Ietsuna Amiri |
Fort save: 1d20 + 6 ⇒ (9) + 6 = 15
Amiri puts her head down and fights the gusting wind.
GM Paladin |
There are places to anchor a rope if desired.
All characters except for Daeron can move normally, though at half speed if moving against the wind. Daeron can stagger at half speed if moving perpendicular to the wind, and normally if moving away from the wind. This only lasts for one round, though, because next round the wind will change direction randomly! You can take the usual move+standard action during this round.
The glyph glows in rhythm with the wind, and those of you with magic- and trap-related training feel that it could be possible to deactivate, or control, the effect, by moving to the glyph and manipulating it.
Seoni / lucklesshero pregen lv4 |
Seoni ask (really yelling through the howling wind) Amiri, Do you have any rope? assuming Amiri acknowledges that, she does indeed have rope. Seoni yells, Let's go tie a rope to those dummies so we can have others traverse this room easier and we search it more carefully! Seoni pauses to catch her breathe..perhaps we can find a way to deactivate the infernal magic that's causing this gust as well! Seoni smiles while motioning Amiri forward.
Ietsuna Amiri |
Amiri pulls a rope from her pack and follows Seoni. She assists Seoni is securing ropes.
GM Paladin |
Amiri moves to the dummies with the rope, and she and Seoni tie it off. Their new position shows a hallway leading to the west, with a doorway leading south a short distance in, and a larger room faintly visible in the dim light far from their light spells.
Next turn, grabbing the rope will provide a +4 to the save, and failure will not knock Prisim prone if she holds it.
Post any other actions for the first round of wind, but then make another save unless someone is able to get to the glyph and make a DC 15 UMD or Disable device check.
1d8 ⇒ 7
The wind shifts and is now blowing directly west.
Ietsuna Amiri |
Amari looks down the hallway that leads west. She cannot make out any details. I cannot make the DC
Seoni / lucklesshero pregen lv4 |
OK so Tallwun and LucianC are the same person..OK that makes a little more sense. OK so we need Two Blades to post...to shut down this glyph; has anyone heard from him (Two-blades) since last Friday?
Two Blades in the Shadows |
Still here. No way to make the check as I do not have low-light/Darkvision needed to try to make a 31 perception check, same withg the 29 check. Even with the rope, I am not going anywhere.
Save: 1d20 + 5 ⇒ (5) + 5 = 10
Two Blades tried to make it over to the other side to try to take care of the glyph but was not having any luck.
lucklesshero |
Still here. No way to make the check as I do not have low-light/Darkvision needed to try to make a 31 perception check, same withg the 29 check. Even with the rope, I am not going anywhere.
[dice=Save]d20+5Two Blades tried to make it over to the other side to try to take care of the glyph but was not having any luck.
Two blades you don't need a DC 29 perception to see the glyph and even if you failed the save you can make a str. check at +4 (because of the rope) to make it over to the glyph...which is what we need you to do thx..
Tallwun |
Sorry, really new at PbP and keep forgetting to change my name before it's too late.
GM Paladin |
Two Blades made the save the first round, so he could make it nearly to the glyph with a double move. The next turn he only needs to move perpendicular to the wind, so it's not an issue. So you can make your Disable Device or UMD check, Two Blades.
Daeron Woodblood |
Perception: 1d20 + 11 + 4 ⇒ (14) + 11 + 4 = 29
Perception: 1d20 + 11 + 4 ⇒ (19) + 11 + 4 = 34
Daeron still fighting against the wind tries to find its origin.
At last he sees the runes and some creatures!
Be careful, I see on the west side of this room, three small, reptilian heads and I hear faint scrabbling of claws and flapping of wings from the hallway to the west.
Two Blades in the Shadows |
Heading towards the glyph, Two Blades reached over and tinkered with it. After a moment, he was able to stop it.
DDev: 1d20 + 10 ⇒ (13) + 10 = 23
The check must have been for something else. I was thinking it was for the glyph.
GM Paladin |
Two blades, you are not only able to stop the glyph, you also feel confident that you could control the speed and direction of the wind.
Two Blades in the Shadows |
Once the glyph was in his control, Two Blades adjusted it so the wind blew to the west so whatever creatures that were in that direction would have to fight against the wind if they wanted to attack the group.
Not sure how hard the wind can blow but turn it up to 11 so they would have to fight it.
Seoni / lucklesshero pregen lv4 |
Seoni raises an eyebrow at Two blades, So I take it you don't want to explore that room?
Tallwun |
"Let's not be too hasty. Maybe they're friendly. I like making new friends. And I never take advantage of my friends. You can trust me, I'm an honest merchant."
Ietsuna Amiri |
Amiri moves to investigate the corridor to the west. She does not go too far, just 10 feet or so.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11
Edited to add a perception check
Tallwun |
Tallwun moves up to join the others and take a look to the west.
In case you need a perception check, here's one.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22
Two Blades in the Shadows |
"Well, if they had been planning on being friendly, they would have came out by now to say hi. I do not think they are." Two Blades said
Prisim |
"Let's try!"
