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woodwwad
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USA
267 Posts

Posted - 31 Dec 2009 :  21:44:08  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote  Delete Topic
One of my players wants to have a firearm for his character in my upcoming FR game. The one will be starting after my current game is finished which should be between 6 months and a year. The PCs will be from the Sword Coast, Western Heart Lands and Lands of Intrigue. None of the PCs can be from waterdeep. So the question is, in 1368 DR who could have a firearm. I'm not a huge fan of firearms but I'm not opposed to it either, especially not in this case. I try to be true to the setting and think hard about any changes I make to the setting, even small things, such as adding a temple of another God to a city. A lot of you guys seem to have an excellent grasp on cannon FR lore, so I wanted to see what you thought. As always thank you for taking the time to address my questions.

Ander

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MrHedgehog
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Posted - 31 Dec 2009 :  22:05:22  Show Profile  Visit MrHedgehog's Homepage Send MrHedgehog a Private Message  Reply with Quote
Someone from Lantan
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woodwwad
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USA
267 Posts

Posted - 31 Dec 2009 :  22:14:11  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by MrHedgehog

Someone from Lantan

I know they could, anyone else that wouldn't seem highly out of place?

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sfdragon
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Posted - 31 Dec 2009 :  22:42:15  Show Profile Send sfdragon a Private Message  Reply with Quote
you could find one with an out of lantan merchant, that could be located in just about any port city, such as Baldur's Gate, which of course is in the Western Heartlands.

on that note, what type of fire arm is said player looking at?
ammo will be harder to come by for most pistols and riffles, and thus leaves a blunderbuss as a good idea

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Diffan
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Posted - 31 Dec 2009 :  23:30:04  Show Profile Send Diffan a Private Message  Reply with Quote
Well if your not aware, in the Player's Guide to Faerun if you use Character Regions the Sword Coast allows a player to start with a pistol, powder horn, and 10 bullets. So it is canon for someone of that region to possibly have a weapon like that.

From my experiences in playing the RPG-WoW game (table-top) there were lots of firearms, different powder for each, and ammo for each and it was a pain in the butt. I'd suggest you keep it simple with the powder and ammo unless you add in magical properties.

Edited by - Diffan on 31 Dec 2009 23:30:23
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The Sage
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Posted - 31 Dec 2009 :  23:38:32  Show Profile Send The Sage a Private Message  Reply with Quote
It's important to note that almost everyone writing for the Realms isn't keen for guns to become prevalent. So they'll "canonically" stay rare and marginal until someone changes their mind.

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woodwwad
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Posted - 31 Dec 2009 :  23:58:27  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by sfdragon

you could find one with an out of lantan merchant, that could be located in just about any port city, such as Baldur's Gate, which of course is in the Western Heartlands.

on that note, what type of fire arm is said player looking at?
ammo will be harder to come by for most pistols and riffles, and thus leaves a blunderbuss as a good idea

Baldur's Gate is going to be a major setting for this game. Likely the most used urban setting. The player hasn't given any idea as to what type of firearm he'd like to use. Partly because I don't think he knows what choices there are, I do have books with the different types in it. He'll be a wizard of some sort mixed with rogue. All the characters have to split their first 6 levels between 2 classes and he was talking about playing a Wizard/rogue, maybe a dwarf. I doubt he'll have a high str, so I'm guessing a smaller firearm. Although, I havn't seen str requirments in 3.5 for heavier weapons use, I use them for weapons to add some realism. A firearm with a big kick isn't for someone with a 10 str.

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Diffan
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Posted - 01 Jan 2010 :  00:03:14  Show Profile Send Diffan a Private Message  Reply with Quote
quote:
Originally posted by The Sage

It's important to note that almost everyone writing for the Realms isn't keen for guns to become prevalent. So they'll "canonically" stay rare and marginal until someone changes their mind.



It might please some people here that I haven't seen one mention of a gunn or firearm in the FR4E so either they have become non-existant with the destruction of Lantan or they just never became popular.
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Hoondatha
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Posted - 01 Jan 2010 :  01:36:24  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
Hey, 4e got something right!

