[Adventure] The Race of the Five Horns (DM: stonegod, Judge: THB)


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stonegod

Spawn of Khyber/LEB Judge
Race to the Finish: Battle in the Streets

Ryk leaps over Bellegon and straight into the swirling energies left behind as the rival team disappears. Perhaps he is carried along a ways by the leftover magic, or perhaps he is simply so determined to catch them that he doesn't feel his feet hitting the ground as he runs.

Ryk tumbles to his feet, Spring behind him, only to realize they are in the center of the Hollow Tower. His momentum carries him into two of the other racers, who stumble to the ground. Turning, their leader is about to would Ryk when the others get to the entrance of the tower. Instead, the leader shoves Ryk off of the platform he is on unto a lower one.

Its then that everyone sees sees where they are.

The center of the tower has been turned into a set of platforms at different levels, interconnected by ropes and bridges, or sometimes nothing. Its a battlefield that very much favors those with teleportation, something not missed by the rest of the Winds. From somewhere up above, a voice bellows!

The final fight is joined! To the winner, victory!

The crowd goes wild!

Final Stage: Platform Battle!

I'm looking for a good map. In the meantime, everyone roll init. Since you received 4 successes in the delay challenge, you have four "tokens": The token can be used to grant either a +2 bonus to one attack or to refresh an encounter power. Each PC may use 1 token only once.

This fight is considered part of the same encounter for the purpose of powers being expended; however, as it has been more than five minutes, and previously activated powers (such as Rikka's shape changing) have ended.

Status
Catch the Horns: Successes: 4/4; Failures: 2/3; Success

Outrace the Horns: Successes 6/6; Failures: 1/3; Success
Delay the Horns: Success: 4/6; Failures: 3/3; Fail
 




renau1g

First Post
Vok nearly spills over the edge as he rushes to keep up with the less armored allies. The half-elf stumbles back from the brink just in time, but after falling on his backside it takes him a moment to recover.

[sblock=ooc]
init (1d20+2=3) hahaha nope [/sblock]
 


stonegod

Spawn of Khyber/LEB Judge
[sblock=Everyone]Please makes sure the blocks below are correct for HS & powers used.[/sblock]Final Stage: Platform Battle! Round 1

As the rest of the party races onto the platform, Ryk stands. Suddenly, the bridge used to get up there is released, leaving the group to fight!

[Rikka & Ryk first]

Final Stage: Platform Battle! Round 1
[sblock=Maps]Platforms
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Level 1
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Level 2
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Level 3
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There are three levels above the ground. Each platform is actually made of a see-through substance, so you have line of sight (but not line of effect) through them. Every level is 10' above the next (and Level 1 is 10' above the ground). There are no railings anywhere. On the map, a red border indicates a platform above you; a blue border represents a platform below.

There are two ramps (the darker stone) going from Level 1 to 2; the triangle marks the entrance on either level. Going up the ramp is considered difficult terrain.

There are ropes hanging from each corner of the platforms on Level 3 and from Level 1 towards the ground. They are 5' long.[/sblock]Combat Rules
Actions will be handled in posting order; I will bot folks that don't post within a day using at-wills only. I will post info about the monsters as discovered. Other important rules are summarized below.[sblock=Important Rules]Hop Down: Acrobatics DC 15 not to fall, landing on feet w/ no damage.

Reduce Falling Damage: Trained Acrobatics; reduce damage by 1/2 check.

Vertical Reach: Listed below (estimated for Crush):
  • Vok 9'2" (1.833 squares)
  • Bellegon 8'7" (1.722 sqs)
  • Crush 10'5" (2.08 sqs)
  • Rikka 5'5" 9'0" (1.81 sqs)
  • Ryk 7'6" (1.5 sqs)

High Jump: Going from Level 1 to 2 or Level 3 to center platform requires Athletics DC as follows:
  • Vok DC 5 running, 10 standing
  • Bellegon DC 7 running, 14 standing
  • Crush DC 0 (always reaches)
  • Rikka DC 5 running, 10 standing
  • Ryk DC 13 running, 25 standing
To grab the rope dangling from the center platform on Level 3 does not require a jump. To grab the ones from the other two pillars requires the same difficulties as for jumping above, except Crush needs an Athletics DC 5 standing/10 running to jump the 1 square horizontally.

Climbing: It is a DC 10 Athletics check to climb the ropes; you fall if you roll 5 or lower. Remember, its double movement to climb.

Falling: 1d10 damage per level fell.[/sblock]Combat Details

Or: Not damaged
Sc: Not damaged
W1: Not damaged
W2: Not damaged

Status

4/4 tokens remaining.

Rikka 23: 40/40, 8/8 HS, Fleet Pursuit used
Ryk 20: 38/38, 3/6 HS, 1/2 AP
Enemies
Spring 20: 46/46, 0/2 HS
Bellegon 10: 40/40, 5/7 HS, Cloud of Darkness used
Crush 6: 41/41, 8/8 HS
Vok 3: 51/51, 8/14 HS, Bless Weapon used, 1/2 AP
 

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