I thought that the rule for Druid wildshape is that you can only change into something that you have seen or know of, and I kind of doubt that Davroar has seen an Allosaurus in his travels so far.
Also that's the first of countless future birds. However, some of the local ground-dwelling creatures are going to have to start working for their dinner now!
As a note, I didn't have Sindar cast D-magic on the rune stone, because really what was the point? We all knew it was magic from the flashes of lightning. Correct me if I am wrong in that choice.
As a note, I didn't have Sindar cast D-magic on the rune stone, because really what was the point? We all knew it was magic from the flashes of lightning. Correct me if I am wrong in that choice.
Well, you know it’s magic just like you know a potion of water breathing is magic.
But you know when you might want to use the water breathing potion.
If nothing else, you can have Glork throw the rock at someone, I guess
I'm sure that you'll all agree that Aquadyne is doing a great job as DM! I sure think so.
With Miales joining the game, that makes 9 players / DM-NPC (Zindra). If Aquadyne made a character ... that's 10. My elementary math says "that's two parties of five".
When we started the campaign with Lost Mines of Phandelver there were two groups that played in parallel games. There was no other logical path to take. This module is different. We can absolutely divide the team and they can walk two distinctly different paths that make sense from an in-game perspective. Oddly enough, the PM conversations that I've had with players make the division of labor almost obvious. Aquadyne is still running for now. He's got stuff planned. But at some point we'll divide into two game threads. I'll run one that Aquadyne plays in and he'll run one that I play in. While there will be two teams now, they will definitely reunite in chapters to come.
Game pace here means this is a few months advance notice. But there will come a time, and you'll know it when you see it (or we'll remind you) that we're going to go our separate ways.
Question for GM's: What temperature could flaming sphere reach? If the mask is not magical, I'm just wondering if the spell could melt a portion of the gold off the large mask for easier transport.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Poor answer but what I would go for is that the ONLY impact on non-living things is what is stated in the spell above. It will ignite a curtain or a stack of hay, burn down a library or torch a wood building. It cannot be used like a forge or a blow torch. If the mask is made of wood, it would burn. If the mask is made of gold or iron it would not melt it.
Note that the flaming sphere does NOT ignite your clothing or your wood-shaft spear either.
Fire is between 600C and 1650C. The melting point of gold is about 1000C. A blazing forest fire is about 800C. But I think you're asking about an XY problem.
I think Nep gave a great answer. Magical fire does not follow the laws of physics. Real fire would burn flammable objects being worn or carried, while this spell doesn't.
Anyway, as the DM for this particular plot, I'm ruling you can't melt the mask with the Flaming Sphere spell. And you can transport it easily, just have Glork carry it!
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