Ezreal Farlowe |
Gil has non-detection as a spell if you want to hide either someone or a shard from divination. Also not sure if it would work, but Gil could use shadow evocation for aqueous orb or hydraulic torrent for fire suppression.
Ezreal Farlowe |
"Give me a shard then." Once he has it Ezreal casts a short range teleport to get as close as possible to the embassy.
Dimension door. If anyone speaks up and wants to go with him before he finishes casting Ezreal will reach out to touch them and bring them along. Up to 4.
Kn Local Sharn: 1d20 + 23 ⇒ (10) + 23 = 33
Aubrey the Demented/Malformed |
Gil moves out of the doorway, still invisible with see invisible active, and moves toward the wall blocking the passage in one direction, half-expecting a troupe of ogre magi to fly over it at any moment.
If she can, she will pull herself up enough to peer over the wall to see if anything lays in wait.
Gil:
Aubrey the Demented/Malformed |
"Give me a shard then." Once he has it Ezreal casts a short range teleport to get as close as possible to the embassy.
Dimension door. If anyone speaks up and wants to go with him before he finishes casting Ezreal will reach out to touch them and bring them along. Up to 4.
[dice=Kn Local Sharn]1d20 + 23
The embassy is in Ambassador Towers, in Middle Central. You are currently in Upper Dura, so a Dimension Door will get you out of the immediate vicinity but not much closer to the embassy.
Father Rod |
The Create Water cantrip should have a good chance of dousing or at least controlling the fire. Kazadar can cast it at will (once/round) to create 22 gallons of water per casting at range. The spell description is ambiguous in regards to the area the water can be created in, but implies that it is shape-able and can be in an area ‘three times as large as will contain the liquid’.
By contrast, a standard real world fire hose releases water at minimum of 0.33 litres per second (so say 2 litres in a 6 second ‘round’). 22 gallons is about 83 litres, so that’s equivalent to about 40 fire hoses (based on volume of water, not counting velocity or pressure).
Rod doesn’t yet give up any of the shards and forestalls further discussion until either the group can get the fire under control OR, if that doesn’t seem likely or possible, they have spread word to nearby inhabitants that there is a fire and tried their best to get people to evacuate until whatever passes for the local fire brigade has arrived.
He's not violently opposed to the shards being split and Ezreal taking one to the Karnnathi embassy, but he would like to hear Havakhad's opinion on the matter.
Aubrey the Demented/Malformed |
1 person marked this as a favorite. |
The icy frozen heart of a comet - comprising exactly 22 gallons in volume - plunges out of the sky at supersonic speed and into the back of Rodergo's head.
Oh, the irony!
So we have it on authority that Kaz probably can put the fire out if he so desires. That won't be instantaneous, and you don't know if the enemy has actually permanently gone away yet. I should probably think up some sort of skill challenge, but I don't suppose any of you have the skill Profession (Fireman). I suppose we could do it this way:
- each round, Kaz gets to make a Profession (Fireman) check on his initiative, which is basically a WIS check for those trying it untrained. People can try and assist.
- meanwhile, the fire continue to burn and grow unless someone actively tries to put it out. We will abstract this as the fire having "fire points". The fire currently has 100 fire points.
- the result of Kaz's skill check is deducted from the number of fire points the fire has. Meanwhile, the fire gets to add fire points each round. For every 25 fire points it has, it adds a d6 of fire points on its initiative (which is 0) - so 100 point means 4d6 fire points each round.
- chucking fire spells around may add to the fire points. Other magic may also have an effect, depending.
- anyone actively fighting the fire will be exposed to the effects of heat and smoke.
Father Rod |
Rocks fall, everyone dies is a classic, but yes, a 22 gallon comet has a certain irony.
Profession (firefighter – untrained): 1d20 + 5 ⇒ (2) + 5 = 7 – Rod will use this check as an assist to Kaz if he can’t make his own check. EDIT - or not, apparently he's a crap fire fighter.
Gil |
Gil comes back to the door. "At least two of the giants are watching. I suggest we not exit through the door, or at least try to do so invisibly. Perhaps the shards and guards can hop in one direction while a small group of us go in another, to meet somewhere else?"
"I may be able to shield the shards from detection, as well."
