this is a midlevel campaign where the PC's in this chapter will attempt to save the Greco/Roman diety of Earth from Destruction by the newly returned Snake Gods and their minions.
Sure; you certainly can have time to light something; you had lots of warning and I can understand you guys probably forgot your walking in very dim light.
The question is do you want to have a bright light down here in the crypts; especially a sun rod? and as Llvenoc pointed out some time back and very might known to his people; Light is pollution; it can be seen a long, long way.
imagine that you are a hungry dinosaur and sundenly a whole party of appetizers suddensly appears lit in a hallway; hmm yum.
I can think of a few solutions you guys have available; am curious to see what you will do. hehe this is the exciting part for the GM; can I guess what you will do; or will you surprize me.
Heheh,typed a long question, then actually READ the posts! ;P OK, one (safe?!?) light source coming up! :)
'Wait, I need to be able to SEE[/i] the target! Otherwise it will explode in our faces!'[/i] Kemnebi suddenly bursts into the mindlink. He paws at his belt pouch, and pulls out a copper coin, and glares at it briefly. It flares into sudden radiance. Blinking, he hands it to Fox.
'Toss that down the corridor, that way we can all see. But for heaven's sake, as SOON as we get rid of this swarm, cover it back up!'
Kemnebi mentally instructs.
Ok; that will work; coin gets tossed down the hall and you see the angry buzz of a million hornets coming your way. The fireball explodes and the wind from the explosion blows through the hall blowing back the hair and pushing at the clothes of all the characters; anything not secured is likely to go flying.
As well as wind is the carcasses of hundred of dead bugs that land as ashes and little firey specs on the characters.
The bright burst of orange/red fire momentarily flashed the party; roll spot dc 15; if you fail; your blinded for a d3 rounds as sparks dance in your eyes before they re adjust to the light.
Those who can see see; that while the swarm is much smaller; the angry hornets keep coming as if driven to sting and sting and sting the party.
As the swarm closed in; the sheet of fire from the Burning Hands spell takes it toll making even more crispies out of the swarm; yet, still they come on.
you have time; you all have held actions and know there coming so may act with range before initiative.
go ahead and post your spell effect.
With your spot and the light and your low light now magified by the coin; you can see the swarm of hornets was over 60 ft long; the fireball has taken out about 30ft (good chunk) of the swarm; the burning hands will take out another few feet of them.
Nebibit Sanura wrote:
Seeing the swarm continue to advance( and if she has time before they are on her) she will try blasting them with a searing light.
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
Spot d20=1+4=5 Looks like I am blinded. Makes sense since I am light sensitive anyway.
Kalona swoops and lands facing the swarm, on a skeletons head which had moved to give her a good position for her next action.
I would advise that unless already deaf, covering ones ears would be wise about now.
As the bugs come she rears up and brings her wings to full spread as if to take flight then she opens her beak and lightning leaps from her mouth with a thunderous boom to strike the on coming swarm.
DC 17; Damage 3d6 ⇒ (2, 6, 5) = 13
oops guess I should roll inits too; 1d20 + 4 ⇒ (16) + 4 = 20 and spot 1d20 + 11 ⇒ (9) + 11 = 20
Ok; the swarm comes in; with a Kaw; the bolt of lighting 5'x 5' thunders down the hallway vaporizing a mass of hornets; yet the thunderous boom that follows seems to mess up their little nervous systems even more. Their much more muted buzz still comes on yet with erratic flight.
Everyone roll a Listen roll; dc 15; add +2 if you covered your ears, +2 if you have a full helm that covers your ears. If you fail; your deafened for d3 rounds from the underground boom of lightening. Deafened means -3 to listen modifiers during those rounds.
while still finding their bearings; the Searing Light of Celestial might overwhelms them and burns yet more bugs; the bugs have had enough; the small trail of erratic, deaf, blind bugs that is left goes down the hall at the intersection seeking some other prey.
