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[Adventure] Lost Love (DM: Velmont - Judge: Renau1g)
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<blockquote data-quote="Mezegis" data-source="post: 5254774" data-attributes="member: 87105"><p><span style="color: black"><span style="font-family: 'Verdana'"><span style="color: white">[sblock=OOC]It really rests on Velmont’s decision. I for one, would see not making a check at all an indication that you are letting the currant whisk you away and not fighting against it. 16’s winter form may very well have an effect that could help, and if it does give a +2, that would push Pis’s first check above a 15, and not have him sink. I like the change weapon idea, and in addition to the long weapon to try and get you stuck, you may want to think about some kind of pick and get all mountain climber on us. I’ve seen a ton of movies where the hero is about to slide off the mountain to certain death and they use their hand pick to get caught in the rock/snow and stop themselves. Don’t know how strong the rock is, but I’d like to think a magical pick might do something to it… I’m actually thinking this water trap may actually kill off most of the party since there are very few of us that would succeed on a DC 20 check to climb out, and a few bad rolls would see you off into the tunnel. Anywho, we’ll see what Velmont says and take it from there. On a semi-related note, The Cape of the Montebank allows me to teleport, I would think anything I’m carrying would go with me correct? Is there a weight limit? Like I can’t teleport a 50lb rock I’m holding? What about other people, If I’m carrying someone and teleport, would they just fall as I vanish from around them? Depending on the ruling, I could dive in, grab Pis, and then Pis could take a swing at me to trigger my Teleporting power and we could bampf up to the shore, albeit prone and soaked, and ready to get splattered. It’s kind of a silly way to use the power, but it is a daily, and it never hurts to ask right?[/sblock]</span></span></span></p></blockquote><p></p>
[QUOTE="Mezegis, post: 5254774, member: 87105"] [COLOR=black][FONT=Verdana][COLOR=white][sblock=OOC]It really rests on Velmont’s decision. I for one, would see not making a check at all an indication that you are letting the currant whisk you away and not fighting against it. 16’s winter form may very well have an effect that could help, and if it does give a +2, that would push Pis’s first check above a 15, and not have him sink. I like the change weapon idea, and in addition to the long weapon to try and get you stuck, you may want to think about some kind of pick and get all mountain climber on us. I’ve seen a ton of movies where the hero is about to slide off the mountain to certain death and they use their hand pick to get caught in the rock/snow and stop themselves. Don’t know how strong the rock is, but I’d like to think a magical pick might do something to it… I’m actually thinking this water trap may actually kill off most of the party since there are very few of us that would succeed on a DC 20 check to climb out, and a few bad rolls would see you off into the tunnel. Anywho, we’ll see what Velmont says and take it from there. On a semi-related note, The Cape of the Montebank allows me to teleport, I would think anything I’m carrying would go with me correct? Is there a weight limit? Like I can’t teleport a 50lb rock I’m holding? What about other people, If I’m carrying someone and teleport, would they just fall as I vanish from around them? Depending on the ruling, I could dive in, grab Pis, and then Pis could take a swing at me to trigger my Teleporting power and we could bampf up to the shore, albeit prone and soaked, and ready to get splattered. It’s kind of a silly way to use the power, but it is a daily, and it never hurts to ask right?[/sblock][/COLOR][/FONT][/COLOR] [/QUOTE]
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