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Post by ConcreteSequential on Nov 11, 2009 21:21:53 GMT -5
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 From the same source: High Magic Mythals The Old Ways are, of course, the best and most proper way to create mythals. Kept secret for so long, mythals themselves have become legends even among the elves of Cormanthyr, though there are at least seven secretive High Mages among all the spellcasters of the Coronals realm who know the secrets of how to con- struct a High Magic mythal. Only three of them live and serve within the capital. A Ritual of Myriad slowly links the casters of the ritual (a central quartet and a circle of nine assistants). The eldest High Mage acts as the focus of the ritual (known as the Grand Caster); he is surrounded by a circle of three Major Casters. While the Grand Caster builds the central energy sphere from which the mythal grows, the three Major Casters help shape the mythal in height, breadth, and depth. The Grand Caster sets one grand power of the mythal, which often matches the purpose for the mythals for- mation; he also sets one major and one minor power. The three Major Casters each grant a major and minor power to the mythal as well. Surrounding this foursome is a concentric circle of nine spellcasters; since at least three more High Mages are re quired for the working, this third ring of nine people often consists of those three High Mages with six high-level wizard or High Mage initiates (if not full High Mages). Only the cen tral four High Mages are actually casting the mythal; the oute nine are secondary casters adding powers to the mythal and energy to the link between all casters. Each of the secondary casters can add up to two minor powers each to the mythal. Central quartet +3 more =7 High mages
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Post by Deleted on Nov 11, 2009 22:40:27 GMT -5
Who took a young and unknown Sammaster on as an apprentice? Who is Mnethos, the traveling mage, a.k.a the Merchant Mage? 817 DR Year of the Deadly Torch The traveling mage Mnethos takes the young Sammaster [800, 818] as an apprentice, noting the boy’s fierce intelligence and fascination with magic. Grand History of the Realms page 103. Now...let me formulate an answer on the Mythal question.
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Post by Deleted on Nov 11, 2009 22:50:26 GMT -5
As for Mythals, all of these answers given may have at one time been correct. However, in the 3.5 FR rules, using the epic spellcasting rules, it takes 1 Elven High Mage to create a Mythal, though certainly more than one can participate. The real question is -what- mythal, not a mythal. A simple or complex mythal can in theory be created by one mage, far more impressive mythals though are possible with a large, cooperative group.
The specifics are located in the Epic Spell Seed, Mythal rules on page 44 of Lost Empires of Faerun.
While admittedly, this method in the 3.0-3.5 rules is far less glorious and impressive, it is technically the correct answer unless I am mistaken. This was a very good question entori, it's simply too bad that mythal creation was 'cheapened' for lack of a better word, and simplified to a level that it took me less than eight minutes to find the correct answer as applied to the most current edition of the rules we adhere to on FRC.
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Post by ConcreteSequential on Nov 11, 2009 22:57:34 GMT -5
As for Mythals, all of these answers given may have at one time been correct. However, in the 3.5 FR rules, using the epic spellcasting rules, it takes 1 Elven High Mage to create a Mythal, though certainly more than one can participate. The real question is -what- mythal, not a mythal. A simple or complex mythal can in theory be created by one mage, far more impressive mythals though are possible with a large, cooperative group. The specifics are located in the Epic Spell Seed, Mythal rules on page 44 of Lost Empires of Faerun.While admittedly, this method in the 3.0-3.5 rules is far less glorious and impressive, it is technically the correct answer unless I am mistaken. I'll concede to the newer source as the correct answer, but I agree it makes it seems too easy. Good thing 4th edition source isn't complete yet, you could probably do it with a 12th lvl half elf. ;D Thanks Good dig on the apprentice question.
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Post by Deleted on Nov 11, 2009 23:02:17 GMT -5
I forgot the ask my question....here we go:
Where might one capture a frog used in the production of the poison known as blue frog paste?
