
|  Therin Baldaros | 
 
	
 
                
                
              
            
            I got you... Therin says as he gets out a wand. He playfully pokes Rhu in the ribs with it as it takes effect.
clw: 1d8 + 1 ⇒ (2) + 1 = 3
clw: 1d8 + 1 ⇒ (4) + 1 = 5
don't worry about the charges..wanna save my spells in case we need them...the wand is basically disposable to me...

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Hskoro looks up at the floating chest. He puts his warhammer away and spreads his arms out. "Lets see if I can fly in this room."
He steps out into the chamber...

|  GM Badblood | 
 
	
 
                
                
              
            
            Hskoro steps into the chamber and finds himself slowly falling...straight up.
Give me a Will save.
Rhu, there are Grapple arrows that are specifically made for what you proposed. Using a regular arrow would be significantly less effective. There are also strong winds in this chamber, which present an additional -2 penalty to ranged attack rolls. Knowing that, you are welcome to try it, just know it might be a long shot, pun intended.

|  GM Badblood | 
 
	
 
                
                
              
            
            The air elemental calls out to Hskoro, "the air here is more like the water on your plane. You just need to trust it and it will carry you where you want to go!"
Hskoro, add a +4 bonus to your Will save. You can also use Fly, but with armor penalties Will is better for you.

|  Hosser Cready | 
 
	
 
                
                
              
            
            "Ah, hell, this I gotta try, I say, I say," Hosser says with a big grin on his face.
Will Save: 1d20 + 9 ⇒ (3) + 9 = 12
If I can get close, I'll use my enlarge domain power to become Large sized and grab the chest.

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Will Save: 1d20 + 1 + 4 ⇒ (17) + 1 + 4 = 22
Feeling slightly sick as he starts to fall upward, he is able to keep his stomach's contents as he tries to 'fly' toward the chest.

|  GM Badblood | 
 
	
 
                
                
              
            
            Rhu attempts to jump into the room and as soon as his body leaves the entry way he finds himself immediately falling in an unexpected direction, spinning wildly around like a windmill through the air.
Hosser finds himself spinning towards the north wall, but before striking it he is instead thrown away from it. He feels the lurching feeling of falling, this time flying towards the south wall. Once again, before striking the wall, gravity changes once again for the hapless half-orc and he starts falling towards the north wall again. Unfortunately, the sickening sensation and the presence of some smaller pieces of debris leave him a little worse for wear.
1d6 ⇒ 3
Bludgeoning damage: 1d6 ⇒ 5
Therin and Hskoro feel the sensation of falling in an unexpected direction but quickly figure out that they can control the direction that they are falling in. Hskoro flies towards the chest, but feels like the momentum is going to carry it past him. He needs to decide if he can somehow will himself to stop or if he wants to try to grab it as he flies by.
Okay, so the mechanics of this room is that gravity is subjective. Luckily you only fall at the same rate as feather fall, which is 60 ft. per round. The walls are also exerting a reverse gravity, so before you touch one of them, it will fling your character backwards, which is why Hosser was tossed around like a pinball. Your character can do a Fly or Will Save to control the direction they fall in, which can be north, west, east, south, up or down. No diagonals going up or down please, but you can move diagnoally across the horizontal plane. If they fail the check, they get thrown in a random direction and take some damage from the debris in the room.
Controlling the direction of falling is your character's move action for the turn. During movement, a PC can try to abruptly stop by making another Will or Fly check. Also attempting to grab the chest is a standard action that can either be performed if you end your movement next to the check or by making a generic CMB check to grab it as you fly by. And to answer Rhu's question, you cannot use Acrobatics to move around this room.
Finally, the large rocks near the edge of the room appear to be stable, maintaining a constant distance from the cavern walls. And so that you understand the room better, chamber is open to the sky and the entryway is about 25 feet off the ground.

|  Therin Baldaros | 
 
	
 
                
                
              
            
            This is amazing. I envy you, Iyasset...truly I do. the priest says as he gets a hang of the whole flying idea. He tries to move next to the chest and grab it.
will: 1d20 + 8 ⇒ (15) + 8 = 23
ending my move to get beside it and grab with a standard action.  

|  Rhu Entekh | 
 
	
 
                
                
              
            
            Rhu cuts off a snarl as he bounces around the room and concentrates, breathing slowly and deeply.
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
Just as he's about to slip into a proper state of mind, a piece of debris smacks him painfully in the ear. The tiefling grits his teeth and growls in anger, all focus lost.

