[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
Level 1
Level 2
Level 3
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