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Messages - Leviathan

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161
If this is for your gestalt campaign, with a homebrew setting, where you're the DM, feel free to make a house rule so it works the way you want to. Unlike SorO_Lost, I won't get mad at you if this is what you want to do. You could even go all out and make a new spell which is identical to astral projection, but without the silver cord.


If you really do want a position supported by the rules, I would say that there are two creatures here: the original body (which astral projection calls the "physical body") and the second body. Mind blank or other spells cast on the second body do not affect the original body, because they are separate creatures. (Maybe a splatbook has something that would let you make your original body your familiar, so you could share spells with it.)


As for discern location, it depends on what the caster knows about you. If they had only met you before you used astral projection (in your original body), the creature they target with discern location is your original body. In this case, discern location would provide them with the name of the mountain where the body was located (and the location of the mountain), but would be of no help for finding the body on or within the mountain. The cave you dug out with disintegrate does not have a name, or if it did the person casting discern location wouldn't have heard it before, so all they know is that you're at that mountain. Further divination might give them more information, but discern location won't. You might want to surround the cave with lead and running water (against locate creature) just in case.


A person who is thinking of you after you used astral projection, however, is actually thinking of your second body. Unless they know you are using astral projection and specifically target your original body, they will target the second body with discern location. Because the second body is protected by mind blank, this casting of discern location reveals nothing.


If even giving away the name of the mountain is too much information for you, you could buy your original body a permanent magic item of mind blank (by the SRD's magic item creation rules, it should cost 240,000 gp), or just teleport there and back once a day to cast mind blank.


As for the silver cord and its ability to be sliced, here is my interpretation: While you are in the second body (not on the astral plane), the silver cord has two parts. The first is an invisible, incorporeal object with 20 hit points that extends five feet from the back of your skull before entering the astral plane, and can be severed by specific circumstances listed in MoTP, none of which will occur in ksbsnowowl's campaign. The second part of the cord is "merged with" the astral plane, and could not be cut any more than you could cut an ocean current or a gust of wind.

162

Thanks for the vocabulary, NunoM!

My intent was that this be a sport. Though only the bravest participate directly, you too can follow their exploits with your TV/scrying pool/town crier. A Hunger Games comparison did occur to me as I wrote it, but if I played or DM'd something like this I'd rather everybody involved be volunteers.


The monks know how all the traps are built (and how to bypass them), because they were entrusted with the blueprints. For a contestant to peek at the blueprints or to have more knowledge of the crypts than they gained from past expeditions is considered cheating of the worst sort. About once a decade somebody gets accused of this, but usually falsely: as maintainers of and experts on some of the best security systems around, the monks know how to keep people out of a room.


To avoid ecological concerns, I've written most of the guardians as undead, constructs, outsiders, and the like. Another advantage of using these guys is that all of them could be commanded not to attack anyone who presents the symbol of the monks who maintain the tombs. Obviously nobody's going to wander in brandishing one of these symbols during competition - it would be extremely unsportsmanlike, to say the least. The monks might even keep the specific symbol they use for this purpose hidden, and have another icon for public use.


I'm afraid there's not really an easy way to fit dragons in here - particularly literally, as most of the architecture probably consists of small passages. A dragon with a humanoid alternate form or similar could participate, and imagine the ratings when everyone finds out that their favorite adventurer was a dragon in disguise all along! Dragons don't make good guardians, for two reasons. First, they (usually) aren't immortal, which is a big deal when you're guarding a king's tomb which should look impressive forever. Second, living conditions aren't so great: cramped spaces, no open sky to fly in, no townsfolk to eat, and worst of all the knowledge that you're guarding someone else's treasure. Dragons are, of course, welcome to sponsor teams of adventurers (openly or discreetly) in exchange for a cut of the loot, or the first look at anything interest they might find.

163
Since time immemorial, each king, before his death, has constructed a grand mausoleum filled with deadly traps and fantastic wealth. Naturally, tomb raiders had great fun breaking into these tombs and many fortunes were made with the loot therein. One clever king, considered insane in his time (though for other reasons), wasn't happy with this situation, so he worked with prominent adventurers to create a tomb that was meant to be raided. He declared that any who could survive his tomb and the guardians that dwelt within deserved whatever they could retrieve, and tasked an order of monks to keep the coffers stocked. His successors have followed suit, each building a grander and more deadly tomb than the last.


Today, the teams of adventurers that enter these tombs and return with treasure (or even with their lives) are some of the kingdom's greatest celebrities. Religious orders, wealthy benefactors, and historical preservation societies reset the traps as needed and keep the mausolea stocked with historically appropriate valuables. Most are guarded by undead, constructs, and outsiders (beings that need no food or rest), but wild animals and condemned prisoners are sometimes released into the tombs as well. Mages scry into the tombs and, for a fee, let the public track the progress of their heroes as they venture through these challenges.


Naturally, these dungeons attract all sorts: the desperate, the fame-seekers, those seeking to prove their worth, and psychopaths like the players who just want to kill people and take their stuff. Those without proper training tend to suffer any of a panoply of quick but gruesome deaths: decapitated, burned, drowned, torn in half, teleported straight to hell, etc. Teams with strong financial backing are better-equipped than those without, but the corpses and belongings of those who die are left inside the tombs, so it is possible to wander in with little more than the clothes on one's back and pick up still perfectly usable equipment as one goes.


Edit: Does anyone know any synonyms for "tomb"?

164
Touhou Battle Grimoire / Re: Septette for the Dead
« on: September 11, 2013, 12:49:25 AM »
I've only started reading through all the maneuvers, but I'll post a few questions about the first-level maneuvers before going to sleep.


Vampire Claw: Do you get 1 extra round (and 1 free initiation) for each 6 ranks of Disguise, or do you get 1 round per 6 ranks of Disguise (minimum 1, including the attack you make when you initiate the maneuver)? The first interpretation is supported by the second paragraph of the text and would give you 1 more attack as long as you have 6 or more ranks; the second interpretation is based on the example.
Night Dance: There's a save DC listed, but the maneuver doesn't mention a save, so it's not clear what (if anything) the save does, or what sort of save it is (Fort, Ref, or Will).
Heaven's Punishment "Star of David": If you use this maneuver to replicate a spell that doesn't normally allow a save, what kind of save is allowed? The easiest answer is probably a Will save to ignore the spell effect.


I'll post more comments and questions when I look at more maneuvers (probably later this week). I'm a fan of vampires and of a lot of your homebrew, Oslecamo, so it makes me happy to see them combined like this.

165
Introduce Yourself / Well hello there
« on: July 04, 2013, 05:22:07 PM »
Hello! I'm Leviathan. I'm a student in Atlanta, Georgia (the one in the United States, not the one south of Russia). All of my non-computer-based gaming experience is D&D 3.5, but that's just because I have a student's budget - in fact, I strongly suspect that 3.5 is not the best system for the sort of gaming I prefer to do. Non-gaming hobbies include mathematics and philosophy. I'm registered as Malcador on the GitP boards, but I've never posted anything there. My favorite punctuation marks are the hyphen ( - ), colon ( : ), and semicolon ( ; ), because they let you put more stuff in a sentence.

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