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Post by ConcreteSequential on Nov 11, 2009 23:10:13 GMT -5
I forgot the ask my question....here we go: Where might one capture a frog used in the production of the poison known as blue frog paste? Serpent Hills. *coughs and points to Darkharps Apothacary* Go again.
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Post by Deleted on Nov 11, 2009 23:13:07 GMT -5
I forgot the ask my question....here we go: Where might one capture a frog used in the production of the poison known as blue frog paste? Serpent Hills. *coughs and points to Darkharps Apothacary* Go again. Good going! I am glad -someone- pays attention to one of my many forum threads! This one isn't specifically FR lore, but general D&D lore. Who created the hierarchy that all ferrous dragons strictly follow?
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Post by kaltorac on Nov 11, 2009 23:50:15 GMT -5
Gruaghlothor is the supreme ruler of the ferrous dragons. His power was once equal to that of Bahamut and Tiamat, before they achieved godhood. According to ferrous dragon legends, Gruaghlothor was the first of the ferrous dragons, and was responsible for creating the hierarchy that all ferrous dragons strictly follow. Several powerful red dragons banded together and destroyed Gruaghlothor, but he swore a dying curse to return for vengeance and not rest until all red dragons are destroyed. As a result of this curse, Gruaghlothor was indeed reborn, but not as the same creature. Should the current Gruaghlothor perish, the great wyrm iron dragons meet to choose one from among their ranks to become the new Gruaghlothor. Through a secret ritual that lasts exactly one year, the new Gruaghlothor emerges to lead the ferrous dragons and plot the extermination of red dragons.
Gruaghlothor possesses a constant telepathic link with all ferrous dragons, and thus even the most evil of the species will not defy his will, for he will know instantly.
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Post by Deleted on Nov 12, 2009 9:10:06 GMT -5
Gruaghlothor is the supreme ruler of the ferrous dragons. His power was once equal to that of Bahamut and Tiamat, before they achieved godhood. According to ferrous dragon legends, Gruaghlothor was the first of the ferrous dragons, and was responsible for creating the hierarchy that all ferrous dragons strictly follow. Several powerful red dragons banded together and destroyed Gruaghlothor, but he swore a dying curse to return for vengeance and not rest until all red dragons are destroyed. As a result of this curse, Gruaghlothor was indeed reborn, but not as the same creature. Should the current Gruaghlothor perish, the great wyrm iron dragons meet to choose one from among their ranks to become the new Gruaghlothor. Through a secret ritual that lasts exactly one year, the new Gruaghlothor emerges to lead the ferrous dragons and plot the extermination of red dragons. Gruaghlothor possesses a constant telepathic link with all ferrous dragons, and thus even the most evil of the species will not defy his will, for he will know instantly. *ding ding* Kalbaern for the win! Someone else ask a question, I did the last couple.
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Post by kaltorac on Nov 12, 2009 10:37:53 GMT -5
Which rare undead preys mainly upon male bards?
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Post by ConcreteSequential on Nov 12, 2009 11:59:32 GMT -5
Which rare undead preys mainly upon male bards? Lhiannan Shee Rare in the extreme, the lhiannan shee (LAN-an SHE) is an un- dead vampiric spirit with an affinity for men of high Charisma and strong poetic abilitybards. The lhiannan shee looks like a stunningly beautiful female human, elf, or half-elf. It is thought to be the undead spirit of a woman who killed herself for the un- requited love of a bard or other artistically talented and desir- able, but unobtainable or callous man. Who was responsible for the unscheduled march of the Modrons around the great wheel? *not strictly a FR question, but it does tie in*
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Post by Deleted on Nov 12, 2009 19:25:40 GMT -5
Which rare undead preys mainly upon male bards? Lhiannan Shee Rare in the extreme, the lhiannan shee (LAN-an SHE) is an un- dead vampiric spirit with an affinity for men of high Charisma and strong poetic abilitybards. The lhiannan shee looks like a stunningly beautiful female human, elf, or half-elf. It is thought to be the undead spirit of a woman who killed herself for the un- requited love of a bard or other artistically talented and desir- able, but unobtainable or callous man. Who was responsible for the unscheduled march of the Modrons around the great wheel? *not strictly a FR question, but it does tie in* I am not 100% sure this is correct, as all my planescape stuff is put away. I -think- that the answer lies in The Great Modron March adventure. The answer would be I think: Who is The One and the Prime?I think it was the death of The One and the Prime and the creation of a new one that incited the unscheduled Modron March. I believe that the purpose of the March is so that the Modrons can gather information which is transferred into the One and the Prime once they re-enter Mechanus, and the 'birth' of a new 'The One and the Prime' would trigger an unscheduled March to gather information for it.
