|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 15, 2014 1:43:14 GMT -5
I include bip so 7
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 15, 2014 1:48:34 GMT -5
So if dawn uses her spell that makes for 6.
If nokomis uses hers that lasts.
then that leaves 5 left.
2 of who already have fire resist 20 is not that much, callos resistance is better yet my still wish the spell on her.
|
|
|
Post by at on Dec 15, 2014 10:21:15 GMT -5
Callo casts resist energy on one of her unprotected companions, and then turns her attention to the magical implement she had drawn from the tomb. "Here goes nothing", drawing upon it's power she seeks to recreate her spell a second time but instead of protective magic she draws forth several dozen small gemstones that fly out at an alarming speed. Apologizing she quickly cures any harm done and tries again ... this time causing a reddish grass to spring up throughout the room. Callo shakes her head, "I don't think i've got the hang of this thing." The protection spell does appear to have taken hold this time however. Once the others are ready Callo casts find traps, advising haste as her true seeing spell will not last long. She also toys with the magical ring in her pocket, it's power would be highly useful here but she had always been loathe to use it given it's cursed past and the likely reaction of the red dragons should they learn of its existence in these lands. 2bk7TUT9p_1-100 to replace invisibility to resist energy p_1-100 failed- random effect = gem generation p_10-40 gp of gems p_1-4p_1-4p_1-4p_1-4p_1-4 damage caused
p_1-8 +13 healing
p_1-100 to replace rope trick with invisibility p_1-100 partial failure- spell effect and random effect = grass growth
1-100�1-100�10-40�1-4�1-4�1-4�1-4�1-4�1-8�1-100�1-100
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 15, 2014 22:36:13 GMT -5
Jaran's options 1) resist energyx3 One used so far protection from energyx2 used both imbue with spell ability, d= fire sheild 5) d= fire shield 7) D: elemental body 4.
Jaran gets to work on his spells,
dawn casts hers on bip.
He starts with protection from energy He uses both
( so far for spells
bip has on dawns spell callo has on her own
nokomis, and fighter has on jaran's.
He uses resist energy on barrbarion,
dawn gets spell nokomis wishes to use.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 15, 2014 22:43:40 GMT -5
Callo opens the door, looking into it she sees the door at the far end of hallway about 85 feet away. That door has wall of force on it all but one part a slot to place a key, the elemental key can be placed there.
The doors will not open until all 4 locks have had key used on each, and each orb had to be found that corresponded to said lock but can be found in no certain order.
So say if you got air orb the elemental key could open that lock but not the others.
On the ceiling are what looks like bronze eagles heads are sticking out . Her true sight tells her they have magic fire they will shoot out if they go 30 feet in( fire storm) next trigger is 55 feet away, next and last is 80. On the sides it would be the same but with lower lv fire spells, Doors on the sides one to left other directly across are exactly 30 from party. They can be opened 3 ways : Fire orb, any lv of fire spell, or any lv evocation spell. The one to the right says " this way to fire vault room, you may wish to know how to sing burn babby burn, or ring of fire" the left has fire symbol.
She then gets a look at the symbol of isis and sees that it turns into the elemental key, each orb is ment to be put into it, tho the god has sheilded the how from true sight.
( the how is kinda cool, so i want to save that part for when u all find a orb.)
|
|
|
Post by at on Dec 16, 2014 6:39:17 GMT -5
"It seems that we will need to find the keys. As we have already shielded ourselves from fire I would suggest the fire key first."(she will give one of the other casters first opportunity at opening the door. She would need to use her hat of many spells or reselect, but the latter option would take her at least an hour)To be clear - Callo has granted resist fire (30) to two of her companions, not herself. (she has 25 already and a ring that grants the fire subtype if she needs it)
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 16, 2014 7:07:36 GMT -5
thank you for the info, i was just trying to keep track who casted what on who.
Jaran gets to work on his spells,
dawn casts hers on bip.
nokomis gets to work on her own
( so far for spells : jaran : resist 30 from callo. and after that is gone has 25 resist or if its a flat 30 resistance better then the 20. callo : resist energy: I found out no they don't stack like i said but once all that protection is gone there is no rule saying next time fire damages her she can't then use her 25 resist. Also at that point she can start using ring if need be. bip : has on what ever dawn cast dawn : protection from energy 120 nokomis : has her own spell for herself fighter : protection from energy 120 barrbarion : resist 30 from callo
everyone is protected from the fire the best they can.
who wants to enter first?
|
|
|
Post by at on Dec 16, 2014 7:24:52 GMT -5
who wants to enter first? As Callo has the find traps spell, it would make sense for her to check the entrance. Once on the move however there are other party members who likely have more acute senses. lLF9St3Up_1-20+27 to search1-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 16, 2014 22:19:08 GMT -5
When all the spells are cast There is 13mins on the clock. She sees the next hallway:
( a few posts above is the description. It is long post so it would get confusing if i repost it, i can if it players wish me too.)
