Forgotten Realms- The Chosen Return (Inactive)

Game Master Vuvu


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Silver Crusade

First order of business: What do you all think about making our individual revivals with the gods?
-I think this will make things a lot easier to open up with.

Second, would we like any more characters?
-We could use a healer.


Male Tiefling Inquisitor 15
Nightskies wrote:

First order of business: What do you all think about making our individual revivals with the gods?

-I think this will make things a lot easier to open up with.

Second, would we like any more characters?
-We could use a healer.

As I posted on the initial game thread. I'm up to joining. Sarith has limited healing, but it should go up once I get hold of the heal spell. Further more, as mythic character, we can heal half or HP with a little rest.


I am game on adding another player. though I must admit i would have a hard time building a comprable mythic item for them.

as for healing i can take another spell or two as a favored class bonus and get some more spells, also i do have soothing performance which is a mass CSW though takes 4 rounds to cast

Not sure I understand your first question. So you mean we should all write out our interactions with our gods as a way of our first posts? I am game to do that for sure, or if you meant something else that too!

Silver Crusade

You got it Vuvu, I think it would be better if we wrote out our own interactions with our specific deities. Some of us already have a good idea of how it should go anyway, I expect.

And perhaps we don't need a healer. This should bring us up to 6 characters then?

And since I'm first GM, I'm shamelessly approving my Protection from Evil circlet and intelligent weapons. Buhahaha. (Actually, that's up for discussion.)


Male Tiefling Inquisitor 15
Nightskies wrote:

You got it Vuvu, I think it would be better if we wrote out our own interactions with our specific deities. Some of us already have a good idea of how it should go anyway, I expect.

And perhaps we don't need a healer. This should bring us up to 6 characters then?

And since I'm first GM, I'm shamelessly approving my Protection from Evil circlet and intelligent weapons. Buhahaha. (Actually, that's up for discussion.)

I've got a different proposition. We could each chose a different character and play the god of that character.


I did not think that Twinkle should be intelligent.

Also Icingdeath should have a very high ego score when it comes to fighting demons i think

I think the circlet at a low price is OP'd not against it but it needs to be very expensive. What price were you quoting?

Silver Crusade

Somewhere between 5.5k and 12k. To get a high ego, it would need a lot more invested in it. The more I think of it, the more I'm satisfied without the intelligence and protection from evil. If we still did the powerful item endowment, Icingdeath would do well to get that boost and make it intelligent.


I have not looked at the int item rules for a long time, but I do think tht Icingdeath is int, via empathy and offers protection from fire.

im sure you can monkey with your gear to afford that

As to the gods, I think in this instance I prefer we all write our own as a way of introduction to each other. I only say that because for several of you I would have to do some serious research in order to play your god, and seeing how i picked an obscure one so would you all. Though we could all land somewhere together...and we could do some RP with each other, form our fellowship perhaps.

That is my rec


M Humanborn

yeah, writing your own intro would likely be the best.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

you guys were busy yesterday, wow. I'd like an in on this, though since it seems you have already made a choice on the initial group, I'll go with consent of the group.

One thing I noticed about protection from evil, the bonuses it gives don't stack with other bonuses you may already have.

Since the original GM is gone, what's the consensus on having the deity interaction also include an upgrade of equipment to post mythic? (Within the same build rules, otherwise.


my understanding is that the only mythic item is theone that was given by the god. Had he worked one out for you yet?


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

He had not sent me anything on one, but I was talking about other equipment. Since mythic opens choices for other gear that would not be as readily available without mythic.

In my character's case, trading in a bracer of armor for celestial armor.


Are you still looking for another player?

Silver Crusade

Think we're good on # of players. Anyone who did get a mythic item sent to them so we can have a basis to work with?

Otherwise we'll have to come up with our own standards for the item.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

i'm thinking of designing a scalable item worth X% of the level wealth.


Belsiard's Harp:

