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(IR) IR Interlude between Turns 3 and 4 (thread 2)
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<blockquote data-quote="Edena_of_Neith" data-source="post: 91449" data-attributes="member: 2020"><p><strong>Answers to the above Posts</strong></p><p></p><p>ALZEM</p><p></p><p>rules question </p><p></p><p>any PL's I use to help another player at the end of the turn they are returned to my pool are any Pl's I use gone permenantly?</p><p></p><p> ANSWER: Any PL you use to help another player with return to you at the beginning of the next Turn.</p><p> Your PL in armies is always considered to belong to you, regardless of where your armies are, or who is playing them.</p><p></p><p> - - - </p><p> </p><p> RHIALTO</p><p> </p><p> A funny thing happens, regarding those Black Brotherhood prisoners. </p><p> They're dead. Actually, that's an understatement. They're withered corpses, seemingly dead for centuries. Their souls are gone beyond all reaching. Resurrection, or even true resurrection is not an option. Neither is speak with dead. Whatever it was they wanted to tell you, you will never hear now. </p><p> And the worse thing is that the bodies seem to be smiling...</p><p></p><p> ANSWER: One thing the Black Brotherhood is really good at, is dying.</p><p> They die so throughly that even their souls die.</p><p> This is a boon, in that you cannot question them.</p><p> It is a bane, for when you are dead like that, you are dead!</p><p></p><p> - - -</p><p></p><p> MAUDLIN</p><p></p><p> Acererak and the Scarlet Brotherhood also experiment with the new substance... </p><p></p><p> Out of curiosity, a contingent of Scarlet Brothers dumps a large amount of it in the Jeklea Bay, just to see how it would react to water. </p><p></p><p> Edit - Did I understand correctly that everyone with 10th level magic can just melt the red metal off the backs of their opponents in battle, thereby dissolving said opponents as well? That's a net advantage of +3/+4 to those with 10th level magic then </p><p> Edit edit - An extra 500 PL of Angels just joined the good guys? Twitch.</p><p></p><p> ANSWERS:</p><p></p><p> You drop a large amount of the Red Goo into Jeklea Bay, eh?</p><p> That is playing with matches, in a room full of dynamite, in this case. There is a lot of power in that Red Goo.</p><p></p><p> There is a massive explosion, and water geysers hundreds of feet into the air.</p><p> Then, the whole region of water turns black, then red.</p><p> After a period of many hours, the water ... slowly ... returns to normal. </p><p></p><p> I never said anything about 10th level magic being able to melt the Red Armor off the backs of anyone.</p><p> What I said was: 10th level magic will allow you to turn red steel and anything made out of it, back into Red Goo, within limits.</p><p> I said that 10th level magic could destroy Red Goo, in very limited quantities.</p><p> 9th level magic and below can only destroy very tiny amounts of Red Goo, on a spell by spell basis, and the dangers to the caster are high.</p><p></p><p> I never said 500 PL of Angels joined the IR.</p><p></p><p> The ANGELS are not becoming involved - even Alzem does not run them. I reserve that right as Moderator in this case.</p><p></p><p> The Solars, Planetars, and Deva (all three types) are being played by Alzem.</p><p></p><p> The Angels of the Seventh Heaven do not come at anyone's beck and call, nor do they operate according to military tactics, nor do they operate according to any regular form of thinking.</p><p> They are Angels, and they transcend mortal thinking, and mortal ways.</p><p> They cannot intervene in this IR unless the war goes into Realmspace itself, and THEN they will only become involved if certain, special conditions are met. </p><p></p><p> It is true that you have a new 500 PL force of Torilians to deal with, in addition to Forrester's.</p><p> But it is also true that Vecna is about to wake up a 300 PL force with an attack/defense of 6/6 to fight, he hopes, these Torilians.</p><p></p><p> - - -</p><p></p><p> FORRESTER</p><p> </p><p> Vecna the immortal? </p><p></p><p> Question -- precisely what good does it do to kill Vecna? </p><p></p><p> He was just killed, and somehow, miraculously, he's back to normal (pretty much instantaneously) and causing trouble. Just because of the phyactery. </p><p> Is he at least weak for awhile? Does he take some time to come back? </p><p> Or is all that killing Vecna does is send him back to the Shade for a day? </p><p> Just curious. </p><p> </p><p> ANSWER:</p><p></p><p> I intended Vecna to be a pain in the rear.</p><p> I intended Vecna as a person everyone could, and would, hate.</p><p> I want you to hate Vecna; he is a truly hatable being. He is probably the single most evil being on Oerth, and I have the dubious honor of playing this horrific NPC.</p><p></p><p> You cannot kill a lich by killing his body.</p><p> Even a normal lich would recover in a few weeks from such a death, regaining energy from his phylactery.</p><p> Vecna is not a normal lich.</p><p> Vecna is not even an ultralich like Acererak or Larloch.</p><p> Vecna is the greatest lich who ever existed on Oerth.</p><p> </p><p> Vecna recovered within hours of his physical form being destroyed.</p><p> Vecna is dangerously close to being a God, but he is not a God; he can be killed permanently.</p><p></p><p> You can kill Vecna even before the beginning of Turn 4 (but not before he awakens the City of the Gods, which he did immediately after his statement Let The Fun Begin.)</p><p> All you have to do is cut a deal with Lord Melkor, and have the phylactery handed over to Forrester.</p><p> Then destroy the phylactery. And Vecna is instantly and irrevocably dead.</p><p></p><p> Edena_of_Neith</p></blockquote><p></p>
