Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Okay, it's time to fly back and confirm that the abnormal wind patterns have subsided. Flying should be a lot smoother now...
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Weeell, the problem is he can't make DC 22 :D (unless someone can cast guidance on Zephyr and he rolls a 20...) Knowledge (Planes), DC 22: 1d20 + 1 ⇒ (12) + 1 = 13 ... nope
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr gravitates towards air. He is most comfortable with it. He speaks its language.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Looks like all of the characters are filled out there, except for some non-essential fields.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
What are the available actions with the wysps?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Fortitude, DC18: 1d20 + 7 ⇒ (17) + 7 = 24 Phew! Zephyr begins gathering charged clouds... [full round] Cast call lightning (comes into effect just before his next turn)
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Ember the Chronicler. wrote: Would I be correct in assuming that Rhyol would now be on the central island as she jumped there the last round (which I guess may also have an impact on where Zephyr had to move to?)? Yeah, I'm trusting the map. If Rhyol was misplaced then yes Zephyr would have gone to wherever he really is.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Knowledge (planes), scaled serpet: 1d20 + 1 ⇒ (11) + 1 = 12 Nobody took this buff before we traversed the portal, so... Zephyr flies over to Rhyol and, after uttering a series of spell words, puts his hands on her shoulder. [move] fly 25'
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Seems like everyone is still placed on the upper-right platform instead of the center one. Am I misinterpreting where we're supposed to start? Planes, DC7: 1d20 + 1 ⇒ (6) + 1 = 7 Zephyr explains the subtle emphases that the four different types of wysps exhibit the DC7 spoiler, looks like Ember already got the DC20 one.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr was yanked away from it earlier and ready to go again :)
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Yes, they are Djinni vambraces. I don't think I can help much with the lids here... Zephyr looks around the aroma room and half-heartedly attempts to pry on one... Strength, DC15: 1d20 - 1 ⇒ (4) - 1 = 3 Truly, it is half-hearted. Returning to the center area with the portal, the sylph frowns. It doesn't seem like there was any information to help us in the remainder of the tower. Before we enter I would offer some enhancements to any who need them. Zephyr is offering the following spells before entry: barkskin (maybe that's good for himself), bull's strength, resist energy (2). If you want one, claim it and assume he casts it on you just before you pass through.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
What? Only eleven volumes of breathing. Weird. Isn't that so weird? Zephyr muses as they inspect the library. He is a little more useful in the armory. He takes a quick inventory from the visible racks. Wisdom, DC15: 1d20 + 5 ⇒ (14) + 5 = 19 It seems like although most of the palace’s arms were not stored within the Tower of Contemplation. I note a few visually stunning pieces here. Spellcraft, DC20: 1d20 + 4 ⇒ (20) + 4 = 24 Ah, these are vambraces of the genie. The sylph shrugs at the significance of this item and adds Yeah, otherwise it's pretty basic in here. But take what you need.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
He backs away at the last moment. What's that? More tower? Okay, but we should make it snappy. We've got to get this thing closed up! Remember, just stuff that helps us in there!
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
GM Nowruz wrote: You still have some unexplored rooms and can give me another kn arcana or kn planes roll for the gate to the maelstrom! Ah, darn I didn’t see that planes was an option. Zephyr looks slightly disappointed at Ember’s revelation. I knew our actions would likely open a portal, but I’d hoped we could close it from this side. Let’s get this over with… The sylph flies into the portal.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Well... we don't want to go there. We just want to shut it down. How do we do that? Zephyr asks as he retrieves his wand and gets to work on his wounds. Cure light wounds: 1d8 + 1 ⇒ (8) + 1 = 9
After he holds it up and looks around the group. Anyone else? Use charges if you'd like
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Ember the Chronicler. wrote: Ember's Saving Finale would have been used on Zephyr, so Zephyr can re-roll the reflex save vs the lightning. Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
GM Nowruz wrote: @Zephyr: Produce flame says: Alternatively, you can hurl the flames up to 120 feet as a thrown weapon. When doing so, you attack with a ranged touch attack (with no range penalty) and deal the same damage as with the melee attack. So I think ranged works but the damage should be d6+5. Or am I missing something? Because you also did not roll a to hit? But it does not matter ... see below. ;-) Yeah, I screwed that up and should have had an attack role. Why d6 instead of d6+5? Because my understanding was per the rules for damaging the haunt that, aside from matching the right energy type, the damage is always 1d6 per level (vs. what the spell specifies). I may have misinterpreted though.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Doh, good catch. But, he didn't use his move action, so if that gets him within range of the cyclone, then...