Finder Wyvernspur will give you a white harp, which is way more than a masterwork instrument, as it looks. By singing the right motif, you can cause the harp to change into a different masterwork instrument, be it a flute, a lute or a trumpet, any instrument you could carry in one or two hands really. The power of change is infused in the harp, and it can be sung to use the magic within.
The harp has 10 charges and works like a staff, but can only be charged by being played, gaining 1 charge after 5 consecutive rounds of bardic music are devoted to its play. It can't gain more than 1 charge per day in this way and you can't use those 5 rounds of bardic music for anything other than simply charging the harp.
By playing the instrument you can cast the following spells as if it were a staff and the spells were in the bard's spell list at the specified levels:
- Alter Self - 1 charge
- Cure Moderate Wounds - 1 charge
- Make Whole (treat as bard spell level 2) - 1 charge
- Polymorph (treat as bard spell level 4) - 2 charges
- Baleful Polymorph (treat as bard spell level 4) - 2 charges
-The lesser power of the Lyre of Building (protection from disintegrate etc.) costs 2 charges.
-The greater power (build stuff as if using an army of engineers) costs 10 charges.
By spending a Mythic Power, you can use the harp to its fullest, gaining additional powers for 1 hour:
- Greater Polymorph (treat as bard spell level 6) - 3 charges
- Regenerate (treat as bard spell level 6) - 3 charges
- Fabricate (treat as bard spell level 6) - 3 charges
- Polymorph any Object (treat as bard spell level 6) - 5 charges
In addition, during this hour, the harp can be recharged beyond the normal limit of 1 charge per day by spending 5 rounds of bardic music for each additional charge, and while it is in play during the hour any bardic music effect is treated as if the bard was four levels higher.


M Humanborn

Mythic Item:

Kelemvor will heighten your goggles to not only be able to see at night as Goggles of Night, but also the souls of individuals, to be able to judge them before their meeting with Kelemvor himself!
Your goggles continuously grant you the ability to See Alignment as the spell (though you must concentrate on a specific alignment at a time) and Detect Undead. The goggles also heighten your insight, both physical and mystical, granting you a +5 competence bonus to perception and sense motive skill checks. If you spend a Mythic Point, the goggles enable you to strike with true judgment. Against foes of which you can see the alignment and/or undeath using the goggles, any weapon you wield gain the bane special ability, attuned to one particular enemy type of which you are currently seeing alignment or undeath.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

Okay, so I have thought about an item from Mystra that is mythic. Take a look at the Staff of Weaving.

I'm not in love with anything on it, I'd like your impressions. I haven't started costing it out either, since many of it's abilities are mythic level dependent, and some I wouldn't be able to use yet. I borrowed from a couple of sources for some of it as well.

Mythic Item:

Staff of the Weaver

Aura ; CL 13th
Slot none; Price gp; Weight 5 lbs.
Description
This polished ebony staff is inlaid with silver runes along its length, several jewels are inlayed with the runes on the shaft, the head of the staff holds a polished beljuril.

The staff draws on the underlying energy of the area around it. Normally a deep, pleasant, sea water green, they periodically (once per hour) blaze with a sparkling, winking, flashing light. This discharge is pleasantly eye-catching in a candlelit great hall or a lantern-lit dancing grove, but in a dark chamber or the murky night, it is dazzling. When wielded, this burst may be suppressed for up to one hour. As a swift action it may be released as Color Spray, using one staff charge.

As a tool of the weave, the staff enables the user to use silver fire in several ways.
If the staff is held while preparing spells for the day, the user may store one additional spell of a level up to their mythic tier. This spell may be cast without the need for verbal, somatic, or material components.
As a standard action for one MP the user may activate silver fire to flow over the user, purging external magical and psionic compulsions. The user must have possession of the staff to use this ability. The user must have three mythic tiers to use this ability.
As a standard action, the staff may be used to unleash a beam silver fire. This beam is 5 feet wide and can be made to extend up to 70 feet if desired. No magical or physical barrier has been discovered that can stand up against it, and the beam inflicts tremendous damage on all beings struck by it. Any nonliving object touched by the beam is utterly destroyed. The staff must be wielded and consumes two MPs. This ability may be used once per day. The user must have 5 mythic tiers to use this ability.
An individual also can choose to expel the silver fire in the shape of a cloud that fills a cone-shaped area 5 feet in diameter at its base, up to 70 feet long, and up to 70 feet across at its widest. This silver cloud causes no damage, but banishes dead magic areas forever, instantly restoring such an area's connection with the Goddess of All Magic. This consumes 1 MP and may be used once per week.
Upon reaching 10 mythic tiers, an individual may use 3 MP to generate a Silver Nova. By slaming the butt of the staff into the ground, the user creates a burst of silver fire emanating from the staff and extending for 50’. In this area, all magical effects are absorbed by the staff. This includes magical weapons, armor, and spells. The spell energy is drawn into the staff and blasted out as sacred damage, inflicting 2 points of damage for each spell level (weapons and armor add their total enhancement) to all creatures within range. This is a force effect and bypasses spell resistance.
Silver fire that comes into contact with shadow magic risks ripping a rift to the plane of shadow.