Astinos(M Human (Greek) Paladin of Athena 5 7/ Knight of Athens 4 6)
Valegrim wrote:
Sure; add +2; did you add in your Paladin bonus on saves; consider this a special save in this case
Astinos wrote:
Spot 1d20+2 Not sure if the fact that I said I raised my shield earlier hepls.
In that case it's the 11 i rolled +2 for the shield, +4 charisma bonus=17
Listen 1d20 + 6 ⇒ (19) + 6 = 25
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
Listen Check d20=6+6=12 So guess I am deaf too. Hope I am getting all my bad rolls out of the way.
The feline mage turns back from reclaiming his staff with a grin, only to catch the full flash from his own spell! Blinded but not panicked, he hastily heeds Kalona's mental warning and pulls his hood over his head just in time to avoid the worst of the thunderclap. He reaches out with one flailing arm, and finds Nebibit's shoulder.
"Just like training!" He says with a peculiar grin, difficult to hear over the echoing of the thunderclap and the drone of the fleeing insects,...
Nebibit manages to cover her sensitive ears before the noise fully hits them. She jumps a little at the feeling of a hand on her shoulder but seeing that is Kemnebi she relaxes and even manages a smile.
Val, I guess I'm not familiar with the rules you are using for lighting conditions. I'm used to the 3.x rules where the stated range of a light source is bright light and there is dim light to the same distance beyond that radius. A creature with low-light vision doubles the stated range (or in Fox's case, triples it).
By those rules, a 5' light source (for standard human sight) would provide 10' of bright light to Kemnebi and dim light from there to 20'.
From your distances given, I gather you do not use the dim light rules -- is that right?
Spot 1d20 + 4 ⇒ (1) + 4 = 5
Listen 1d20 + 11 ⇒ (19) + 11 = 30
Fox gasps as the flash of the fireball sears her eyes, but she falls back on her training, releasing her spell on the beat after the fireball's ignition. It does not appear to matter much, but I forgot to include the +3 to damage from the Burning Hands that comes from her warmage edge special ability.
better now than some critical moment; sheesh 3-d6 and I cant get a wandering monster to take notice all the flash; bang boom; heh, lucked out this time, my friend.
Llvenoc wrote:
Listen Check d20=6+6=12 So guess I am deaf too. Hope I am getting all my bad rolls out of the way.
Actually; light rule in the game in any version have alway had wonky physics; so, over the years I and the guys I play with; mostly my friend Ty who is my rules guy; have worked it out year after year. Something like a torch; which is in this plane of existance and radiates light has a light effect and dim rules at the edge; but magic light; like that of a spell on a coin or light wreath on a item such as a sword; radiates that area only and has no dim rules as it is does not function as normal light and that sort of thing also helps keep magic special and obvious and gets the local peasants sharpining their plows and grabbing their pitchforks as it were.
One thing to keep in mind as a mage is that you are channeling energies; opening channels to various; in this case elemental planes and tapping that energy. This is cruical concept; another cruical concept is that many spells reach to other planes for psionic/enchantment type energy; mages have the gift; the spark of the mind that allows them to channel and tap all of this and other worlds and planes energies; your focus and training give you vast energies; but also can have serious reprocussions. Even a healer who casts a heal spell; is channeling energy from another plane; any time and of these type actions occur that tap another plane; I roll to see in any other planular entity noticed; there is a table of all this in 1st ed that I still use; the chance is very small; but I roll it; hehe; just ask Llvenoc; the worst thing you can do is be in a uncivilized swamp; at night; casting lots of magic; sheesh; as gm I have so many encounter rolls that if you live through it; you get tough quick. He is the only character in my game ever; who was actually buried and had works said over; hehe.
see; now I am monologing; hehe I must be the villian.
ok; what is everyones actions and plan now; continuing on the wall; moving; what?
