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Adv: Rhapsody; Judge: renau1g


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The team sees a group of Kenku gliding towards them. The Kenku are armed with spears and are coming from three different directions. Way down below, the team sees a luxury airship with a swimming pool on the back deck. If the team can dispatch the Kenku quickly enough, they might be able to land in the water. But, the Kenku do not appear to be willing to let the team just glide towards the water.

[sblock=OOC]
Please read what I wrote below carefully. It is a bit convulted. If you have any questions, please let me know BEFORE declaring actions since any illegal action will force us to stop, explain why it is illegal, and then the player will have to post again.

Kenku Initiative, 2+mods

(0) Baern
(0) Narvala
(2) Cairn
(-3) Kenku 1
(3) Kenku 2
(0) Kenku 3
(0) Nyar

Baern, Narvala, and Cairn get to act first, then the Kenku, then everyone.


This is actually a timed mission. Do not worry about gliding your PC towards the water. If the PCs win quickly enough, they can automatically glide into the water. They cannot do so with the Kenku still fighting them, so they'll have to dispatch the Kenku.

If the PCs do not win quickly enough, survival is then not automatic. But, there is still one more chance at survival, but again, the PCs will need to defeat the Kenku first.


The number in front of everyone's name here indicates a distance closer. So, as per the squares PCs moved to in the previous room, Cairn is 10 feet closer (2 squares) than the other PCs who were in a straight line by the door (the picture is turned 90 degrees from the previous picture to get the PCs unbunched up a bit). For example, Kenku 3 is diagonally 25 feet away from Cairn at the moment (10 feet up from Cairn, 25 feet to the left, 25 feet back).

If you pick option number 1 below, your PC can move closer or further away if desired. So if you want your PC to move forward or back, you could with option 1 move the PC from 0 to 1, 2, or 3 (in which case, your PC would be the closest in the view), or from 0 to -1, -2, or -3 (in which case your PC would be back towards Kenku 1).

I hope this makes sense. Please let me know if you have any questions. It's just 3 dimensional movement instead of the normal 2 dimensional, but the PCs have extremely limited movement.


Everyone falls 6 squares straight down during their turn. The PCs won't actually move on the background (ScorpiusRisk had some type of rolling background planned, but I suck too much at graphics to even attempt it). In other words, Baern is on square G11. If he decides to not make any of the special movements next round, he'll fall 6 squares, but still be on square G11 next round (so that he stays in the middle of the map).

This falling does not take up any movement actions. Shifting is not allowed. Normal movement is not allowed. Running is not allowed. The PCs are falling.

Once a turn, as a minor action, a PC can direct their fall in ONE of the following ways:

1. Fall diagonally for up to three squares out of the six (this is equivalent to moving 3 squares to the right or left max, and/or moving forward or backwards 3 squares).
2. Fall an additional 2 squares (for example, moving from the G row to the H or I row)
3. Fall 2 squares less (for example, moving from the G row to the E or F row).
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[MENTION=2011]KarinsDad[/MENTION], what would be effect of slowing the kenku be? Would they be left behind or would still fall with equal speed, just be unable to move far.

And just to check, hypotethical movement (which I plan, maybe helps someone else.
I choose minor: fall less and end up in E11, I would be adjacent to Kenku 2 with it just above and 'in front' or 'closer' to the screen 1 square. I could then Thorn Strike the Kenku 3 (if it were 1 square closer (just hypothetical remember?) which is at the same height, but two squares left and two squares 'deeper' or 'further' from the screen.

What would be effects of pushes and other forced movement (normal?) enhanced down, lessened up...

Also, please note. At the moment before impact (if it comes to that) Cairn will use warforged resolve to gain thp and/or hp.
 

OOC: Also, I kind of lost track; did we take an extended rest at some point after the last time we were in combat? If we did, then Narvala can derail the whole thing by just teleporting us out...
 

OOC: The Kenku are gliding down, more of a controlled fall. A Slowed may or may not affect their horizontal movement significantly, but it's unlikely that it will affect the vertical falling too much.

It would take a Nature roll on Cairn's part to figure it out for sure.

Also note that Cairn cannot move to E11 on a single round. That would be two of the movement types (i.e. #1 and #3). If he tries to slow up his fall using #3, he would be in square E13 and still at (2). Only #1 allows diagonal (i.e. side to side with respect to the map) falling movement.