The Staff of Weaving is particularly aligned to the working of magic. Your relationship with magic is increased. You cast spells at one caster level higher while wielding the staff.
The user may use Spell-trigger items as if the spell is on their spell list. This uses one MP passively. The user must have 4 mythic tiers to use this ability.
Tapping the staff on the ground and expending two MP produces a bass resonance that emanates from the user for 30’. This reduces the damage reduction and spell resistance of extraplanar creatures by 5. This effect lasts for a number of rounds equal to the user’s mythic tier. The user must have six mythic tiers to use this ability.

It allows use of the following spells:
Align Weapon (1 charge)
Break Enchantment (2 charges)
Banishment (2 charges)
Construction Requirements
Craft Staff, Align Weapon (2x13x200), Banishment (7x13x400), Break Enchantment (5x13x300); Cost ,000 gp.


Thoughts on the staff

the cloud should cost more than 1 MP

I think the compulsion breaking and the line should have some kind of chance at failure. MAybe it becomes a CL check vs the DC of the target and gets a +4 (+2 more for each additional mythic point)

I would also add a bonus to knowledge arcana and spellcraft


M Humanborn

we should all have 8 MP at this point? i think the expenditure of even one MP is quite significant.


true. i guess what i am getting at is that i dont think we should have many abilities on the item that are powerful taht can be used as much as we want. some kind of limits


M Humanborn

yeah. i just was trying to get at an expenditure of 2 MP is 25% of a daily resource. Imagine having to give up 25% of your spell slots to do something.


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

I wanted something that would be recognizable as signature to Mystra, hence the silverflame. But those abilities seemed pretty powerful so I limited them and added some other capabilities that are thematic to the campaign (devils and demons).

What I really wanted was something that would grant DR/law or DR/chaos and could be changed periodically. But I couldn't find anything to help me cost it out.

I have the cloud limited to once per week. It's use is antimagic fields? and deadzones. It doesn't do any damage to beings or things. I'm not familiar with any storyline behind it so I kept it in as part of the silverfire legacy. What else does it do that would warrant more MP?

As for the beam, I could see adding a save for the 1 MP level, and for two more MP, removing the save. (which is inline with mythic spells)

The purge is a boosted form of enchantment. At 15th level, break enchantment has a base roll of d20+15 for a 16+ on the roll. The maximum DC of the typical effect would be 20. So this in essence, for 1 MP, gives a +4 to the roll. I could see adding the typical caveat against other mythic abilities wherein the roll is made as break enchantment, but with a bonus to the roll.

The bonus to the skills would also make sense, as would allowing a take 10 even when stressed.


i think the cloud should cost more than 1 MP because it is fundamentally altering the universe. Taking an area that is immune to magic and destroying it with magic. That's all. It is super situational, but it is epic.

i like that change on the beam

also i am less worried about the exact cost personally, i think we jut need to be ballpark.

also I am unclear with the tier 10 ability. Does it permanently destroy all magic items around? If so I think I would poo poo that one, if only because it means that none of us can be anywhere near you. :P

I think the skills should be +5 passively and can take 10, expend a mythic point and it allows you to take 20 (something like that)


Ohh I forgot your desire to get the DR

Now this comes with me being less concerned about the actual cost...but how bout spend a mythic point and gain DR 5/Law or Chaos for 10 minutes per mythic tier

Also I am just spit balling ideas here, I think the staff is cool, and quite powerful (just the extra spells and CL bump is very strong)., so I am ok with having most of the abilities cost a mythic point or points to use.

Also I would not be opposed to wielding the staff granting you Weapon Focus: Staff


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

Ok so here is the mythic item I have 'created,' based on everyone's feedback. If there are no points of contention, then I'll add it to my character sheet. And before anyone asks, yes, I am allowing the GM's to mess with my character. It's a 'design feature,' and will make my character more challenging to play. The more that I thought about it, the more I liked having the challenge.

Bracers of Hidden Grace:

These black leather bracers have a pattern of a cheetah on each, posed in such a way that all legs are outstretched, as if the cheetah is in mid-stride. When the haste feature is in effect (see below), the cheetahs become blurred and appear to be actually running on the bracers themselves. The left bracer has three buttons that can be pushed on to activate various functions as described below. The right bracer has two buttons, corresponding in position to buttons 2 and 3 on the left bracer. Below are the functions of each

Default Powers: This feature works, regardless of any other feature currently in use. The bracers provide a luck bonus of +2 to any situation or call that requires a roll of the dice in game (i.e. skill checks, attack/damage, etc.). The wearer may expend one use of his Mythic pool to increase this to +4 for one minute. However, as this item was forged from Tymora herself, luck and fate can be fickle things. Randomly, up to 3 times per day, an illusory coin will appear in front of the wearer whenever the magic of the bracer comes into play. Depending on how the coin lands, the wearer may become exceedingly lucky or unlucky.

