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Kulan: Knightfall's Crisis in Bluffside Game [OOC]
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<blockquote data-quote="Knightfall" data-source="post: 9806277" data-attributes="member: 2012"><p>For [USER=24380]@Neurotic[/USER]:</p><p>Since your result for Knowledge (arcana) is less than Taran's, I've done a simple copy and paste and change some of the details.</p><p></p><p>[SPOILER="For Neurotic Only"]<strong>Knowledge (arcana): 20</strong></p><p>Akos is certain that the doors are protected from both magic and psionics. The doors have their own spell resistance (and power resistance) and cannot be damaged by mundane weapons.</p><p></p><p><em>Antimagic Field</em> would be unlikely to stop the doors from functioning unless the doors' SR/PR are overcome. And, if the doors aren't affected, the spell will likely fail completely (with bad results). If either of the doors' SR/PR are overcome, the Labyrinth could be sealed off, could be completely destroyed, or could be warped in some unforeseen way (see under Knowledge check for The Planes).</p><p></p><p>Akos suspects that using <em>Antimagic Field</em> to try to seal the Labyrinth likely won't end well (see below).</p><p></p><p><strong>Knowledge (the planes): 31</strong></p><p>The effects of using <em>Antimagic Field</em> on or around the doors will depend greatly on whether or not the doors are within the spell's area of effect. The doors' will cancel out the <em>antimagic field</em> completely if either of its spell resistance/power resistance scores are not overcome, which won't be easy.</p><p></p><p>If the field is dropped outside of the Labyrinth, the spell will work without any issues (since it will be on the Material Plane). It would probably be best to keep the field <u>at least 5 feet away</u> from the Labyrinth's entrance, just to be safe. The same will be true if it cast to be inside the Labyrinth. Keep it <u>5 feet away</u> from the doors and <strong><u>PRAY</u></strong> you don't get another mishap!</p><p></p><p>If the <em>antimagic field</em> is successfully cast and placed <u>too close</u> to the doors (or the doors are within the field), it will end badly for <strong><u>everyone</u></strong>. If the doors' SR/PR scores <u>are not overcome</u>, then the spell will fail and there will be a powerful magical/psionic ball of energy similar to how a <em>fireball</em> spell works. If the doors' SR/PR scores <u>are overcome</u>, then what could happen afterwards could be one of many different options...</p><ul> <li data-xf-list-type="ul">Nothing Happens At All [very unlikely].</li> <li data-xf-list-type="ul">The Doors will be Sealed Shut <u>Temporarily</u> (1d4 days; without any other magical/psionic effects) [more likely, but don't count on it].</li> <li data-xf-list-type="ul">The Doors will be Sealed Shut <u>Permanently</u> (the connection to the Labyrinth will be destroyed (the doors will disappear) and the other rooms (and buildings) connected to the Labyrinth will be subject to wild magic/psionic effects for 1d4 months).</li> <li data-xf-list-type="ul">The Doors will go inert for several rounds (around 1d4+1) and then will reactivate and wipe out the <em>Antimagic Field</em> (including the magic/psionic energy ball) [more likely].</li> <li data-xf-list-type="ul">All of the characters (both PCs and NPCs) will have to make a DC 25 Fortitude saving throw or take 10d10 points of untyped magical/psionic damage. Half magical, half psionic. On a successful, save the damage is only half. No extra damage suffered on a roll of 1.</li> <li data-xf-list-type="ul">All of the characters (both PCs and NPCs) will have to make a DC 25 Reflex (or DC 30 Fortitude) saving throw or be pulled deeper into the Labyrinth by powerful winds (akin to a Tornado [with all the effects that has on characters]). The doors will be sealed afterwards for 1 full day.