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Reflex, DC16: 1d20 + 8 ⇒ (2) + 8 = 10 Ouch Zephyr grinds his teeth together as electricity courses through him. His left eye twitches for half a minute after this. He remembers the energy types that this haunt might be susceptible to, and tries Produce Flame on the cyclone. [standard] cast Product flame
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
GM Nowruz wrote: Only effects with the descriptors that you identified with your planes check (Octaris is a prime actor here) and all of Krakos’ physical attacks. How about Zephyr's call lightning? I assume he gets to finish off the duration of his spell still, with one round having passed from it? Obviously it's not his turn yet. Oh no... did we shift to the maelstrom? I have to undo what I've started. The last statement has a guilty, solemn tone to it.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
I am able to Call Lightning. If you all stand back, I can send some into the room and see what happens. Zephyr walks to the doorway of the room and begins the incantation. Just after it's completion he sends the first bolt streaking down vertically onto the floor, in the center of the room. I'll see what happens, but he would be able to summon an additional bolt per round for the duration. Does a damage roll make sense here?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
I think you are right Rhyol. Also the cyclone is an implement or symbol of Ranginori. Perhaps the recent anomalies are a result of him... them trying to break free of exile. Zephyr scratches his chin, not quite putting all of the clues together. I can't ascertain why that last room had a layer of crystal fragments. He turns to Seerus. Well, you have us to help you if that happens. I'm curious how soon the cyclone will act up and, if we wait too long, does Ranginori break free? How bad do things get if that happens? Zephyr is not trained in Arcana. Is there some other relevant check to confirm/deny his ideas about the situation?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr looks at the others and back at the cyclone. I think it is safe for now. Let us be quick... He flies into the structure to start inspecting the doors around the inner perimeter.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Yes, I don't like the looks of that. Either it's going to zap us or pull us into the Maelstrom. Either is not desirable. Knowledge (planes): 1d20 + 1 ⇒ (16) + 1 = 17
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Is it safe to approach at all, or do we feel like the cyclone would pull us in as we get closer? Also, would detect magic + knowledge (arcana/planes) reveal more as we study the barrier?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
The tower is... rotating around the cyclone. I think the odds are good this is the source of our issue. I'm thinking the goal is to shut down the connection to the Maelstrom so that it's closed off from this world.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr nods at Ember's recounting. That does about sum it up. It's almost as if they were playing a game. Perhaps it was called wyrdle. Wait, that doesn't make sense... He settles in front of the tower near his companions, and similarly scans the scene for signs of life, or magical trouble. Perception: 1d20 + 9 ⇒ (16) + 9 = 25
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Oops, yes, my brain defaulted to Pathfinders, as in scenarios. Replace that with whatever Zephyr the character would have known :D Zephyr listens intently to the words, then hopes to offer them a solution to set them at ease. Auran: Yes! Then you are aware of the disturbances. Thank you for the observation. With your leave we will go investigate the remains of the tower. Is there anything else you noticed that might help us?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr exhales and pauses before his next response. I think they're starting to come around, and we have all of the items. Nobody attack them further and I'll see if they can be reasoned with to leave us be! Auran: We are Pathfinders from the material plane. We are traveling in search of reported problem that we intend to solve. We need to pass undisturbed. Unrelated: do you know anything about anomalies in the wind currents recently?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr catches on and responds in Auran. Auran:
Aha. Yes we are explorers. And we need to retain these items and continue our work. Please. We don't want to use more of our power to show you. The results could be... unfortunate. Intimidation: 1d20 ⇒ 13 Is the one speaking auran the same one that is trying to communicate with electricity (with which I have no idea how Zephyr would respond).
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Mastery over wind you say? With the sky charts under arm he floats towards the wyrd Ember is pointing at. When he arrives in position he takes his free arm and begins making a circle over his head, gathering winds. When enough have built up he points at the wyrd and the winds envelop it in a windy shroud of protection! [move] 30'
That's technically helping out a foe, so let's hope this works!
