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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?

SRD said:
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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The_Universe

First Post
Queen_Dopplepopolis said:
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.
 

Dimensional Anchor, while useful, is still subject to Spell Resistance... and all spells attached to Hallow are subject to the spells stipulations:

SRD said:
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.
 

Queen_Dopplepopolis said:
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. :)
 


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)
 

Laurel

First Post
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.
 

The_Universe

First Post
Queen_Dopplepopolis said:
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).

Laurel said:
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?

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.
 

Laurel

First Post
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.
 

The_Universe

First Post
Laurel said:
Let her go/Kill her question: Depends on how she answers certain questions and what she does from this point on
Cool.

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.

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.

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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