Final Stage: Platform Battle! Round 3
Ryk and Spring circle their prey as they had so many times in the Plains. They manage to cut a little here, scratch some here. The man is slowing down, but still alert.
[Ryk & Spring hit; W2 not bloodied.]
Shrouded in darkness, the inky form of
the drow appears next to the other warrior. He cuts out with his blade and draws the first blood. Forced back by the drow's magic, the warrior stumbles next to the warforged.
[
Bellegon can only teleport to C1; he was at A0 one level down so that's three squares. Still good enough to hit. W1 slid & bloodied. You'll have to reroll your next attack (too many variables to keep track of old ones).]
His fibrous bundles still tight,
Crush manages to stand and smash the warrior once hard enough. Vok uses the opportunity to slide around to flank.
[Crush stands and hits W1.]
The paladin's blade continues to glow brightly, a beacon in the shadows of the open Tower. The warrior's left arm is almost useless now, but he refuses to yield.
[Vok hits once.]
On the other side of the platofrm,
Rikka continues to harry the Orien scion. She leaps upon him, raking him with her back claws before leaping off, changing form in mid-air, and rushing up the tower!
[Orien Hit.]
The scion curses under his breath, and with a slice of his sword, disappears further up the tower. He shakes out his muscles, picking out the last of the druid's damnable thorns.
[Teleports to level 3. Saves.]
Too much trouble for you, Lawren? Sword-play isn't the best channel for our gifts. The sardonic mage then peers over his platform and casts his spell on the elf below. She feels the sting as space
twists around her, and manages to grab the edge as the floor is pulled from beneath her. The mage laughs.
See!
[Mage hits Rikka for 14; Save vs teleport passes; Rikka prone]
The warrior harrying Vok wipes the blood from his mouth and slips away from the drow. His blade arm is weakening, however, and the half-elf parries it aside. Above, his companion moves away from the biting lizard and swipes awkwardly at Ryk, almost throwing his arm in the process.
[Warriors shift and attack; both Miss.]
Final Stage: Platform Battle! Round 4
[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: -51, F18, R19, Cutting Space used, has teleporting movement, slow & dazed (se)
Sc: Not damaged, Temporal Disruption used, has ranged teleport attack, AP used
W1: 13/62, AC 21, F 18, Maneuvering Strike used,
Quarry,
Divine Sanction,
Cursed, vulnerable 3 radiant TSNT Vok, bloodied
W2: 33/62hp, AC 21, F 18, Maneuvering Strike used
Status
Rikka 23: 26/40, 8/8 HS, Fleet Pursuit, Hunter's Quarry, Thorn Spray, Savage Frenzy used, AP used, 1/2 AP, prone
Ryk 20: 31/38, 2/6 HS, 0/2 AP, Paired Predators & Synchronized Strike 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
Vok 3: 34/51, 8/14 HS, Majestic Halo and Bless Weapon used, Halo active, 0/2 AP, slowed (se), AP used