the endure spell sounds perfect - although we need to be careful about getting far from the entrance and having it get cancelled. But it is by far the best plan so far.
But we need clarification on the wall of fire spell. Where exactly is it located in the room? We need Ulthok to be able to remove the gems. And we don't want him trapped on the other side of the wall. If the door closes do we need to the wall?
Or is the wall of fire instead of shutting the door? If so, how long does it last? I'd think we want the crypt closed if possible.
I've been thinking that the temperature may be a bit more severe than -30 degrees (the lower end of the endure spell if I recall correctly). 12 points of damage for a very brief exposure is very severe. Do any of us have a way to get an approximation on that?
I also wonder if the cold has something to do with that area being sealed away so long, and if leaving the door open for a while would heat it up? Or, just freeze the entire dungeon, and make things worse.
Posted on 2016-12-06 at 00:31:39.
Edited on 2016-12-06 at 00:34:24 by SirSadaar
Well remember this game is based on AD&D 2.0 but it does have the DM's house rules too.
Yes I think the cold damage for this brief exposure might be a bit extreme but that's Tann's rules.
I found this as part of 3.5 rulings on cold to use as a reference.
Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well.
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters wearing winter clothing only need check once per hour for cold and exposure damage.
Extreme cold (below -20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.
Remember we were dressed more for the forest or jungle so basically we were unprotected from the cold so we took max damage.
So if it took 2 minutes to close the door that is 2d6= 12. Then with the room zapped down to the sub freezing temp the Wall of Fire "could" take another two minutes to warm up the room beyound the damage level. So another 12 if the rule held to the original damage roll for each round.
In any case I would guess that the cold is not below -31. Tann is usually pretty fair in give an opportunity to find a solution so the Endure spell should work. We also should put on additional clothes or wrap up like Valene.
If a couple of Fire Elementals were called up, one to walk in fornt and one in back, as we go down the stair they would warm the passage to help keep the cold from getting too extreme. Once we find the source of the cold we can figure a way to end or block it.
Posted on 2016-12-09 at 20:42:11.
Edited on 2016-12-09 at 20:43:58 by Odyson
Well as no one posted and we have players getting ready for the holidays and busy with school I'm calling an early Christmas Hiatus.
Feel free to still post if you want but I'll reopen my part of the game on Sunday Jan 1st or Jan 8th depending on the posts over the holiday. Merry Christmas, Happy New Years everyone and see you in Jan.
Tann,can the spells Endure Cold and Resist Cold stack?
If they were both cast on the party would they support each other?
Level: 2 Sphere: Protection [Alteration]
Range: Touch Components: V, S, M
Duration: 1 rd./level Casting Time: 5
Area of Effect: 1 creature Saving Throw: None
When this spell is placed upon a creature by a priest, the creature's body is toughened to withstand heat or cold, as chosen by the caster. The spell grants the creature complete immunity to mild conditions (standing naked in the snow or reaching into an ordinary fire to pluck out a note). The recipient can somewhat resist intense heat or cold (whether natural or magical in origin), such as red-hot charcoal, a large amount of burning oil, flaming swords, fire storms, fireballs, meteor swarms, red dragon's breath, frostbrand swords, ice storms, wands of frost, or white dragon's breath. In all of these cases, the temperature affects the creature to some extent. The recipient of the spell gains a bonus of +3 to saving throws against such attack forms and all damage sustained is reduced by 50%; therefore, if the saving throw is failed, the creature sustains one-half damage, and if the saving throw is successful, the creature sustains only one-quarter damage. Resistance to fire lasts for one round for each experience level of the priest placing the spell.
Posted on 2016-12-18 at 17:30:00.
Edited on 2016-12-18 at 17:33:58 by Odyson
Here is what I had saved on what was found and collected in the flying castle. I had also listed who had claimed things. Items not claimed are in our bag of hold and can be brought out as needed.
Potion of a watery black liquid: Potion of Assassination To use this potion user must add a bit of organic matter from the intended target. When consumed the drinker thinks of the intended target and if target is within 50 miles the potion instantly kills target without any save.)
