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Adv: Rhapsody; Judge: renau1g


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* If we were in Flamekeep, I'm quite sure the city watch would listen to an ir'Sarhain in Templar's robes, no matter how bad it looked. But we're not in Flamekeep. * Narvala thought, running along with the others.
 

Narvala's teleport gives the team a good head start on the guardsmen who in their heavy armor, are slower than most of the group. But, the woman is another matter. She heads out of the shop and a ray of icy cold comes out of her wand, just hits Cairn, and slows him in his tracks.

[sblock=OOC]
Woman hits Cairn for 7.

15+mods hits, 7 points of damage, and Cairn is Slowed.

Cairn 70/77

If anyone has an Immediate Interrupt that can stop this, they can try it if they want.
[/sblock]
 

On the attack, Cairn reacts grimly stating
"Ask House of the Healers. We're trying to destroy Rhapsody, not spread it."

He then turns and runs, almost catching up the dwarf in the process, but then the magic overwhelms him and he looses ground fast

"I cannot move!" - he thinks toward the group, repeating the call aloud if he cannot hear instant answer

OOC: Leaders, help?! Either +2 to saves on the last roll or additional save?! If you grant one, roll with +2 so we don't waste time. Thanks

[sblock=Actions]
Font of Life: Save vs Slow (1d20+2 = 5 - fail
Move: run 2 squares (does RUN action count? can I move 4?)
Minor: shift 2 squares (boots of the fencing master)
Move: another 2 (or four) squares

End of turn: Save vs Slow (1d20+2=6) - ridiculous, why have bonuses to saves if you cannot make one!?
[/sblock]
 
Last edited:

[sblock=Actions]
Font of Life: Save vs Slow (1d20+2 = 5 - fail
Move: run 2 squares (does RUN action count? can I move 4?)
Minor: shift 2 squares (boots of the fencing master)
Move: another 2 (or four) squares

End of turn: Save vs Slow (1d20+2=6) - ridiculous, why have bonuses to saves if you cannot make one!?
[/sblock]

[sblock=OOC]
It would not have mattered. The Slowed is until the end of the woman's next turn, not a save. I would have mentioned if it had a save.

Unless someone else had an immediate interrupt to stop it, the Slowed affects Cairn.

But, he can run (check the compiled update).

So, he can move 4 + 2 + 4 for a total of 10.

I'll wait to see what everyone else does on their next turn before we determine if the Slowed makes a difference.

A rough estimate of the distance in squares of the team to the guards are:

Veruza: 9
Nyar: 9
Cairn: 19 (because of the extra turn)
Baern: 7
Narvala: 7 (because of using an action to teleport the team a bit further than she was)
[/sblock]
 

OOC:
Sorry, I jumped a gun with that little bit.

What extra turn?! Ah, I get it. I stated the move from where Narvala teleported, right?
 


OOC:
Sorry, I jumped a gun with that little bit.

[sblock=OOC]No worries. It's the PC's turn effectively.

So yes, last turn, I assumed that everyone was running after the Teleport. I didn't give Cairn extra move for the boots since I assumed he was staying with the group. Since you posted movement after the NPCs, I assumed it was for the following round.
[/sblock]

OOC:
What extra turn?! Ah, I get it. I stated the move from where Narvala teleported, right?

[sblock=OCC]The group (except Baern and Narvala who were 15) were 16 away from the guards and 12 away from the woman. On the NPCs turn, the guards moved 10 and the woman moved 6. So, the group is now 6/5 away from them and 6/5 away from her (more or less).

New round:

Cairn moved 10 while Slowed, so he's 16 away. None of the other PCs has yet taken their turn in round 2.

However, Baern might try his immediate interrupt.

Roll to hit Baern. If you hit, Cairn is not slowed, does not take damage, and the group gets away because most of the group is faster than the guards and the guards do not have Baern's Endurance.
[/sblock]
 


Baern's hasty throw just barely hits the woman, knocking her arm aside just enough to have her frosty blast miss Cairn. The team continues running down the street and through the crowds. The woman is able to stay with the team for a while, but when the armed and armored guards start falling back, she decides that discretion is the better part of valor.

The team eventually ducks into a tavern called Mudds Suds. The locals look at the huffing and puffing group a bit questioningly as the group takes a table in the back, but the noise from the pursuit quickly fades away and the locals go back to their own business. A barmaid walks up to the group.

"What's your poison luvs?" she asks.
 

Into the Woods

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