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PROPHECY OF TELOR discussion

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Re: PROPHECY OF TELOR discussion

Postby wallydubbs » Monday April 8th, 2024 5:14pm

Vorimir wrote:As I said, my group are veteran players with leveled up characters so this expansion seemed way to easy.
But our 4th player can't play more than once every three or four sesions (when he is not in other players use his character and I also use his slot tonspice things up, sometimes is the barbarian, others the rogue...) so we are playing it with just 3 characters and I added the double wandering monster rule and at least they had to sweat a little.


If you do quests with only 3 heroes you can implement the pet wolf included in Against the Ogre Hoard, have one of the heroes bring along his pet. Lol


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Re: PROPHECY OF TELOR discussion

Postby wallydubbs » Sunday June 23rd, 2024 2:01am

Stephen Baker would've made this quest pack obviously with only the 4 original heroes in mind. I'm playing this one through with the Monk, Druid, Warlock and Barbarian in play, (Red Sonia) Barbarian is the Talisman Bearer.

The Arena of Misildia kinda threw a monkey wrench into one notable character and brought up several questions. Magic can't be used in the arena, the quest notes specify no spells or artifacts, but potions and elixirs CAN be used. This makes the Elixir of Life questionable as it IS an artifact, but the name also implies it's an Elixir.
No magic, so upon entering I feel the Demonform and Shapeshift spells would break and cannot be active innthe arena.
Melar is supposed to be cast out of the Talisman upon entering presumably because of the "no magic" thing... So he can't stay in the Barbarian in the arena but could go into the Abomination in the arena? We have a double standard here.
Also the delemma between Melar and the bearer is one of possession, which is kinda the same thing we have going on with the Warlock (halfling/demon) except that the Demon's presence is welcomed. So wouldn't the no magic rule banish the demon from the halfling too? Being a Magical artillerist it's somewhat implied that the wand is magical and responsive to the demon.
I'll probably just have to ignore these glaring contradictions since it doesn't seem justifiable in a storyline sense.


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Re: PROPHECY OF TELOR discussion

Postby Kurgan » Wednesday June 26th, 2024 9:26pm

Yeah the wand is kind of the odd one since it's not an artifact. If you ban all equipment (not just magical) then it can't be used either, period. Otherwise I guess you're just smacking people with it at close range. Zargon's call to make...


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Re: PROPHECY OF TELOR discussion

Postby Aki » Thursday June 27th, 2024 1:32am

I treat Wand as an artifact and not normal equipment, I think this is an error when the character was developed
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Re: PROPHECY OF TELOR discussion

Postby wallydubbs » Thursday June 27th, 2024 12:40pm

The Warlock was not created by Stephen Baker but this quest pack was, yet thematically she was added in as a bonus because the half story of the Warlock seems thematic with the overall story of the quest pack. For this same reason we had the Bard added to Spirit Queen's Torment. I don't think they had any other reason besides that to add the Warlock. So I don't think they gave it much thought or even noticed the glaring contradiction.

I wouldn't mind the Warlock starting off with an Artifact as a weapon, but most artifacts need to be found or earned, so I could sorta understand why they didn't. The Demon is supposed to be going the Wand it's power, which might be why it's so cheap. Otherwise it's just a piece of wood.


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Re: PROPHECY OF TELOR discussion

Postby Vorimir » Tuesday July 9th, 2024 2:43pm

Hi guys, question about the rod of telekinesis.

When you target an undead is an auto exit because thwy have no mind to resist or are they inmune because they dont have mind to be affected like the Sleep or Hypnotic flame spell?
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Re: PROPHECY OF TELOR discussion

Postby wallydubbs » Tuesday July 9th, 2024 3:21pm

Vorimir wrote:Hi guys, question about the rod of telekinesis.

When you target an undead is an auto exit because thwy have no mind to resist or are they inmune because they dont have mind to be affected like the Sleep or Hypnotic flame spell?


Such answers are not specified and are left up to Zargon. Me, in particular, would allow it to take effect since they only lose 1 turn. It's not game breaking or more powerful then Tempest. But I'm willing to listen to arguments from the other side.


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Re: PROPHECY OF TELOR discussion

Postby Kurgan » Tuesday July 9th, 2024 5:36pm

The idea from AH is that zero mind points makes a monster immune to something that requires Mind Points to resist. This is different than the older EU rules in which the opposite was true (that undead had no resistance to such powers).


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Re: PROPHECY OF TELOR discussion

Postby Nlinindoll » Tuesday July 9th, 2024 7:56pm

Vorimir wrote:Hi guys, question about the rod of telekinesis.

When you target an undead is an auto exit because thwy have no mind to resist or are they inmune because they dont have mind to be affected like the Sleep or Hypnotic flame spell?


From Against the Ogre Horde: "Mind Points: Spells that affect a target's Mind Points (e.g. Sleep) have no effect on monsters with no Mind Points (e.g. Skeletons).
From Jungles of Delthrak: "Monsters without Mind Points: Spells that affect a target's Mind Points (e.g. Sleep) cannot be cast on monsters with no Mind Points (e.g. Spawnlings).

Seems like a very reasonable Rule Clarification that would make sense to apply retroactively to previous Expansions as well.
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Re: PROPHECY OF TELOR discussion

Postby Vorimir » Tuesday July 16th, 2024 12:02am

Thanks! Couldnt remember where I read it but was sure I did!

By the way, POT is a quite good quest pack but I hate that "good goblin" with gargoyle stars who speaks like he has a PHD. I changed it with a swordman mercenary. I know they had to stick to core miniatures but this is just lazy writing...
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