2) 2 Dark red potions the fluid as thick as blood: Potions of Basilisk’s Blood x2 Can be used in 2 ways. When brushed on any non-stone object will turn object to stone permanently. When thrown as a missile, on a successful hit will turn creature or object to stone, Creatures gain a saving throw, objects do not. Contains 4 doses.) Lothor
A pair of jeweled Anklets of Walking when locked this anklet allows the wearer to walk upon any fluid ~Water, Oil, Acid, etc~ without actually touching it. One anklet can support 500pds 2 anklets can support 1000pds.) Ulthok,
A set of Bone & Marble Dice of Wagering The dice will roll whatever result the roller desires. In the hands of a thief 8th lvl or higher can undo 1 action in a combat turn. Uses 1 charge for normal roll, 3 charges to change action. Has 21 charges, cannot be recharged.) Ulthok
A wand crafted of bone: Wand of Animation This bone grows into an extra large human skeleton on command. If given a weapon skeleton is AC:4 has 40 hit points and moves normally. Skeleton can be damaged by any sort of weapon and disappears back into bone if ‘slain’. Can carry up to 600pds but moves at half speed. If turned skeleton disappears for 3 rds then reappears and continues to fight. Any Dispel Magic spell automatically causes paralysis for 6 rds. Bone can create a skeleton once per day that stays for up to 8hrs.) Ulthok
A fancy hat with a matching cloak: Clothes of Alteration Cloak and hat can be magically customized to any known piece of clothing to match a city or country’s latest rage in clothing. Has 32 charges and can be recharged) Aliya
A set of Bagpipes of Shattering Causes all non-magical glass and ceramic objects within 30 feet to break when played. Although potions are magical most ceramic and glass containers are not and thus can be affected. Magical objects such as magic mirrors, magically enhanced ceramics/glass gain a saving throw at -3)
1) Potion of Alternate Profession (This potion allows the drinker to become 6th lvl in any single class for 2d4 turns. In the case of spell casting classes drinker gains random spells allowed by class at 6th LvL. Potion must be fully consumed.
2-3) Potions of Extra-Healing
4)Potion of Elemental Form (Air/Fire)( Drinker may change into either a lower tier Air or Fire Elemental and back to normal form as long as the potion lasts. Each change of form takes 1 rd and though no special immunities are gained the special attack of said Elemental are usable. User’s AC and HP do not change. Duration is 1 full turn 10rds) Aliya
5) Potion of Mage Wine (This potion is only usable by spell casters allowing them to immediately remember up to 1d6 spells cast within the last 24 hrs) Ulthok
3 bags of gold,
a well made expensive looking pin. ( Pin Of Protection. Grants user an AC of 0 when worn without any other armor and a +1 when armor is worn.) Aliya
2 well-crafted bastard swords
1)+4 Vorpal Defender of Multiplication ( Acts Just like a normal defender/vorpal sword in that some, all, or none, of its +4 can be added to AC and acts like a vorpal weapon all respects. However when commanded bastard sword splits into 2 +2 short swords of Sharpness) Roan
2) +4 no other powers.
Ring of Beauty (Increases wearers Charisma by 4 to a max of 20)
Ring of The Ear (Allows wearer to increase or decrease his/her lvl of hearing to be able to hear a toothpick drop or behind thick doors or walls. To hearing nothing leaving him immune to all sound based spells. Lothor
A Necklace of Superior Curing( Can only be worn by non-clerics or mages. Allows the storing of 5 healing spells per day of any type except Heal. Spells remain in necklace till used and can be then replaced. Turns any non-cleric into a minor cleric as needed) Ulthok
Fork of Never-ending Food (Allows the user to conjure up 1, 3 course meal of choice every 2 days)Ulthok
In all the searchers found and came away with:
5 tomes heavy magic in nature
1) Tome of The Planes Alyia
2) Tome of Necronomicon Ex-Mortis
3) Tome of Immoral Sanity
4) Tome of Naturom Demonto
5) Tome of Golems Aliya
2 Tomes of lighter magic
1) Tome of Clear Thought Sirene
2) Tome of Quickness of Action Cor
From the Throne Room:
From Queen’s body:
Ring of Deathly Night ( Dull gray metal ring with a whitish bat like motif etched into an onyx gem. Grants the following abilities:
Acts as a Ring of Protection +4
While wearing it bearer need never eat or breath.
