Cairn drops like a stone and swings about his dagger although it seems there is no chance of reaching the kenku. But green translucent wines shoot out and wrap around the flying menace trying to pull it closer.
Nyar tries to launch another blast of fire at the kenku but his aim is wide this time. His allies are pretty sure they hear expletives muffled by the wind.
Perhaps with more valor than common sense, Baern increases his descent to match the kenku and lunges with his handaxe.
Narvala tries to slow her fall before hurling another bolt of divine energy at the kenku... but it doens't come close to hitting.
The final Kenku retreats, fluttering away from Baern and then diving down.
The team notices a garbage airship below and off to the side. If they can just direct their falling accordingly, they might be able to land in the trash. Not only will it be a softer landing than the Cogs far below, but the PCs crashing into it should force the airship to fall a bit as well, making even the trash a bit softer than normal.
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Cairn misses Kenku 2.
Nyar misses Kenku 2.
Baern hits Kenku 2 for 15.
Narvala misses Kenku 2.
Kenku 2 is 13 squares down from where it was (no OA). Any PC with a 20 range attack can still attack it this next round if so desired.
PCs that want to land in the garbage airship need to make an Acrobatics roll to orient themselves properly, or use some magical means to get there. Anyone trained in Acrobatics can make a second Acrobatics roll to decrease the amount of damage of the fall.
(1) Baern, 47/57
(0) Narvala, 21/46, marked by Kenku 2, bloodied, +2 to defenses USNT Narvala
(0) Cairn, 70/77
(1) Kenku 2, 95, hunter's quarry by Baern, bloodied, slowed UENT Narvala
(-3) Nyar, 41/41
It's the PCs turn.
Everyone falls 6 squares straight down during their turn. The PCs won't actually move on the background (ScorpiusRisk had some type of rolling background planned, but I suck too much at graphics to even attempt it). In other words, Baern is on square G11. If he decides to not make any of the special movements next round, he'll fall 6 squares, but still be on square G11 next round (so that he stays in the middle of the map).
This falling does not take up any movement actions. Shifting is not allowed. Normal movement is not allowed. Running is not allowed. The PCs are falling.
Once a turn, as a minor action, a PC can direct their fall in ONE of the following ways:
1. Fall diagonally for up to three squares out of the six (this is equivalent to moving 3 squares to the right or left max, and/or moving forward or backwards 3 squares).
2. Fall an additional 2 squares (for example, moving from the G row to the H or I row)
3. Fall 2 squares less (for example, moving from the G row to the E or F row).
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