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

Vander draws his warhammer and shield, activates his Shield of Faith, and takes a ready stance, watching for an oncoming attack. He works with Spike to block one end of the hall to keep Clang and Rash safe.
 

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Jdvn1 said:
"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.

OOC: Hiding and in darkness of indoor tunnel. From there a not so great Spot check. Don't worry- I'm sure the creature(s) will be back. Clang scared them but only for so long.
 

ooc: That's fine, I was just curious. If I think Clang has scared them off for a bit, I'll recommend we move forward, though.
 

"mmmm that did not work lets try somthing.......bigger"

Clang steps in front of everyone else concentrates for a moment, lefts his arm up and points down the hall way.

[sblock]
Round 3, Energy Cone 5 power points COLD
Roung 4, Energy cone 5 power points FIRE

Energy Cone
Psychokinesis [see text]
Level: Kineticist 3
Display: Auditory
Manifesting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped spread
Duration: Instantaneous
Saving Throw: Reflex half or Fortitude half; see text
Power Resistance: Yes
Power Points: 5

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a cone of energy of the chosen type, extending outward from your hand, that deals 5d6 points of damage to every creature or object within the area.

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

Electricity: Manifesting a cone 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 cone of this energy type deals +1 point of damage per die.

Sonic: A cone 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). For each extra two dice of damage, this power’s save DC increases by 1.
[/sblock]
 

THE CHAOS EFFECT
SEGMENT 044

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

ROUND 03
kERRICK (26 Disable D!) looks at the broken boards and sees a pattern of cuts and slices down the middle. He suggests walking along the wall. Drawing his Kama he slowly makes his down the edge of the wall (Balkance 27!). He always shares his attention with the darkened hallway ahead of him. Rash finds himself being forced out of his one boot as the glue causes his boot to stick to the floor and wood boards. Frowning and looking ahead he carries his lone gooey boot out ahead of him like a family pet sprayed by a skunk. Clang, not satisfied with only scaring the apparent foes, releases a burst of energy down the hallway. A crackling sound can be heard as it reaches the limit of its range. Vander prepares for the worse and powers up his Shield of Faith ability. Spike, not happy with this bad position he finds himself in calls up his powers to boost himself and others in case of attack. Tamin waits for anything to rush Kerrick.

ROUND 04
kERRICK waits at the edge of the wooden floor boards. He studies the dark again (Search 8) and sees nothing but a faint glitter before him. Rashliegh (Balance 7) steps out from the edge and pales as he expects to fall into a new batch of glue. He doesn't. "Looks like not all of the wooden floor is a trap." Clang changes up his energy type and fires a round down the hallway again. A loud froosh and the sound of escaping steam can be heard. The light given by this momentarly blinds Kerrick. "Stop Clang! This helps us little!" He shouts. Vander, wishing to keep with Rasliegh creeps along the edge and reaches the area Rashliegh is at. Spike listens carefully (Listen 25) and hears a an occational sharp cracking sound just ahead of Kerrick. Tamin crosses using the other side opposite of Rashlirgh and Vander. (Balance 20) .

With more lights crossing the wooden boards the group sees a spot of ice and steam ahead of them. "Is this your doing Clang?" asks Tamin.

NEXT TWO ROUNDS
 


Spike looks at the wooden boards on the floor and wonders how to get across without falling through the floor. Still wielding his greatsword he asks Clang: "How are we going to get across without breaking the boards?"

Spike keeps defending the rear in case of attacks using total defense (+4 dodge bonus to AC) until he's attacked.
 

"well this is a sticky situation." :)

Clang Waits for a moment Concentrates... Then begins to walk across the boards without hesitating, he gets about half way over the pit and starts jumping up and down on the boards... mmmm seems sturdy to me :)

"Don't follow me spike, now all we have to do is figure out a way of getting you accross....mmmm"

[sblock] 15 power points left,
Body Equilibrium
Psychometabolism
Level: Psion/wilder 2, psychic warrior 2
Display: Material and visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 min./level (D)
Power Points: 3

You can adjust your body’s equilibrium to correspond with any solid or liquid that you stand on. Thus, you can walk on water, quicksand, or even a spider’s web without sinking or breaking through (this effect does not confer any resistance to particularly sticky webs). You can move at your normal speed, but you cannot run (x4 speed) on an unfirm surface without sinking or breaking through.

If you fall from any height while using this power, damage from the impact is halved
12 power points left
[/sblock]
 
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Clang thinks for a little while then asks the party:
"If we took the planks of wood off from over the pit, do you think i could freeze the goo with a cone of cold so spike could just walk accross with no problems?, or should we just take some of the undamaged boards from the solid floor and lay them accross the goo?"
 
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Vander calls to his warforged friends "I think you should be safe walking allong the outside if Kerrick is correct."
 

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