Grants 20 hit points to wearers total for 2 turns (20rds) twice per day. These hit points are lost first when taking damage in combat.
Wearer can cast Burning Hands at 16th LvL 2x per day
Wearer can cast Magic Missile at 16th lvl 3x times a day. Cor
Pin of Vampiric Energy Drain. On command pin will attempt to drain the life-force of any creature targeted killing them instantly and restoring the wearer to full health. Creatures that gain a saving throw do so at -3 to roll.) Ulthok
1) Increased Venom II ( +4 Dagger that on a successful hit injects target with a fatal poison. Target must make TWO saving throws vs poison to stay alive. If successfully saving target still takes 20 points of damage.
2) Fang of the Nosferatu ( +4 Dagger of hardened steel with strange flowing symbols etched into the blade. Groves filled with crushed ruby dust giving the appearance of having been written in blood. The handle is wrapped in old pebbled black hide. On command wearer can shapechange into a wolf or a bat gaining each creatures abilities while retaining AC and HP‘s)
From the Butcher:
His meat cleaver (+5 of Wounding)
Boots of Quickness Rayne
Ring of Emotionless Action (Wearer becomes totally without emotions allowing him commit any action good or evil without regret, sadness, empathy or the like. Ring also grants the following powers
Regenerates 6 hits points per rd and restores missing body parts, excluding head, in 1d4 days).
From the Advisor:
Robe of Cancellation Any magical item touching, or touched by the wearer of this robe loses all powers or magic becoming a normal item of the same type.)
Dagger +5 Lothor
Bone from inside his left leg (Highly magical but like the eye you are unable to ID)
2 Dark red potions the fluid as thick as blood: Lothor
Ring of The Ear: Lothor
Potions of Extra-Healing: Lothor
Dagger +5 Lothor
A jeweled Anklets of Walking: Roan
+4 Vorpal Defender of Multiplication: Roan
Fang of the Nosferatu : Roan
Potions of Extra-Healing: Roan
Pin Of Protection:. Aliya
Clothes of Alteration: Aliya
Tome of The Planes Alyia
Tome of Golems Aliya
Potion of Elemental Form: Aliya
A jeweled Anklets of Walking: Ulthok
Potion of Mage Wine: Ulthok
A Necklace of Superior Curing: Ulthok
Wand of Animation: Ulthok
Pin of Vampiric Energy Drain: Ulthok
Ring of Beauty: Ulthok
Fork of Never-ending Food: Ulthok
A set of Bone & Marble Dice of Wagering: Ulthok
Tome of Clear Thought Sirene
(Wanted to Purchase: Wand of Flames or Wand of Frost, can use gold from the bags.)
Tome of Quickness of Action Cor
Ring of Deathly Night: Cor
Boots of Quickness Rayne:
In The Bag Of Holding:
Bone from inside Advisors left leg: (should stay in bag)
+5 Meat cleaver of Wounding
Ring of Emotionless Action:
Robe of Cancellation)
Dagger of Increased Venom II
2) Tome of Necronomicon Ex-Mortis (set aside)
3) Tome of Immoral Sanity (set Aside)
4) Tome of Naturom Demonto (set aside)
+4 sword no other powers.
3 bags of gold:
Bagpipes of Shattering :
Potion of Alternate Profession:
Posted on 2016-12-21 at 20:55:42.
Edited on 2016-12-22 at 15:19:17 by Odyson
I'll try to post on the tomorrow, but it looks like it will be the 2nd or 3rd. I thought I would have more internet access over the holidays than I actually had.
I am thinking of swapping out a bless, a cure light wounds, the faerie fire, and the detect poison for endure elements. I'd prefer if the party has a couple extra endure spells, in case we get hit by some sort of dispelling magic.
Rayne could double up on her clothes, but she doesn't have much for winter clothes. I guess the bedroll and blanket, but that could end up being cumbersome.