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Ah, I think I misunderstood the situation last round. Given that the creature is still holding the sky charts, he wasn't able to fly by and grab them last round?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
The sylph makes quite a fuss when one of them comes at him and grabs at one of the items he's collected. He finds it quite irritating like when a child won't let you concentrate. Back! Back I say. I'm trying to collect my things! He barks, jabbing his spear at it. +1 Spear AoO, P damage: 1d20 + 4 ⇒ (20) + 4 = 241d8 ⇒ 8
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr grabs the signaling device floating next to him, spies the box of sky charts, and attempts to shift his gravity towards it with the intention of grabbing it. [move] Pick up signaling device
His eyes light up wide when he sees the creature he's approaching that also has a hold on the box...
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Ah! The change direction thing is a free action. So if you initiate it successfully you can ready an action (standard) and still have a move action leftover.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Thanks for letting us know!
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
I'm pretty sure the initial bit is what the GM gave, but in case it's not perhaps resistances? Also I presume I didn't beat the DC by at least 5 since nothing else was offered.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
GM Nowruz wrote: Regarding the creatures: Please ask a question, Zephyr already received some information which he surely will share with the group. He did: Zephyr the Storm Forgotten Sun wrote: Zephyr begins yelling at the top of his lungs about aerial comozant wyrds, so that his teammates will know what they are dealing with.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr begins yelling at the top of his lungs about aerial comozant wyrds, so that his teammates will know what they are dealing with. The sylph attempts to move towards some of the team's lost cargo RED [move] Towards RED (is it okay that this is basic flying or do I need to try a gravity change thing? That initiates 150' movement which seems like way too much) Moving through the ship wreckage... Fly, DC20: 1d20 + 12 ⇒ (12) + 12 = 24
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Knowledge (planes): 1d20 + 1 ⇒ (15) + 1 = 16 Are the items red-blue-green?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
No no no no nooooooooooo Zephyr desperately, fruitlessly tries to hang on. Fly, DC20: 1d20 + 12 ⇒ (10) + 12 = 22 ⇒ Negated After a midair tumble he gets his bearings and asserts his will on directional gravity.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Perception, DC20: 1d20 + 9 ⇒ (11) + 9 = 20 Zephyr squints and, peering into the dark patch of sky points out a particular spot to the others. There... a white tower. Given the activity going on there, I suspect we'll find the source of the anomalies there. He guides the boat in that direction.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
I think we should proceed by articulating gravity, which I believe I would be best at. That gives us greatest control if we are beset by random gusts and changes in current. If I'm wrong and we need routine flying, then I think Ember is the best candidate. Shall we be off? Ready to go.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Perhaps that is the way. The Wisdom checks don't look like a sure thing, so at first routine flight seemed simpler. But yeah willing to give it a shot.
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Zephyr moves onto the hang glider, walking it's length to determine the best position from which to control and guide it. I will request that a "navigator" stay near me while I steer the vessel. Assuming any survival checks are needed for directions. Once we decide to move on, should Zephyr start making fly skill checks?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Never fear, I will return! Zephyr eyes the glider. So we're all going to fit on this thing? And it will handle better in a sudden gust than this ship? It's hard to believe... but I'm willing to give it a shot. fly +12. I presume we designate one of us to control it?
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
As they walk away Zephyr remarks Oh! Good work team. I thought he was going to be harder to convince. It's almost as if he wanted to be convinced. Probably because the team has a fellow denizen of the winds...
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
We're all assigning our characters from the season 4 game, correct? (I am)
Zephyr of the Forgotten Sun | Male Sylph Sky Druid 6 | hp 51/51 | AC 17, T 14, FF 14; Resist electricity 5 | CMB+3 CMD 17 | F+7 R+8 W+11; +4 vs. air/electricity/weather spells | Init +3 | Perception +9; darkvision 60' | Speed 30' | wild shape 1/1 | liberation(r) 6/6 | fly(m) 6/6 | feather fall 1/1 | Active conditions: none
Day job (Craft alchemical items): 1d20 + 19 ⇒ (20) + 19 = 39
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