The Chaos Effect updated 10/11/05 Exit the Dungeon + New Players intro

Slightly confused, "Are we in a rush? It may be better to take the time to look for what made these markings."
 

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"It's more that I'd worry about straying too far off the map, since we don't know if there are more traps, but I'd assume there are." Vander says.
 

"I have no idea what could have made those scratches..." Spike wonders whether to continue or not.
"Do you think we'll activate some sort of trap if we continue?"
 

THE CHAOS EFFECT
SEGMENT 042

Kerrick looks into the dark down the hallway. "I see no other way but forward but be wary of danger." SEARCH 12

Rash looks at it all and shrugs his shoulders. "We are all here for the same reason. Retrieve Jaskin's stuff he left behind." He steps forward. After a few steps he turns and waves for everyone to follow. He takes one more step when suddenly a board BREAKS and his foot falls through. "My Foot! It's stuck!" Tamin's keen ears (19) picks up a faint sound. A bell of some sort.

NEXT TWO ACTIONS
 

With his weapon ready, Tamin looks to where he heard the bell. "A bell sound somewhere around here. Did we trigger a trap? Quick, get Rash out of that thing before we're a meal."

ooc: I'm full-defensing. AC 26. I'm also assuming I know the general direction of the sound
 

Clang looks around. "If the board gave way under his feet then it would not be wise for me to proceed any further until we know the boards will be able to hold me and spike,"

Clang Concentrates for a minute then becomes translucent, allthough you can still see him its like your looking at him through a rippling lake.

[SBLOCK]
Round one: Concealing Amorpha (3 power points)
Round two: Sonic Energy missile (Hold action until somthing is in sight to shoot at)


Concealing Amorpha
Metacreativity (Creation)
Level: Psion/wilder 2, psychic warrior 2
Display: Material; see text
Manifesting Time: 1 standard action
Range: 0 ft.
Effect: Quasi-real amorphous film centered on you
Duration: 1 min./level (D)
Power Points: 3

Using concealing amorpha, you weave a quasi-real membrane around yourself. You remain visible within the translucent, amorphous enclosure. This distortion grants you concealment (opponents have a 20% miss chance), thanks to the rippling membrane encasing your form. You can pick up or drop objects, easily reaching through the film. Anything you hold is enveloped by the amorpha. Likewise, you can engage in melee, make ranged attacks, and manifest powers without hindrance.

Energy Missile
Psychokinesis [see text]
Level: Kineticist 2
Display: Auditory
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./ level)
Targets: Up to five creatures or objects; no two targets can be more than 15 ft. apart.
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 3

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You release a powerful missile of energy of the chosen type at your foe. The missile deals 3d6 points of damage to each creature or object you target, to the maximum of five targets. You cannot hit the same target multiple times with the same manifestation of this power.

Cold: A missile of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold missile is a Fortitude save instead of a Reflex save.

Electricity: Manifesting a missile of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.

Fire: A missile of this energy type deals +1 point of damage per die.

Sonic: A missile of this energy type deals -1 point of damage per die and ignores an object’s hardness.

This power’s subtype is the same as the type of energy you manifest.

Augment: For every additional power point you spend, this power’s damage increases by one die (d6) and its save DC increases by 1.
[/sblock]
 
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THE CHAOS EFFECT
SEGMENT 043

Kerr 24
Rash 20
Clang 19
Vander 18
Spike 13
Tamin 05

ROUND ONE
Kerrick readies his action in case of trouble. He watches the darkness ahead. Rashliegh breaks another board thinking his foot is stuck on a board. "GLUE!" he yells as his foot remains stuck and the now activated Sun Rod. Clang Powers up becoming a distorted version of himself. Vander pulls at Rash but finds him very stuck. "What is this stuff?" Spike waves his +1 Greatsword at the darkness while moving over to aid Vander. The bells are very audible now that several boards are broken. "I suspect we will company soon. Be on your best guard. Vander- do you wish aid?" Tamin looks ahead into the darkness. Sometimes he thinks he sees something there and sometimes he thinks it is only his nerves.

ROUND TWO
Kerrick stares into the darkness and sees nothing (nat 1 for 8). Rash finds the more he struggles the worse it becomes so he relaxes to allow Vander and Spike to help him. He has become a bit embarrasssed at the situation. Clang powers up a fire based piece of psionic energy and unleashes it into the darkness. He hits nothing but the sounds of scampering feet can be heard. There was something there afterall. With Spike's aid, Vander frees Rashliegh. His boot sticks to the ground and he pulls it off. The sunrod remains in the sticky substance. Tamin warns all. I saw small figures take cover just now. These caves and their tunnels are not as empty as Jaskin believes them to be!

Next two Rounds
 

Spike goes into a defensive position and tries to catch sight of the attackers: "Show yourselves, you cowards!" He yells into the dark tunnels.

Round 3: Goes into total defense (+4 dodge bonus to AC) and activates his motivate ardor aura (+1 on damage rolls).
Round 4: Tries to locate the attackers with a Listen check as a move action and activates his accurate strike aura (+1 to confirm critical hits).
 

"Stay close and keep Clang and Rash safe." Tamin continues peering into the edge of the light.

ooc: I'm assuming these creatures are in the dark, so that's why my low-light vision isn't helping much, right? I'm going to stay full defense and stay close to everyone and hold an action to hit whatever comes at me.
 

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