2nd ed. Encyclopedia Magica query

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Anyone with the 2nd ed. Encyclopedia Magica, can you please take a
gander and give me the stats on the Cloak of the Rogue?
 
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Thanks. I also got a reply on dragonsfoot.org.
The key line that I remembered was "allowed a saving
throw vs. all detect magic and similar spells (detect invisibility and
the
like)." We had many many many arguments about whether or not this
applied to scrying even by gods. Since the word "all" is quite broad,
and we were technically playing a powergaming campaign, that was the
ruling we agreed on.
 
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On 2005-04-25, thufur <rearadmir0l@yahoo.com> wrote:
> Anyone with the 2nd ed. Encyclopedia Magica, can you please take a
> gander and give me the stats on the Cloak of the Rogue?
>

I just looked, and I don't see it there...
--

It's 3:30, why aren't you at work?
I.. I didn't feel like it.
 
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Here is a scan of the requested item, all copywright belonging to TSR Inc,
1994.


Bolder's Cloak of the Rogue

XP Value: 6,000 GP Value: 20,000 New Item

Centuries ago a brash young noble of Waterdeep, who needed to be furtive in
order to go adventuring, commissioned an unknown wizard to create the cloak
of the rogue. This young man, whose name was Bolder, needed a magical item
that would allow him to quietly slip away from his father's estate so he
could spend his evenings in the wilds of Water deep. Costing him nearly all
of his savings (a very considerable sum), Bolder commissioned the cloak from
a secretive wizard, and a month later was rewarded with the item. However
fate was not kind to the brash young noble, for on the first night he
slipped past his father's estate guards, never to return. Although the fate
of Bolder is unknown, his cloak has appeared throughout the Realms several
times in the last century. A cloak matching the description of the magical
garment was reported by Harpers engaging agents of the Zhentarim near Amn a
decade ago. However the Zhentarim operative managed to escape into the
shadows of the night, taking the cloak with him.

The cloak of the rogue confers and enhances many of the skills of those who
wear it, but only if they are of the rogue class. Wearing the cloak
increases all thieving skills by 10%. It also adds an additional multiplier
to a rogue's chance to backstab an opponent, with a natural roll of 20
causing maximum damage to an unfortunate victim. The cloak functions as a
cloak of protection + 1 in all respects, and a wearer is allowed a saving
throw vs. all detect magic and similar spells (detect invisibility and the
like).

Perhaps the most useful function of this cloak is that the four pockets
found in the inside lining act as bags of holding, each holding up to 30
pounds. These pockets can only be seen by the wearer; others cannot find
them.

Bolder s cloak of the rogue conforms to the shape of the wearer, from
halfling to ogre, with a full hood and hanging to the wearer's knees. The
fabric of the cloak is unknown, but it has a silken texture and a pattern of
deep brown and black swirls that are woven throughout the garment. The cloak
weighs one pound and can easily be rolled-up and hidden in a pocket. It
saves vs. destruction as hard metal. If the cloak is stuffed into one of its
six magical pockets, it is instantly destroyed.





"thufur" <rearadmir0l@yahoo.com> wrote in message
news:1114432774.313230.26870@f14g2000cwb.googlegroups.com...
> Anyone with the 2nd ed. Encyclopedia Magica, can you please take a
> gander and give me the stats on the Cloak of the Rogue?
>
 
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Guest

Guest
Archived from groups: rec.games.frp.dnd,alt.games.adnd (More info?)

thufur wrote:
> Thanks. I also got a reply on dragonsfoot.org.
> The key line that I remembered was "allowed a saving
> throw vs. all detect magic and similar spells (detect invisibility
and
> the
> like)." We had many many many arguments about whether or not this
> applied to scrying even by gods. Since the word "all" is quite broad,
> and we were technically playing a powergaming campaign, that was the
> ruling we agreed on.

Now that could make for a fun mini-campaign (though it would get old
rapidly). Let the players exploit all the rules-lawyering loopholes
they possibly can. None of this "I'm the GM, and that just wouldn't
make sense" stuff. If the book says it, it is.