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Post by ancientempathy on Nov 12, 2009 19:58:40 GMT -5
My own research yielded that it was just a mystery still as to why they marched unschdueled, with no definite answer. High Herald seems more thorough of course. I did come across new lore for me in the process which was cool, concerning the Scion Queen Mother, a massive formian entity in Mechanus that is said to be an intermediate deity. I had somewhat gotten the impression that perhaps the Scion Queen may order around Modrons, but there was concrete evidance to suggest this.
damn hard question and good one though ;D
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Post by Deleted on Nov 12, 2009 20:12:37 GMT -5
My own research yielded that it was just a mystery still as to why they marched unschdueled, with no definite answer. High Herald seems more thorough of course. I did come across new lore for me in the process which was cool, concerning the Scion Queen Mother, a massive formian entity in Mechanus that is said to be an intermediate deity. I had somewhat gotten the impression that perhaps the Scion Queen may order around Modrons, but there was concrete evidance to suggest this. damn hard question and good one though ;D He's right..that was a good question. Planescape is one of the great campaign settings of 2E that never should have died. I mourn it's loss along with Darksun, which I hear they are reviving for 4th edition, sadly. Trying to hunt down a scrap of lore like that in Planescape is tough, especially when it comes from an Adventure, not a sourcebook.
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Post by Deleted on Nov 12, 2009 20:54:49 GMT -5
The new source I used was Dead Gods, pages 8-9. It reveals that Tenebrous was responsible for the death of the One and The Prime, and that he assumed the role of Primus for a time and gave the command for the march to begin. Tenebrous is simply the new name that Orcus assumed. SO Orcus is responsible for the unscheduled great modron march. I reiterate, that was a really really good question that made me go dig out books. I can now sleep. For those of you with an interest: frc.proboards.com/index.cgi?board=frclotlplanar&action=display&thread=8769 here is a link to my personal Demon Lords thread where I have done an extensive post on Orcus and the rest of the powerful Demon Lords.
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Post by ConcreteSequential on Nov 12, 2009 21:12:14 GMT -5
The new source I used was Dead Gods. It reveals that Tenebrous was responsible for the death of the One and The Prime, and that he assumed the role of Primus for a time. Tenebrous is simply the new name that Orcus assumed. SO Orcus is responsible for the unscheduled great modron march. I reiterate, that was a really really good question that made me go dig out books. I can now sleep. LOL, great work finding that one. I think Planescape is my favorite setting as well.
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Post by ancientempathy on Nov 12, 2009 21:22:17 GMT -5
*worships*
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Post by Deleted on Nov 12, 2009 22:01:20 GMT -5
What was the title given to a 8th level 'Fighting-Man'?
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Post by holyredeemer on Nov 12, 2009 23:08:36 GMT -5
What was the title given to a 8th level 'Fighting-Man'? Superhero! What was the title given to a 6th level Thief?
