GM Tyranius Cosmic Captive PbP Gameday June 9th-July 21st (Inactive)

Game Master Tyranius

Tactical Map


Perception

[dice=Gwendolyn]1d20+2[/dice]
[dice=Darksid'ious]1d20+8[/dice]
[dice=Celebdan]1d20+6[/dice]
[dice=Florin]1d20-1[/dice]
[dice=Samildanach]1d20+2[/dice]
[dice=Chock]1d20+1[/dice]

Initiative

[dice=Gwendolyn]1d20+1[/dice]
[dice=Darksid'ious]1d20+4[/dice]
[dice=Celebdan]1d20+5[/dice]
[dice=Florin]1d20+2[/dice]
[dice=Samildanach]1d20+1[/dice]
[dice=Chock]1d20+9[/dice]

Breaking the Rune Circles:

You can choose to damage one of the five magical circles. With a DC 17 Knowledge (arcana or planes) check you can identify the two basic properties of the warding circles, and if his checks meets or exceeds the DC 20 skill check DC, you also identifies the basic properties of the other three circles. If you do not identify the circles, they must damage the circles at random.
As a fullround action, a PC can also attempt an DC 17 Disable Device check to deal damage to a circle equal to half its maximum hit points; if the PC exceeds the check DC by 5 or more, he instead deals damage equal to the circle’s maximum hit points.

Solving the Orb Puzzle:

You may attempt to decipher one of the immense polyhedron’s many facets. Each facet represents some extraplanar truth, elemental koan, symbolic meaning within a facet’s mineral composition, or any number of other esoteric aspects.
Any of the following skill checks allow a PC to make a discovery: an DC 20 Appraise, Disable Device, Intelligence (use the skill DC), Knowledge (religion), Wisdom (use the skill DC), or Use Magic Device. Each Skill solved this way becomes DC 24 for a success on subsequent rounds by that PC.

or a Dc 24 Knowledge (any), Linguistics, or Perception check. If a PC exceeds the check DC by 5 or more, count it as two successes.

A PC gains a cumulative +1 bonus on his skill check for each of the following languages he can read and understand: Abyssal, Aquan, Auran, Ignan, and Terran.

Circle of Distortion Reminder:

This circle increases the difficulty to solve the puzzle orb significantly.

Circle of Warding reminder:

A circle of warding increases the hardness of the other three circles by 50% and heals them 3 hp at the end of each combat. The warding circles do not protect or heal each other though their abilities are cumulative and do stack with each other. So current hardness set at +100% and heal 6 at end of each combat.

Circle of Fear Reminder:
The fear glyph instills the fear of being buried alive in those that attempt to solve the puzzle orb. Requiring a DC 20 Will save or shaken until end of next encounter. If fail by 5 or more the need a DC 17 Fort save or literally begin to suffocate. each round you will get a new save to end the suffocation.

Circle of Earth Reminder:
The Earth Glyph empowers the guardian creatures here, granting a +1 profane bonus on attack and damage rolls. Furthermore, these creatures begin each encounter with a number of temporary hit points equal to their Hit Dice (minimum 4).