Back on topic. There are three sources for guns in the Realms. I originally wrote that sentence with the word "major" in it, but took it out since they're so blasted rare no source could be considered "major." But what they are are: Lantan (which we've discussed), priests of Gond, and wildspace, if you use Spelljammer. A temple of Gond is probably going to be the best source for a PC, but you as a DM are going to have to decide how you're going to handle smokepowder. It's a magical item in its own right, it's not simple gunpowder. Bullets are going to be easy compared to finding the smokepowder to fire them, and likely paying through the nose for the priviledge of producing a few bangs. Not saying that it's impossible, just that there's a very good reason guns haven't become even scattered in the Realms.

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woodwwad
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USA
267 Posts

Posted - 01 Jan 2010 :  02:48:35  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by Diffan

Well if your not aware, in the Player's Guide to Faerun if you use Character Regions the Sword Coast allows a player to start with a pistol, powder horn, and 10 bullets. So it is canon for someone of that region to possibly have a weapon like that.

From my experiences in playing the RPG-WoW game (table-top) there were lots of firearms, different powder for each, and ammo for each and it was a pain in the butt. I'd suggest you keep it simple with the powder and ammo unless you add in magical properties.

Thanks Diffan. I have so many books, I hadn't had a chance to dig through the FR books before I asked my question. I do have the book you mentioned and seeing the reference you mention. Thanks for that.

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woodwwad
Learned Scribe

USA
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Posted - 01 Jan 2010 :  02:54:24  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by Hoondatha

Hey, 4e got something right!

Back on topic. There are three sources for guns in the Realms. I originally wrote that sentence with the word "major" in it, but took it out since they're so blasted rare no source could be considered "major." But what they are are: Lantan (which we've discussed), priests of Gond, and wildspace, if you use Spelljammer. A temple of Gond is probably going to be the best source for a PC, but you as a DM are going to have to decide how you're going to handle smokepowder. It's a magical item in its own right, it's not simple gunpowder. Bullets are going to be easy compared to finding the smokepowder to fire them, and likely paying through the nose for the priviledge of producing a few bangs. Not saying that it's impossible, just that there's a very good reason guns haven't become even scattered in the Realms.

the gun powder cannot be make by alchemists, nonmagically?

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The Sage
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Posted - 01 Jan 2010 :  03:04:12  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by woodwwad

quote:
Originally posted by Hoondatha

Hey, 4e got something right!

Back on topic. There are three sources for guns in the Realms. I originally wrote that sentence with the word "major" in it, but took it out since they're so blasted rare no source could be considered "major." But what they are are: Lantan (which we've discussed), priests of Gond, and wildspace, if you use Spelljammer. A temple of Gond is probably going to be the best source for a PC, but you as a DM are going to have to decide how you're going to handle smokepowder. It's a magical item in its own right, it's not simple gunpowder. Bullets are going to be easy compared to finding the smokepowder to fire them, and likely paying through the nose for the priviledge of producing a few bangs. Not saying that it's impossible, just that there's a very good reason guns haven't become even scattered in the Realms.

the gun powder cannot be make by alchemists, nonmagically?

No. At least not canonically. As per the Old Grey Box, which also states much the same:- "The physics of the Realms are slightly out of sync with the rest of the planes, so that gunpowder and many technological devices which operate on electronics do not function. Equivalent devices may be developed by player-characters. DM’s judgment is advised as to what may be allowed into the world." [DM's Sourcebook of the Realms pg. 9]

So even if gunpowder were *somehow* derived by alchemists in the Realms, in terms of official Realmslore, it simply won't work.

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Kentinal
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Posted - 01 Jan 2010 :  03:18:41  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by woodwwad

the gun powder cannot be make by alchemists, non magically?



The correct answer is that alchemists can duplicate magical items, by definition the items so made are still magical.

There can be different reasons why a non spell caster can, with luck, make magical items. The quick best one I can offer is that Ed has indicated there are other magics then the Weave, examples included Name magic and a few others. It would appear that alchemists draw on one of the unnamed magics when they succeed in making magic items.