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Post by kaltorac on Nov 13, 2009 12:42:29 GMT -5
What was the title given to a 8th level 'Fighting-Man'? Superhero! What was the title given to a 6th level Thief? Since I'm an "ancient fart" ... Is this a trick question? In the "Original" D&D release there were only three classes. Fighter, Wizard and Cleric. It wasn't until the D&D Expert Rule Set that Dwarves, Elves, Halflings and thieves were added. In the D&D Expert Rules the answer would be "Sharper". In AD&D the answer would be "Filcher" though. Level names were also removed in AD&D 2nd edition. Originally the "level name" you held was an indication of ranking too. A 9th level fighter was considered a "Lord" and though it wasn't a requirement, the title meant they should pursue building a keep of some sort and attracting followers to staff it. A 10th or higher level fighter was still referred to as a "Lord" thereafter. It wasn't until the addition of epic levels and prestige classes that level names reapeared in some cases. I miss the intrigue with certain classes in AD&D that upon reaching their "name level" it often forced a confrontation IG with other players or NPCs. •Thieves and assassins could build secret lairs and start their own thieves' and assassins' guilds. Doing so triggered a war with whatever guild already operated in the area, a conflict that could be settled only by wiping out the other guild's leadership. What's more, the assassin could reach that point only by assassinating the head of his or her own guild, who undoubtedly was well aware of the danger posed by the up-and-coming executioner and would take steps to protect himself (probably by eliminating the threat outright). Thus, high-level assassins spent much of their time looking over their shoulders. •Druids and monks were special cases. Druids didn't build strongholds in the normal sense, but they could take up residence in a particularly serene or secure woodland glen. They could not, however, actually advance to 12th level until they defeated one of the nine (there were always nine) 12th-level druids already occupying the inner circle. Losing this duel meant losing all the experience points gained as an 11th-level druid and starting over on the path to reaching 12th level. Every advance beyond level 11 meant fighting and defeating a fellow druid in either magical or physical combat -- and the occasional 11th-level challenger of one's own to deal with! Monks followed more or less the same routine. On becoming Master of Dragons, they had to face the current Master in a one-on-one match. If the challenger won, he took control of the master's monastery and attracted new monks as followers. *sighs* I'm too old. Next Question: Q: Who or what is "old gnawbone"?
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Post by Deleted on Nov 13, 2009 13:22:34 GMT -5
Superhero! What was the title given to a 6th level Thief? Since I'm an "ancient fart" ... Is this a trick question? In the "Original" D&D release there were only three classes. Fighter, Wizard and Cleric. It wasn't until the D&D Expert Rule Set that Dwarves, Elves, Halflings and thieves were added. In the D&D Expert Rules the answer would be "Sharper". In AD&D the answer would be "Filcher" though. Level names were also removed in AD&D 2nd edition. Originally the "level name" you held was an indication of ranking too. A 9th level fighter was considered a "Lord" and though it wasn't a requirement, the title meant they should pursue building a keep of some sort and attracting followers to staff it. A 10th or higher level fighter was still referred to as a "Lord" thereafter. It wasn't until the addition of epic levels and prestige classes that level names reapeared in some cases. I miss the intrigue with certain classes in AD&D that upon reaching their "name level" it often forced a confrontation IG with other players or NPCs. •Thieves and assassins could build secret lairs and start their own thieves' and assassins' guilds. Doing so triggered a war with whatever guild already operated in the area, a conflict that could be settled only by wiping out the other guild's leadership. What's more, the assassin could reach that point only by assassinating the head of his or her own guild, who undoubtedly was well aware of the danger posed by the up-and-coming executioner and would take steps to protect himself (probably by eliminating the threat outright). Thus, high-level assassins spent much of their time looking over their shoulders. •Druids and monks were special cases. Druids didn't build strongholds in the normal sense, but they could take up residence in a particularly serene or secure woodland glen. They could not, however, actually advance to 12th level until they defeated one of the nine (there were always nine) 12th-level druids already occupying the inner circle. Losing this duel meant losing all the experience points gained as an 11th-level druid and starting over on the path to reaching 12th level. Every advance beyond level 11 meant fighting and defeating a fellow druid in either magical or physical combat -- and the occasional 11th-level challenger of one's own to deal with! Monks followed more or less the same routine. On becoming Master of Dragons, they had to face the current Master in a one-on-one match. If the challenger won, he took control of the master's monastery and attracted new monks as followers. *sighs* I'm too old. Next Question: Q: Who or what is "old gnawbone"? Old Gnawbones is the nickname for the wyrm of the north known as Claugiyliamatar. Originally appeared in Dragon Magazine # 233I think kael, that some of the stuff you are referencing here did actually appear in Men and Magic, another of the Original small booklets. I have one at home..I'll look when I get there tonight.
