Lore Assistance

Helpful Hints for Both the Technical and Roleplaying Aspects of the Game

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Chasted
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Re: Lore Assistance

Unread post by Chasted »

Same website under Stone Golem says that it just loses it's immunity to magic and damage reduction for a round.

Ain't DnD great?
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Hnefi
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Re: Lore Assistance

Unread post by Hnefi »

Don't get me started on DnD as a system.
Chasted
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Re: Lore Assistance

Unread post by Chasted »

Zealote wrote:LOL, if a Stone Golem could be transformed into a Flesh Golem just by casting Stone to Flesh, you could do the opposite with a Flesh Golem, and I doubt that will work.
Well, it would depend on DM magic, now wouldn't it?
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Sellular
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Re: Lore Assistance

Unread post by Sellular »

Chasted wrote:What happens to a stone golem when you cast stone to flesh on it?

(And the opposite on a Flesh Golem)
Although the entry on Stone to Flesh mentions it would turn a Stone Golem into a Flesh Golem, the entry on Stone Golems has the following:

A stone golem is immune to any spell or spell-like ability that allows spell resistance.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Stone to Flesh and Flesh to Stone both allow spell resistance.

Oddly enough, there is no mention of these spells in the Flesh Golem's entry.

I'd say that the having someone else cast a 2nd Stone to Flesh on the golem immediately after yours would turn it into a flesh golem. First one negates it's spell resistance for 1 round, 2nd one hits it without the SR.
Jiszo
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Re: Lore Assistance

Unread post by Jiszo »

Sellular wrote:
Chasted wrote:What happens to a stone golem when you cast stone to flesh on it?

(And the opposite on a Flesh Golem)
Although the entry on Stone to Flesh mentions it would turn a Stone Golem into a Flesh Golem, the entry on Stone Golems has the following:

A stone golem is immune to any spell or spell-like ability that allows spell resistance.

A stone to flesh spell does not actually change the golem’s structure but negates its damage reduction and immunity to magic for 1 full round.

Stone to Flesh and Flesh to Stone both allow spell resistance.

Oddly enough, there is no mention of these spells in the Flesh Golem's entry.

I'd say that the having someone else cast a 2nd Stone to Flesh on the golem immediately after yours would turn it into a flesh golem. First one negates it's spell resistance for 1 round, 2nd one hits it without the SR.

That's just so crazy it just might work.
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

Sir_Carnifex wrote:Quick one: What year does the Amnish plague start? I'm pretty sure I heard it's between 1344 and 1346 but I'd like to be sure.
Out of Lands of Intrigue: Amn, page 22:

1345, Year of the Saddle: The Coast Plague infests Murann, Athkatla, Purskul, and Crimmor, killing 20% of the people. The plague spreads by caravan, infecting folk in Beregost and Zazesspur.

Out of the 3.5-Edition Campaign Setting:

1345: Plagues claim many among the Sword Coast port cities south of Baldur's Gate.

That is about all that I can find on it. But yes, it is likely a very real worry in our timeline.

Plague will come to Baldur's Gate in 1351. Which is also when the Warlock's Crypt is supposed to be discovered in the western Troll Hills -- the home to our beloved Shadow King, Larloch.

Chasted wrote:What happens to a stone golem when you cast stone to flesh on it?
I think this one has been more-or-less covered!
KoS
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Re: Lore Assistance

Unread post by KoS »

Lore assistance.

What is the climate and weather of the area? More importantly, the general direction of storms? Like winter one way and summer the other, etc.

Thanks
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Maecius
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Re: Lore Assistance

Unread post by Maecius »

KoS wrote:What is the climate and weather of the area? More importantly, the general direction of storms? Like winter one way and summer the other, etc.
What can be said about our region's climate with absolute certainty comes from the Campaign Setting:

The northwest portion of Faerun is generally well watered and humid, with heavy snowfalls in the winter and a great deal of rain in the spring and fall. Along the Sword Coast, folk exaggeratedly complain that it never stops raining.

[...]

True temperate conditions hold sway from about the River Chionthar (Baldur's Gate) southward, and the land grows warmer and hotter until both true deserts and steamy temperatures are the rule in southernmost Tethyr and Calimshan. Sea breezes cool Nimbral, Lantan, and Tashalar, but volcanism makes the Lake of Steam uncomfortable to most civilized inhabitants, and combines with latitude and warm seadamp to make Chult and Mhair endless jungle steam baths.

The southwest, like the northwest, is very humid and receives a great deal of precipitation from the western seas. The cooling, moisture-holding properties of forests play a part in keeping Tethyr and the Border Kingdom moderate in climate and pleasant places to live.


The above seems to suggest that we enjoy all four seasons in our region, and that the prevailing winds are from the west, sweeping moisture from the ocean over the land.

This fits real-life climate patterns, to quote Doctor Wik E. Pedia: "The maritime climate is affected by the oceans, which help to sustain somewhat stable temperatures throughout the year. In temperate zones the prevailing winds are from the west, thus the western edge of temperate continents most commonly experience this maritime climate."
KoS
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Re: Lore Assistance

Unread post by KoS »

Another related question. What the direction of the current(s) which have an affect on BG or in the relative close proximity?
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madcomposer
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Re: Lore Assistance

Unread post by madcomposer »

Okay, this is actually half build advice and half lore assistance.

