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Story Hour
[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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<blockquote data-quote="Joshua Randall" data-source="post: 9597381" data-attributes="member: 7737"><p><strong>Commentary</strong>:</p><p></p><p><strong><em> …"[the sceptre's] dweomer is likely to broadcast our presence to any paladin there."</em></strong></p><p></p><p>The paladins can sense the dweomer of the sceptre if and only if one of them has the Detect Magic spell up and is looking in our direction. If the sceptre “broadcasts” its dweomer like a radio signal, then someone needs to have a radio receiver turned on and tuned to the right channel to pick up the signal. Paladins don’t always have their Detect Magic radios turned on because they only have enough battery power for 30 minutes a day <em>at best</em> (at levels 14+). In addition, they technically need to be facing the source of the signal; if Carr snuck up behind a paladin with Detect Magic active but facing away, the paladin would detect — nothing.</p><p></p><p>However, this book continues to imply that Detect Magic can (1) be made permanent and fixed to an area (like on the ports of Seagate Island) and (2) emanates from spellcasters <em>all the time</em>.</p><p></p><p><strong><em>Garn offers to hide our magical item in his quarters alongside his enchanted armor and weapons.</em></strong></p><p></p><p>Given the book’s version of Detect Magic, Garn’s statement implies that ALL magic is now considered suspect. Arno is not taking any chances: anyone carrying or using magic is to be considered an enemy. Which leaves only Arno and his pet paladins with “legitimate” supernatural power.</p><p></p><p>You have to admire the villain’s thoroughness.</p><p></p><p><strong><em>We wonder to ourselves if Garn is one of Arno's henchmen trying to disarm us before we face him.</em></strong></p><p></p><p>If Garn were one of Arno's henchmen, he would've ratted us out the moment he detected our magic. This is a dumb thing to wonder, Carr. WIS 3 at work.</p><p></p><p><em><strong>(81) if we let Garn hide the Sceptre of Bhukod, or</strong></em></p><p><strong><em>(143) to ignore Garn's warning and take the sceptre into the cathedral.</em></strong></p><p></p><p>Sheesh, book, that’s a lot of red lights going off! Very well. We'll let Garn handle our rod.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 9597381, member: 7737"] [B]Commentary[/B]: [B][I] …"[the sceptre's] dweomer is likely to broadcast our presence to any paladin there."[/I][/B] The paladins can sense the dweomer of the sceptre if and only if one of them has the Detect Magic spell up and is looking in our direction. If the sceptre “broadcasts” its dweomer like a radio signal, then someone needs to have a radio receiver turned on and tuned to the right channel to pick up the signal. Paladins don’t always have their Detect Magic radios turned on because they only have enough battery power for 30 minutes a day [I]at best[/I] (at levels 14+). In addition, they technically need to be facing the source of the signal; if Carr snuck up behind a paladin with Detect Magic active but facing away, the paladin would detect — nothing. However, this book continues to imply that Detect Magic can (1) be made permanent and fixed to an area (like on the ports of Seagate Island) and (2) emanates from spellcasters [I]all the time[/I]. [B][I]Garn offers to hide our magical item in his quarters alongside his enchanted armor and weapons.[/I][/B] Given the book’s version of Detect Magic, Garn’s statement implies that ALL magic is now considered suspect. Arno is not taking any chances: anyone carrying or using magic is to be considered an enemy. Which leaves only Arno and his pet paladins with “legitimate” supernatural power. You have to admire the villain’s thoroughness. [B][I]We wonder to ourselves if Garn is one of Arno's henchmen trying to disarm us before we face him.[/I][/B] If Garn were one of Arno's henchmen, he would've ratted us out the moment he detected our magic. This is a dumb thing to wonder, Carr. WIS 3 at work. [I][B](81) if we let Garn hide the Sceptre of Bhukod, or[/B][/I] [B][I](143) to ignore Garn's warning and take the sceptre into the cathedral.[/I][/B] Sheesh, book, that’s a lot of red lights going off! Very well. We'll let Garn handle our rod. [/QUOTE]
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[AD&D Gamebook] The Sorcerer's Crown (Kingdom of Sorcery, book 2 of 3)
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