  • If the coin lands on heads, the wearer will receive a +4 luck bonus on all rolls for one minute, without needing to use their Mythic pool. This effect can be extended to 5 minutes with one use of their pool.
  • Should the coin come up tails, however, the wearer shall know first hand how fickle fate can be. For 1 minute, the wearer will take a -4 to all die rolls and must make a Will save, DC 25+the number of times that tails has come up that day (with the -4 penalty in place). Should the check fail, the penalty becomes a -6 for 1 minute, plus a number of minutes that tails has come up that day.

Button 1: If this button is depressed, the wearer gains the effects of haste, up to three times per day, with a 5 round duration for each effect. One use of the wearer's Mythic pool can extend this duration to 5 minutes, and a second use of the pool can extend the effect to all allies within a 30' radius.

Button 2: When this button is pressed (on either bracer), an extra-dimensional hole opens up on the underside of the bracer. Items can be moved in and out of these holes as needed. Should the wearer need something specific, they need only think of the item and reach into the space. The item will be moved to where the hand is, to be be extricated. Each bracer works as if they are bags of holding, type I in this fashion.

Button 3: When this button is pressed (on either bracer), several things happen. An item stored in the bracer (or if the wearer is Mythic, and has the class power Improbable Prestidigitation, the item can be pulled from that space as well) will appear in the wearer's hand (whichever hand where the button was pushed). Further, the bracer itself will lengthen and harden so that it may act as a locking gauntlet, preventing the wearer from being disarmed.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I am fine with it, I think pressing a button is a swift action, that is all.

Also DM got your pm, for some reason the forum is not letting me reply


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

Still have no clue about my item??


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

well we gave you ideas, you were suppossed to make something up and post it for suggestions. A few days left start with the mapping idea and then add some less circumstantial abilities.

edit that sounds snarky it is not meant to be.


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

Was thinking a combo item, than a rod, but am finding road blocks on the item, Hmmmm what to do??


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

post your idea, and then we can help. Post all the things that you would like.


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

How about a pair of glasses

They grant +2 to Perception and provide the wearer the ability to do true seeing for up to 30minutes a day.

its mythic power is when used it grants Detect magic and X-vision along with True seeing for that usage of the 30minutes.

Call them The Glyph Lords Glasses??


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I think that is pretty cool.

I think mechanically, the X-Ray ability should be like the spell Sift. While using the spell you can use the spell SIft through a wall up to 2 feet thick of stone 4 feet of wood or 1 foot of metal.

I would also add that once per week ability we were talking about that projects a map of the surrounding 1/4 mile. The map shows all living creatures, etc in real time. Perhaps spending a mythic point allows you to zoom into an area and also have sound for 5 minutes.

Additonally I think that they should map the area that you have traveled, and you then have access to the map at will. Perhaps mechanically it adds a +10 to survival if it is in an area that you have been before

Other ideas?

Maybe once per day you can cast Ray of Enfeeblement and Admonishing Ray from them with the DC equal to 1/2 monk level+Wis mod+10? Expend a mythic point to use both at once?


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

Interesting... So it would read like this

+2 Perception
Grants True Seeing for up to 30 minutes a day like the gem of true seeing
-Mythic boost 1pt to add Detect Magic and Sift which works though walls

Allows the Wearing to 1/week to project a map of the area with creatures with in 1/4 of a mile form our position.
-Mythic boost Can zoom in and get more detailed view and sound for up to 5 minutes.
-Also once an area is mapped I retain the map of said area and access it w/o the creatures at will granting +10 to survival checks to navigate the area.

Last 1/day i can use Ray of Enfeeblement or Admonishing Ray,
-Mythic boost to either shoot both at once or to gain a second casting

Sounds good right?


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

I like it, I would just add that on the detect magic and sift ability that it works through walls

I am happy with it, but lets see what nightskies says, and out fellow overpowered players!


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

I edited it


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here

I can see it working, it will certainly benefit the group, as well as Xaikon, and yet its not overpowering.


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male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

I hope so, I'm the groups historian, and avenger of the written word!!


I'm inclined to let you guys have whatever you want, as long as it isn't something that belongs in the hands of a 21st+ level character.

(ignores falling rocks from future GMs)

The only thing I'm worried about is the uber-ray of de-magic-ification that someone has. But wait! There is a counter for everything, and I think our enemies have somethings up their sleeves that will challenge the PCs appropriately.