Callo wishes to go for the key, she knows how to open side door to get to it, but knows her true sight would not last forever.
What does the party wish to do next?
|
|
|
Post by harknail on Dec 16, 2014 23:05:37 GMT -5
Nokomis will cast Protection from Elements (Fire) on herself. She's not as powerful as the other casters, so this only provides 96 points of protection for 80 minutes.
We should have gathered the keys before casting our protection spells!
|
|
|
Post by at on Dec 17, 2014 5:33:53 GMT -5
Motioning the others to stand back and with the key in hand Callo fires a scorching ray into the room, splitting it's energy between the three doors. Before continuing on however she slips off one of her rings and replaces it with another, those nearby noticing that her blood seems to glow like fire within her body before being obscured by the layers of magic that conceal her true form.
She takes care that the ring itself is not seen, pulling her glove back on over it.
(OOC - to be clear, there are two doors on either side of the original room and three more behind the door hidden by the secret wall. One of the hidden doors requires four elemental keys to open, one requires a fire evocation spell, and the last is marked 'fire vault', correct?)
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 17, 2014 6:37:52 GMT -5
" (OOC - to be clear, there are two doors on either side of the original room.."
( Yes and a third one was a hidden one behind the wall that was never there.
When you had opened the door behind hidden wall and after all spells were cast you saw a hallway... you saw another hallway
In that hallway it also has 3 doors.
In that hallway One door is 85feet away
That you need the key and only the fire orb to unlock.
You dont need 4 keys One key goes to all 4 locks You need 4 orbs.
The other 2 doors in that hallway are only 30 feet from party.
Fire or evocation spells open ether of them.
They are both now open do to your fire spell
One on the right leads to the vault, but not the actual fire vault for you see there is yet another hallway connecting them, but can see fire vault on the door down at end of that hallway.
"One of the hidden doors requires four elemental keys to open,"
it requires the fire orb and key, but will not open til rest of the locks are opened too, meaning you have to find 3 other orbs use the same key on each.
You must get orbs to the corresponding lock after you find fire orb then place key into the lock. Then next orb you then place orb in that door and use same key.
Once u do that to all 4 you get into the largest room of the temple, and the key is completed.
So right now given you have fire protection on its seams logical to go after fire orb.
The symbol of isis is the key.
Does that clear things up?
|
|
|
Post by at on Dec 17, 2014 7:06:56 GMT -5
What was the effect of Callo's fire evocation spell on the doors?
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 17, 2014 7:17:26 GMT -5
The two that are 30 feet from her open
The door 85 feet way does nothing but absorb it.
|
|
|
Post by at on Dec 17, 2014 7:30:12 GMT -5
She advances into the room cautiously as before, until she can see through the open doors.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 17, 2014 8:53:00 GMT -5
As she gets 25 feet in her trap spells pings a box 10 feet by 10 feet about a few inches from the place she is standing on.
The heads of the bronze birds would spue fire in the door ways it seemed. They would rain fire down on anyone who came here in any of the directions. Its almost as tho is a fire shower room, ( jk its not. Fire shower room, lol)
On the ground there is an invincible rune that triggers the spell from above.
The doors remain open, but she can't see around the walls from the place she is now.
She can risk a glance to strech out to see but you will need reflex or an acrobatics skill.
You can pick to roll either.
|
|
|
Post by at on Dec 17, 2014 9:21:31 GMT -5
Callo examines the rune, seeking to determine if it is triggered by proximity, by crossing the boundary, or by walking along the ground. The latter could be easily bypassed but the first two might trigger even if she should lean forwards.
She indicates that the others should hold back for now.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 17, 2014 17:33:12 GMT -5
Options you have are Disable device check on the trap
Or to see what kind of trigger or triggers it has like you did I would have had you use the Dungeoneering or engineering but true sight does work on magic traps.
so you see it has an arcane lock if the caster wanted to by pass it. Dc 30 disable device to take off lock and use the by pass.
This part is not proximity, nor does it react if you cross this one. This part is only location but there is more then one trigger.
meaning there are others down the hall.
They are proximity, the one near the fire orb door is arcane sight, and proximity, with never miss.
|
|
|
Post by harknail on Dec 17, 2014 17:51:40 GMT -5
Nokomis asks, "Do the traps reset automatically? If not we can set them off with someone immune to fire, then slip past before they reset."
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 17, 2014 17:58:13 GMT -5
Callo knows they do reset automaticly but knows it can be disabled with the use of the skill
or when you get the fire orb:
Place the fire orb into door it be belongs to, it will shut off completely.
|
|