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Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


good plan

That is basically what I was thinking also.


Posted on 2012-06-04 at 21:22:57.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


A Little help

A 13th Level mage can Teleport items or people up to 700 pounds total. So figure the wieght of the person or persons add 50 pounds per person for gear and such and you have that persons weight. For a better understanding here is the spell description itself.

Teleport

(Alteration)


Range: Touch
Components: V

Duration: Instantaneous
Casting Time: 2

Area of Effect: Special
Saving Throw: None

When this spell is used, the wizard instantly transports himself, along with a certain amount of additional weight that is on or being touched by the spellcaster, to a well-known destination. Distance is not a factor, but interplanar travel is not possible by means of a teleport spell. The spellcaster is able to teleport a maximum weight of 250 pounds, plus an additional 150 pounds for each level of experience above the 10th (a 13th-level wizard can teleport up to 700 pounds). If the destination area is very familiar to the wizard (he has a clear mental picture due to previous proximity to and study of the area), it is unlikely that there is any error in arriving, although the caster has no control over his facing upon arrival. Lesser known areas (those seen only magically or from a distance) increase the probability of error. Unfamiliar areas present considerable peril (see table).

Probability of Teleporting:

Destination Is:
High
On Target
Low

Very familiar
01-02
03-99
00

Studied carefully
01-04
05-98
99-00

Seen casually
01-08
09-96
97-00

Viewed once
01-16
17-92
93-00

Never seen
01-32
33-84
85-00

Teleporting high means the wizard arrives 10 feet above the ground for every 1% he is below the lowest “On Target” probability; this could be as high as 320 feet if the destination area was never seen. Any low result means the instant death of the wizard if the area into which he teleports is solid. A wizard cannot teleport to an area of empty space--a substantial surface must be there, whether a wooden floor, a stone floor, natural ground, etc. Areas of strong physical or magical energies may make teleportation more hazardous or even impossible.


Posted on 2012-06-04 at 23:16:56.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Deja Vu all over again........................

We talked about teleport before, it is very danagerous if the wizard is not very familure with landing location.

Casual knowledge will be chancy. Main is just a casual spot we were in, if we have spent a lot of time there then it would be different. Dimension Door is good for short hops like going to, on or across the bridge.

If Ulthok tried then he could take maybe two small people or one large.

If Haila had it in her spell book then Sirene should be able to memorize it, but trying it for the first time might be risky. Maggot would have to copy the spell and then memorize it. I think you have to have it in your spell book first.

That's a DM's call.


Posted on 2012-06-05 at 00:17:10.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


teleport

I am sure there is a place that the wizard doing the initial casting knows well. He takes the other wizards with him and they take a bit of time to study the area and then teleport back.


Posted on 2012-06-05 at 01:58:32.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

As Keeper suggests, it won't be that risky if we plan it carefully.

As for weight, we can strip off all the bulky armour and put it in the bag of holding that we have as a party item.

The question is, though, how long would it take for Sirene to be able to copy the spell from Haila's spellbook to her own? (Maggot definitely knows the spell already, since I just glanced at his character sheet).


Posted on 2012-06-05 at 03:53:55.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


muti-port

Don't forget each mage can memorize serveral iterations of the spell.


Posted on 2012-06-05 at 21:53:55.

Brianna
Not Dragon Mistress
Karma: 105/32
2282 Posts


Rayne

What if several of us were shrunk down, is thier total weight decreased.


Posted on 2012-06-07 at 02:58:11.

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Shrinking

Reduce Person (the opposite of Enlarge) should work in reducing the persons weight too. Good thinking Bri.


Posted on 2012-06-07 at 13:41:16.

Keeper of Dragons
Devil's Advocate
Karma: 59/18
2581 Posts


posting

In the future if those specifically mentioned as having character knowledge vital to the party actions could post sooner rather than later it would be a big help in moving the game along.


Posted on 2012-06-09 at 03:23:54.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


Ouch..................

Gee I wonder who that could be?

I've been doing research on the items mentioned in Tann's post to figure what to do next.

I was going to point out my post too that the evil magic in the mountain can effect spells like telelport so we need to find a place out of its effect before gang using it.

Ulthok will bring all five items back and the drawings; they appear to be crude maps, might be useful.

He'll ask for help it detecting the power of the items if they prove magical. Hill giants are known to destroy items if they suspect them to be magic.

I'll try to post early this evening. I was hoping to see something from Kriea.


Posted on 2012-06-09 at 14:46:23.
Edited on 2012-06-09 at 14:54:14 by Odyson

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


Posting

Hard for me to post, since I have nothing to go on until Ulthok makes his request (and possibly a suggestion abouy teleport). If the items are magical, Sirene will be able to detect it, but she can only 'Identify' one item at this time.

And also, it would be helpful if Tann could answer the question above (about how long it'd take Sirene to copy the teleport spell into her spellbook)


Posted on 2012-06-09 at 16:02:47.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


My Bad Ginafae

Have not been on the Inn much and I did not realize that question was to me. I thought it was just a random thought not a question.

I believe it's an hour per spell.............

Also all spells must be in players spellbook to be usable by that player.


Posted on 2012-06-09 at 16:30:40.

Odyson
PUN-dit
Karma: 158/25
6326 Posts


So.........

You're saying that first Sirene has to spent an hour copy the spell from Halia's book, does that mean she have it memorized in that time too?


Posted on 2012-06-09 at 18:56:35.

TannTalas
Trilogy Master
RDI Staff
Karma: 181/119
6817 Posts


Ok Time

1 hour to scribe it 8 hours to memorize it as only Haila has the Nap spell.
If Sirene scribes both Nap and Teleport it will take 2 hours for the spells and 8 hours to memorize. So roughly 9-10 hours in all. However you are all forgeting 2 major things. First even if you memorize Tele just like Ody said it may not work, hasn't so far while in the mountain huh.

Second your talking about resting for 10 hours in a large three cave semi-open area hmmmmmmm.
Don't forget whatever killed the Giants was easily able to get in the caves once, nothing saying they can't do it twice if they are waiting on you.
10 hours is a very long time they may get tired of waiting..............

Oh and 1 more note of interest... If you spellcasters have a copy of Haila's spellbook disregard it as I plan to tweek it with a few spells from the Tome of Magic, including Nap, so you get some new spells.


Posted on 2012-06-09 at 20:35:15.
Edited on 2012-06-09 at 20:39:13 by TannTalas

Ginafae
Kool Killer Kitty
Karma: 64/6
1685 Posts


...

Yeah, perhaps it was a little unrealistic to rest for wait in the cave for 10 hours, without them coming after us. It may be that we have to fight after all.

Although, if we are going to fight, I think I'd prefer fighting on terrain where flying critters are forced onto the ground.

I'll post a short post later (although it'll just be Sirene communicating her concerns).



Posted on 2012-06-10 at 01:55:32.

   
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