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Hethas' Gambit continued [top of rnd 8]

Thanks!

Additional reminders for seasong -
1. Blaster's feat did come into play.
2. Need to roll touch attack, extra grapple prior to Rnd 7.
3. Won't change rest of round; only status at end of Rnd 6/start of Rnd 7.
 

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Hey, look! Time to breathe!

Okay, first, for Blaster v Unth:
- When Unth missed on the last attack: "Unth misses, coming oh-so-very-slightly off balance, and the massive tiger immediately capitalizes, making a grab at the humanoid's arms and tangling them up into a grapple. This time, Unth fails to resist, and the grapple has begun! (24 dmg from grapple check)".

Nothing else changes.

I'm hammering out the e-mails as I post this. After I've sent the last one, I'll post here again.
 



<b>TOP of ROUND 7 </b>

Note: Conditions have begun to change. They will be completely switched over to the new conditions by the top of Round 8.

<i>Hethas, looking over the gods, sees that it is time to instigate some new variables in the fight down below. A wave of her hand, and the weather begins to shift!

Hurricane force winds begin to drop off to mere fierce winds, and the cold, wet air begins to heat up! Faint tendrils of mist rise from the ground, where rain meets the warming earth, and the rain changes to fat, heated drops!</i>

<u>50 mph winds... </u>

The wind is more than 50 mph (severe) at the top of the round. Hot, fat droplets of rain continue to pour down, unabated by the heat.

Tiny-size or smaller: Fort DC 15 or blown away; on an upwind hillside, this is "knocked down".
Small: Fort DC 15 or knocked down; on a downwind hillside, this is "blown away"
Medium: Fort DC 15 or checked.
Large or larger: No effect.

(flying creatures are one size smaller)

Blown away: knocked prone, roll 1d4x10 ft (2d6x10 if flying), take 1d4 subdual per 10 ft rolled along the ground (or a flat 2d6 subdual if flying).

Knocked down: knocked prone. Flying creatures are blown back 1d6x10 ft instead.

Checked: Unable to move North. Flying creatures are blown back 1d6x5 ft instead.

All exposed flames are extinguished; 50% chance of extinguishing lanterns and similar. Ranged attacks are at -4 to hit. Listen checks are at -4.

Buckets of rain and faint mists...

Visibility is cut to 30 ft (elves and other sharp-sighted & low-light critters 60 ft; darkvision is still cut to 30 ft). Sound-based blindsight is cut to half normal. Everything is spookily dark, although there is still enough light to see by. People who are glowing for whatever reason are visible (as a dim glow) despite distance.

Note: I am still publishing where people are, as general area can still be guessed at.

The ground is increasingly muddy and slick, although this is only an issue for people fighting on hillsides (DC 14 Balance check each round of actual combat not to slip and fall - result of Prone). Spell casting and up to double moves do NOT require balance checks, but Running does.

Universal effects...

Dust of disappearance is stripped away by anyone hit by the wind and rain.

Walls such as the prismatic wall and walls of force provide some cover - for 5 ft south of the walls, there is no wind or rain; for every 5 ft south thereafter, the wind and rain creeps in 5 ft from all sides (left, right, top and bottom).

Thus:

Code:
[color=lightblue]xxxxxxxx
 xxxxxx
  xxxx
   xx[/color]

Where the 'x' areas are calm and everything else is windy and rainy.

The hills provide no protection against the wind whatsoever.
 



Duder is dropping out of Hethas' Gambit to pursue the elusive beast known as real life. His characters will remain in the game, and will continue to behave in a generally cowardly fashion as they have the past few rounds, and killing them will be worth the same points.

Duder, good luck in your pursuit.

-seasong
 

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