Occurence at a bridge


Play-by-Post

Grand Lodge

Map

Map Notes:

DT= Difficult Terrain

Ceiling is 30' high from lowest point, 10' high from cliffsides.

Area marked with white in front of howling caves from 10' high to ceiling is whirling gale force winds. Treat as Tornado winds. Area in 10' under funnel treated as windstorm winds.

Anywhere within 30' of Howling Caves DC 40 Fort Save each round or be Deafened for 1 minute.
35-60' DC is 30 and duration 1/2 minute.
Blindsense range diminished by half within 60' of howling cave due to noise.
DC of sound-based perception checks within 60' of howling cave is +30.

Winds Rules:

The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.

Table: Wind Effects

Wind Force

Wind Speed

Ranged Attacks Normal/Siege Weapons1

Checked Size2

Blown Away Size

Fly Penalty

Light 0–10 mph —/— — — —
Moderate 11–20 mph —/— — — —
Strong 21–30 mph –2/— Tiny — –2
Severe 31–50 mph –4/— Small Tiny –4
Windstorm 51–74 mph Impossible/–4 Medium Small –8
Hurricane 75–174 mph Impossible/–8 Large Medium –12
Tornado 175–300 mph Impossible/impossible Huge Large –16

1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants.
2 Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a DC 10 Strength check (if on the ground) or a DC 20 Fly skill check if airborne.
3 Blown Away Size: Creatures on the ground are knocked prone and rolled 1d4 × 10 feet, taking 1d4 points of nonlethal damage per 10 feet, unless they make a DC 15 Strength check. Flying creatures are blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage due to battering and buffeting, unless they succeed on a DC 25 Fly skill check.

Light Wind: A gentle breeze, having little or no game effect.

Moderate Wind: A steady wind with a 50% chance of extinguishing small, unprotected flames, such as candles.

Strong Wind: Gusts that automatically extinguish unprotected flames (candles, torches, and the like). Such gusts impose a –2 penalty on ranged attack rolls and on Perception checks.

Severe Wind: In addition to automatically extinguishing any unprotected flames, winds of this magnitude cause protected flames (such as those of lanterns) to dance wildly and have a 50% chance of extinguishing these lights. Ranged weapon attacks and Perception checks are at a –4 penalty. This is the velocity of wind produced by a gust of wind spell.

Windstorm: Powerful enough to bring down branches if not whole trees, windstorms automatically extinguish unprotected flames and have a 75% chance of blowing out protected flames, such as those of lanterns. Ranged weapon attacks are impossible, and even siege weapons have a –4 penalty on attack rolls. Perception checks that rely on sound are at a –8 penalty due to the howling of the wind.

Hurricane-Force Wind: All flames are extinguished. Ranged attacks are impossible (except with siege weapons, which have a –8 penalty on attack rolls). Perception checks based on sound are impossible: all characters can hear is the roaring of the wind. Hurricane-force winds often fell trees.

Tornado (CR 10): All flames are extinguished. All ranged attacks are impossible (even with siege weapons), as are sound-based Perception checks. Instead of being blown away (see Table: Wind Effects), characters in close proximity to a tornado who fail their Fortitude saves are sucked toward the tornado. Those who come in contact with the actual funnel cloud are picked up and whirled around for 1d10 rounds, taking 6d6 points of damage per round, before being violently expelled (falling damage might apply). While a tornado's rotational speed can be as great as 300 mph, the funnel itself moves forward at an average of 30 mph (roughly 250 feet per round). A tornado uproots trees, destroys buildings, and causes similar forms of major destruction.


Oh, are we doing this PBP rather than Fantasy Grounds?
No particular opinion as to whether to do PVP or not. Toss a coin to decide if you like.


Male

I'll stick with us doing it together, if that's alright. And yeah, I couldn't get Fantasy Grounds to work.


Alrighty then

GM, might I suggest putting the map on Google Drawings on an equivalent so we can move things easier? Also provides a chat client.

Liberty's Edge

Male Human Commoner 2

Hope it wasn't a waste of 1/2 hour.

Thak and Ovk appear in opposite corners of the new arena. A decent-sized plain with a rapidly-moving waterway. The area is surrounded by a glowing force field with a ceiling of 30' off the lower valley, and only 10' off Thak's plateau.

On the plateau, a few ruined buildings crumble with age. Two vaguely humanoid shapes move within them.

Below, a gargantuan giant, his flesh aglow with runes, commands two smaller stone-skinned giants.

A tornado-like funnel blows from a cavern at the north face of the area, making a terrible, deafening noise. This permanent tornado hovers 10' above the lower ground (the "white" on the map).

A familiar voice cries out: Even a god needs allies at times. "Your task is simple. You must gather at the bridge and touch a hand and a claw together for no less than one minute."


You need to allow viewing on the link.

Liberty's Edge

Male Human Commoner 2

Never used before so I didn't know<-----that's a link


Male

I presume initiatives?

Initiative: 1d20 + 15 ⇒ (9) + 15 = 24
Initiative: 1d20 + 15 ⇒ (9) + 15 = 24
Initiative: 1d20 + 15 ⇒ (11) + 15 = 26

Edit: also, presuming the same spells I had up last time.


Guess so
1d20 + 2 ⇒ (15) + 2 = 17
Am I meant to be that fellow on the eastern side of the map?

Liberty's Edge

Male Human Commoner 2

If you're headed into combat, then, sure roll initiatives. While the giants may be able to see you, Thak has other alternatives.

Giants:

Rune Giant Init 1d20 ⇒ 3 AND [-20] -17 Dual initiative.

Stone Giants Init 1d20 + 2 ⇒ (14) + 2 = 16

Just in case: WtW Init 1d20 + 15 ⇒ (13) + 15 = 28

Yes, Thak that's you.

Liberty's Edge

Male Human Commoner 2

Clearly, this format is not working for pbp games. It takes too long to read and respond to get things done in an hour. I'm going to make an offer to you and the other players so please see the discussion thread for the actual terms of offer.


...this situation does bring to mind questions of incentives.
Do I have any reason why I wouldn't want to hang back and let Ovk weaken the giants for a round or two while I buff up?

So, who's up?

Liberty's Edge

Male Human Commoner 2

I guess that woud depend on Thak and whether you think the dragon might decide to throw the match by eating you.

Order:WtW, Ovkkrah'gaahn, Thak Val Zsing, Stone Giants, Rune Giant, Rune Giant again.

Liberty's Edge

Male Human Commoner 2

The shapes in the ruins mill about, each casting a spell.

Spellcraft DC 27:
Summon Monster VI

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