What I need to be sure of today is that there are appropriate skill challenges as well.

Silver Crusade

1 person marked this as a favorite.

And, Barid, you have done well. I am heartened to run a game with storytelling like this. Emphasis on the mechanical aspect, though it does seem to be a living vessel. Moya as a concept works, so lets keep the vessel (apparently) unarmed for now.

As usual, I'm doing last minute checks to be content with whats in store. In other words, things are on schedule.


Skills:
Diplomacy +12 Bluff +14 Linguistics +8 UMD +12
Gnome Earth Elemental Sorcerer 4
Stats:
; HP 27/27 ; Fort +4 Will +6 Ref +3; AC 12(-)/12/14 Acid Res 10; CMD +0 ; Init+2; Spells 1: 6/8 2: 4/4; Acid Ray 8/8

Sweet, I will probably make some posts of what Belsiard does as he waits, but I will keep an eye on Barid's posts so I know what is going on


Haven't seen Tarwas, aka Teller of Tales, since the 7th, lets assume he's gone for now.


male Tengu Monk( master of the empty hand) 15th/Mythic5 (Gaurdian and Champion)

Love the storytelling aspect here, This should be a fun campaign!


M Human
Quick Stats:
HP 173 (135 Current, plus 6 NL)//F: +15; R: +20; W: +13//Base AC 33 T 20 FF 27/Init: 11
Char Here
Nightskies wrote:

And, Barid, you have done well. I am heartened to run a game with storytelling like this. Emphasis on the mechanical aspect, though it does seem to be a living vessel. Moya as a concept works, so lets keep the vessel (apparently) unarmed for now.

As usual, I'm doing last minute checks to be content with whats in store. In other words, things are on schedule.

Thank you very much for the kind words. I shall endeavour to continue my words of joy. :P


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

No, I'm here, just a lot to do right now and haven't got the time to actually compose the introduction.
I'll try to get the introduction up till the end of the weekend.


Sun Elf 221/151 HP; 39 AC, DR5/piercing, 19 fort, 23 ref, 20 will

I also just noticed that I never posted the whole text for my sword as Nabu gave it to me (I thought it was on my sheet, but I can't find it right now, maybe I didn't save it....)

Mythic Item
Your blade is not only a piece of steel. Perhaps you failed to discover its true powers during your past 600 years of life by not being heroic enough. But that last act of defiance, or the will of Corellon Larethian himself, awakened it in your hand during your last strike.
For E'Sum'Kerym is a sentient blade, a true Moonblade whose powers can only be wielded by worthy heroes. It is said that only 25 such blades ever existed in the world, but most have been lost.
The blade is bound to you, and it will function as a Black Blade (see the Bladebound Archetype) without lowering your arcana pool.
The glowing elven sigils on the blade are a sure tell on its origins for any elf and anyone else who is trained in knowledge (history) or (arcana). You get a +5 circumstance bonus on all charisma-based ability checks and skill checks while interacting with elves who can recognize your Moonblade for what it is.
If you spend a Mythic Point, it will cast an Elfgate that can bring you and your allies to Evermeet through planar boundaries with no chance of error. The Elfgate works like the Gate spell except that it works on any plane and the destination is fixed, the Moonblade can maintain it for up to 1 round per level of the wielder.

Silver Crusade

Ynaeve, still with us?


STATS:
Init. +10; AC 33, T 20, FF 27; F+13, R+16, W+18 HP 31/107; Spell Effects: Detect Scrying, Endure Elements, Fly, Nondetection, Mindblank, Magic Aura, Planar Adaption, Arcane Sight, Blur, Haste

i'm here, had PC problems over the weekend. Should have my post up today.

Had to rebuild the box, and my win7 install got corrupted requiring a fresh install on a new partition.

Silver Crusade

In case the question why Calimport? was more a player question rather than a character one, the short answer is that Calimport was once a flourish of hard working people, rich with achievement and magic. To have it restored would be a powerful first step for the Chosen, and could bolster their resources considerably. Elsewhere in the world, individual Chosen fight to protect and cleanse the places where society still stands. This is what could be derived from what the PCs know, but as usual, the gods may have a hidden agenda.

As Chomos said; what the Chosen do here, is up to the Chosen. I am relying on their natures to play out to anticipate where they go.

Silver Crusade

Just to be clear about Roseras in metagame, you've certainly improved her attitude toward you, but is still intent on doing something else. If those inside hurry at their task, they can emerge to see this happening.

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