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OOC Chat II
Moderator: JadedDM
- NoTrammeling
- Merchant

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Re: OOC Chat II
Well Fikod is amenable to loading up Greycap and he'll offer to hold onto the bracers. Splitting up the coin now seems prudent though gold is near valueless on Krynn, right? So maybe they ought to leave the gold pieces behind.
Re: OOC Chat II
Yes, gold is slightly more valuable than copper. I believe a gold piece is worth 1.5 copper pieces.
- NoTrammeling
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Re: OOC Chat II
Fikod is in favor of leaving that coin for trash then,they're going slow enough as it is and 500 coins is HEAVY ^^
Re: OOC Chat II
Ok we leave the gold, its all but worthless, the rest of the coin we store on Greycap.
The sword stays with Ulster, Fikod can have the brachers, but not to wear, yet. The ring Jerrard will hold, can we tie the armor to Greycap? And Babuskha might as well hold the waterskin...
Locky is somewhat enamored with the mask.
The sword stays with Ulster, Fikod can have the brachers, but not to wear, yet. The ring Jerrard will hold, can we tie the armor to Greycap? And Babuskha might as well hold the waterskin...
Locky is somewhat enamored with the mask.
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Re: OOC Chat II
Works for me.
- NoTrammeling
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Re: OOC Chat II
That ring is insane O_O Course it has to be nighttime to use. Also Fikod is definitely calling dibs on those bracers so he can get rid of his leather armor and move as sly as a cat.
Re: OOC Chat II
Yeah, the ring has quite a lengthy description in the DMG, so I suggest the players look it up, because it's way too much to type up here.
- NoTrammeling
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Re: OOC Chat II
That's the 3E version, so it's not exactly the same, but pretty close to it.
Re: OOC Chat II
Right my two cents.
Longsword to Ulster.
One of the armors to imani. the other we can't use right now.
Brachers to Fikod.
The Ring.. hmmm. Fikod doesnt have any magic, see no reason why he shouldnt take it, but does the dwarven magic use failure apply?
... Jerrard.
Longsword to Ulster.
One of the armors to imani. the other we can't use right now.
Brachers to Fikod.
The Ring.. hmmm. Fikod doesnt have any magic, see no reason why he shouldnt take it, but does the dwarven magic use failure apply?
... Jerrard.
Re: OOC Chat II
Okay, here's the description of the ring:
Ring of Shooting Stars:
This ring has two modes of operation—at night and underground—both of which work only in relative darkness. During night hours, under the open sky, the shooting stars ring will perform the following functions:
• Dancing lights (once per hour).
• Light, as the spell of the same name (twice per night), 120-foot range.
• Ball lightning, as described below (once per night).
• Shooting stars (special).
The ball lightning function releases 1d4 balls of lightning, at the wearer's option. These glowing globes resemble dancing lights, and the ring wearer controls them as he would control dancing lights. These spheres have a 120-foot range and a four round duration. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature it touches or approaches within 5 feet dissipates its charge (a successful save vs. spell halves damage—the contact was across an air gap). The charge values are:
4 lightning balls - 2d4 points damage each
3 lightning balls - 2d6 points damage each
2 lightning balls - 5d4 points damage each
1 lightning ball - 4d12 points damage
Release can be one at a time or all at once, during the course of one round or as needed throughout the night.
The shooting stars are glowing missiles with fiery trails, much like a meteor swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and burst (as a fireball) in a 10-foot diameter sphere for 24 points of damage.
Any creature struck takes full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must roll a saving throw vs. spell to take only one-half damage (i.e., 12 points of damage, otherwise they, too, receive the full 24 points of damage). Range is 70 feet, at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must roll a saving throw vs. spell or be hit by the missile. Saving throws suffer a -3 penalty within 20 feet of the ring wearer, -1 from 21 feet to 40 feet, normal beyond 40 feet.
Indoors at night, or underground, the ring of shooting stars has the following properties:
• Faerie fire (twice per day)—as the spell
• Spark shower (once per day)
The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20 feet to a breadth of 10 feet. Creatures within this area take 2d8 points of damage each if no metal armor is worn and/or no metal weapon is held. Characters wearing metal armor or carrying a metal weapon receive 4d4 points of damage.
Range, duration, and are of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5.
Whew!
Anyway, yes, the magical malfunction penalty both Fikod and Babushka suffer from would mean that every time one of them tried to activate the ring, there's a 20% chance it wouldn't work. The bracers, however, would work just fine.
Ring of Shooting Stars:
This ring has two modes of operation—at night and underground—both of which work only in relative darkness. During night hours, under the open sky, the shooting stars ring will perform the following functions:
• Dancing lights (once per hour).
• Light, as the spell of the same name (twice per night), 120-foot range.
• Ball lightning, as described below (once per night).
• Shooting stars (special).
The ball lightning function releases 1d4 balls of lightning, at the wearer's option. These glowing globes resemble dancing lights, and the ring wearer controls them as he would control dancing lights. These spheres have a 120-foot range and a four round duration. They can be moved at 120 feet per round. Each sphere is about 3 feet in diameter, and any creature it touches or approaches within 5 feet dissipates its charge (a successful save vs. spell halves damage—the contact was across an air gap). The charge values are:
4 lightning balls - 2d4 points damage each
3 lightning balls - 2d6 points damage each
2 lightning balls - 5d4 points damage each
1 lightning ball - 4d12 points damage
Release can be one at a time or all at once, during the course of one round or as needed throughout the night.
The shooting stars are glowing missiles with fiery trails, much like a meteor swarm. Three shooting stars can be released from the ring each week, simultaneously or one at a time. They impact for 12 points of damage and burst (as a fireball) in a 10-foot diameter sphere for 24 points of damage.
Any creature struck takes full damage from impact plus full damage from the shooting star burst. Creatures within the burst radius must roll a saving throw vs. spell to take only one-half damage (i.e., 12 points of damage, otherwise they, too, receive the full 24 points of damage). Range is 70 feet, at the end of which the burst will occur, unless an object or creature is struck before that. The shooting stars follow a straight line path. A creature in the path must roll a saving throw vs. spell or be hit by the missile. Saving throws suffer a -3 penalty within 20 feet of the ring wearer, -1 from 21 feet to 40 feet, normal beyond 40 feet.
Indoors at night, or underground, the ring of shooting stars has the following properties:
• Faerie fire (twice per day)—as the spell
• Spark shower (once per day)
The spark shower is a flying cloud of sizzling purple sparks, which fan out from the ring for a distance of 20 feet to a breadth of 10 feet. Creatures within this area take 2d8 points of damage each if no metal armor is worn and/or no metal weapon is held. Characters wearing metal armor or carrying a metal weapon receive 4d4 points of damage.
Range, duration, and are of effect of functions are the minimum for the comparable spell unless otherwise stated. Casting time is 5.
Whew!
Anyway, yes, the magical malfunction penalty both Fikod and Babushka suffer from would mean that every time one of them tried to activate the ring, there's a 20% chance it wouldn't work. The bracers, however, would work just fine.
Re: OOC Chat II
And the charges would be wasted?
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
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Re: OOC Chat II
That's correct.
(Furthermore, the Complete Book of Dwarves suggests that when a magical item malfunctions, it does so in a rather flashy and spectacular way...
)
(Furthermore, the Complete Book of Dwarves suggests that when a magical item malfunctions, it does so in a rather flashy and spectacular way...
Re: OOC Chat II
Perhaps in the interests of safety someone else could hold it?
Would Jerrard know this?
Would Jerrard know this?
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi



