DMB's PbP GD5 "Through Maelstrom Rift" (Inactive)

Game Master Beckett

A Pathfinder Society Special designed for 6th-level pregenerated characters.

Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere.

Init:

[spoiler=Init Rolls]
[dice=Ember the Chronicler]1d20+5[/dice]
[dice=Jamila the Genie]1d20+6[/dice]
[dice=Krakos the Avalanche]1d20+5[/dice]
[dice=Octaris the Torrent]1d20+10[/dice]
[dice=Rhyol the Volcano]1d20+2[/dice]
[dice=Zypher the Storm]1d20+3[/dice]
...
[dice=]1d20+[/dice]
[dice=]1d20+[/dice]
[/spoiler

MAP


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Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

The magma snake starts whistling again.

"I tink we shoold tok to Sisivel as well."

-Posted with Wayfinder


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

"My only concern is that the mephit does not own her ship, and the owners may object to the voyage. She seems like a fine captain, though."


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

"Yes, that is my concern with approaching Sisivel as well. We would have to provide a strong argument in order to persuade her to violate the ship owner's contract."

Grand Lodge

64/64 HP, AC: 21, T: 12, FF: 19, CMD: 22, F: +11 , R: +7, W: 3, Init +2, Pereption +11, CN Female Elemental Barbarian, Slam:+10, (1d8+6, x2)

"bu we convince her we are bakd by all fleet" she whistles

-Posted with Wayfinder


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

I like the idea of the gnome. She has an interest in getting us there, and seeing it through if only to stave off the blight. I don't mind working for my passage."


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

"Let's start with the mephit, and if the owners object we can talk to the gnome."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sorry folks, I got hit with having to teach a class tomorrow for credit, so will not be able to post tonight.


Inactive

"Sounds like a fine plan," Krakos agrees. "If Captain Sisivel is unable to give us passage then surely Captain Nix will. I also have no problem with doing some work, if needed...though I can't guarantee how much use I would be."

No worries DM!


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamilia offers a small sigh. "Very well. We shall pay Captain Sisivel a visit now."


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

"Sounds like a good compromise. Let's speak with Captain Sisivel."

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Just a head's up, I've finished up two of my other games recently, and so should have more time to devote to this one and another. Many of you where in at least one of those other games, so not news. However, I also want to point out that I'm in a special class for work all this week, and while I don't expect it to prevent me from posting, it's always a possibility. But,

Captain Sisivel is not difficult to track down, having retired to a room at the local tavern of the Drunken Hero. Not at all a wretched hive of scum and villainy, the tavern is actually an open area near the edge of one of the "Air Islands", offering a good, if distant overview of the city, but with natural wind currents silently shielding much of the noise.

Captain Sisivel watches your odd group approach, assuming you are here for business. Kicking her short legs off of the table she's sitting at, she motions for <those of you that can> you to take a seat. "Well, hello there. I'm assuming you are looking for a Captain. Why don't you tell me what's going on?"

I also just want to point out that the Concordance isn't really a secret or anything, it's just not well known or popular.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila nods briskly, her tone all business. "Yes a pleasure to meet you Captain. I have heard you have a good reputation as Captain. As you can see I need passage for myself and my companions on a trip. The nature of the trip is not an easy one. There is a region of disturbed currents where the flows of air upon which they rely have become erratic. I have been tasked by my organization to determine why." She shows the Captain the letter of credit for their airship fare. "Should you have any concerns about the Concordance and the risks to the airship I shall answer them as best I can. I can also pledge myself and my team to the defense of your ship."

Not making any rolls here until you call for them, DM Beckett!


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember flies up near the captain. "It's a pleasure to meet you. We have a task worthy of great stories. You could feature prominently in songs for years."


Inactive

"I am Krakos," the oread rumbles, bowing respectfully to the mephit before taking a seat. "What our leader Jamila says is true. We seek to investigate these disturbances, possibly even put a stop to them if we can. Asking around suggested that as a denizen of this realm you might find merit in our request, more so than some of the other captains available."

Though he doesn't expect either Octaris or Zephyr to be shy or hold back if they have something to add, he quietly nudges Rhyol. "You should introduce yourself," he whispers.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Huh--thought I'd posted.

Zephyr nods politely, but seems to be distracted by the magnificent view.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"I'd like to help. Really I would. I've heard good things about this group you work for. But, I really need to consider a few things. It sounds dangerous for one. It might also be difficult to get a ship from my guild on such short notice."

She pauses for a moment, thinking about things and weighing the options, but mostly trying to mask her uncertainty. "Do you know anything about this region? Or these disturbances?"

Can I get a Diplomacy check, and/or a Know Planes check please.

Sense Motive DC 15:
You get the impression that she genuinely wants to help you, for her own reasons, but, the rational part of her is also concerned about risks, likely something to do with her loosing position or status if everything goes wrong.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
Knowledge, Planes: 1d20 + 12 ⇒ (13) + 12 = 25
Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21

"I do understand your concerns, truly I do Captain. I will tell you all I know, or at least all that we have been able to conjecture so far..."


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Diplomacy to Aid: 1d20 + 7 ⇒ (19) + 7 = 26
Know Planes to Aid: 1d20 + 2 ⇒ (3) + 2 = 5
Sense Motive: 1d20 + 3 ⇒ (2) + 3 = 5

"It's an interesting tale. We've heard that ships are missing, and the currents aren't stable. It could be a boon for your guild if they assist us in this adventure."


Inactive

"I understand this is a lot to ask of you," Krakos adds quietly. "But if this issue with the currents is not put right, then it may become worse and eventually spread...putting many more ships at risk."

Diplomacy (Aid Another): 1d20 - 1 ⇒ (6) - 1 = 5
Kn. Planes: 1d20 + 7 ⇒ (4) + 7 = 11

Krakos has auto-success on the Sense Motive check. Shame about that Diplomacy though...


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Sense Motive: 1d20 + 5 ⇒ (10) + 5 = 15

Zephyr seems to snap back to the here and now. "Yes, we don't mean to imply that your concerns aren't justified. The oread speaks truly, though. This imbalance threatens more than just a small volume of Air, and your guild may wish to devote its resources to preventing such a catastrophe."

Diplomacy Aid Another: 1d20 ⇒ 20

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

"I've heard rumors about these little oddities, though I'm not sure they are dangerous. However, I believe your sincerity in wanting to make sure, so I suppose I can't fault you for at least wanting to look into them. But, there is another issue. I assume you asked around, and that's how you heard about me, but, just in case, I don't own my own ship like some of the other captains. I'll need to present your case to the folks in the guild I work for, and if they approve, then I'll take you. So, tell you what, I'll go see if I can get a ship, and you meat me back in in a few hours, ready to go. I've got a good feeling about this."

Assuming you agree, you have a few hours to make any preparations you might need, or perhaps other things. I'm mostly going to handle these individually "off screen" so we can start pressing forward, but for the most part, this is a pretty open sandbox, (player driven) section.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

DM Beckett:
I'm not sure what Zephyr's mission is (if any). A quick perusal of PathfinderWiki reveals that the essence of the good elemental lord of Earth was imprisoned in the Moaning Diamond by the Duchess of All Winds, but it's not clear if that's important here. What am I missing?


Inactive

Krakos glances at his companions and then responds, "Of course. Regardless of the outcome, we appreciate your willingness to hear us out," he nods.

"It seems we've got some time to kill," he observes to his companions once Sisivel has made her departure. "Any additional preparations that we should make?"

If not, this would be a fine time to have a look around for more suitable locations. Even this place wouldn't be a bad choice, if I can be stealthy about it.

DM:

Assuming Krakos' presence isn't requested by any of the other PCs for anything, he'll try to plant one of the crystals here at the Drunken Hero.

Stealth: 1d20 + 11 ⇒ (15) + 11 = 26


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Ember asks the barkeep of the Drunken Hero if she might perform some stories, and dance. She has a grand time telling a story about the time the volcano she was born near erupted, and the younglings dodged the rocks and ash of the explosion.

Perform Oratory: 1d20 + 16 ⇒ (4) + 16 = 20
Perform Dance: 1d20 + 11 ⇒ (10) + 11 = 21

I don't need to buy anything.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila shakes her head at the oread in response. "I have already been granted what I need to perform my mission." She glances back at the quiver on her back. "Although perhaps some extra arrows would be a wise investment. Also, do not worry about buying any sustenance. I can provide for us who require it for the foreseeable future."

Jamila would purchase an extra 20 arrows (at 1 gp total).

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Krakos:
It takes you a little while, but you find a temple to <insert relevant faith???> that seems to be moderately used and with it's steeple overlooking much of the city proper that seems to make an excellent location for your needs. Moving slowly, cautiously, with a purpose, you manage to scale the place, moving silently and place a sensor there, overlooking the area. That's one down.

The few patrons around the tavern seem to greatly appreciate Ember's performance, and it's not at all hard to locate a few common items. After a few hours, Sisivel returns, delighted that she was able to get approval for your journey, and lets you know that all is ready.

The airship’s journey into the open skies proceeds without incident for several days. The captain and crew skillfully maneuver the ship from one high-speed current to another, accelerating it to speeds faster than dragon flight. Past the borders of Armun Kelisk, the city’s artificial cycle of day and night gives way to eternal midday. The ship’s crew uses landmarks such as crystal formations, distant bright spots in the sky, and eternal storms that rage countless leagues away to chart their passage.

On the fourth day, a member of the crew worriedly grabs the captain’s attention. The navigator reports that she has detected substantial irregularities in the currents ahead. The captain nods and orders Bring her to a halt", declaring that it is no longer safe for a ship of this size to progress further, as they cannot turn quickly enough to avoid unpredictable gusts, and their wide sails are particularly vulnerable. "the site you seek is still another day away, by airship. Travelling there on your own would be substantially longer, and only the best of natural flier should even attempt it."

Thinking over the problem for a bit, she then adds, "I'll tell you what. I can give you a smaller vessel to travel the last bit. We will stay here, waiting for you."

Sisivel’s smaller vessel is an extraordinarily sophisticated hang glider with dozens of separate sail flaps and a large, relatively flat platform for resting and storage. The hang glider’s platform bears the cloud dragon figurehead of her mercantile organization, the Thousand Wings. It contains a week’s supply of food and water, a crate filled with sky charts, and an aerial astrolabe capable of detecting air currents in a wide radius, as well as a glass bottle containing a small, very pungent plant. "Make sure you keep that safe and close. It's odor will draw in nearby Sky Serpents, and they are notorious gossips. You get into danger, or get lost, crack that open, and hopefully help might arrive, and if you are lucky, maybe even before it's too late."

Once you have had a chance to get all of your gear onto the hang glider, she points off towards a miles-wide cloud bank in the distance, and a spire of yellow quartzite emerging from the near side of the bank.

“The sky charts show you which currents to use. Pass through the clouds up ahead, then seek out a cloud of purple gas. Keep the cloud on the port side, and don’t go into it—it’s quite poisonous. Once you’ve passed the cloud, keep an eye out for a sea of boulders that ebbs and flows like water. The dangerous skies surround that sea. And remember, take care of the ship and supplies I’m lending you. I’ll be charging more on your letter of credit if I don’t get them back. The food and water are yours to keep, of course. When you leave the area, use the quartzite mountain as a landmark. Set off the signal near the mountain, and we’ll come back to this spot to pick you up. You’ll be able to see us from there.”

Subjective Gravity:

In most parts of the Plane of Air, each individual chooses the direction of gravity’s pull. When walking on solid surfaces, choosing the direction of the surface to be “down” is relatively intuitive and does not require a skill check. In midair, creatures with natural flight can fly normally. Those without the ability to fly, or those who would prefer to move faster, can attempt to set the direction of gravity.
Once per round as a free action, an individual can attempt a DC 16 Wisdom check to pick a new direction for gravity. If she succeeds, she begins falling in that direction, moving 150 feet in a straight line on the first round and 300 feet on each succeeding round. If she fails, she can attempt the Wisdom check again the following round. The DC decreases to 12 until she succeeds. Once an individual starts falling in a direction, stopping requires a successful DC 16 Wisdom check to set gravity in the exact opposite direction. If she succeeds, she continues falling 150 feet in her original direction for 1 round, then stops.
Because an individual in free fall cannot stop quickly, performing actions during the fall is difficult. However, the PCs may ready actions and perform them during the free fall, such as readying an action to grab an object or to attack a creature while soaring past it. Moving past an opponent in this manner provokes at attack of opportunity.
A PC under the effects of a feather fall spell falls at only 60 feet per round and gains a +2 circumstance bonus on the Wisdom checks to change direction.

The journey progresses smoothly at first. Although the occasional harsh gust of wind blows the glider off course, you are able to right themselves without much trouble. As they pass through the cloud bank, you find that your next landmark, a cloud of hazy purple gas, is nowhere to be seen. There is also no sign of the boulder landmark you are supposed to find next. Instead, hundreds of small storm clouds, miniature hailstorms, collections of pebbles, and heaps of airship wreckage dot the landscape. In the distance, an incongruously dark patch of sky emerges, serving as a canvas for bright flashes of color, like swirling fireworks.

Perception DC 20:
You can barely make out a white tower against this dark backdrop.

A sudden, powerful wind smacks into the glider, causing it, and you to spin and lurch violently. In an instant, the ship’s aerial astrolabe goes from calmly displaying blue and green ripples, which represent the nearby wind currents, to displaying bright red waves and emitting a high-pitched shrieking sound. The vessel’s equipment flies off in five different directions. You are not spared either, and suddenly left without a solid surface to "stand" upon. Because of their smaller sizes, Octaris is thrown 40 feet, and Ember is thrown 200 feet. Everyone else is simply tossed some 10ft from the glider's supply pad, hitting up aginst all the supplies as they also go flying.

Fly DC 20 Negates or Refl DC 18 for Half:
-dice=Damage from impacts]3d6[/dice]

Everything that went flying is travelling at 100ft per round in random directions, (the glass bottle, supplies, the astrolabe, maps, and other gear), each heading towards different potential hazards, or at risk of being lost. Luckily, the subjective gravity of the Plane seems to offer a small benefit, to those that can use it, allowing you to "fall" faster, and potentially catch up to the various things.

Going to pause there, because it's a really long post already, and allow folks to ask questions if needed.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Perception: 1d20 + 11 ⇒ (17) + 11 = 28
Fly: 1d20 + 15 ⇒ (5) + 15 = 20

Jamila is nearly thrown to her feet as she barely manages to avoid the falling rocks and other shards of debris only remembering her natural flying skills.

I really did spend too much time masquerading as a human...

"Krakos! Rhyol! Go after the supplies furthest from us!" She yells out as she grabs at some of the supplies nearby. "Shift the gravity to aid your speed!" Squinting against the lightning-streaked sky she screams "I...I see something off in the distance! It must be our destination!"

Not sure what items are nearby Jamila, and since her Fly speed is only 15' she will go after the nearby supplies and also attempt to right the airship.


Inactive

Thankful for the distractions of a hustling and bustling city, Krakos returns to the others in a surprisingly cheerful mood - for an oread. "A good walk does wonders to get the blood pumping," he explains. "And I'm pleased that Captain Sisivel was able to secure permission from her superiors to ferry us! Let's hope our good fortune holds."

****************************************

During the first several days of the journey Krakos largely spends his time keeping busy and offering to help where he can. He'd not traveled on an airship before and enjoyed learning something of the inner workings of one, or at least as much as the crew would allow him to observe of it.

DM:

Excellent! Can Krakos also try to plant one on Sisivel's ship or is there too much activity for it to be feasible? If making an attempt is possible here, he'll certainly try it - probably after the first day or two and he's had a chance to see some of the ship.

Stealth: 1d20 + 11 ⇒ (13) + 11 = 24

Later on when the group is forced to leave the larger airship for the smaller vessel, Krakos feels somewhat uneasy even with the lifeline offered in the form of the strange plant. "Sky Serpents, huh? Let's just hope that there are plenty nearby should have to use this - but I'd like to not feel the need to use it even more."

****************************************

Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Reflex: 1d20 + 5 ⇒ (5) + 5 = 10

"WHOA!" Krakos cries as everything, including himself, suddenly go flying. Ever slow to react, he's unable to avoid crashing into numerous bits of debris as they all tumble through the sky. "Damn it all!" he roars as he attempts to get his bearings and catch the glass bottle before it's lost entirely.

Wisdom (DC 16): 1d20 + 3 ⇒ (3) + 3 = 6

Struggling to orient himself, Krakos can't seem to will himself to 'fall' after the bottle...

How much damage do we take DM? The dice roll in your spoiler is all janky.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dang it.
Damage: 3d6 ⇒ (2, 4, 6) = 12

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

To keep things fairly simple, there are essentially one "item" in danger per person, all flying away in a 3D map from the glider at 100ft per turn. A few of them are in partcular danger, (the glass bottle is heading towards a small elemental creature, the astrolab is heading towards a crystal shard mini "astroid belt").

The maps here are really bad, considering the scale is in 100s of ft rather than 5 or 10ft squares, so Im not even going to use them, and being 3D, even more confusing.

So, instead, Im going to say that everyone has one "item" closest to them, and if needed, can roll a random check to see what it is later. Again, if needed.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Also if someone seems to be having trouble chasing after any small items, Jamila will send Targos (Fly speed 60') after them.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

Fly: 1d20 + 14 ⇒ (11) + 14 = 25

Octaris has a wand of feather fall. With the duration of feather fall being 1 round or "until landed", how exactly would that work in this situation? It seems useless for 1 round for this purpose

Also, is it possible to "run" with a fly speed, moving 4x?

-Posted with Wayfinder


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Fly check: 1d20 + 12 ⇒ (20) + 12 = 32

The sylph reacts immediately as the ship founders, dodging around the equipment with ease. "I will go after the maps!"

DC 16 Wisdom check, incl. boots and feather fall bonuses: 1d20 + 5 + 4 + 2 ⇒ (1) + 5 + 4 + 2 = 12

Unfortunately, his agile dodging has left him moving in by far the wrong direction.

It sounds from the description of the boots of freefalling that Zephyr has a constant feather fall running, so I'm assuming that's the case.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Turmoil's Pregen wrote:
Octaris has a wand of feather fall. With the duration of feather fall being 1 round or "until landed", how exactly would that work in this situation? It seems useless for 1 round for this purpose

This is an interesting case. So, normally, the spell is a Free Action, intended to cast as needed, (when you fall), except, that as a wand, it automatically defaults to a Standard Action to cast (plus a Move Action to draw it). Falling is also a little bit odd, as things like maximum velocity don't really work, by the rules. Essentially, unless I'm mistake, "falling" happens all within 1 round, regardless of the distance, and does not count against your actual movement speed per round. Here, however, we have a special case, as "falling" can happen in any direction, and the direction can even change round by round, with special rules involved for distance.

As per this scenario, while under the effects of Feather Fall, you may only "fall", (including intentionally in a certain direction), at 60ft, and it gives you a +2 on your Wisdom Check. It also negates any damage you might take from landing, (but not from bumping into other things on the way). So, after thinking about it a while, and not seeing a specific answer in the scenario, I'm going to rule this way, for the Wand; "it is a Standard Action to use, and lasts for either 1 Rnd per Caster Level (1) or until landing. IN THIS CASE, (that is when you are freefalling in multiple directions, but not actually putting your feet down on a solid surface), I'd say that "landing" will include each consecutive round that you do not change the direction that gravity is pulling you, (that is, which direction you are falling). So, lets say you where falling down a 300ft pit, and on round 1 you use your wand of Feather Fall. You would only fall 60ft that turn, and because you where intentionally trying to reach the bottom, chose not to change directions while falling. Round 2 you would continue to be affected by the initial casting of Feather fall, and again fall 60ft more. So on until Round 5, when, having travelled only 60ft per round, you reach the bottom (300ft), and land safely, and the spell ends. However, lets say, in the same scenario, after 3 rounds of Feather Falling down, you spot a small alcove you just passed, and now need to change directions you are falling to "fall" upwards. Now, changing directions, the spell ends, and you "fall up" at 150ft per round.