</li> <li data-xf-list-type="ul">All of the characters (both PCs and NPCs) will have to make a DC 25 Will saving throw or be <u>randomly teleported</u> to another parts of the Labyrinth of Lost Souls. On a Natural 1, the character is tossed into the Shadowstar Sea. If one of the PCs rolls a 1 (but not Custodio or Tuck), I will give you all the option to choose to stay together (either in the Labyrinth or on the Shadowstar Sea). The doors to the Labyrinth will not be sealed.</li> <li data-xf-list-type="ul">As per the previous option, except the characters (and/or NPCs) end up in Phelix's Planar Enclave instead of in the Labyrinth. Ona roll of 1, the PCs/NPCs could end up in the Shadowstar Sea or in the planar city of Spireguard (my very homebrewed version of Sigil).</li> <li data-xf-list-type="ul">If Akos suffers another mishap, then more than one of these options <u>will</u> happen. The Labyrinth could be sealed permanently and the PCs might end up trapped inside (together or randomly) or thrown into the Shadowstar Sea. Hell, the whole area around the Gate of Scales could be shunted into another plane or random NPCs are teleported into the Labyrinth or Phelix's Planar Enclave.</li> <li data-xf-list-type="ul">The Labyrinth of Lost Souls is completely destroyed (very, very unlikely). All inside are either killed or shunted to somewhere beyond the demiplane. The Living Altar likely will be killed since it is so connected to the demiplane. This could <u>implode</u> a good part of the Mayor's Ward.</li> </ul><p>Basically, suppressing the Labyrinth's doors in any way with <em>Antimagic Field</em> is very, very bad for the characters, villains, and Bluffside, in general. The magical'psionic doors are a linchpin that connects the Labyrinth of Lost Souls to the Prime Material Plane. Destroying the doors permanently, without sealing of the connection first, could cause temporal energy to rush out of the Labyrinth and into the Material Plane.</p><p></p><p><strong><u>OR</u></strong>, nothing could happen. But, Akos knows that option isn't very likely.</p><p></p><p>Akos knows the best option to <u>seal</u> the demiplane is the 6th-level wizard spell called <em>Sea Portal</em>. Casting <em>Dimensional Lock</em> on the PCs and their allies before using <em>Antimagic Field</em> will keep the PCs from being forced (via the Will saves) to another plane such as Phelix's Enclave, Spireguard or the Shadowstar Sea, but it won't prevent them from being sucked into the Labyrinth by tornado-like winds.[/SPOILER]</p></blockquote><p></p>
[QUOTE="Knightfall, post: 9806277, member: 2012"] For [USER=24380]@Neurotic[/USER]: Since your result for Knowledge (arcana) is less than Taran's, I've done a simple copy and paste and change some of the details. [SPOILER="For Neurotic Only"][B]Knowledge (arcana): 20[/B] Akos is certain that the doors are protected from both magic and psionics. The doors have their own spell resistance (and power resistance) and cannot be damaged by mundane weapons. [I]Antimagic Field[/I] would be unlikely to stop the doors from functioning unless the doors' SR/PR are overcome. And, if the doors aren't affected, the spell will likely fail completely (with bad results). If either of the doors' SR/PR are overcome, the Labyrinth could be sealed off, could be completely destroyed, or could be warped in some unforeseen way (see under Knowledge check for The Planes). Akos suspects that using [I]Antimagic Field[/I] to try to seal the Labyrinth likely won't end well (see below). [B]Knowledge (the planes): 31[/B] The effects of using [I]Antimagic Field[/I] on or around the doors will depend greatly on whether or not the doors are within the spell's area of effect. The doors' will cancel out the [I]antimagic field[/I] completely if either of its spell resistance/power resistance scores are not overcome, which won't be easy. If the field is dropped outside of the Labyrinth, the spell will work without any issues (since it will be on the Material Plane). It would probably be best to keep the field [U]at least 5 feet away[/U] from the Labyrinth's entrance, just to be safe. The same will be true if it cast to be inside the Labyrinth. Keep it [U]5 feet away[/U] from the doors and [B][U]PRAY[/U][/B] you don't get another mishap! If the [I]antimagic field[/I] is successfully cast and placed [U]too close[/U] to the doors (or the doors are within the field), it will end badly for [B][U]everyone[/U][/B]. If the doors' SR/PR scores [U]are not overcome[/U], then the spell will fail and there will be a powerful magical/psionic ball of energy similar to how a [I]fireball[/I] spell works. If the doors' SR/PR scores [U]are overcome[/U], then what could happen afterwards could be one of many different options... [LIST] [*]Nothing Happens At All [very unlikely]. [*]The Doors will be Sealed Shut [U]Temporarily[/U] (1d4 days; without any other magical/psionic effects) [more likely, but don't count on it]. [*]The Doors will be Sealed Shut [U]Permanently[/U] (the connection to the Labyrinth will be destroyed (the doors will disappear) and the other rooms (and buildings) connected to the Labyrinth will be subject to wild magic/psionic effects for 1d4 months). [*]The Doors will go inert for several rounds (around 1d4+1) and then will reactivate and wipe out the [I]Antimagic Field[/I] (including the magic/psionic energy ball) [more likely]. [*]All of the characters (both PCs and NPCs) will have to make a DC 25 Fortitude saving throw or take 10d10 points of untyped magical/psionic damage. Half magical, half psionic. On a successful, save the damage is only half. No extra damage suffered on a roll of 1. [*]All of the characters (both PCs and NPCs) will have to make a DC 25 Reflex (or DC 30 Fortitude) saving throw or be pulled deeper into the Labyrinth by powerful winds (akin to a Tornado [with all the effects that has on characters]). The doors will be sealed afterwards for 1 full day. [*]All of the characters (both PCs and NPCs) will have to make a DC 25 Will saving throw or be [U]randomly teleported[/U] to another parts of the Labyrinth of Lost Souls. On a Natural 1, the character is tossed into the Shadowstar Sea. If one of the PCs rolls a 1 (but not Custodio or Tuck), I will give you all the option to choose to stay together (either in the Labyrinth or on the Shadowstar Sea). The doors to the Labyrinth will not be sealed. [*]As per the previous option, except the characters (and/or NPCs) end up in Phelix's Planar Enclave instead of in the Labyrinth. Ona roll of 1, the PCs/NPCs could end up in the Shadowstar Sea or in the planar city of Spireguard (my very homebrewed version of Sigil). [*]If Akos suffers another mishap, then more than one of these options [U]will[/U] happen. The Labyrinth could be sealed permanently and the PCs might end up trapped inside (together or randomly) or thrown into the Shadowstar Sea. Hell, the whole area around the Gate of Scales could be shunted into another plane or random NPCs are teleported into the Labyrinth or Phelix's Planar Enclave. [*]The Labyrinth of Lost Souls is completely destroyed (very, very unlikely). All inside are either killed or shunted to somewhere beyond the demiplane. The Living Altar likely will be killed since it is so connected to the demiplane. This could [U]implode[/U] a good part of the Mayor's Ward. [/LIST] Basically, suppressing the Labyrinth's doors in any way with [I]Antimagic Field[/I] is very, very bad for the characters, villains, and Bluffside, in general. The magical'psionic doors are a linchpin that connects the Labyrinth of Lost Souls to the Prime Material Plane. Destroying the doors permanently, without sealing of the connection first, could cause temporal energy to rush out of the Labyrinth and into the Material Plane. [B][U]OR[/U][/B], nothing could happen. But, Akos knows that option isn't very likely. Akos knows the best option to [U]seal[/U] the demiplane is the 6th-level wizard spell called [I]Sea Portal[/I]. Casting [I]Dimensional Lock[/I] on the PCs and their allies before using [I]Antimagic Field[/I] will keep the PCs from being forced (via the Will saves) to another plane such as Phelix's Enclave, Spireguard or the Shadowstar Sea, but it won't prevent them from being sucked into the Labyrinth by tornado-like winds.[/SPOILER] [/QUOTE]
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