|
Post by at on Dec 28, 2018 7:09:51 GMT -5
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Dec 28, 2018 10:23:51 GMT -5
( Ah ty, i missed that in my finalized edit on that last post. I did see a stealth roll for her and somehow did not edit out her not having one. Anyway ty for helping me keep track .)
|
|
|
Post by mighty on Jan 1, 2019 11:16:03 GMT -5
(Sorry for the disappearance guys, December is such a tough month. Back now and ready to roll poorly . Hope everyone has been well. Heres to a happy new year.)
(Survival)
aL7YMRcjp_1-20+5= 17
(Investigation)
p_1-20
(Perception)
p_1-20 + 5 = 22
(History)
p_1-20
(Stealth)
p_1-20 + 2 = 161-20�1-20�1-20�1-20�1-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 2, 2019 20:32:22 GMT -5
So far we have
wind Survival 25 Investigation 15 History 12 Stealth 9
Katril
Survival: 16 Investigation: 12 History: 2
Not stealthing
Callo 23 Perception 22 Stealth 22 Arcana Invisible familiar perception 5 Invisible familiar stealth (plus invisibility so +10) = 30
Omar
stealth 11
survival 10
arcana 12
Intelligence roll 18.
Arianna
Survival= 24
Investigation 14
History 4 Arcana =17
Varis
(Survival) 17
(Investigation) 3
(Perception) 22
(History)10
(Stealth) 16
Kizthe
Nature 23
Intelligence 17
History = 25
stealth = 13
Arcana = 23
|
|
Maddt Spladdt
Adventurer
Not all there; usually somewhere else.
Posts: 46
|
Post by Maddt Spladdt on Jan 6, 2019 14:56:19 GMT -5
Kizthe's checks (Sorry, gang, I've been settling a newborn in at home!):
Nature B|RoJDubp_1-20 + 11 = 23 As she creeps into the chamber, Kizthe is keenly aware of the underground ecology.
Intelligence p_1-20 + 3 = 17 She's feeling pretty sharp.
History (advantage) p_1-20 p_1-20 (best)14 + 11 = 25 There's something about those pillars and their carvings...
Stealth p_1-20 + 8 = 13 Unfortunately, all of the things catching her attention at the moment are distracting her a bit from maintaining her usual quiet approach.
Arcana p_1-20 + 3 = 23! But something does seem to trigger an insight about, I'm guessing, the pillars' pink glow...?
Kizthe is absolutely not interested in getting closer to anything that glows upon her approach UNLESS/UNTIL she has some confidence that it isn't some sort of magical trap or something similar; the results of the above checks may inform such a decision...1-20�1-20�1-20�1-20�1-20�1-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 6, 2019 18:34:51 GMT -5
So far we have
wind Survival 25
Katril Survival: 16
Omar 10 survival
Arianna 23 survival
Varis 17 Survival
Kizthe Nature = 23 all but Omar get this : those plants are not natural and the party smells the air with a aroma of ozone. Along with the small of lingering toxic fumes. The earth patterns are not natural for they look like they have shifted by unnatural means.
wind Investigation 15 katril Investigation: 12 Arianna Investigation 14 Varis (Investigation) 3
dead bones can be seen in the moss/ plant growth. bones that look to have been electrocuted and parts of skeletons sunken into the earth. and suffocated. Kizthe History = 25 Kizthe- From her history roll She knows these as The Pillars of Morden. These were built by expert craftsmen for it dates to years before she even knew of the second project. They looked like they were built someplace else then stood up here. These also were seen in smaller versions as shrines to Morden but all were broken or so was lead to believe. She knows its to hold the spirits of those who crafted them and look/watch over their fellow kin hard at work.
They can sense tremors in the ground, It also has blindsight. can't be poisoned, exhausted, Frightened, charmed, Paralyzed, nor petrified. immune to lighting and poison dmg.
weanes : Acid dmg.
Katril History: 2
wind History 12
Arianna History 4
varis (History) 10
rest of party sees them as tall pillars with nice ruins but none of what historical significance comes to their minds.
wind Stealth 9 katril not stealthing callo Stealth 22 Invisible familiar stealth (plus invisibility so +10) = 30 Omar = 11 stealth Varis (Stealth) 16 Kizthe stealth = 13
unfortunately the party was on the hole not very stealthy. Yet trying their best to be a quite as they could.
Callo 23 Perception Invisible familiar perception 5 Varis (Perception) 22
Given the height of the pillars and the radius of them it was hard to see past them
callo 22 Arcana Omar 12 arcana Arianna 17 arcana Kizthe = 23 arcana
those that got over 14 : The ruins were similar to others but not just markings they seemed to hold spell power
17 Arianna having divine faith got power from Faith. So whoever put the engravings on had a mix of arcana and divine magic and its possible the magic they were seeing could be dormant till found once more. she is certain they are not glyphs of warding but hold other possible spells.