[QUOTE="Edena_of_Neith, post: 91449, member: 2020"] [b]Answers to the above Posts[/b] ALZEM rules question any PL's I use to help another player at the end of the turn they are returned to my pool are any Pl's I use gone permenantly? ANSWER: Any PL you use to help another player with return to you at the beginning of the next Turn. Your PL in armies is always considered to belong to you, regardless of where your armies are, or who is playing them. - - - RHIALTO A funny thing happens, regarding those Black Brotherhood prisoners. They're dead. Actually, that's an understatement. They're withered corpses, seemingly dead for centuries. Their souls are gone beyond all reaching. Resurrection, or even true resurrection is not an option. Neither is speak with dead. Whatever it was they wanted to tell you, you will never hear now. And the worse thing is that the bodies seem to be smiling... ANSWER: One thing the Black Brotherhood is really good at, is dying. They die so throughly that even their souls die. This is a boon, in that you cannot question them. It is a bane, for when you are dead like that, you are dead! - - - MAUDLIN Acererak and the Scarlet Brotherhood also experiment with the new substance... Out of curiosity, a contingent of Scarlet Brothers dumps a large amount of it in the Jeklea Bay, just to see how it would react to water. Edit - Did I understand correctly that everyone with 10th level magic can just melt the red metal off the backs of their opponents in battle, thereby dissolving said opponents as well? That's a net advantage of +3/+4 to those with 10th level magic then Edit edit - An extra 500 PL of Angels just joined the good guys? Twitch. ANSWERS: You drop a large amount of the Red Goo into Jeklea Bay, eh? That is playing with matches, in a room full of dynamite, in this case. There is a lot of power in that Red Goo. There is a massive explosion, and water geysers hundreds of feet into the air. Then, the whole region of water turns black, then red. After a period of many hours, the water ... slowly ... returns to normal. I never said anything about 10th level magic being able to melt the Red Armor off the backs of anyone. What I said was: 10th level magic will allow you to turn red steel and anything made out of it, back into Red Goo, within limits. I said that 10th level magic could destroy Red Goo, in very limited quantities. 9th level magic and below can only destroy very tiny amounts of Red Goo, on a spell by spell basis, and the dangers to the caster are high. I never said 500 PL of Angels joined the IR. The ANGELS are not becoming involved - even Alzem does not run them. I reserve that right as Moderator in this case. The Solars, Planetars, and Deva (all three types) are being played by Alzem. The Angels of the Seventh Heaven do not come at anyone's beck and call, nor do they operate according to military tactics, nor do they operate according to any regular form of thinking. They are Angels, and they transcend mortal thinking, and mortal ways. They cannot intervene in this IR unless the war goes into Realmspace itself, and THEN they will only become involved if certain, special conditions are met. It is true that you have a new 500 PL force of Torilians to deal with, in addition to Forrester's. But it is also true that Vecna is about to wake up a 300 PL force with an attack/defense of 6/6 to fight, he hopes, these Torilians. - - - FORRESTER Vecna the immortal? Question -- precisely what good does it do to kill Vecna? He was just killed, and somehow, miraculously, he's back to normal (pretty much instantaneously) and causing trouble. Just because of the phyactery. Is he at least weak for awhile? Does he take some time to come back? Or is all that killing Vecna does is send him back to the Shade for a day? Just curious. ANSWER: I intended Vecna to be a pain in the rear. I intended Vecna as a person everyone could, and would, hate. I want you to hate Vecna; he is a truly hatable being. He is probably the single most evil being on Oerth, and I have the dubious honor of playing this horrific NPC. You cannot kill a lich by killing his body. Even a normal lich would recover in a few weeks from such a death, regaining energy from his phylactery. Vecna is not a normal lich. Vecna is not even an ultralich like Acererak or Larloch. Vecna is the greatest lich who ever existed on Oerth. Vecna recovered within hours of his physical form being destroyed. Vecna is dangerously close to being a God, but he is not a God; he can be killed permanently. You can kill Vecna even before the beginning of Turn 4 (but not before he awakens the City of the Gods, which he did immediately after his statement Let The Fun Begin.) All you have to do is cut a deal with Lord Melkor, and have the phylactery handed over to Forrester. Then destroy the phylactery. And Vecna is instantly and irrevocably dead. Edena_of_Neith [/QUOTE]
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