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Post by ancientempathy on Oct 29, 2009 20:19:51 GMT -5
Blibdoolpoolp
Go! ;D
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Post by EDM Neo on Oct 29, 2009 20:21:47 GMT -5
Goddess of the kuo toa, named such because it sounds like water. Undead entity who used to serve the Yeenoghu after its lair of the Abyss was taken over by him? EDIT: Went to double check after writing this post... I'm not sure where I got the "sounds like water" thing, but I got goddess of the kuo toa right, at least.
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Post by ancientempathy on Oct 29, 2009 20:23:17 GMT -5
Next, Hive Mother
Go! ;D
PS: This is sort of like those off topic games. Answer the persons previous post, and then put in something of your own. go!
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Post by EDM Neo on Oct 29, 2009 20:24:37 GMT -5
A type of beholder. Bah, I don't know what sourcebook they come from! *shakes fist*
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Post by ancientempathy on Oct 29, 2009 20:26:07 GMT -5
*neo blows up into a million pieces and fails while gnomes make him a turnip grave*
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Post by Lady Frost on Oct 30, 2009 1:09:55 GMT -5
Orcs refer to this year as the Year of Pushing Too Far.
Go! ;D
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Post by Deleted on Nov 1, 2009 16:50:43 GMT -5
Orcs refer to this year as the Year of Pushing Too Far. Go! ;D 1241 DR Year of the Lost Lady
— A well-respected Tethyrian noblewoman is captured and slain by orcs. In her memory, orcs are wiped out throughout the South in a genocidal slaughter. Orcs call this the Year of Pushing Too Far.
Grand History of the Realms Page 126 |
The Nine-Tongued Worm go!!
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Post by catmage on Nov 1, 2009 22:20:57 GMT -5
Mak Thuum Ngatha, Lords of Madness, 177
The Nine Tongued Worm is an entity of the Far Realm. Unlike many of the terrible and powerful creatures that dwell in the mindless chaos of the Far Realm, Mak Thuum Ngatha is interested in the Material Plane. Psurlons, tsochari, and nilshai pay the Nine Tongued Worm homage, but it has few worshippers among other races; onlt a handful of alienists, cultists, and half farspawn monstrosities even know of its existence, No being outside the Far Realm can say what the Nine Tongued Worm's desires or gooals might be, but they are certainly inimical to every living creature on the Material Plane. Mak Thuum Ngatha's symbol is a fan shaped glyph of nine sguiggly lines.
Palace of Burning Ice, up!
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Post by ancientempathy on Nov 1, 2009 22:44:34 GMT -5
Mak Thuum Ngatha, Lords of Madness, 177 The Nine Tongued Worm is an entity of the Far Realm. Unlike many of the terrible and powerful creatures that dwell in the mindless chaos of the Far Realm, Mak Thuum Ngatha is interested in the Material Plane. Psurlons, tsochari, and nilshai pay the Nine Tongued Worm homage, but it has few worshippers among other races; onlt a handful of alienists, cultists, and half farspawn monstrosities even know of its existence, No being outside the Far Realm can say what the Nine Tongued Worm's desires or gooals might be, but they are certainly inimical to every living creature on the Material Plane. Mak Thuum Ngatha's symbol is a fan shaped glyph of nine sguiggly lines. Palace of Burning Ice, up! Holy site of the Dragon Queen! Bame! Champions of Ruin, pg 154 With the possible exception of Obad-Hai, no deity combines so many disparate elements as Tiamat, the five-headed Queen of Dragons. From the frozen northern reaches to the hearts of raging infernos, her influence is felt everywhere that chromatic dragons thrive—and some variety thrives everywhere. But nowhere is the dragon deity's influence more overt than in her holy sites. The Draconic name of these places translates roughly as "Palaces of Burning Ice, " but human sages refer to them as frozen calderas of the Dragon Queen. The name is certainly appropriate, because whatever other features might differ, these sites appear in only one sort of location—the caldera of a volcano in a frozen mountain range. I am a bigass serpeant thats hunted by Kelemvorites sometimes. Who am I? Go!
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Post by catmage on Nov 1, 2009 23:08:56 GMT -5
Too easy! Dendar the Night Serpent, champions of Ruin, page 140. Too much blab for lazy old me to expand upon.
Some drow claim the race gained their spell like abilities from this famous assassin, go!
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Post by Charon's Claw on Nov 1, 2009 23:14:45 GMT -5
Who is Zinzerena? Drow of the Underdark page 34 and 35! ;D I don't got a good one yet.
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Post by EDM Entori on Nov 2, 2009 16:15:16 GMT -5
Magical Wand like rings worn on the finger of elven nobles.
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Post by Deleted on Nov 2, 2009 19:58:00 GMT -5
Magical Wand like rings worn on the finger of elven nobles. What are The Belluth? Cormanthyr: Empire of the Elves Page 150. The Dragon's Neck Peninsula protects this bay from the fiercest winter storms. go!
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Post by Deleted on Nov 8, 2009 12:34:55 GMT -5
Magical Wand like rings worn on the finger of elven nobles. What are The Belluth? Cormanthyr: Empire of the Elves Page 150. The Dragon's Neck Peninsula protects this bay from the fiercest winter storms. go! Alright, it's been days..the answer is Firedrake Bay.
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Post by ancientempathy on Nov 8, 2009 12:54:50 GMT -5
Bah I was hoping another would come up with an answer instead of me and Catmage hammering out the responses Post another question up!
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Post by Deleted on Nov 8, 2009 13:02:02 GMT -5
Illithid refugees from what wandering star founded the enclave known as Oryndoll?
