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.
The hilarious bit will come when they all sit down and play Trivial Pursuit.
Or chat to the Clavinger again.
"What -" said the Clavinger, but she was interrupted by SuperMostin, who knew just what she was going to say.
"As you -" said Mostin, but he was interrupted by the omniscient Clavinger.
"My suspicions did-" said the Clavinger.
"But" said Mostin.
"A-"
"N-"
"!"
"".
.
"What -" said the Clavinger, but she was interrupted by SuperMostin, who knew just what she was going to say.
"As you -" said Mostin, but he was interrupted by the omniscient Clavinger.
"My suspicions did-" said the Clavinger.
"But" said Mostin.
"A-"
"N-"
"!"
"".
.
"Bye."
Or why the epicness may make some things quite absurd.
Why do they have to return to Wyre to cast the spells?
If they were to cast it on another plane couldn't they summon celestials to heal them in addition to Nwm? Or would Nwm not be allowed to let the green 'absorb' the backlash unless they were in Wyre?
Still amazingly super cool though...
Just wondering.
Location: Beijing, China...and Santa Barbara, Cali
Posts: 417
healing
I sure hope that healing is enough for the casters 42d6 is gonna average a little over 140hps or so...ouch! What about healing at the end of the whole process? At that point Nwm seems pretty drained of healing ability. Do they have any contingencies for healing?
__________________ ”Neither evil tongues, Rash judgments, nor the sneers of selfish men, Nor greetings where no kindness is, nor all The dreary intercourse of daily life, Shall e’er prevail against us.”
--William Wordsworth (1770-1850)
Chaotic Good Human Fighter
S:9 D:14 C:10 I:14 W: 11 Ch: 11
Tactician 75%, Power Gamer 67%, Story Teller 67%, Butt-Kicker 58%, Specialist 58%, Method Actor 58%, Casual Gamer 17%
Heck, how about contingencies for surviving an attack at that moment after backlash. Perhaps the super-high intelligence will create a brief realization that will verbalize as: Oh, Sh*t!
john
p.s. oh, and in the millenia he has had, do you think that Graz'zt has never thought of augmenting himself thusly for the brief moment necessary to crush an uppity group of mortals? Just add a hundred or so to each of his physical stats as well as Wisdom (for the Will Save, why not) - sacrifice a bunch of souls and underperforming demons to help fuel it, plus his sanctum's power... who knows?
Last edited by Greybar; 25th November 2003 at 06:08 PM..
I just realised that they could if the wanted have Eadric and Ortwin stand in the area of the spell just for the hell of it, they even have some minor healing abilities...
I just realised that they could if the wanted have Eadric and Ortwin stand in the area of the spell just for the hell of it, they even have some minor healing abilities...
And Ortwin would get a rather obscene bonus to his bardic lore ability...
I'd be worried about getting that high an intelligence. What if there is some aspect of reality that Man Was Not Meant To Know? You'd suddenly know all about It (whatever It is), and immediately go utterly and irretrievably insane (and probably totally evil, too).
That would be bad!
If they didn't go insane, an interesting project for the wizards to undertake would be to make works of art. Think of the masterpieces they could produce with a simple fabricate spell! After all, only one of them can use the Web of Motes at a time, right? It would be wise for them to otherwise use the time productively.
Is there a formula relating the craft check result to the value of a piece? If masterwork is DC 20, what would DC 80 be?
Last edited by Cheiromancer; 26th November 2003 at 02:28 AM..
Consider that Nwm will also be in the 20 foot radius.
He isn't used to the expanding intellect feeling, and might be more vulnerable than the others. To take the opposite position, Nwm's higher Wisdom may make him one of the few who can take it.
Hmm... good ideas folks. That also could be a good counterbalance to discourage people from following this path. You could have a general rule that having any physical stat more than 20 away from any other physical stat is likely to result in problems, and ditto for the mental stats. Think about the mismatches that are implied...
I've been thinking about epic spells, and I've come to the conclusion that it is not a good idea to let Mostin develop the perceptual transcendence sequence of spells.
For one, I just searched through the SRD (well, the PHB and the DMG) and I couldn't find any items or spells that give circumstance, luck or insight bonuses to an ability scores. Inherent bonuses, yes (to a maximum of +5). Enhancement bonuses, obviously.
And I regard the guidelines in the ELH even more cautiously than I regard the magic item pricing guidelines in the DMG. They can cause no end of trouble if used as a cook-book by players instead of a resource by DMs.
Of course, there is little doubt that Sepulchrave knows how to challenge players even when a particular interpretation of the rules gives them enormous powers. I'm just saying that this is setting off alarm bells.
You know Chieromancer if any other DM allowed players to develop such a spell I would be highly suspicious, but with Sepulchrave I don't worry one bit. I am sure it will turn out to be amazing!
I've been thinking about epic spells, and I've come to the conclusion that it is not a good idea to let Mostin develop the perceptual transcendence sequence of spells.
This is an interesting observation - I was in two minds myself about okaying it. They are kind of uber-munchkin. I guess it comes down to the way the DM exercises control in the game, and the way the characters interact.
Philosophically, I tend to prefer plot-driven constraints/controls upon characters, as opposed to mechanical ones, or ones which depend upon DM fiat. And Mostin's rite was designed as a means to interpret the web of motes - not to exercise huge magical power. It simply happened that, mechanically, it also makes his spells almost irresistible.
Nwm's caveat - that it should only be used for divination - works in two ways. First, it conveys the fact that Nwm himself is very nervous about participating in a series of spells which empower three already very dangerous arcanists yet further. It places a kind of moral responsibility upon those involved - which I feel is no bad thing (it's an epic campaign, after all). But it's also a recognition that the mechanics are merely there to explain something that happens in game - they have no real value in and of themself. Dave is very good at not getting sucked into a mechanistic mind-set when he plays.
But even if Mostin had - for example - gone power-mad, what could he do? Translate to Afqithan and kill Ainhorr? Translate to Azzagrat and attempt to kill Graz'zt? (Defeat mind blank, penetrate anti-teleportation wards, hope that the Prince isn't in his sanctum, and overcome Graz'zt's SR) Attempt to Gate Graz'zt (who may decide not to come), and then hit him with a disintegrate? Of course, there is nothing that Mostin can do in Wyre itself, without the implicit say-so of the Claviger (another plot driven control, btw.)
The characters' actions do not exist in a void. If Mostin alone were to eliminate Ainhorr, how would Graz'zt react? How would his strategy change? What other powerful entities would suddenly become interested? How would Soneillon react to Mostin and subsequently view him?
A more long-term concern might be about setting a precedent for the mechanics of epic spells - what is allowable, and what is not. This I will continue to judge on a case-by-case basis - given the context that they are to be used in, and the purpose that they serve.
I guess I feel there are more ways of limiting player choices - when necessary - than just saying 'no.' Don't get me wrong, I have said a flat 'no' to several epic spells that Mostin's player has proposed - sometimes you do have to. But this one is so specific - it requires these four casters knowing these four spells, and sufficient buffing and recuperative magic and 9th/epic level slots available. And all being willing to participate.
Still, the spell sequence does have very big plot development consequences. And nothing that I'd foreseen, either. I like it when that happens.
Last edited by Sepulchrave II; 28th November 2003 at 06:53 AM..
I guess it comes down to the way the DM exercises control in the game, and the way the characters interact.
Philosophically, I tend to prefer plot-driven constraints/controls upon characters, as opposed to mechanical ones, or ones which depend upon DM fiat. And Mostin's rite was designed as a means to interpret the web of motes - not to exercise huge magical power. It simply happened that, mechanically, it also makes his spells almost irresistible.
Agreed - I am of the same mindset, but since I am nowhere near as good as you at exercising plot-driven constraints, I have to say no more often.
Quote:
Still, the spell sequence does have very big plot development consequences. And nothing that I'd foreseen, either. I like it when that happens.
You realize that now we will all be waiting even more anxiously (if that is even possible) to read what happens?!