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(5.24 PBP) Vault Redux (OOC) Fitz's Refresher
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<blockquote data-quote="FitzTheRuke" data-source="post: 9693183" data-attributes="member: 59816"><p><strong><span style="font-size: 22px">Team LAKE</span></strong></p><p></p><p>Okay, so, this is probably a bit experimental and might be confusing, but help me give it a try! Each of the Hazards works sort-of like a Monster, except that you can't kill them. You CAN "Attack" them. Your paddle works like a quarterstaff wielded two-handed. On a Hit, you can Disengage, otherwise they're gonna get an Opportunity Attack if you move away from them, and you MUST move, unless you roll a check to stay in place (see below). You can't otherwise simply take the Disengage action.</p><p></p><p>Kayaks - Each Kayak counts as a Large Creature. If you want, I will superimpose a square on the Kayak (and one the Hazard) so you can more easily visualize the Space both take, for rules minutia sake, but I didn't do it on the map that I will post later, when I'm back at home (I'm typing this from work, like a naughty person, but it's on my laptop). The goal of the "Combat", is, if it isn't clear, to get to the Lake, and avoid going so far down river as to be within sight of the Gatehouse, or worse, the Watchtower. And to not get killed by the rocks, or fall out of your kayak, or whatever might happen. I know some of you can swim or don't need to breathe, and that will save you if the worst happens, but I suggest you try to get to the lake in your Kayak, and you can use those abilities more there.</p><p></p><p>Movement - To safely move the kayak, you MUST make a dc12 STR Athletics (to paddle like crazy) or a dc13 Acrobatics (to control the movement of the kayak using your body weight. Fluff-wise you'd still be paddling, just that the weight-shifting becomes the bigger issue. You'd still be controlling your weight while rolling Athletics too, of course. You only need to make 1 check, though). If you succeed, you can move the kayak ~30ft to wherever you like, or keep it still (in spite of the current). This Ability Check is part of movement, so you'd still have an Action. Either or both occupant can roll the check, but you only move once. It might be best for the 2nd person to post to pick where you go, so the other can visualize where they are while looking at the map. If both of you fail, I will move you 30ft downstream, and you'll provoke OAs from any hazard that you leave or pass by.</p><p></p><p>Does that make sense? <em>Checks to control the boat, Attacks to fend off Hazards.</em> Some of the Hazards might attack you on their Turn, but at any rate, you're going to want to avoid letting them have opportunity attacks. I'll give you more specifics as to what each hazard does in the IC. I guess the first is the "Sudden Drop" and each boat is going to have to deal with it. Also, there might be trouble if the first boat gets caught up in in, and the second boat drops on top of it. I'll let you know more about that soon.</p><p></p><p>Questions?</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9693183, member: 59816"] [B][SIZE=6]Team LAKE[/SIZE][/B] Okay, so, this is probably a bit experimental and might be confusing, but help me give it a try! Each of the Hazards works sort-of like a Monster, except that you can't kill them. You CAN "Attack" them. Your paddle works like a quarterstaff wielded two-handed. On a Hit, you can Disengage, otherwise they're gonna get an Opportunity Attack if you move away from them, and you MUST move, unless you roll a check to stay in place (see below). You can't otherwise simply take the Disengage action. Kayaks - Each Kayak counts as a Large Creature. If you want, I will superimpose a square on the Kayak (and one the Hazard) so you can more easily visualize the Space both take, for rules minutia sake, but I didn't do it on the map that I will post later, when I'm back at home (I'm typing this from work, like a naughty person, but it's on my laptop). The goal of the "Combat", is, if it isn't clear, to get to the Lake, and avoid going so far down river as to be within sight of the Gatehouse, or worse, the Watchtower. And to not get killed by the rocks, or fall out of your kayak, or whatever might happen. I know some of you can swim or don't need to breathe, and that will save you if the worst happens, but I suggest you try to get to the lake in your Kayak, and you can use those abilities more there. Movement - To safely move the kayak, you MUST make a dc12 STR Athletics (to paddle like crazy) or a dc13 Acrobatics (to control the movement of the kayak using your body weight. Fluff-wise you'd still be paddling, just that the weight-shifting becomes the bigger issue. You'd still be controlling your weight while rolling Athletics too, of course. You only need to make 1 check, though). If you succeed, you can move the kayak ~30ft to wherever you like, or keep it still (in spite of the current). This Ability Check is part of movement, so you'd still have an Action. Either or both occupant can roll the check, but you only move once. It might be best for the 2nd person to post to pick where you go, so the other can visualize where they are while looking at the map. If both of you fail, I will move you 30ft downstream, and you'll provoke OAs from any hazard that you leave or pass by. Does that make sense? [I]Checks to control the boat, Attacks to fend off Hazards.[/I] Some of the Hazards might attack you on their Turn, but at any rate, you're going to want to avoid letting them have opportunity attacks. I'll give you more specifics as to what each hazard does in the IC. I guess the first is the "Sudden Drop" and each boat is going to have to deal with it. Also, there might be trouble if the first boat gets caught up in in, and the second boat drops on top of it. I'll let you know more about that soon. Questions? [/QUOTE]
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