Father Rod |
“Put the water over there Kazadar – no there, I … oh, actually where you have it works quite well, doesn’t it? You Sovereign Host priests know a thing or two about putting out fires, at the Silver Flame seminary we mostly learnt about burning evil-doers, not putting them out afterwards …”
Besides his unhelpful banter, Rodergo keeps an eye out for anyone who might have been inadvertently impacted by the fire, or for returning enemies.
Perception: 1d20 + 5 ⇒ (7) + 5 = 12
Fort save: 1d20 + 10 ⇒ (15) + 10 = 25
Ezreal Farlowe |
Once it is apparent that the priests intend to try putting out the inferno, Ezreal hangs back as far as he can from the smoke and heat. His fingers are itching to cast that spell and get out of the tower, but he waits while analyzing threat assessment of escape options and a way out of this predicament beyond the immediate conflict.
Perception (with See Invisible): 1d20 + 8 ⇒ (17) + 8 = 25
Aubrey the Demented/Malformed |
Yes, it's maybe been a minute or so, so anything with a duration of rounds will have expired. However, anything with a longer duration will have expired.
Anyone with See Invisibility going, except Gil:
Gil:
Map updated. I've sort of placed people where they might be given their actions in the last page or so.
Father Rod |
“I may be able to do something about their invisibility,” Rod tells those next to him – Kazadar and Janosz – quietly, “but I’d have to get up close to them. Means I’ll need to leave the fire fighting to you Kaz, or we just let this block go up in smoke.”
Rod has invisibility purge prepared, but he needs to cast it on himself and then get relatively close to the invisible enemies for it to do much good. Anyone got glitterdust or anything? Is this hall yet filling with smoke and if so will that help reveal invisible persons within it?
Aubrey the Demented/Malformed |
H1 1d20 + 9 ⇒ (4) + 9 = 13
H2 1d20 + 9 ⇒ (20) + 9 = 29
H3 1d20 + 9 ⇒ (8) + 9 = 17
H4 1d20 + 9 ⇒ (19) + 9 = 28
HC 1d20 + 7 ⇒ (12) + 7 = 19
I 1d20 + 5 ⇒ (2) + 5 = 7
H2 29
H4 28
Janosz 26
HC 19
H3 17+
Kazadar 16
Gil 15+
Father Rod 15-
H1 13
Inspired 7+
Ezreal 7-
Haladon 6
BEAR IN MIND: unless you can see invisible, you cannot see the enemy at all.
H2's action is to try and enter the side door. This will provoke an AoO from Gil if she attempts to stop him. What is Gil going to do? (That's not a rhetorical question.)
Gil |
Gil had a readied action to glitterdust the two on the side door if they could be targeted in a single burst. If that doesn't transpire, she do so to the first one to move toward the door, which will cancel her own invisibility.
Aubrey the Demented/Malformed |
H1 1d20 + 14 ⇒ (12) + 14 = 26
H2 1d20 + 14 ⇒ (2) + 14 = 16
One giant growls and tries to whipe its eyes as both a coated in shimmering motes.
H2 blinded.
Another giant flies through the front door and along the corridor into the gym. Noticing Gil now she has revealed herself, it tries to grab her.
H4 grapples Gil 1d20 + 26 ⇒ (9) + 26 = 35 v Gil's CMD
H2 29 (blinded)
H4 28
Janosz 26
HC 19
H3 17+
Kazadar 16
Gil 15+
Father Rod 15-
H1 13
Inspired 7+
Ezreal 7-
Haladon 6
Janosz Frogshanks |
"More of 'em... Spread out to avoid the cold blasts."
5' step to AE 39; full attack action on H4. I'm using Point Blank Shot, Manyshot, Rapid Shot, and Clustered Shots and am under the effects of Haste, Bless and Gravity bow.
Attack 1: 11+20+1(PBS)+1(Bless)+1(Haste)=AC 34, damage 4d6+6+2(PBS)=19 + 8 electricity + 9 fire.
Attack 2: 10+20+1+1+1=AC 33, damage 2d6+3+1=10 + 4 electricity + 5 fire.
Attack 3: 11+14+1+1+1=AC 28, damage 2d6+3+1=12 + 5 electricity + 4 fire.
Attack 4: 14+9+1+1+1=AC 26, damage 2d6+3+1=9 + 3 electricity + 4 fire.
Attack 5 (bonus from Haste): 9+20+1+1+1=AC 32, damage 2d6+3+1=12 + 3 electricity + 6 fire.