D & D on the Straight Dope setup thread. (In Middle Earth FA63)

I think we’ll be in a slower mode until after New Years anyway. But as we progress I’ll never have your characters do anything foolish, (well almost never) and I try to continue whatever character you have given them. I assume it is safe to keep Bitur brave and up front and using his Dwarven skills and abilities to their fullest?

I am off work between Christmas and New Years so (since my wife still has to work) I am going to be home watching movies and playing with the dog and readnig. I think I will be able to find time to play in that busy schedule though. :wink:
The next couple of days are going to be a little harder for me to participate. But I should be free starting Wednesday.

Yep.

It helped see the order of battle for sure. I’m not sure if it was worth your time for that quick of an encounter though. The map is outstanding! I’m always confused about new areas until the map shows up.

Seconded.

I’m in Vermont visiting my in-laws but should be able to check in at least daily, I think.

I’m home now, finals completed and with oodles of spare time but not much bandwidth- my parents are still on dial-up. Expect about one check-in a day, but it could be a lengthy one if need be.

Back home again. Let the good times roll.

A question about The Hobbit, which I’m reading with my nine-year-old…

Take a look at Chapt. 8, “Flies and Spiders.” When Bilbo and the Dwarves are blundering around Mirkwood, they thrice come across Wood-elves feasting in forest clearings. Each time Thorin & Co. enters the clearings, total darkness instantly falls, all goes silent, and the Elves disappear or slip away at once. In D&D terms, what spell or combination of spells would this involve?

My take: No straight rules but effectively “Elven Magic” involving the Elves natural ability to move away quietly and effectively invisibly in what was pitch darkness to the Dwarves. The fire itself was magical in nature in and of itself and could be dropped at will. Finally the Elven circles had a magical sleep associated with it. I would say Thoroncir and the others that could had the ability to bring up a single spell that was effectively an area effect of Good Cheer, Bright Warm Fire and Warding via Sleep vs. intruders. I would add a sure bet that it was a hard protection against the Spiders of Mirkwood too.

For my game, Lady Elenwë, daughter of Thranduil can cast this and Elven Sleep & Charm spells among a few other spell-like powers.

Perhaps you mean Thranduil here, or am I misunderstanding you?

Yes, I meant to type Thranduil.

I pm’d this to the thieves but then realized I should just post it as it helps explain some of my game mechanics.

I will add that while this one ability* seems to suffer in my game. I think I have help make all three thieves much better in combat than D&D normally sees.

  • In fairness, the pickpocket skill has largely been rendered useless by the way the adventures play out. I don’t think anyone has really noted this yet though. 5 thieves in two games in the same world and I think there has only been two attempts to pick pockets.

Thanks for the explanation on read languages, it makes sense.

As for pickpocketing, who are we going to try that on…each other :smack:

I’m glad that helped. I wasn’t just being an ass, it was part of the game structure but sometimes I forget that just because it makes logical sense to me, I still need to share the reason.

As to the pickpocketing, I don’t recall if anyone tried it yet in this game. In the other game it was attempted once against Orcs early on and one in Rhûn to try and get a key on a boat. It failed leading to much fun.

You really don’t remember Mulligan pickpocketing a money pouch from Elfstan in a tavern while he was three sheets to the wind. :eek:

Oops, that’s right. In Tharbad. I kept thinking there was one in the party but I couldn’t recall.

The Runequest game system has a spell (Warding) that’s closer in spirit to this. It wards a largish area, and has both defensive and offensive effects against enemies crossing it - and enemy detection built in so it won’t keep out friends.

Say also that Tolkien’s elves do things that appear magic but are merely “things doing what they should do”. So a boat should be light to carry and hard to sink, a rope should not burn the hand or take up too much pack space but should tie when you want and come undone when you want, a cloak should keep you warm and hidden… and a fire should provide warmth, light and cheer but not attract interlopers.

The second paragraph is perfect. Is that your own? It is a perfect way to look at it.

Like many of the things I trot out, I picked it up somewhere, and couldn’t tell you where. :slight_smile:

Just a reminder, I do enjoy any and all of the roleplaying that goes into the game and it is of course reflected in experience later on. I just quote several of the most recent examples.
Malacandra, what you said about the Elves reminds me of something similar Heinlein wanted us to grok about his Martians.