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Not confident he would be able to stop himself, Hskoro decides to risk it and tries to grab the chest as he flies past it.
CMB?: 1d20 + 10 ⇒ (2) + 10 = 12
Ouch.

|  GM Badblood | 
 
	
 
                
                
              
            
            Make sure to add a +4 bonus to your Will saves, as Iyasset is offering the party hints about how to move around in this room.
1d6 ⇒ 2
Bludgeoning damage: 2d6 ⇒ (3, 1) = 4
Yes, its possible to critically fail this check.
Subjective gravity is a concept that Rhu has trouble wrapping his mind around and he is tossed around violently, slamming face first into one of the bigger rocks as he falls around the room. The monk is thrown up towards the open sky and he panics at the idea that he is going to continue falling into the air forever. But suddenly, when he is about fifty feet off the ground he begins falling back towards the ground.
Hskoro's fingers scrap against the chest as he falls past it, failing to grab onto it. Ironically, when he falls towards the west wall, gravity reverses and he ends up falling backwards towards the chest and finds himself adjacent to it.
Meaning Hskoro can also grab onto the chest as a standard action.
1d6 ⇒ 1
The chest drops down five feet towards the floor of the chamber, bringing Hskoro and Therin down with it.
Meanwhile Kroone stands on the edge of the chamber, watching his allies spin around the room.
The two adventurers holding onto the chest see that is is locked, but a strong person could probably pull the lid off.
This is the end of Round 1. Therin and Hskoro can make Strength checks to open the chest if they'd like.

|  Hosser Cready | 
 
	
 
                
                
              
            
            Hosser takes a moment, just a breath or two to admire the strangeness going on. It was times like these that made it worthwhile for him to leave his farm.
He calls upon the grace of Immonhiel, becoming much bigger and stronger and then tries to use his force of will to get into position.
Will Save 1st to get into position: 1d20 + 9 + 4 ⇒ (7) + 9 + 4 = 20
Will Save 2nd to Stop: 1d20 + 9 + 4 ⇒ (2) + 9 + 4 = 15
Str check, enlarged: 1d20 + 1 + 1 ⇒ (17) + 1 + 1 = 19

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Hskoro grabs the lid of the chest and tries to rip it off it's hinges as his muscles flex with the intense usage.
Strength check: 1d20 + 3 ⇒ (16) + 3 = 19

|  GM Badblood | 
 
	
 
                
                
              
            
            I don't think anyone tied a rope around themselves and Rhu decided not to do the arrow thing and just jump in. If you want to retroactively tie that rope around one of the other PCs, I would allow it. Also keep in mind that everyone will eventually have to move through this room to get to the other side.
Hooser manages to control the direction of his fall, but has a little trouble stopping in time and finds himself careening towards the wall. Then before he hits the wall he finds himself falling back towards the chest and is able to grab onto it.
Hosser just barely missed the DC to stop but the natural movement put him in reach of grabbing the chest.
Therin and Hosser both tug at the list of the chest and even though its hinges creak a bit, the chest does not open.
Rhu can still act. Once you've grabbed the chest you can continue holding onto it without needing to make a check and can spend a standard action on your turn trying to open it with STRENGTH OR DISABLE DEVICE

|  GM Badblood | 
 
	
 
                
                
              
            
            Rhu are you grabbing it as you fly by with CMB, stopping in place with another Will Save, or do you naturally "bounce" your way to it with 60 ft of movement?

|  GM Badblood | 
 
	
 
                
                
              
            
            There are no four Pathfinders clinging to the chest. At this point there is no real room for anyone else to grab onto the box, leaving Kroone standing at the ledge uncertain of what to do.
You guys could each make a Strength check or Aid Hskoro's effort. It should be a matter of time before you get the chest open and then you'll just need to make another check to fall towards the exit.