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Post by kaltorac on Nov 13, 2009 14:14:07 GMT -5
Where it all began ... Now who has a new question?
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Post by Deleted on Nov 13, 2009 15:02:00 GMT -5
It's actually me, but I am at work and just kinda sneaking on when I can, so I am passing on my turn, someone else ask one, I'll ask mine when I get home tonight.
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Post by kaltorac on Nov 13, 2009 17:23:27 GMT -5
What is the more fearsome half-kin to troglodytes?
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Post by Deleted on Nov 13, 2009 17:59:10 GMT -5
What is the more fearsome half-kin to troglodytes? Trens are the more fearsome kin to troglodyes that I found in Serpent Kingdoms, but they aren't exactly described as half-kin that I could find. Am I right or wrong with this answer?
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Post by Deleted on Nov 13, 2009 18:04:22 GMT -5
What was the title given to a 8th level 'Fighting-Man'? Superhero! What was the title given to a 6th level Thief? A 6th level thief is a Filcher according to the Player's Handbook 1st edition. not sure if this is right or if you are referring to an earlier appearance?
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Post by kaltorac on Nov 13, 2009 20:05:33 GMT -5
Superhero! What was the title given to a 6th level Thief? A 6th level thief is a Filcher according to the Player's Handbook 1st edition. not sure if this is right or if you are referring to an earlier appearance? Since the "Forgotten Realms" themselves are only around after the release of 2nd Edition .. I assumed these might be trick questions. So I gave answers according to the older sources in which the D&D and AD&D have two differing answers. So if we phrase it as "What is a 6th level thief called in the Forgotten Realms"? ... the answer would be "6th level"
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Post by kaltorac on Nov 13, 2009 20:09:30 GMT -5
What is the more fearsome half-kin to troglodytes? Trens are the more fearsome kin to troglodyes that I found in Serpent Kingdoms, but they aren't exactly described as half-kin that I could find. Am I right or wrong with this answer? 2nd Edition Monstrous Compendium: "Tren are a crossbreed of troglodytes with the largest, strongest, vilest members of the lizard man race. They hate all warmblooded creatures, but reserve special animosity for dwarves, who often come into conflict with them over subterranean water supplies. Tren weigh an average of 220 pounds. Their skin consists of leathery scales, ranging from gray to green to brown in color. The skin of the males is generally spiky, while the females have smoother skin. Tren have only vestigial tails, useful while swimming, but good for little else. Tren wear simple belts and loincloths for clothing. Warriors carry leather shields. If they are without a shield, they are Armor Class 5. Warriors use the most sophisticated weapons they find. Steel short swords are a weapon of choice. Tren have infravision to 60 feet. They speak the languages of both lizard men and trogs, sometimes forming a unique hybrid language."
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Post by ancientempathy on Nov 22, 2009 15:39:34 GMT -5
LOL, this thread got ridiculously hard for a time...I'll fireoff a simple question
Torm is said to have served under what nation, during his human years?
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Post by DM Hawk on Nov 22, 2009 15:49:21 GMT -5
The true name of the nation is unknown. There is speculation that it was called Chalsembyr (spelling is probably wrong), somewhere near the Lake of Steam. It is also referred to as the High Seat by questing paladins and knights of Torm.
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