Turmoil's Pregen wrote:
Also, is it possible to "run" with a fly speed, moving 4x?

Yes, modified by carrying capacity and armor, you may take the Run Action. However, under the affects of Feather Fall, you are capped at 60ft.

JW Pregen wrote:
It sounds from the description of the boots of freefalling that Zephyr has a constant feather fall running, so I'm assuming that's the case.

Unless I'm missing something, I'm a little bit confused on this one., as I am not seeing Zephyr having the "constant" ability to Feather Fall the item describes. The closest thing I can see is; Sky’s Embrace (Su): Zephyr does not take falling damage, and may use his Fly skill in place of Acrobatics when jumping", which is similar, but different. Anyway, the boots allow you to Surpress your Feather Fall, (which normally restricts you to "falling" at 60ft), for good or ill.

So, I guess, yes, he has a constant Feather Fall, and can take a Free Action you use the boots to "turn it off" at the start of each turn.

All:
I'm not going to lie, I am extremely disappointed with this scenario so far, and I really question the author's writing ability and knowledge of the game.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

All:
That's too bad, because the concept is great. OTOH, a lot of the other TMR games on the boards seem to be moving very slowly, so that might be a common comment.


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Perception: 1d20 + 10 ⇒ (9) + 10 = 19
I can't fail the fly check +24. Fly speed is 60 feet.

Ember having been thrown the furthest away begins flying back toward the glider. She reaches out to grab the glass bottle hoping to keep away from the elemental.


Inactive

All:

I like the concept of this section right here but I have no idea how any of the higher-ups expected it to be anything other than a nightmare to actually play out.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

Though thrown form the glider, Octaris's natural flight allows him to dodge any debris in his way. He quickly starts flying as fast as he possibly can towards the closest item.

Run action, so 160ft of movement.

Sorry for the delays everyone, back from the field now and don't foresee any more interruptions.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I think the issue I'm having is that most of the challenges or encounters jus seem fairly trivial. I'm also not sure just who all is still here or is out for real life issues.

It doesn't take much for you to grab all that you need to and return to your vessel. A few of you need help, either getting back to safety or recovering the gear nearest to you, but it's more of a matter of time than risk.

Afterwards you go to investigate the oddity hidden behind the dark clouds. Rocking and swaying ahead is a white marble tower adorned with golden reliefs of lightning. The thin ornamental bridge that once led to its double doors has snapped, and there is no sign of whatever once connected to the other side. The tower’s roof, some 100ft tall, is entirely missing, replaced with a menacing mass of black sky shot through with shifting streaks of color. The scintillating mass struggles erratically against some invisible barrier above.

The entire tower platform seems to be rotating in place, and even shaking a bit, though it is less erratic and moves slower than your own hang glider.

Imagine a gyroscope, or rather more like half of a gyroscope, except it seems to be moving much more slowly, wobbling (shaking) a little as it does, but contrary to the wind flow of everything around it.

Know Arcana or Nature DC 20:
Its difficult to see, but you can see a slightly darker wind creating a cyclone all around the tower and platform, creating some sort of ward as well as spinning the entire edifice. It seems to be a ward preserving a boundary between the Plane of Air and the Maelstrom, a plane of primal chaos.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Jamila stares at the oscillating tower trying to make sense of it all. "This must be a place being affected by those currents we saw earlier." She looks over each of her team members briefly, finally focusing her gaze upon Octaris. "What do you make of this?"


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Know Nature Bardic Lore: 1d20 + 2 ⇒ (7) + 2 = 9

"What an interesting tower. Does anyone know anything? Ember asks as she leans forward to see the tower better. She looks concerned as she watches the shaking.


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Knowledge (Nature) check: 1d20 + 9 ⇒ (14) + 9 = 23

Zephyr squints at the tower, then rubs his eyes and looks again. "There is something around the tower and the platform--a ward of elemental Air, I suspect, preserving the balance against an incursion from the Maelstrom. Something terrible must have happened to cause the breach."


