Nemoris |
Round 6 - AC 20 / HP 10 / Init 6
I will drink a potion, I do have more nails but I think that it takes a disable device to jam it correct?
CMW Potion - 2d8+3
Sorry, forgot you were pretty beat up too, I can hit you with the heal if you'd rather.
Round 7:
Work on the winch again (hopefully they were able to get to the other side and we can start bringing it back down)
1d20 + 4 ⇒ (20) + 4 = 24
DM Fflash |
Flight by Cable Car Round 6 (cont)
Initiative: Magma, Dalamus, Skayven, Captain, Slaves, Elites, Epik, Nowzai, Lake Monster, Nemoris, Malcolm
Malcolm quaffs a potion and looks at the door, noting that this one (unlike the others) is a simple wooden door vice a spinning stone contraption and he could probably jam it effectively. Nemoris heals insert Magma or Malcolm here
BREAK BREAK
At this point, we're transitioning to a skill challenge. The cable car hits the cliff at the beginning of this turn and Magma closes the door. The kobolds will be busy fighting the Lake Monster and will be attempting to move Triel to the north. They will move her 10' per round without any outside interruption. If they retreat inside the building, the Lake Monster turns on the party
Each member of the party gets 1 action per turn, either a full/standard action or a skill check. Skill checks should be based on getting the party across the chasm and can include Climb, Swim, Strength or Balance checks. A party member can choose some other sort of action to affect the kobolds to decrease their movement rate or to affect their companions to increase their likelihood of success. Creativity is key here.
Initiative is irrelevant, everyone goes every turn, questions now, otherwise give me your Turn 1 actions or skill rolls
Malcolm Reigns |
If Nemoris decides to heal me, here is my round 6 heal
3d8 + 5 ⇒ (5, 6, 4) + 5 = 20
Round 7
Waiting to see if Nowzai can use his transport spells and then I will move, I am in Portland with family right now so I am sorry I have been delaying the game a bit.
Will it be a skill check to jam the door? Also I don't see the captain on the map anymore. Did he move? Or Triel, is she the red X?
Magma Iron Clan |
Round 6:
Magma, do you need healing? Depending on his answer I'd heal him, or work on the winch again.
Winch: 1d20+4
yes
HP 6 AC 23if i can move the winch in Round 7
1d20 + 7 ⇒ (16) + 7 = 23
DM Fflash |
Will it be a skill check to jam the door? Also I don't see the captain on the map anymore. Did he move? Or Triel, is she the red X?
Jam the door with a Str Check
The Captain is to the NW between the 2 sleeping (gray X) kobolds. Triel is the gray X and green outline underneath one of the kobolds to the west of the Lake Monster.
DM Fflash |
Negative, Malc ... err Nowzai.
Round 6
Nowzai frowns, "On second thought, Skayven has a good point." Nowzai aims his wand at the leader and sends another acid bolt its way.
Flight by Cable Car Round 6
... Epik prepares for Nowzai's spell which never happens as the wizard launches another arrow of acid, missing wide this time as the wily Captain leaps away.
You mismarked your Round 7 post.
Malcolm Reigns |
Negative, Malc ... err Nowzai.
I am still waiting to see if Nowzai has enough of the transport spells and if he has enough range to swap Dalamus and I for Magma and Nermoris
I will run up the rope and ask him I guess, if it's possible I would like to offer for him to swap me for Magma first and if needs be I will run back up and swap with Nemoris.
1d20 + 10 ⇒ (18) + 10 = 28
DM Fflash |
Crossing the Lake Skill Challenge Turn 1
The party takes the lull in direct combat to surge towards getting across the lake. Malcolm runs up the rope gaining a heal from Nemoris before he departs (3d8 + 5 ⇒ (6, 3, 4) + 5 = 18), his balance immaculate and he breezes across at death defying speed. Epik, Nowzai, and Skayven step off, while Magma begins to crank the cable car back.
Nowzai and Dalamus both strike the limp form of the priestess, but the acid arrow and bolt sink into her body without so much as a winch from the woman. Skayven adds a quick spell to the mix, and the kobolds around the priestess slow to a crawl.
The kobolds fire arrow after arrow into the amphibious beast who shrugs them off like gnats, taking out another 2 kobolds in his frenzy. The Captain continues to shout combat orders in Draconic and the whole beach scene turns into a full-scale withdrawal.
