[Adventure] Dive into Darkness (Judge: stonegod)

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[sblock=ooc]I'll allow it, though you will likely take some damage, falling from 60 ft.

Got you mixed up with Euphie. You'd only be jumpin 20 ft.[/sblock]
 
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Elec-Squall was all surprise for a moment, Animated Marble Men, attacking Cairn? Heads up! The warning is far to late as most everyone has sprung into action.

He drops the hammer, hoping the magical light may penetrate the magical darkness.

Attempting to repel down onto Cairn, the wizard took a defensive stance, and clapped. The resounding BOOM echoed in the close quarters, but the force of the blow would blast Cairn's invisible attackers into the light.

The wizard looks up, seeing his newly made friend having trouble with the rope, he shouts.
Filo, just let go of the rope, I'll float you down!


[sblock=OOC]

Free, drop hammer

Move down to stand on Cairn (8 Athletics)

Minor Pull Magic Wand +2

Standard Thunderwave J-6 thru L-8, If they are there, SG1 14 vs. Fort, SG2 22 vs. Fort, SG8 12 vs. fort, 10 Thunder damage and Elec-Squall pushes the each SG into the light (diagonal pusing, Elec-Squall can push each hit 2 squares.)
Roll link


Will use feather fall if Filo will let go of the rope. If not, use feather fall on someone who will let go.



[/sblock]
 


[sblock=ooc]Update coming soon, I just ca't do so right this moment. Elec-squal, an 8 is a failure so that Athletics checks keeps you in place.[/sblock]
 

Filo, just let go of the rope, I'll float you down!

"Let go of...?" Filo gulped at Elec's words as they echoed up at him. He had just met the man today and now he was supposed to trust him not to let Filo go splat? "Ah well..The life of an adventureRRRRRRRRRRR" the halfling said as he het his grip go. The last part of his sentence accentuated by his fall.

[sblock]OOC: Free Action let go of rope.[/sblock]
 

Hearing Cairn's shout, Shanairra blinked from her seat, then instantly appeared on the rope, descending quickly, just as when she was a child, attempting to get into a range such that her Fey Might could aid her allies. She moved quickly, and in her haste lost her grip and began falling, and failed to catch her grip.

"NOT GOOD!" She shouted as she flew downwards, the motion causing the air to whistle in her ears, and just before she landed... Shanairra vanished.

"Whew... that was close..." She muttered, before realizing she was alone... on the ground... with those 'contacts' Cairn mentioned...

[sblock=Actions]
Shanairra will immediately begin descending the rope. The teleport was simply flavoring and has no mechanical impact on anything.
Doublemove down rope, first move: Roll Lookup [was a 17]
Second Athletics check: 1d20+2=5 FALL!
Athletics check to catch the rope again: 1d20+2=3
Actionpoint to teleport the last 3 squares of falling, landing at F7 to avert the falling damage. [/sblock]

[sblock=Edit Update for SR]
Shanairra has a +2 to all defenses until the beginning of her next turn for using her Ethereal Stride Encounter power (the aforementioned teleport), and having moved more than 3 squares from her previous position, gains concealment as well.[/sblock]

Euphie climbs down the rope as quickly as she can. "I'm coming!"

[sblock="Actions"]2 made checks is 30' right?

1d20+9=21, 1d20+9=17[/sblock]

Elec-Squall was all surprise for a moment, Animated Marble Men, attacking Cairn? Heads up! The warning is far to late as most everyone has sprung into action.

He drops the hammer, hoping the magical light may penetrate the magical darkness.

Attempting to repel down onto Cairn, the wizard took a defensive stance, and clapped. The resounding BOOM echoed in the close quarters, but the force of the blow would blast Cairn's invisible attackers into the light.

The wizard looks up, seeing his newly made friend having trouble with the rope, he shouts.

Filo, just let go of the rope, I'll float you down!


[sblock=OOC]

Free, drop hammer

Move down to stand on Cairn (8 Athletics). **Failure, you do not move.**

Minor Pull Magic Wand +2

Standard Thunderwave J-6 thru L-8, If they are there, SG1 14 vs. Fort, SG2 22 vs. Fort, SG8 12 vs. fort, 10 Thunder damage and Elec-Squall pushes the each SG into the light (diagonal pusing, Elec-Squall can push each hit 2 squares.)
Roll link

**You are 4 squares away from Cairn's square. You can move 3 squares with one successful climb check.**


Will use feather fall if Filo will let go of the rope. If not, use feather fall on someone who will let go.
[/sblock]

"Let go of...?" Filo gulped at Elec's words as they echoed up at him. He had just met the man today and now he was supposed to trust him not to let Filo go splat? "Ah well..The life of an adventureRRRRRRRRRRR" the halfling said as he het his grip go. The last part of his sentence accentuated by his fall.

[sblock]OOC: Free Action let go of rope.

**Go ahead and pick a square within 3 of I7.**[/sblock]


-------------------------------------------------------------

Round 1

Init - Name - Grid Location, Distance from the Lower Room - HP - Status Effects - Acted/Pending

24 - Enemies - Acted
Stone Guardian 1 - @??
Stone Guardian 2 - @??
Stone Guardian 3 - @I6 0 ft
Stone Guardian 4 - @H6 0 ft
Stone Guardian 5 - @H7 0 ft
Stone Guardian 6 - @H8 0 ft
Stone Guardian 7 - @I8 0 ft
Stone Guardian 8 - @??
21 - Euphie - @I7 45 ft - 43/43 - Acted
21 - Filo - @I7 70 ft - 41/41 - Acted
21 - Shanairra - @F7 0 ft - 42/42 - +2 to all defenses TSNT - Acted
13 - Cairn - @I7 0 ft - -13/56 - DYING
6 - Elec-Squal - @I7 20 ft - 33/35 - Pending
3 - Stasi @I7 35 ft - 39/44 - Acted
 

[sblock=OOC]

No time before work, but in the interest of keeping the pace, Elec-Squall will use his standard action for the climb check (athletics is a +4) in place of thunderwave, and then his minor will stay the same (retrieving Magic Wand +2)

If successful Elec-Squall will move down two squares, leaving him ten feet or two squares, above Cairn.

If this doesn't work NPC Elec-Squall, and start the new round, as I hate to be the one holding us up.

[/sblock]
 


OOC: Depending on the moment Elec stops Filo's fall, could he use minor action to get me up? Falling is much quicker then descending (70' takes only about two seconds)

Side note: it would be interesting to see in real life what woudl happen if two characters let the rope go at the same time :)

[sblock=Tactics]
Taking suggestions for actions after 'waking up' - either hit them with daily (winter herald), encounter (to get them all back close OR use second wind to further heal myself? - I konw first two are risky, but hopefuly, they will not all hit again :(
[/sblock]
 

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