Fox of Silver wrote:
** spoiler omitted **
Spot 1d20 + 4
Listen 1d20 + 11
Fox gasps as the flash of the fireball sears her eyes, but she falls back on her training, releasing her spell on the beat after the fireball's ignition. It does not appear to matter much, but I forgot to include the +3 to damage from the Burning Hands that comes from her warmage edge special ability.
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
I stay put until my vision and hearing clears. Been blind once before. Didn't like it. And this isn't a good place to wander.
K; I didnt see either d3 roll for number of rounds.
Thanks for the explanation for the rules on light in your world. Didn't know I needed to roll duration on my blindness.
Blinded for 1d3 ⇒ 2 rounds.
Fox slowly works her way back through the group to her long-time ally. "Durr? Where are you? That flash has me blinded. I need you to guide me until it wears off, my friend."
in the mind link: So is everyone all right. We expended a lot of fire power for a few bugs. Caerwyn can we get through that blasted wall boy? speak to me. Can anyone put a mystic eye or some such past the sand to see what lies beyond it? A hall full a mystics and ye don't have any tricks up yer sleeves. Work with me lads and lass'. What a bout ye Aahz me boy can ye see what lies beyond this blasted false wall?
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
In the Mindlink. I am blinded, and my ears are ringing. Hopefully it will pass soon.
Astinos(M Human (Greek) Paladin of Athena 5 7/ Knight of Athens 4 6)
In mindlink
They know we're here. We've given them light and noise to pinpoint us. Unless there's something specific we hope to find behind that wall we need to move as soon as everyone can see.
it is just a quick flash and very loud noise; ruins your vision; puts dots in your eyes; makes your ears ring; in game terms; -6 to listen or sight rolls for the duration.
Fox of Silver wrote:
Valegrim wrote:
K; I didnt see either d3 roll for number of rounds.
Thanks for the explanation for the rules on light in your world. Didn't know I needed to roll duration on my blindness.
Blinded for 1d3 rounds.
Fox slowly works her way back through the group to her long-time ally. "Durr? Where are you? That flash has me blinded. I need you to guide me until it wears off, my friend."
I am here, my friend <puts your hand on his armored shoulder>.
That may not have been wise; loud flash; I felt the tremble in my toes; light carries; likely woke the dead; we should move or put up some protections; like circles or something.
<reaches down and pops a few roasted hornets in his mouth like popcorn and starts munching them>
See through the wall; how the heck would I do that; youze da guy with the fancy pants glasses; you look through the wall.
I say forget the wall; we gotta charge em before they get organized; they probably all running about trying to find someone to make a decision; we should attack during the confusion.
That is what my old buddy Sun Zoo would do; funny old guy; and I mean old; really old; like a million; all dried up and papery skin, so much so all everyone called him the vulnerable Sun Zoo; wierd though; he didnt even like exotic animals.
he was such an old man; he couldnt walk; they carried him around in a chair and called him trash; garbage, litter or something; wierd; everyone seem to revere the old guy. All his stories were about tactics and battle and application of force against a stronger enemy; well, in this case the snakemen, but I dont think he could see the fingers at the end of his hand and half his teeth were missing; didnt look like no great war leader to me; but he would say attack and he was probably right; <ponders> we probably should have some place to fall back to when we have to run away and recover; make lightening strikes as it were <chuckles>;
Decidio and Iunius begin helping pull down the wall; tearing bricks out with there hands after Durr hits them a few hard hits with a pick and hammer. The hole gets big enough to crawl through, but.
sand begins pouring into hte hallway through the hole in large quantities; if the party stays here; you will get separted or buried.
The sand will quickly fill the hallway and from the volume; completely fill it to the top.
If you back up the hall the way you came; the sand will cut off the hall; Thus you would have to go around it. If you go forward; the way behind you will be cut off; but there is an intersection up about 30ft <that Aahz peed in> and the hall continues the way the hornets came from and our Crow party member flew down to investigate and reported the tiny saureses.
