Hethas' Gambit: Game of Death discussion [rnd 5]

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Jeremy: I sent it to your comcast address. I can't remember if that was the right one. Anyway, I just resent it.

Cool hand luke: I just got bounce messages from you, reap, duder and DMwav. I'm trying all of you four again.

I also got a bounce message from Number47 after my second send, so I'm resending that one again. Number47, if you get three identical messages from me sometime today, sorry.

-seasong
 

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Gotta go to a team lunch, but I'll check back to see if anyone else needs resends this afternoon. Also, y'all let me know if you DO get it - at this point, better safe than sorry, eh?

Anyone have a chance to check out RPOL? Wanna give me an opinion?

-seasong
 

I got it that time.

RPOL looked alright. I know the big Arena matches for the Epic games are held there. I don't know how it works and didn't have the time to check out the FAQs right there, but if it'll make the game run smoother for you I'll figure it out.

Otherwise, the current setup doesn't bother me at all.
 




I now have bounce messages from most of you, so I'm resending, unless I've already resent. If I've resent at least once, I'll wait until you say you don't have it, then resend a 3rd time.

-seasong
 



A quick note on... WIND

This is the first major environment shift; the next one is 1d4+2 rounds away (3-6 rounds). The wind will probably drop back down to the 40 mph range a round before the next major shift, and will probably die away when the next shift happens. But don't count on it.

80 mph winds...

The wind will be 80 mph (hurricane force!) at the top of the next round. The clouds have finally fulfilled their promise as well, and have begun dropping veritable buckets of driving rain throughout the arena.

Medium-size or smaller: Fort DC 20 or blown away.
Large: Fort DC 20 or knocked down.
Huge: Fort DC 20 or checked.
Gargantuan or Colossal: No effect.

(flying creatures are one size smaller)

Blow 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 flames are extinguished. Ranged attacks are impossible (even with siege weapons). Listen checks are impossible. This is strong enough to fell some trees.

Buckets of rain...

Visibility is cut to 50 ft (elves and other sharp-sighted & low-light critters 100 ft; darkvision is still cut to 50 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.

The ground is becoming muddy and somewhat slick, although this is only an issue for people fighting on hillsides (DC 10 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=skyblue]--------
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.

-seasong

edit: fixed formatting.
 
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