Kizthe- From her history roll She knows these as The Pillars of Morden. From the arcana side of things each hold the ability to summon plants, lightning strikes, earth attacks and a toxic gases. these also have on them living ruins. these can come off the the main pillar and act as small attack drones that also can cast spells but not as powerful. Their intent were to safeguard the spirits of the dwarfs. Yet over time with no clerics to help ease their pain and suffering they grew insane and warped the powerful magic. Now aimed to kill all the living who tried to get past them. she knows that items have charges theses don't follow that same thing so no telling how many times they could cast. It picks what to cast given its self aware and can see in the dark. The lights are to luer non dark vision things closer. If you melee them they will do their best to electroshock who hit them. The one that hit them in melee take 1d6 dmg. this is for each hit in melee. lightning dmg heals the pillars.
These were most likely the spirits of the dwarfs who worked on the secret vault adding extra security to the vault.
Omar Intelligence roll 18.
Kizthe Intelligence 17
These were set as a gauntlet of towers meaning that each tower could cross cover areas, it's designed as what is know as a kill box. some were disguised so it was hard to tell what pillar would attack and what were just decoys.
As the party is taking in all this information it seams the Pillars were alerted to the parties presence ( Team Stealth did not pass Pillars passive perception score, so they are alerted.)
The pillars then Glow Bright Glow a Dark Red crackle with lightning read to kill all who dare come here.
please Roll for Initiatives.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 6, 2019 19:59:18 GMT -5
|
|
|
Post by messiahmoose on Jan 6, 2019 20:35:29 GMT -5
Wind’s initiative. 29Uq5w4ep_1-20+7 is 14.
1-20
|
|
Maddt Spladdt
Adventurer
Not all there; usually somewhere else.
Posts: 46
|
Post by Maddt Spladdt on Jan 6, 2019 23:42:30 GMT -5
Kizthe's initiative HZkJIzYDp_1-20 + 7 = 23 1-20
|
|
kaia
Veteran of the War
Posts: 101
|
Post by kaia on Jan 7, 2019 0:01:19 GMT -5
Arianna's Initiative
6do1NLd7p_1-20+7=91-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 7, 2019 0:56:56 GMT -5
Pillars have an ability to use its Intelligence mod instead of its dex mod to see when it goes in combat.
QCjqeYLzp_1-20+5= 24.1-20
|
|
|
Post by harknail on Jan 7, 2019 1:34:25 GMT -5
Katril initiative: 5X0Xu4b7p_1-20+5=91-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 7, 2019 1:55:33 GMT -5
Round 1 --> Pillars at 24 Kizthe's at 23 Callo at 23 Fiseath at 21 Omar at 15 Wind at 14 Varis. 11
katril at 9 Arianna's at 9
|
|
|
Post by at on Jan 7, 2019 2:56:28 GMT -5
Callos Init - n9XHk8Kmp_1-20+3 = 231-20
|
|
namklim
Veteran of the War
Posts: 240
|
Post by namklim on Jan 7, 2019 17:14:14 GMT -5
RCDGVW44p_1-20+5 = 21 for Fiseath's Initiative. 1-20
|
|
|
Post by mighty on Jan 7, 2019 21:00:09 GMT -5
YYTynFwjp_1-20 p_1-20 + 2= 11 initiative 1-20�1-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 7, 2019 22:28:24 GMT -5
JUR4sC2tp_1-20+1 for Omar = 151-20
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 8, 2019 1:42:08 GMT -5
pillar purple ( it's the one at the North map ) : purple will let loose a bolt of lightning Varis is the only one just within its range. Dex 15 save for varis half on a pass.
cH0cTtqhp_1-8 p_1-8 p_1-8 p_1-8 p_1-8 p_1-8 p_1-8 p_1-8= 30 lightning
Yellow will send Earth up all around the first group it registers as a threat : Omar, Varis, Katril, Kizthe. Wind is on the wall so he is not affected. ( Big blue circle ) Dex 15 save. Area is now difficult terrain. p_1-10 p_1-10= bludgeoning. Half on a pass. on a failed save take full dmg and are Restrained and may make a save per turn to try and escape. ( For those who don't know i do know that most spells that have a character do a save on their turn : this attack is a great example to use. Normally it takes up an action to try and save. I however don't require them to take a full turn doing nothing but trying to save.
How i wish to do so it does take the place of the character's free skill use for the turn. Yet this does go for enemies as well vs Character spell so please keep that in mind going forward. )
Green and Pink let loose 4 sigel's each all glowing with energy aiming at the incoming intruders. yet not sure what to vally with first and end in a defensive group.
Blue : calls forth mutant plants from the nearby fallen pillars. the plants create a buffer of terrain to prevent the attackers from advancing in that direction. Difficult terrain and any creature touching the ground in that area needs to make a Str 15 save or be restrained. 1-8�1-8�1-8�1-8�1-8�1-8�1-8�1-8�1-10�1-10
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 8, 2019 1:44:58 GMT -5
quick add to last post its a total of 17 Bludgeoning did not want my edit to possibly change dice rolls.
Kizthe and Callo at 23.
|
|
|
Post by (George) 3.5./ ZEM ( 4.0) on Jan 8, 2019 1:51:48 GMT -5
|
|