Prisim glances in the direction suggested. "Yoo hoo! Picnic time! Everyone loves a picnic!"
Seoni / lucklesshero pregen lv4 |
While Prisim is yelling to the other room. Seoni takes a moment to cast detect magic in the room she's in. She's specifically looking for magic that isn't emanating from the glyph.
GM Paladin |
Almost beyond the range of your light and Amiri's, you detect a faint glimmer of magic, in what looks like the end of the room that the narrow hallway leads to. It's hard to tell from this distance, but you think there are two small auras next to one another.
Put an icon on the map to indicate what Seoni is detecting. I will post more tomorrow morning.
GM Paladin |
Amiri peers around the corner, seeing a twisting hallway that seems much damper than any she's seen so far, and hears what sounds like a trickle of water coming from the south.
Before she can take any other actions, she sees three heads of tiny, dragon-like creatures poke around the corner. Suddenly, one of them opens its mouth and spits out a dark ball of liquid at her! It explodes into a cloying mist of shadow, causing the light spell illuminating the tip of her sword to be snuffed out, and freezing cold to assault her skin. 8 cold damage to Amiri, DC 12 Reflex save will halve it.
cold damage to Amiri: 2d6 ⇒ (3, 5) = 8
Drake 1: 1d20 + 5 ⇒ (14) + 5 = 19
Drake 2: 1d20 + 5 ⇒ (7) + 5 = 12
Drake 3: 1d20 + 5 ⇒ (8) + 5 = 13
Amiri: 1d20 + 2 ⇒ (5) + 2 = 7
Daeron: 1d20 + 6 ⇒ (7) + 6 = 13
Prisim: 1d20 + 1 ⇒ (16) + 1 = 17
Seoni: 1d20 + 2 ⇒ (14) + 2 = 16
Tallwun: 1d20 + 1 ⇒ (11) + 1 = 12
Two Blades: 1d20 + 6 ⇒ (18) + 6 = 24
This is a surprise round. Daeron beat the perception check earlier, so he can act in it, but no one else, unless someone has an ability that lets them always act in a surprise round. His initiative also comes before any other NPCs.
GM Paladin |
Two Blades said he was controlling the wind, making it blow to the west. So if you're moving west, it's at your back and you don't need to worry about it. It would make ranged attacks more difficult though, at a -4.
Seoni / lucklesshero pregen lv4 |
Seoni speaks up, There's some magic in the other room. And it looks like the guardians of that magic are attacking our friend and comrade Amiri, let's make haste and aid her! Seoni moves to aid her friend. She has her sunrod in one hand and her wand of magic missile in the other. After she crosses the passages holding the weird dragon like creatures she stops and fires her magic missile wand at the closest one. Both missiles going toward the same target. MM dmg: 2d4 + 2 ⇒ (1, 4) + 2 = 7
Prisim |
"So much for a picnic." sighs Prisim.
She too peers around the corner, not able to see the small creatures just yet.
Argh, sorry, I thought the smiley faces were the dragon-things.
GM Paladin |
Hold up, after Daeron, the NPCs go and then we go into normal initiative rounds.
A fleeting shadow flies past Amiri, but the unexpected wind knocks it back into the darkness. A burst of dark vapor flies out of the shadows, exploding into shadowy mist next to Seoni, affecting her and all those adjacent to her. The magic causes her sunrod to fade and her light spell to wink out. Seoni, Daeron, and Two Blades take 7 cold damage, DC 12 Reflex for half.
In the shadows created by the extinguishing of these light sources, another shadow flies out. The wind catches it as well, but it manages to land and crawls along the ground instead. It can now be seen, as it emerges into the room, as a tiny dragon-like creature with two legs and two wings, but even in the light it cannot be seen clearly.
immunities, weaknesses, special attacks, and other special abilities.
The grounded drake spits another burst of shadow at the gnome, and her light spell, too is dispelled, leaving the room in near darkness, lit only by the dim glow of the glyph. 6 cold damage to Prisim, DC 12 reflex for half.
The two grey rectangles on the map now represent the light cast by the glyph. In the light grey area, those with low-light vision can see normally, and those without are in dim light. In the dark grey area, those with low-light vision are in dim light. Outside of those, total darkness. Of course, Darkvision works fine - except even Tallwun seems to have trouble seeing these drakes, as if the darkness itself was working to conceal them. (20% miss chance.)
Fortitude Drake 2: 1d20 + 4 ⇒ (1) + 4 = 5
Fly check Drake 2: 1d20 + 23 - 4 ⇒ (3) + 23 - 4 = 22
distance knocked back, damage: 2d6 ⇒ (3, 2) = 52d6 ⇒ (2, 3) = 5
cold damage to Seoni, Daeron, and Two Blades: 2d6 ⇒ (2, 5) = 7
Fortitude Drake 3: 1d20 + 4 ⇒ (16) + 4 = 20
Fly check Drake 3: 1d20 + 23 - 4 ⇒ (5) + 23 - 4 = 24
cold damage to Prisim: 2d6 ⇒ (1, 5) = 6
1d6 ⇒ 51d6 ⇒ 31d6 ⇒ 6
D1 0 D2 5 D3 0
GM Paladin |
Ok, that's the surprise round! Note: I am aware these drakes were taking a move action and a standard during the surprise round -- they have a special ability that allows for that.
