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Post by Jasmine on May 21, 2015 16:49:42 GMT -5
Bip is resistant or immune to most wind effects by virtue of being the size of an elephant. (And by "most" I mean "literally anything less than an actual tornado"--well, when he has his feet planted on the ground, anyway...even elephants have trouble flying in a hurricane.) If the party's not in any immediate danger, he could probably just haul everyone over to the door.
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Post by (George) 3.5./ ZEM ( 4.0) on May 22, 2015 1:17:29 GMT -5
Bip is resistant or immune to most wind effects by virtue of being the size of an elephant. (And by "most" I mean "literally anything less than an actual tornado"--well, when he has his feet planted on the ground, anyway...even elephants have trouble flying in a hurricane.) If the party's not in any immediate danger, he could probably just haul everyone over to the door. yet it is that powerfull of a storm currently, only its magic confinded to this room and has not caused distruction. so bip needs to also make fly skill/ Ref saves and at the same - as the party. This trap was meant to be easy but so far the dice rolls have been less then kind on this one.
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Post by (George) 3.5./ ZEM ( 4.0) on May 22, 2015 1:19:43 GMT -5
at this point Fort saves my be needed so not to get knocked out from the force of the wind.
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Post by harknail on May 22, 2015 15:59:15 GMT -5
Repost:
Nokomis will attempt to use her great strength to move against the wind, bracing against the wall of force.
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Post by kawaylon1 on May 26, 2015 3:53:32 GMT -5
jaran stands up behind nokomis and casts break enchantment on the trap.UzWB4e7cp_1-20+13=32. There my flock is safe i think.1-20
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Post by (George) 3.5./ ZEM ( 4.0) on May 26, 2015 6:16:29 GMT -5
Extending his had with the hilt of his god's sword, a bright light blasts forth. Just within range knocking out all the wind enchantments.
With the enchantments gone the wind haults to a complete stop.
The team is now safe and can move on to other rooms. The hilts light goes dorment once more.
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Post by kawaylon1 on May 26, 2015 15:36:40 GMT -5
Shall we proceed? Jaran gestures to the door and begins to walk towards it.
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Post by harknail on May 26, 2015 15:44:40 GMT -5
Nokomis picks herself up, straightens her robes, and says, "Sounds good to me."
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Post by Jasmine on May 26, 2015 16:24:41 GMT -5
We proceed through the door.
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Post by (George) 3.5./ ZEM ( 4.0) on May 27, 2015 6:10:35 GMT -5
It seams to get colder as they walk on as tho the temperature was drooping fast..
As the party continues down this hall they see:
Soild iron doors at the end of the hall. They are iced shut.
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Post by at on May 27, 2015 8:27:05 GMT -5
As the air grows colder Callo removes her flame ring, taking on a more shadowy aspect as she shifts her protections to cold. Summoning up her magical energy she prepares a blast of flame, but waits for the others to make any preparations of their own before committing to the action.
(Scorching ray on standby)
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Post by kawaylon1 on May 27, 2015 16:55:23 GMT -5
what evil does this cold mean for us jaran thinks to himself.
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Post by harknail on May 27, 2015 17:09:42 GMT -5
"This is a bit colder than a night in the desert," comments Nokomis. "I do have one protection from elements spell left that could protect everyone for a short time."
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Post by at on May 28, 2015 8:10:48 GMT -5
While the others prepare Callo scans the area quickly for traps.
LNRmAw6rp_1-20+27 (find traps spell)1-20
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Post by (George) 3.5./ ZEM ( 4.0) on May 31, 2015 22:33:54 GMT -5
The doors are not traped persay.
If you wack at it then it turns blades etc that hit the ice to get stuck and turn them.brittel and to ice.
Your bare hand would be way worse. Tho its not traped just powerful ice spell on it.
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Post by harknail on Jun 1, 2015 0:00:30 GMT -5
OOC: sounds like a trip to me
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Post by (George) 3.5./ ZEM ( 4.0) on Jun 1, 2015 1:53:41 GMT -5
it not tho.i had to look: traps have triggers and attacks this is still cant make any attack, cant move. Just a left over spell that has been on there you can try to dispell it if you want. Yet it has 0 stats other then cold damage to objects that touch it. has no trap stats just a magic door. it is a buff on a door to make it harder to come in but can't attack back.
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Post by at on Jun 1, 2015 4:14:02 GMT -5
Callo passes on the information to the group and looks to determine if there is a keyhole or if the door should be opened with magical means - either a spell to trigger it or simple brute force to bypass it.
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Post by (George) 3.5./ ZEM ( 4.0) on Jun 1, 2015 5:03:42 GMT -5
callo can tell brute force has been used by the peaces of broken swords and the like still stuck still inbedded in the ice.
( hitting it would give the weilder a ref not to let it get stuck. She can tell like most doors in the temeple so far casting opens doors.
This one should have had ice/cold spell open it. The last person who used one used a powerful one too powerfull. Enough that it iced shut after the person passes the doors. Now its just a renforced door causing things to brake off when hit or making them stick to the door then brake off when tried to pull off door.
Callo can feel the flow of magic used. what ever it was tried a wall of ice spell it just kind of over maxed the door for what it could take. So some of power flowed back out onto the door so not to explode in shards of ice.
Result was this very overly iced door.
( ray of frost would have done just fine.)
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Post by at on Jun 1, 2015 7:38:21 GMT -5
Callo warns the group that others have passed through here and to be on their guard before melting away some of the ice covering the door with scorching ray (or as many rays at it takes), and the following up with a ray of frost (Check to make sure she can swap ghost sound for ray of frost without anything odd occurring - using her hat) WrYErzWPp_1-100 - works, with side effect p_1-100 - side effect negligible 1-100�1-100
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