Malcolm Reigns |
I had rolled the heal from round 6 already, you had said in your post he needed to decide who he was healing with his heal action, he hasn't done anything in round 7 yet.
"Nowzai, can you swap me for Magma? He is badly injured and won't be able to swim across the lake, if you have another one I will run back and you can swap me for Nemoris as well"
Epik |
Turn 2. Epik will help work the winch: 1d20 + 2 ⇒ (5) + 2 = 7
DM Fflash |
NM, I see where you said a skill check or an action, since moving up the rope is a skill check that would be the only action. Once I am up the rope can I move and fire or is move considered an action?
Since you're not really in combat, the exact movement/positioning is irrelevant if it doesn't require a skill check as long as it's minor movement.
Nowzai al'Nazari |
"Nowzai, can you swap me for Magma? He is badly injured and won't be able to swim across the lake, if you have another one I will run back and you can swap me for Nemoris as well"
"Yes," Nowzai yells to respond. "But only once. Otherwise, I am spent of magic."
Cast baleful transposition, as requested. You have the DoT from the acid arrow already.
Nemoris |
My armor isn't coming off anytime soon. Weight isn't the issue, it's how slow I swim in this plate! Perhaps Magma's can come off, but for me it's the winch, magic, or nothing
Round 1 I will work on the winch as well: 1d20 + 4 ⇒ (17) + 4 = 21
Edit: Want to point out that's 2 rounds with 24 then 21 for the winch, think my first one got lost in the mix.
DM Fflash |
Sorry guy just switched computers so all my stuff is on the other one including maps, gimme a bit and I'll get the maps updated
But for now
Crossing the Lake Skill Challenge Turn 2
Malcolm continues charging up the rope, getting closer to Nowzai as he hollers, about 2/3 of the way there. Nowzai preps the spell but holds off watching the acid melt through Triel's body. He squints seeing no reaction out of her, nor even a rise and fall of her chest. Dalamus, seeing that she's dead, moves back to the winch along with Epik I assume? adding to the effective strenght of Nemoris and Magma.
The cable car moves 25 feet this round for a total of 35 moved this skill challenge.
Down below the battle rages, and the kobolds only move a few feet. The Captain orders some of the quicker,stronger elites in to pick up Triel's body from the slowed slaves. Skaven frowns and casts another spell, and the kobold leader's lips are invisibly sewn shut, effectively shutting him up. The halfling allows himself a smug grin.
Malcolm Acrobatics 1d20 + 10 ⇒ (10) + 10 = 20
Dalamus Str Checl 1d20 + 2 ⇒ (11) + 2 = 13
Captain Fort Save 1d20 + 8 ⇒ (1) + 8 = 9
Epik |
Turn 3. Epik continues to help work the winch. 1d20 + 2 ⇒ (7) + 2 = 9
DM Fflash |
How far across is the lake? Meaning, if I could tie off my rope at the halfway point on the wire, would 50' be enough to swing across, or at least far enough to throw another rope and pull the heavies across?
100' across and 80 feet up the cliff, so the cable is ... well you do the math. 50' of rope probably won't do what you intend.
DM Fflash |
Crossing the Lake Skill Challenge Turn 3
Malcolm runs further arriving just above the cable car this round as it moves the opposite direction, hopping over it.
The four members working on the winches struggle and groan collectively moving the cable car another 25 feet (for a total of 60 feet moved, about halfway)
Nowzai studies the contraption for a moment and mumbles aloud as he notices an unused gear. Skayven, spent on spells, ducks in to watch him.
You think that with a fairly easy Disable Device check (DC15) and the cable car not moving, you could engage this larger gear. If you attempt the rerig while moving the DC increases to 25.
Benefit: X2 movement on each Str check but the larger gear is harder to move, causing an increase to DC13 on the Str checks.
Down below, the elites get confused as the Captain ceases to give orders and fail to act. The kobold leader uses a knife to cut the stitching in his mouth, causing blood to gush as he does so, and returns to bellowing orders as he winces painfully
No kobold movement this round
Dalamus Str Check: 1d20 + 2 ⇒ (12) + 2 = 14
Epik |
Turn 4: str check 1d20 + 2 ⇒ (15) + 2 = 17