As for running your game finding successful alchemists should be rare, finding one of level high enough to made smoke powder ever harder. As DM you clearly get to decide how your home Realms work, however caution is advised about having wide access to smoke powder.

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woodwwad
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USA
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Posted - 01 Jan 2010 :  03:26:48  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by Kentinal

quote:
Originally posted by woodwwad

the gun powder cannot be make by alchemists, non magically?



The correct answer is that alchemists can duplicate magical items, by definition the items so made are still magical.

There can be different reasons why a non spell caster can, with luck, make magical items. The quick best one I can offer is that Ed has indicated there are other magics then the Weave, examples included Name magic and a few others. It would appear that alchemists draw on one of the unnamed magics when they succeed in making magic items.

As for running your game finding successful alchemists should be rare, finding one of level high enough to made smoke powder ever harder. As DM you clearly get to decide how your home Realms work, however caution is advised about having wide access to smoke powder.

No, I don't want it to be widely avalible. I just want to make sure I've done my homework here. I don't want my player to feel that he's been jacked. So if you unload a firearm at a creature that has say DR 5/magic the shot would be considered magic?

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Kentinal
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Posted - 01 Jan 2010 :  03:50:44  Show Profile Send Kentinal a Private Message  Reply with Quote
quote:
Originally posted by woodwwad
No, I don't want it to be widely avalible. I just want to make sure I've done my homework here. I don't want my player to feel that he's been jacked. So if you unload a firearm at a creature that has say DR 5/magic the shot would be considered magic?



Well I can offer an opinion as I generally do not use smoke powder. The rules might be clearer on this.

A plus one bow does make a normal arrow plus one for damage. So in part that attack becomes magical.
A levitated item (which could include a person) in which the spell caster ends the spell the item falls to the ground, that damage is mundane or non magical.

Short of a direct rule it comes to you to set a House rule if a mundane bullet is imparted with magical properties of the magical smoke powder. My opinion is that the bullet would not be magical unless enchanted directly. The mundane item started to move because of magic, however magic started its movement and nothing more.

"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
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Hoondatha
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USA
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Posted - 01 Jan 2010 :  19:52:46  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
I think I agree with Kentinal, though I can't remember it ever coming up in canon (not that I use smokepowder either). However, the fact that magical versions of various firearms are referenced at least as far back as the Forgotten Realms Adventures book, and explicitly detailed in Spelljammer, leads me to conclude that they operate the same way as bows. The magical smoke powder only provides the thrust, it doesn't help the accuracy. To overcome DR (or 2e's weapon immunity), you would need actually enchanted bullets, or an enchanted gun. At least, that's how I would rule it. Frankly, though, I hadn't thought out the problem of guns versus weapon immunity before, so this is a bit new for me.

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sfdragon
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Posted - 01 Jan 2010 :  23:24:41  Show Profile Send sfdragon a Private Message  Reply with Quote
well if the ammo you want to be rare, then just have him buy the recipe for the powder and give him a blunderbuss styled weapon..... just about anything can be used as ammo

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Hoondatha
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Posted - 02 Jan 2010 :  00:33:59  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
Ammo is trivial. Lead is known in the Realms, and could likely be found in any trade city. It's a standard ingredient in the making of pewter, after all. It might not be in great amounts, but it wouldn't be hard to get or all that expensive.

The trouble is the smokepowder. Bullets aren't any good if you don't have anything to shoot them with, and smokepowder is itself a magical item, with all the difficulties that entails. Especially in 2e, but somewhat less in 3e with its assembly-line view of magical items.

Thinking of 3e, I know I read somewhere a Realms PrC that included gunsmithing. It was either related to Gond, or to gnomes, or maybe both. Now for the life of me I can't find it, but if one of the other scribes has the reference, that might be of help to you.

edit: Check that. I found the PrC (Techsmith in Faiths and Pantheons), but it doesn't do what I remember. I think I got it mixed up with Explosives Specialist, which was a d20 PrC from somewhere. Nevermind.