Initiative order:
Two Blades
Yellow Drake
Prisim
Seoni
Daeron
Green Drake
Red Drake
Tallwun
Amiri
Two blades is up before anyone else.
Here's a link the the rules about darkness for everyone's reference.
Seoni / lucklesshero pregen lv4 |
so GM my character has no low light vision , I’m in light grey so I can see dimly ( concealment) when looking at the red drake in dark grey can I still see him? Or does he have total concealment from me? reflex: 1d20 + 3 ⇒ (6) + 3 = 9
GM Paladin |
Total concealment. One thing to keep in mind is that these breath weapons extinguish light sources, but don't stop you from making a new one.
Two Blades in the Shadows |
reflex: 1d20 + 6 ⇒ (10) + 6 = 16
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Catching sight of the winged creature, Two Blades was able to avoid the cold breath as it burst near him. Calling forth holy light, the divine rogue moved over to help Daeron attack the creature.
Evasion for no damage. Cast light on myself, and move to flank (Acro).
GM Paladin |
OK, the lighting is back to normal, however, the drakes still seem to be cloaked in shadow. 20% miss chance still applies on all attack rolls. Keep in mind that the wind is still blowing at full blast towards the west, so moving against it is difficult, requiring a successful Fort save or Strength check. Prisim needs to make a Fort save to avoid falling prone unless she is holding onto the rope.
The drake that spit at Amiri flies up and tries to hit her with its tail. It connects, but doesn't hurt her very much. 1 NL damage to Amiri.
Seoni casts light on the target dummy and readies her wand.
Initiative order:
Prisim
Seoni
Daeron
Green Drake
Red Drake
Tallwun
Amiri
Two Blades
Yellow Drake
tail slap: 1d20 + 5 ⇒ (17) + 5 = 22
damage: 1d3 - 1 ⇒ (1) - 1 = 0
1d6 ⇒ 4 1d6 ⇒ 2 1d6 ⇒ 5
D1 0 D2 5 D3 0
Prisim |
Can I cast and hold a rope at the same time? I'm going to assume so, but if not I'll make the fort save
Holding onto the rope, Prisim moves across wind until she can get a good shot at one of the drakes, then she fires a dob of acid at him.
Holy dissolving goo!"
RTA: 1d20 + 6 ⇒ (11) + 6 = 17
acid damage: 1d3 + 2 ⇒ (2) + 2 = 4
GM Paladin |
Daeron, that will provoke an AoO. Are you wanting to move back 5 feet?
Prisim sends a glob of acid flying, but the intense wind sends it off target. All ranged attacks are at a -4 right now.
GM Paladin |
The creatures are tiny they don't threaten.
That turns out not to be the case. Their bite has a reach of 0 but their tail slap has a reach of 5 ft. Tail slap: 1d20 + 5 ⇒ (13) + 5 = 18 Anyway, turns out not to matter.
GM Paladin |
The green drake steels itself against the wind and dives for Amiri. After reaching her, it bites and tries to slap her with its tail. Amiri gets bit for 2 damage.
The red drake between Two-blades and Daeron takes to the air, diving away from the shoanti's blades and flying at Prisim. Its bite misses but she gets slapped by its tail. If Prisim has a melee weapon, she can take an attack of opportunity. 1 damage from the tail slap.
To speed things up, the yellow drake will delay until just before the green, so that all PCs and all NPCs can act together.
Initiative order:
Tallwun
Amiri
Two Blades
Prisim
Seoni
Daeron
Yellow Drake
Green Drake
Red Drake
All PCs may act!
Fortitude green: 1d20 + 4 ⇒ (13) + 4 = 17
green Fly: 1d20 + 23 ⇒ (3) + 23 = 26
Acrobatics: 1d20 + 8 ⇒ (5) + 8 = 13
green vs. Amiri bite: 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
damage: 1d3 - 1 ⇒ (3) - 1 = 2
green vs. Amiri tail: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13
red fortitude: 1d20 + 4 ⇒ (12) + 4 = 16
red Fly: 1d20 + 23 ⇒ (2) + 23 = 25
red acrobatics vs Two-blades: 1d20 + 8 ⇒ (11) + 8 = 19
red bite vs. Prisim: 1d20 + 10 ⇒ (2) + 10 = 12
red tail vs. Prisim: 1d20 + 5 ⇒ (16) + 5 = 21
damage: 1d3 - 1 ⇒ (2) - 1 = 1
1d6 ⇒ 4 1d6 ⇒ 2 1d6 ⇒ 5
D1 0 D2 5 D3 0
Prisim |
Prisim is holding on to the rope with one hand and casting with the other, so no AOO. Are the small drakes able to fly in the wind without trouble?
The gnome steps backwards and tries to cast another spell on the close drake.
concentration: 1d20 + 13 ⇒ (11) + 13 = 24
RTA: 1d20 + 6 - 4 ⇒ (2) + 6 - 4 = 4
But misses by a mile.