So, the PCs can move right/left/forward/back up to 3 squares (in any combination), or they can move straight up 2 squares, or they can move straight down 2 squares (shy of teleport or fly or some other special movement power). Those are the only 3 falling options and only 1 can be used per turn.

Pushes and pulls can be done to push a foe to the side or down (in any combination, just like most normal movement), or pull a foe to the side or down from above. A foe cannot be "pushed up" or "pulled up".

PS. We are far from any impact point. Sharn's towers go for thousands of feet into the air and the Cogs are thousands more below.



As for Narvala's plan, teleport requires line of sight.

So, I would allow Narvala to teleport herself or one of her allies to the last 5 foot square of the wine room (which she can still see, but will soon be out of range of, she cannot see further into that room where she is), but to save more than one PC, she would need to teleport up to the original room where she could then see into the wine room, and then use an action point with a second teleport to teleport everyone into the wine room.

The restaurant hung out over the city which gave it the wonderful views. However, that means that there are not any balconies or anything underneath it within range and line of sight of Narvala's spell. On the other hand, if the PCs gradually move towards the tower it hung off of, 10 squares away in the +x direction (i.e. the PCs would need to move towards (4) or (5) or further to be successful), she might be able to find a window or something with which to teleport the team to safety.

Once she is within range (she is currently 10 squares away, option 1 would allow her to get within range of the tower within 2 rounds), she will need to give me two rolls:

1) A D20 "luck" roll (i.e. if she is lucky, a window or balcony or ledge or something with enough room for the 4 PCs is there and she has line of sight to it) and

2) a minor action Perception roll to find something suitable and to spot it quickly enough to react.

This will be required each round that she wants to make an attempt.

If she wants the other PCs to know of her plan, she'll need to shout it out (which means that the Kenku will hear it as well and they'll react accordingly).


Also, remember that most PCs do not have most of their gear. Make sure that your to hit, damage, defenses, etc. are correct and in a stat block. Thanks.
 

[sblock=ooc] just to clarify, the number axis is the vertical. We are falling six squares every turn regardless, so all movement in that plane is relative to the other characters/baddies
the horizontal axis is self explanatory (limited movement based on special movement rules)
the z axis is the forward and backward movements relative to the xy plane we are looking at (location is by our character names).
you can move forward, backward, up, down, and diagonally

all potential "movement" is converted to minor action, correct?

as an aside, my dailies will be worthless here as we will rapidly out distance them as we fall...
[/sblock]

[sblock=ministats]
Nyar Harbor, Level 6 Wizard
Status: falling
Init: +6 Speed: 6 Perception:14 Insight: 19
AC: 18 NAD: F: 14 R:19 W:17 (+2 vs. Illusion Attacks/Perception)
HP: 41/41 Surges: 6/6 Surge Value: 10 AP: 1
Languages: Common, Primordial
Str:8 Dex:16 Wis:12 Con:11 Int:20 Cha:10

Powers:
At-Will: Ghost Sound, Light, Mage Hand, Prestidigitation, Phantasmal Assault, Storm Pillar, Scorching Burst
Encounter: Empowering Lightning, Fire Shroud, Second Wind, Wand of Accuracy, Shield, Dispel Magic
Daily: Bracers of Escape, Stinking Cloud, Flaming Sphere Item: Potion of Healing x1
Full Character Sheet: http://leb.wikia.com/wiki/LEB:PC:Nyar_Harbor_(FourMonos)#Summary [/sblock]
 

[sblock=ooc] just to clarify, the number axis is the vertical. We are falling six squares every turn regardless, so all movement in that plane is relative to the other characters/baddies
the horizontal axis is self explanatory (limited movement based on special movement rules)
the z axis is the forward and backward movements relative to the xy plane we are looking at (location is by our character names).
you can move forward, backward, up, down, and diagonally

all potential "movement" is converted to minor action, correct?

as an aside, my dailies will be worthless here as we will rapidly out distance them as we fall...
[/sblock]

[sblock=OOC]
Yes, this pretty much sums it up. The only special rule is that up, down, or forward/back/right/left movement can each only be done once per turn. As an example, one cannot move down and forward at the same time.

However, your Dailies are not worthless. I can think of creative ways to use all three of your Daily powers, and two of them can be used over multiple rounds. Go back and reread them carefully.
[/sblock]
 

Into the Woods

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