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Adv: Rhapsody; Judge: renau1g
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<blockquote data-quote="KarinsDad" data-source="post: 5561296" data-attributes="member: 2011"><p>[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.</p><p></p><p>It would take a Nature roll on Cairn's part to figure it out for sure.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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".</p><p></p><p>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.</p><p></p><p></p><p></p><p>As for Narvala's plan, teleport requires line of sight.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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:</p><p></p><p>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</p><p></p><p>2) a minor action Perception roll to find something suitable and to spot it quickly enough to react.</p><p></p><p>This will be required each round that she wants to make an attempt.</p><p></p><p>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).</p><p></p><p></p><p>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.</p><p>[/OOC]</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 5561296, member: 2011"] [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. [/OOC] [/QUOTE]
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