My main character on the server is Desiree Aerthur. Her backstory is that she was born to two druids of Mielikki of the Reaching Woods, and hence she received a special blessing, but she later ran away from conflicts with the Zhentarim of Darkhold. My main concern is that she is a Favored Soul 11/Ranger 9 of Mielikki, and I can't find anywhere any mention of Mielikki being served by Favored Souls (or Invokers). Furthermore, I may get a chance to rebuild her but I a) really like spontaneous spellcasting and b) don't want to lose the saves. BUT I would rather be in line with the lore above anything else.

Can you please:
a) expound on Favored Souls (Invokers) and
b) explain which deities may or may not be served by invokers.

Thanks :)
mute83
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Re: Lore Assistance

Unread post by mute83 »

i dont think there is much info out there, about Favored Soul, as we have also have some small talk about them in the keepers, and couldnt come up with some into
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PiousHeretic
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Re: Lore Assistance

Unread post by PiousHeretic »

UD folk, particularly Sellular and Kelsfar:

Do you know anything about Talos' adventures in the Underdark, particularly in Sshamath, masquerading as the evil god of wild magic and rebellions, known as Malyk? Wikipedia has this to say:
In the Underdark, he [Talos] had an aspect with a small following as Malyk, a god of evil wild magic and rebellion. His cult, along with all mages who utilised wild magic, were branded as terrorists in the city of Sshamath and hunted down.
Do any of you know approximately when it was that this occurred and what happened? If it's still an ongoing thing, I wouldn't mind basing a character around the idea. If it's something that happened way back in the past; well, I do enjoy the cults of dead gods.

You guys, or any UD players really, know anything about this?
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all_distorted
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Re: Lore Assistance

Unread post by all_distorted »

I hope I'm not repeating anyone's question.

What is known about Gerard Travenhurst, aside from him being a member of the town council of Beregost?

Thank you in advance:)
Sellular
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Re: Lore Assistance

Unread post by Sellular »

PiousHeretic wrote:UD folk, particularly Sellular and Kelsfar:

Do you know anything about Talos' adventures in the Underdark, particularly in Sshamath, masquerading as the evil god of wild magic and rebellions, known as Malyk? Wikipedia has this to say:
In the Underdark, he [Talos] had an aspect with a small following as Malyk, a god of evil wild magic and rebellion. His cult, along with all mages who utilised wild magic, were branded as terrorists in the city of Sshamath and hunted down.
Do any of you know approximately when it was that this occurred and what happened? If it's still an ongoing thing, I wouldn't mind basing a character around the idea. If it's something that happened way back in the past; well, I do enjoy the cults of dead gods.

You guys, or any UD players really, know anything about this?
Funnily enough, I just read about that a little while ago. The only timeline given is that it happens after the Time of Trouble so they're not around in the city just yet.

Here you go.
Drizzt Do'Urden's Guide to the Underdark wrote: The Cult of Malyk purports to revere a divine entity whose faith first appeared in the Underdark after the Time of Troubles. Malyk, secretly an aspect of Talos, is said to be the god of wild, evil magic and rebellion. Followers claim that their god was an aged, powerful Sshamathan drow lich who stole some of Mystra's power when he stumbled across a powerful wild magic region in the Underdark beneath Castle Crag. Since the Conclave of Sshamath banned wild magic long ago, wild magic practitioners have chafed under the rule of the city's schools of wizardry.

Several years after the Fall of the Gods, the Cult of Malyk scored its greatest coup against the Conclave by capturing the Guardian's Tear, a powerful relic created by Helm. This massive king's tear is fashioned from raw magic that spins off "bubbles" of wild and dead magic. When a half dozen wild mages of the Cult of Malyk relocated the Guardian's Tear to Sshamath, chaos predictably ensued. For months, magical research and fabrication were severely disrupted by spheres of wild and dead magic drifting undetected throughout the city.

Eventually the Conclave of Sshamath, exhibiting rare unanimity, drove the followers of Malyk into the surrounding Underdark along with the Guardian's Tear they had come to revere. Nevertheless, zones of wild and dead magic, while rare, continue to plague the city, sometimes destroying years of effort and research. This has greatly impacted the availability of many items traditionally offered for sale in the Dark Weavings Bazaar. Rumors of the cult's continued activities suggest that the threat has not yet abated.

At present, the Cult of Malyk is led by a mysterious wizard known only as the Wildstorm (CE male drow WM 19). Seventeen wild mages serve as the sect's clergy. The Shrine of the Weavetear may be found nearly anywhere in the environs of Sshamath, or even in the city itself, as the relic is said to be located wherever the Guardian's Tear hovers and spins.
PiousHeretic
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Re: Lore Assistance

Unread post by PiousHeretic »

After the Time of Troubles? Durned.. well, I'll probably play a wild mage, still. I'll just have to alter my plans.
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