Transmutation Spellcraft DC: 13 Components: V, S, Ritual Casting Time: 1 round Range: 0 ft. Area: 20-ft radius sphere centred on you Duration: 20 hours To Develop: 117,000 gp; 3 days; 4680 XP. Seed: fortify (DC23). Factors: grant additional +19 circumstance bonus to ability score (+114 DC), 1-round casting time (+18 DC), change from touch to target (+4 DC), change from target to area (+10 DC). Mitigating factors: primary caster sustains 42d6 backlash (-42 DC), secondary casters each sustain 21d6 backlash (-63 DC), 3 additional casters contributing 9th-level slots (-51 DC).
All characters within a 20-ft radius circle centred upon the caster gain a +20 circumstance bonus to Intelligence.
The net gain – a +123 bonus to Intelligence for four casters – comes at the cost of 7 epic slots, 13 ninth-level slots, 8 eighth-level slots and 4 seventh-level slots. Plus a number of lower level spells.
It adds an obscene +61 to the Save DCs of any spells cast by the Wizards.
It also adds +61 to Knowledge (arcana) checks – which, strangely, is more relevant: Knowledge (arcana) is the requisite skill for apprehending the web of motes.
Last edited by Sepulchrave II; 25th November 2003 at 09:16 AM..
The net gain – a +123 bonus to Intelligence for four casters – comes at the cost of 7 epic slots, 13 ninth-level slots, 8 eighth-level slots and 4 seventh-level slots. Plus a number of lower level spells.
I am in awe!!!! Now I understand why the three wizards were so keen in getting NWM involved in their project and can also comprehend NWMs insistence that the resultant power should only be used for divination. I am waiting anxiously to actually see them use this.