Final Stage: Platform Battle! Round 2
Bellegon growls at the Orien footshoulder, shakily coming to his feet. In his anger, he throws off the mental fatigue, though his muscles are still slow to respond.
[Aftereffect: Slowed (se)]
Ryk smiles as Spring pounces at the warrior, but at the last moment, the warrior deflects the attack. Ryk tries to strike at the same time, Crush's inspiration giving him strength, but the warrior is too fast for the paired fighters.
[Spring just misses (AC is 21).]
Crush calls out to bolster his fighting companion, and manages to shake off the worst of the mage's effects.
[Now slowed (se).]
With a feral grin,
Rikka blasts the Orien scion with her primal magic then rips into his flesh as a beast. The crowd roars as the scion curses the savage!
[Both hit. Note, I do post defenses once they are hit below.]
The khoravar shakes his head, but cannot manage to clear it. He instinctively channels Dol Arrah's strength and strikes at the warrior. Its a glancing blow, but the warrior's attention is called to him.
[Miss (and not bloodied). Divine sanction applied.]
The scarred mage chuckles from above, and with a flourish, casts another spell, this time on the warforged. The partial protection from the is no help, and the bolt catches Crush unawares. The pain is searing, and he feels himself being uprooted. He manages to dig his feet into the platform, but stumbles to his knees!
[Crush hit for 12hp; Save vs teleport off edge passes, Crush prone]
The scion sneers at Rikka's animal form.
You DARE! You'll pay, cur! His dragonmark flares with power, but the stings from the druid's spell falter his blade, and Rikka easily leaps away.
[Miss]
The Orien bodyguards continue to distract the party. The one nicked by Vok steps aside then spins his sword in a classic Brelish move, and slices at Vok's arm. In a textbook demonstration, he uses the momentum to carry himself around and cut again and Vok with painful consequence!
[Shift and attacks Vok; hits for 10. Uses free attack to attack again, hitting for 13 and shifting. Vok marked.]
The other warrior is not as deft with his strike, and Ryk easily ducks under.
[W2 misses then shifts]
Final Stage: Platform Battle! Round 2
[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)
Long Jump:
DC 5/10 to jump 1 square (running/not running), 10/20 to jump 2 squares.
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: -33, F18, R19, Cutting Space used, has teleporting movement,
Quarry (TENT Rikka), -5 defenses TENT Rikka, slow & dazed (se)
Sc: Not damaged, Temporal Disruption used, has ranged teleport attack, AP used
W1: -23hp, AC 21, F 18, Maneuvering Strike used,
Quarry,
Divine Sanction
W2: Not damaged, AC 21, F 18, Maneuvering Strike used
Status
4/4 tokens remaining.
Rikka 23: 40/40, 8/8 HS, Fleet Pursuit, Hunter's Quarry, Thorn Spray, Savage Frenzy used, AP used, 1/2 AP
Ryk 20: 31/38, 2/6 HS, 0/2 AP, Paired Predators used
Spring 20: 46/46, 0/2 HS
Enemies
Bellegon 10: 32/40, 5/7 HS, Cloud of Darkness used, slowed (se), off map
Crush 6: 29/41, 8/8 HS, slowed (se), 1 IW, prone
Vok 3: 28/51, 8/14 HS, Majestic Halo and Bless Weapon used, Halo active, 1/2 AP, Slowed/dazed (se) then slowed (se), Marked by W1