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Edited by - Hoondatha on 02 Jan 2010 00:38:24
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sfdragon
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Posted - 02 Jan 2010 :  02:43:38  Show Profile Send sfdragon a Private Message  Reply with Quote
well, I can tell you an idea to fix that.....
the quiver that has unlimited arrows in it.
modify a version of it that contains unlimited ammounts of smokepowder.
you just might need to make a side quest for it, should it be done.

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Wooly Rupert
Master of Mischief
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Posted - 02 Jan 2010 :  05:00:17  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by sfdragon

well, I can tell you an idea to fix that.....
the quiver that has unlimited arrows in it.
modify a version of it that contains unlimited ammounts of smokepowder.
you just might need to make a side quest for it, should it be done.



Way too much destructive potential, there. PCs with that could easily take to making bombs and using smokepowder in all sorts of ways that disrupt DM plans.

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Edited by - Wooly Rupert on 02 Jan 2010 05:00:55
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Ghost King
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Posted - 02 Jan 2010 :  05:01:15  Show Profile  Visit Ghost King's Homepage Send Ghost King a Private Message  Reply with Quote
There is a magical property that would probably be more attainable already for crossbows that carries one hundred bolts worth of ammo of any type of bolt (mundane, masterwork, or magical). Just a slight modification would be easy to do for a magical firearm and (if you are using the random chance of the firearm blowing up if you roll a critical failure) completely negates the chance of it blowing up in your face, but instead always just make the firearm misfire.

Anyways, I always have guns in the Realms be a rare thing in any year or region. And usually only gnomes, those that worship Gond, or rogue magic users that make the smoke powder necessary to use gunpowder weapons have access or supply such weapons to people for use. And usually I have magic societies good, evil, or neutral in any moral compass highly restrict and outright destroy firearms since they very much would threaten their exercised control over the common folk if ever they became prominent and perfected. Perhaps I'm being harsh, but I just see wizards/spellcasters not wanting joe-the-farmer capable of killing them with a musket rifle in one shot. Note to this though is that I use the optional rule firearm's dice explode if you roll the max on the die for the weapon. It just makes sense to me that they have the very real possibility of killing you in one shot.

Although if a PC I GM uses a firearm I don't give them the usual buffer of not being killed by just bad luck as someone that wields an experimental crossbow. (See Gnomish Artificer as my example)

Edit: Agh, sorry for all the typos and edits I seem to be all thumbs today with my typing.

Edited by - Ghost King on 02 Jan 2010 05:06:59
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Kyrene
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South Africa
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Posted - 02 Jan 2010 :  07:17:17  Show Profile  Visit Kyrene's Homepage Send Kyrene a Private Message  Reply with Quote
quote:
Originally posted by woodwwad

A lot of you guys seem to have an excellent grasp on cannon FR lore, so I wanted to see what you thought.

I can't add much to what hasn't already been said, except to mention how funny that little misstype is, considering the topic of discussion. So, yes, the scribes here do seem to know a lot of canon lore about cannon lore.

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woodwwad
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Posted - 02 Jan 2010 :  20:16:55  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
Another question along this line. So, smoke powder is a magical item in 3.5. I think several of you have made that clear. That being the case, what feat does a pc need to make it? Is is simply craft wonderus item? Or something else? I ran my game last night and the player that will be creating the character in question for the next game was fine with my explanation of this but said he'd like to be able to, at some point make his own powder. So I need to know if it is it's own feat or part of craft wonderous item. He's also going to be playing a worshipper of Gond.

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Hoondatha
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Posted - 02 Jan 2010 :  20:40:05  Show Profile  Visit Hoondatha's Homepage Send Hoondatha a Private Message  Reply with Quote
I think that depends in part on how difficult you want smokepowder to be. It's certainly obscure enough that it could warrant its own feat, but IMO it's not powerful enough (especially since we've decided it doesn't do anything against DR by itself) to be worth the trade-off. It's also entirely possible that would fall under Craft Wondrous Item, under what in 2e used to be called The Weird Stuff.

Personally, I'd make it CWI, but that the PC had to "unlock" the ability to create smokepowder in addition to everything else by going on some sort of quest for the knowledge either before or after he takes the feat. That makes it difficult, and explains in-game how he can do it, but doesn't make the player pay through the nose mechanics-wise.