Inactive

Kn. Arcana: 1d20 + 4 ⇒ (19) + 4 = 23
Kn. Nature: 1d20 + 4 ⇒ (8) + 4 = 12

"Zephyr's right," Krakos agrees after squinting at the strangely-moving tower for a few moments. "Maybe someone rigged the barrier to stop the breach from getting worse or maybe it's some sort of fail-safe, but we won't know until we try to get closer and have a look."


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

The sylph runs a hand through his long hair, brushing it back from his face. "We shall have to get closer. If the Maelstrom is truly the source of the instability, we may need to pass the ward and risk exposure to the power of elemental Chaos." The Maelstrom, breaching the Inner Sphere? This is terrible.


Octaris ||HP 71/71 || AC: 20 [26], T: 17, FF 14 [20], CMD:22 || INIT: +10, Perc: +5 || 30ft, Fly 40ft, Swim 30ft || Fort: +10, Refl: +15, Will: +5 || CN Male Mephit || Water Blast +14 (3d6+8)

"Zephyr and Krakos are correct in their observation, good job! Well, I suppose we should go and explore it. I am sure this must be the source of all this mess after all." He tries his best to sound confident but it's hard to mask his nervousness of the situation. He pulls out a small wand and casts it on himself. "Never can be too careful with these sorts of things I always say."

UMD: 1d20 + 16 ⇒ (10) + 16 = 26
Wand of Mage Armor. Also activating his shroud of water

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Landing the glider is not difficult, allowing you disembark safely. A cyclone rages at the center of this circular atrium. The winds trap the same shifting, colorful mass that emerges from the top of the tower, making passage to the upper floors difficult. The cyclone broadens as it grows higher, from 10 feet wide at the base to around 100 feet wide. Stone doors lead from the atrium to five different rooms, and two small archways lead to small chambers. From within the tower, you can make out that there seems to be three floors, but that the upper two have nearly been destroyed, leaving mainly open floors and empty half-walled rooms. Only the lower floor, where you stand seems intact.

Know History/Nobility/Local DC 15:
This tower was once a part of the palace of the noble djinni Pahwal ijil Ranginori, a glistening landmark of the elemental lord Ranginori’s realm. Ranginori created this palace as a reward for his devoted servant. In the wake of the demigod’s defeat long ago, Pahwal feared his patron’s rival Hshurha might punish him and went into hiding, abandoning his home. It has since been lost to legend and lore.

All around you, forming a circle around the center of the room, are multiple rooms behind closed doors.

Map is up.


Jamila al-Shafah HP 50/60 || AC: 24 ,T: 13, FF: 21 , CMD: 24 || Fort:+8 , Refl: +8 , Will: +6 (Resist fire 10) || Initiative +6 ,Perception +11, darkvision 60 ft. || N Female Janni Aristocrat 1 || Melee +1 longsword +12/+7 (1d8+6/19–20)

Knowledge, Local: 1d20 + 6 ⇒ (4) + 6 = 10

Jamila recalls little of the history of the tower, being occupied with other matters at the time. "Does anyone recall the origins of this tower?"


AC 22, T 20, FF 17: HP 57/57 fast healing 1 | Fort +7, Ref +12, Will +10; +4 vs. bardic performance, languagedependent, and sonic Ember CG Female advanced pyrausta bard 5 \\ mwk longspear +8 1d3-1 Init +5; darkvision 60 ft., low-light vision; Perception +10; BAB +4; CMB +5; CMD 15 (19 vs. trip)

Know History: 1d20 + 7 ⇒ (15) + 7 = 22

Ember flits about in amazement when she realizes where they are, "This tower was once a part of the palace of the noble djinni Pahwal ijil Ranginori. Ranginori created this palace as a reward for his devoted servant. Because the servant feared a rival he left and this palace was lost to legend and lore. What a story. We found a lost palace. I wonder where it's been all this time."


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

Zephyr nods distractedly. "Fascinating. Well, the Plane of Air is a pretty big place. Who was the rival, if I may ask?"


Izni, F Kobold Druid/1 AC 18/20 w/shield | HP 14/14 | F +3 R +5 W +8 | Perc/Init +6 |Search

While waiting for an answer, the sylph casts a spell to bolster his defenses. Casting barkskin; +3 AC for the next hour.

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