Nebibit looks at the sand rapidly pouring into the room "Which part of Ibembast's words on how these things are often traps did you guys not understand?" she asks the group
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
Since I can't hear or see. Let me know which side I am cut off from.
LLvenoc; your more or less in the middle so the sand is pouring on you; you can dive, roll; jump; walk either way; everyone has a good round to act.
This does not appear to be a trap per se...but will fill a good part of the hallway till the hall is full or the sand runs out; though on one point; perhaps a later sand trap wont work cause the sand is missing.
Llvenoc(Male Drow 5th lvl Fighter/2 Order of the Bow (Crossbow) Initiate)
Valegrim wrote:
LLvenoc; your more or less in the middle so the sand is pouring on you; you can dive, roll; jump; walk either way; everyone has a good round to act.
This does not appear to be a trap per se...but will fill a good part of the hallway till the hall is full or the sand runs out; though on one point; perhaps a later sand trap wont work cause the sand is missing.
Then out of natural reflex I would probably move back.
How many rounds did it take them to tear the wall down? Assuming I'm still blinded, I'll be wherever Durr put me before he started swinging that pick -- probably back with Llvenoc.
In the mind Link: Blasted fools. I did not say to tear down the wall just if ye could see past it. We go to the intersection 30' forward.
Val: When I see them start tearing at the wall: I pull out the sword (evil type) wrapped in the blanket (NOT the Armor Just the Sword) on my back and put it at the bottom of this sand pile. Preferably right by the wall the sand is leaking out of as close to the floor as possible. I would have done this once I saw them start tearing down the wall. I want as much sand on it as possible. But not letting it stick out on our side or the other side. I need it totally buried in the sand. Note I had a High Initiative and held action but if you want me to roll again I can.
I go back and guide Llevonic and Nebiibit forward across the sand.
Grumbling under my breath.
After every one is in front of the sand flow.
In the mind Link: we move quickly to the intersection. Caerwyn your point same formation. Durr, fox you are rear guard with Llevonic until he regains his senses. Then return to your places.
In the mind Link: we move quickly to the intersection. Caerwyn your point same formation. Durr, fox you are rear guard with Llevonic until he regains his senses. Then return to your places.
Kemnebi allows himself to be yanked backwards by Nebibit wehen the sand starts pouring, then forward again by Nebibit when the dwarf yanks her forward.
"Like a bloody tug-of-war,..." he mutters. But he observes the dwarf's swift burying of the sword in the sand, and nods his understanding.
He looks back only once, possibly wistfully thinking of an escape route, then returns to his place in line, staff at the ready.
About 2; one round of hitting with hammer and pick; one to pull the stones down and tear the wood and plaster; stuff is not very tough.
Fox of Silver wrote:
How many rounds did it take them to tear the wall down? Assuming I'm still blinded, I'll be wherever Durr put me before he started swinging that pick -- probably back with Llvenoc.
Sure; bury the sword; no problem. Ok; who is leading whom, party is a bit split?
Kosan Silveraxe wrote:
In the mind Link: Blasted fools. I did not say to tear down the wall just if ye could see past it. We go to the intersection 30' forward.
Val: When I see them start tearing at the wall: I pull out the sword (evil type) wrapped in the blanket (NOT the Armor Just the Sword) on my back and put it at the bottom of this sand pile. Preferably right by the wall the sand is leaking out of as close to the floor as possible. I would have done this once I saw them start tearing down the wall. I want as much sand on it as possible. But not letting it stick out on our side or the other side. I need it totally buried in the sand. Note I had a High Initiative and held action but if you want me to roll again I can.
I go back and guide Llevonic and Nebiibit forward across the sand.
Grumbling under my breath.
After every one is in front of the sand flow.
In the mind Link: we move quickly to the intersection. Caerwyn your point same formation. Durr, fox you are rear guard with Llevonic until he regains his senses. Then return to your places.