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Post by Micteu on Nov 8, 2009 14:14:09 GMT -5
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Post by Masterbard Alyster Darkharp on Nov 8, 2009 14:58:46 GMT -5
I assume that yes, they mean planets. You are supposed to ask a better question than that! You are also supposed to give an official source reference! You are correct though...so..I let it slide..ask your question monk boy!
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Post by Micteu on Nov 8, 2009 15:29:11 GMT -5
Gimme a moment. *evil grin*
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Post by Micteu on Nov 8, 2009 15:31:13 GMT -5
Which class gained weapon proficiencies the most rapidly in AD&D? Hint: This book
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Post by Deleted on Nov 8, 2009 15:39:21 GMT -5
Which class gained weapon proficiencies the most rapidly in AD&D? Hint: This book The Monk gains weapon proficiencies faster than any other class. AD&D Players Handbook 1st edition page 37 My question is soon to come!
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Post by Deleted on Nov 8, 2009 15:41:57 GMT -5
What is the DC to perform the task 'Swim Up Waterfall'?
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Post by Micteu on Nov 8, 2009 15:56:00 GMT -5
80, but I think that was just an example of an "impossible" check.
Could anyone actually figure out how to make a bard following the AD&D rules?
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Post by Deleted on Nov 8, 2009 16:01:06 GMT -5
80, but I think that was just an example of an "impossible" check. Could anyone actually figure out how to make a bard following the AD&D rules? Yes. thats an easy one. Bards are one of the AD&D 1st edition classes that resemble the current 'Prestige Classes' where you often need to meet certain preset requirements to gain entry into the class. Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are actually bards and under druidical tutelage. Bards must fulfill the requirements in all the above classes before progressing to Bards Table 1. They must always remain neutral, but can be chaotic evil, good or lawful neutral if they wish. |
AD&D Players Handbook 1st edition page 117 What book does the Cave Harp appear in?
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Post by Micteu on Nov 8, 2009 21:33:09 GMT -5
Well, you got me there. I only own a 3.0 Monster Manual and a 3.5 Player's Handbook.
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Post by Deleted on Nov 11, 2009 8:19:19 GMT -5
80, but I think that was just an example of an "impossible" check. Could anyone actually figure out how to make a bard following the AD&D rules? Yes. thats an easy one. Bards are one of the AD&D 1st edition classes that resemble the current 'Prestige Classes' where you often need to meet certain preset requirements to gain entry into the class. Bards begin play as fighters, and they must remain exclusively fighters until they have achieved at least the 5th level of experience. Anytime thereafter, and in any event prior to attaining the 8th level, they must change their class to that of thieves. Again, sometime between 5th and 9th level of ability, bards must leave off thieving and begin clerical studies as druids; but at this time they are actually bards and under druidical tutelage. Bards must fulfill the requirements in all the above classes before progressing to Bards Table 1. They must always remain neutral, but can be chaotic evil, good or lawful neutral if they wish. |
AD&D Players Handbook 1st edition page 117 What book does the Cave Harp appear in? Ok..been three days, it appears in Underdark. Someone else take up a question and get the ball rolling! I'm at work so it's going to be near impossible for me to answer!
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Post by EDM Entori on Nov 11, 2009 8:25:16 GMT -5
how many high mages does it take, to make a high magic mythal?
at what price?
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Post by ConcreteSequential on Nov 11, 2009 12:15:30 GMT -5
how many high mages does it take, to make a high magic mythal? at what price? For High Magic Mythals: 1 center, surrounded by 3 major casters, and at least 3 more high mages in the 3rd ring. Soooo, 7 high mages minimum. The cost: Generally it's the life of the center, but it's a little conflicting in the source. <snip> In all, no matter how many are in- volved in the ritual, this ritual drains a collective 300 hit points from participants; thus, the ritual confers less damage upon its principals with additional support, as the damage is distributed evenly among all linked members. <snip> <snip> The spell also requires, as physical components to power the spell, the presence and lifeforces of at least nine living beings, all casting its three-part spell; this includes the mandatory death of the central caster. The energy drain is enormous, and a greater number of people involved allow the energy drain to be spread across as many casters and supporters as are involved, possibly sparing the lives of all the casters save the central caster. This spell drains 400 to 800 hit points from its casters, depending on the size of the mythal. </snip> Source: Cormanthyr, Arcane Age Accesory Who took a young and unknown Sammaster on as an apprentice?
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Post by EDM Entori on Nov 11, 2009 21:11:59 GMT -5
how many high mages does it take, to make a high magic mythal? at what price? For High Magic Mythals: 1 center, surrounded by 3 major casters, and at least 3 more high mages in the 3rd ring. Soooo, 7 high mages minimum. The cost: Generally it's the life of the center, but it's a little conflicting in the source. <snip> In all, no matter how many are in- volved in the ritual, this ritual drains a collective 300 hit points from participants; thus, the ritual confers less damage upon its principals with additional support, as the damage is distributed evenly among all linked members. <snip> <snip> The spell also requires, as physical components to power the spell, the presence and lifeforces of at least nine living beings, all casting its three-part spell; this includes the mandatory death of the central caster. The energy drain is enormous, and a greater number of people involved allow the energy drain to be spread across as many casters and supporters as are involved, possibly sparing the lives of all the casters save the central caster. This spell drains 400 to 800 hit points from its casters, depending on the size of the mythal. </snip> Source: Cormanthyr, Arcane Age Accesory Who took a young and unknown Sammaster on as an apprentice? I believe this to be Incorrect. in terms of how many -high- mages it takes..though I'll have to read up to contradict you
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Post by ancientempathy on Nov 11, 2009 21:17:02 GMT -5
*waits for herald to respond*
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