OOC Discussion for Kingdom of Ashes (Leaving Queens, Breaking Swords, & Snake Chicks)

The_Universe said:
Just to play devil's advocate (since I really see benefits/drawbacks to both blade hiding plans) if you build a dungeon, you need to find an architect to design it.
In order to properly design it, (s)he's got to know where it is, so (s)he can include potential problems like building on a slope and other natural land features.
Hopefully enter Arfin and his skill points :) Go dwarven stone knowledge!

The_Universe said:
Once you have an architect, you'll need people getting lumber and quarrying stone, and somehow transporting it to the location you choose.
Enter portal stones and the boots of teleport- we only need the people to get the stone and wood to the stones we take it from there.

The_Universe said:
You'll need mages for some of the finishing touches of the thing, and of course there are miscellaneous masons and carpenters necessary to turn the raw material into a defensible construction.
What things do we need the mages for? And magic is the answer to not needing misc. masons and carpenters.

The_Universe said:
Even assuming they don't tell their families and closest friends, you're talking about *dozens* of people who will not only know the location of your secret dungeon, but also the secrets of your traps and snares, since they will be the people that made them.
In a thousand years, when even the elves that worked on the thing are dead, it will undoubtedly be one of the most secure places on Aeres...but until then, is it safe enough?
No, if all these people you listed need to be included. With every person, even with modifying memories and such it is to great a risk for the one blade. If we have two though....:)

The_Universe said:
Just playing devil's advocate, though...
Which At times I think you do a little too well, but it keeps us tryin'.

Edit: On the mage magic stuff, yes we will need some of them to give us scrolls or wands or what not, but they themselves do not need to be present. So though if everyone chats about all that they know then everyone still doesn't know everything, since there are traps magical and natural that we can set-up and they still don't know where we are going.
 
Last edited:

log in or register to remove this ad

I guess let me also say here that I am not invisioning a three level dungeon that spans a few blocks. Right now it is simply hidding as best as possible with only us knowing about it.
 

Laurel said:
L'aurel can soften dirt and stone, shape wood/warp wood, create snares/traps magical and natural, and alarm the entrance (permanently if we get a scroll). There will be a lead casing/box/chest around the blade (this cancels the spell locate object).
If this is the case, why can't you just dig a hole and drop the lead-boxed sword in it? If this foils the locate object attempts, do you need something more complicated? Are there other spells that could locate it despite the lead box?
 

Laurel said:
Enter portal stones and the boots of teleport- we only need the people to get the stone and wood to the stones we take it from there.
OK - good answer.

Laurel said:
What things do we need the mages for? And magic is the answer to not needing misc. masons and carpenters.
I was thinking you'd use mages to either hasten construction (using wall of stone and the like) or to create rooms that cannot be made with mundane means, like the antimagic room, or whatever.

Hey - there's an idea. They shouldn't be able to detect it all if it's in an antimagic room.....but, what the bad guys can't find, nor can the heroes...

Laurel said:
Which At times I think you do a little too well, but it keeps us tryin'.
Sorry...it's my nature. I'm an arguer. But, generally, I think a better solution arises from the exchange of opposing ideas than if someone simply dictates. Unless it's me. If *I* dictate, then of course the idea is perfect. ;)
 

I believe that I can set up magical holy wards of some sort, as well... I'd have to look it up...

I know that I can make a fire trap of some sort, as well-- not that it would be incredibly powerful... but, I can.
 

The_Universe said:
I was thinking you'd use mages to either hasten construction (using wall of stone and the like) or to create rooms that cannot be made with mundane means, like the antimagic room, or whatever.
Hey - there's an idea. They shouldn't be able to detect it all if it's in an antimagic room.....but, what the bad guys can't find, nor can the heroes...
No just right before the last of us dies we make a map with a big x marking the spot :) or we all get tatoos together.
Would an antimagic room mess up the sword or just sort of quench the magic till it is taken out of the room?

If we can do this it may be the best, then we also only use natural traps- then there is nothing to detect- no magic no object :D

Can soemone build/create this without being there though? Can it still work as a scroll or does it have to be built/created?
 
Last edited:

The_Universe said:
If this is the case, why can't you just dig a hole and drop the lead-boxed sword in it? If this foils the locate object attempts, do you need something more complicated? Are there other spells that could locate it despite the lead box?
I wouldn't be surprised if there wasn't another spell out there- I keep looking just to see....
And why? Because Traps are fun!!!! And even with wimpy traps, we will just hope the next heroes have someone with more then 3 levels of rougue :D
no more seriously, traps will keep away random people and animals.
 

Laurel said:
No just right before the last of us dies we make a map with a big x marking the spot :) or we all get tatoos together.
Would an antimagic room mess up the sword or just sort of quench the magic till it is taken out of the room?

If we can do this it may be the best, then we also only use natural traps- then there is nothing to detect- no magic no object :D

Can soemone build/create this without being there though? Can it still work as a scroll or does it have to be built/created?
The antimagic room would just suppress the magic of the sword while it was contained therein (as far as you know). Unless the sword was very different than a normal sword, that's the way it would work.

But, someone does have to be in the ultimate location to make sigils of antimagic. They're permanent architecture, and they can't be teleported anywhere because they're anti-magic....
 

Well, traps are fun. ESPECIALLY with 14th level parties who have only one person with any levels of rogue...it makes them hilarious.

As for traps in this specific situation, I'm not sure that traps are necessary to keep people and animals away if you're smart about where you bury your lead box/build your antimagic room. As long as it is sufficiently out of the way and you don't tell anywone where to look, random peasantry stumbling onto it seem unlikely.
 

This non-dection spell may work if having another anti-magic room won't work:

The object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.

What it does for each:
Scrying spell: only on persons
Crystal ball: As spell scrying so only on person's
Locate Object spell: protected by lead box
Clairvoyance spell: must be to a certain locale
Detect x spell: Only them being able to detect magic could really hinder us from the list.

Still looking though :)
 

Remove ads

Top