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woodwwad
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Posted - 03 Jan 2010 :  01:56:21  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
quote:
Originally posted by Hoondatha

I think that depends in part on how difficult you want smokepowder to be. It's certainly obscure enough that it could warrant its own feat, but IMO it's not powerful enough (especially since we've decided it doesn't do anything against DR by itself) to be worth the trade-off. It's also entirely possible that would fall under Craft Wondrous Item, under what in 2e used to be called The Weird Stuff.

Personally, I'd make it CWI, but that the PC had to "unlock" the ability to create smokepowder in addition to everything else by going on some sort of quest for the knowledge either before or after he takes the feat. That makes it difficult, and explains in-game how he can do it, but doesn't make the player pay through the nose mechanics-wise.

It would seem in 3.5 that if it is considered a magic item then it would have a corusponding magic item creation feat. So, that's what I'm looking for, if anyone knows please let me know.

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sfdragon
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Posted - 03 Jan 2010 :  01:59:20  Show Profile Send sfdragon a Private Message  Reply with Quote
its been a magical item since 3.0 afaik.

this said, the creation of it, was I think craft: alchemy iirc.


oh and as for my mini keg of unlimitedness, you know if blown up, it still would blow up only once and be gone.
makes for good plots and all.

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Wooly Rupert
Master of Mischief
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Posted - 03 Jan 2010 :  03:49:41  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by sfdragon

its been a magical item since 3.0 afaik.

this said, the creation of it, was I think craft: alchemy iirc.


oh and as for my mini keg of unlimitedness, you know if blown up, it still would blow up only once and be gone.
makes for good plots and all.



I'm fairly certain smoke powder was a magical item in 2E, as well...

As for the keg, who's talking about blowing it up? If it gives unlimited smoke powder, use it to fill other containers, which you then use as bombs.

Any magical item that provides an unlimited amount of something can be easily abused, unless it's either nearly useless (like 2E's eversmoking bottle) or something odd, like the "bottomless mug of ale" one of my NPCs has.

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Edited by - Wooly Rupert on 03 Jan 2010 03:50:25
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The Sage
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Posted - 03 Jan 2010 :  04:52:14  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by sfdragon

its been a magical item since 3.0 afaik.

this said, the creation of it, was I think craft: alchemy iirc.


oh and as for my mini keg of unlimitedness, you know if blown up, it still would blow up only once and be gone.
makes for good plots and all.



I'm fairly certain smoke powder was a magical item in 2E, as well...
It was. Because of the altered physics of the Realms, only magical smoke powder would work.

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woodwwad
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Posted - 06 Jan 2010 :  00:44:01  Show Profile  Visit woodwwad's Homepage Send woodwwad a Private Message  Reply with Quote
so is is craft alchemy or craft wonderus item for making gun pouder?

And yes, anything that makes unlimited anything is a terrible idea. The kind of item that can ruin your game.

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sfdragon
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Posted - 06 Jan 2010 :  04:01:45  Show Profile Send sfdragon a Private Message  Reply with Quote
it was craft: alchemy I think in 3rd.

iirc correctly it was changed in 3.5.

as for the unlimited ammo, well yeah that is kind of true, its also very expensive in this case, and such a keg or bag, would loose its enchanments if it were blown up, the keg or pouch gone, its gone.


and...... insert personal rant here

why is being a wizard like being a drow? both are likely to find a dagger in the back from a rival or one looking to further his own goals, fame and power


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Magister's GAmbit
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Wooly Rupert
Master of Mischief
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Posted - 06 Jan 2010 :  04:38:11  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by sfdragon

as for the unlimited ammo, well yeah that is kind of true, its also very expensive in this case, and such a keg or bag, would loose its enchanments if it were blown up, the keg or pouch gone, its gone.



I'm not sure you're getting my point... I'm not saying to blow up the keg that provides unlimited smoke powder -- I'm saying dump some of that smoke powder out, and that removed amount would be what was blown up. So that unlimited keg would provide an unlimited supply of bombs, too.

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