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            With the aid of others, Hskoro tries to rip the top off of the chest but is unable to budge it.
"Shall I continue to try and force the chest open or is someone able to pick the lock?"
Strength Check +Aids: 1d20 + 3 + 2 ⇒ (5) + 3 + 2 = 10

|  GM Badblood | 
 
	
 
                
                
              
            
            Okay, lets speed this part up a bit.
After some work, the four Pathfinders manage to finally rip the hinges off the chest and discover the treasures hidden inside. There is a pair of patent leather bracers with brass fasteners, an ostrich feather with glyphs painted one side, a green glass vial with a bird engraved on the cork stopper, and a small pouch with six clear quartz stones that are each about the size of a large coin.
Iyasset shouts to the group, "You got it open! Now all you need to do is just fall towards me and I'll pull you safety. Just relax and fall towards me, but don't overthink it. It should come natural to you by now!"
Everyone can make one final Fly check or Will save with a +4 bonus from Iyasset's encouragement (I keep mentioning Fly because this is a skill that you can do untrained, although I think everyone has better Will Saves). The DC is 16, and failure means getting pummeled until you're able to get a success.

|  Rhu Entekh | 
 
	
 
                
                
              
            
            Will save: 1d20 + 6 + 4 ⇒ (20) + 6 + 4 = 30
Once again, Rhu demonstrates an amazing degree of control over his movement through the zone of winds. "Thank you for your advice and your help."

|  GM Badblood | 
 
	
 
                
                
              
            
            Iyasset grabs Rhu and Therin's hands and pulls them onto the ledge. They are both momentarily disoriented as gravity returns back to normal and stumble down the hall to make room for the rest of their crew.
Therin and Rhu can try to identify the treasures while they wait on their allies.

|  Kroone | 
 
	
 
                
                
              
            
            Kroone crosses his arms behind. He can’t help but wonder if the potion would be useful before somehow, but he still doesn’t quite understand this last room regardless.

|  GM Badblood | 
 
	
 
                
                
              
            
            Iyasset calls out to the group. "Oh Chosen Ones, are you afraid of a little fall? Just come to me and I'll catch you!"

|  Hskoro Tailfeather | 
 
	
 
                
                
              
            
            Hskoro spreads his arms out and 'wills' himself to fall toward the elemental, but his muscle twitches some and he goes tumbling out of control.
Will Save: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10

|  GM Badblood | 
 
	
 
                
                
              
            
            Hosser lands feet first towards the exit. Iyasset gently grabs the cleric and sets him down feet first in the passage way.
Bludgeoning damage vs. Hskoro: 2d6 ⇒ (6, 6) = 12
Hsokoro panics and finds himself spinning around uncontrollably, taking a brutal beating as he collides with the debris flying around.  But the worst injury comes from the corner of the recently pried off chest lid striking him hard in the cheek.
Kroone and Hskoro still need to make it across the room, but everyone else is out.

|  GM Badblood | 
 
	
 
                
                
              
            
            Yes, I've mentioned the Will Save a number of times. But if something is unclear, feel free to ask about it. The subjective gravity in this room is a very weird mechanic and I can understand being confused by it.
Kroone jumps into the room and taking Iyasset's advice imagines himself falling feet first towards the air elemental. He descends smoothly and with a lurch finds himself stumbling to his feet as the gravity changes back to normal after he enters the passageway on the other side.
Hskoro Will Save: 1d20 + 1 + 4 ⇒ (5) + 1 + 4 = 10
Damage: 2d6 ⇒ (2, 6) = 8
Hskoro Will Save: 1d20 + 1 + 4 ⇒ (12) + 1 + 4 = 17
Hskoro has trouble getting the hang of subjective gravity and collides several times with the swirling debris in this chamber before finally figuring it out. Iyasset grabs the gauntleted hand of the bruised and battered warrior and gently sets him on the ground.
"See! I knew you would figure it out eventually!" Seeing that the Pathfinders have retrieved the items from the chest, Iyasset says, "Consider those treasures won from having learned to conquer the air itself! But now you need to prepare yourselves because the oread awaits in the next chamber."
I believe this is the damage suffered from failed saves in this chamber.
Hskoro -20 HP
Rhu -9

|  Therin Baldaros | 
 
	
 
                
                
              
            
            You sure smacked your head hard...be careful...your balance might be iff. Seen it before...a hard hit and you walk like a Caydenite on a bender...Therin says as he checks the bumps and bruises.
Want me to use your wands? will gladly do it...just mark off the charfes

|  Rhu Entekh | 
 
	
 
     
    