D&D Wargaming: Good OOC

I'm just afraid of the antimagic. It might make scrying impossible, it will certainly make teleportation impossible, and it will likely make portals not work, either. And who says the artifacts are portable? If they aren't portable, they're pretty useless, though.

I have some wizards in my army with +9 Knowledge (Arcana) and Knowledge (Geography), and one with +12 in each. I could let them use the mirror all day, every day, trying to find out more about the artifacts, and still devote most of my (Axorius's) personal attention to the war. If it comes to a dungeon crawl to get the artifact, Axorius is willing and able. He's a tough cookie, and not much could stand up to him in an Antimagic Field, either.

Also, do any of the troops (pretty much all of Tyreus's army, plus Axorius) get xp for beating the Ghost Dragon?
 
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*slaps forehead* If this game hadn't all it's awesomeness, I would bang my forehead into the desk for ever attempting such a monster... hehe

Just keep reminding me, guys! Really, it's not bugging, it's making sure I still remember I need to do something about it!

EDIT: IC post updated.
 
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Forgive my occasional rule ignorance, my usual games never reached sufficient level. Wouldn't disintegrate have taken care of that? The dragon had some items, but I was under the impression that your spell would have destroyed said items... they weren't artifacts.
 

Drawing attention to myself? Never. :D

I'm thinking the pit might be the source of the cloud of smoke and ash. (oops, forgot to ask - are there huge columns of smoke coming out of it?) If so, it would be clearly to our benefit to put a stop to it. I'm looking at either asking Axorius to send an archon to grab the decanters of endless water from the rest of my army (forgot to bring them...oops), or just using an earthquake. Unless they have some means of knowing exactly what's going on in every part of Evil territory simultaneously, it'll be a couple hours at least before they realize that I'm there, and by then I'll be long gone. I carefully avoided giving them my name, but eventually they'll figure from my description to scry for a marut, so at that point we'll probably have the large-scale conflict we've been hoping for. :) Then I can break out the rod of rulership I've been saving.

Here's the relevant quote. I had thought the creature's equipment would be destroyed too, but I guess they must have changed it with 3.5.

3.5 SRD said:
Disintegrate
Transmutation
Level: Destruction 7, Sor/Wiz 6
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: Instantaneous
Saving Throw: Fortitude partial (object)
Spell Resistance: Yes

A thin, green ray springs from your pointing finger. You must make a successful ranged touch attack to hit. Any creature struck by the ray takes 2d6 points of damage per caster level (to a maximum of 40d6). Any creature reduced to 0 or fewer hit points by this spell is entirely disintegrated, leaving behind only a trace of fine dust. A disintegrated creature’s equipment is unaffected.

When used against an object, the ray simply disintegrates as much as one 10- foot cube of nonliving matter. Thus, the spell disintegrates only part of any very large object or structure targeted. The ray affects even objects constructed entirely of force, such as forceful hand or a wall of force, but not magical effects such as a globe of invulnerability or an antimagic field.

A creature or object that makes a successful Fortitude save is partially affected, taking only 5d6 points of damage. If this damage reduces the creature or object to 0 or fewer hit points, it is entirely disintegrated.

Only the first creature or object struck can be affected; that is, the ray affects only one target per casting.

Arcane Material Component: A lodestone and a pinch of dust.
 
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Ouch! YOu've picked up quite a haul then.

I should not be rewarding a teleport raid this way... but, dang. Gotta be realistic here. In the future, safegaurds had BETTER be taken so that you don't get these drastic benefits from little conflicts...

The FireKing was wearing:

Ring of Major Elemental Resistance(Cold) -- worth 28,000gp
Ring of Protection+5 -- worth 50,000gp
Amulet of Natural Armor+5 -- worth 50,000gp
Bracers of Armor+8 -- worth 64,000gp
Tail Ring of Dex+4 -- worth 16,000gp
(As belt of Dex)
Heartstone of Resistance+5 -- worth 25,000gp
(As Cloak of Resistance)

All for naught due to a single failed save... man.
 

How do you guys wants to divvy that up? (if we divvy at all) Any of that stuff besides the Ring of Elemental resistance would work for Axorius. And he's probably the only one on our side who has a tail (or I would assume he does).

If I had my pick, I'd take the Heartstone, and Tail Ring, and the Bracers.
 

Fieari in the ic thread said:
Isten's scry fails, insufficient scry roll.

In 3.5, there is no scry skill.

nameless said:
How do you guys wants to divvy that up? (if we divvy at all) Any of that stuff besides the Ring of Elemental resistance would work for Axorius. And he's probably the only one on our side who has a tail (or I would assume he does).

If I had my pick, I'd take the Heartstone, and Tail Ring, and the Bracers.

I don't have a problem dividing it up since there is nothing there I'm really interested in. The problem is I don't like getting a good haul like that and then giving it away, but I dislike the idea of charging you for it even more. It just feels so wrong getting good stuff, then not using it.... How about I take the amulet and rings, while you take the things you said you wanted.
 

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