[Adventure] Dive into Darkness (Judge: stonegod)

Status
Not open for further replies.
Filo gulped a bit and tried to climb down again. However the halflings frail hands now slick with sweat were not enough to support him. "I knew I should have skipped that second helping of pie today...."

Filo's hands slide off the rope and he falls fast. He quickly attempts to catch the rope again, and manages to do so right below Euphie.

[sblock=ooc] Hope I dont die...athletics (1d20+1=2) FAILS!

Last chance to grab rope. DC 15? (1d20+1=20) DC 15. Success.

Everyone should add 2 (so 12 instead of 10) when trying to climb past someone on the rope.[/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 75 ft - 43/43
21 - Filo - @I7 70 ft - 41/41 - Acted
21 - Shanairra - @J7 90 ft - 42/42
13 - Cairn - @I7 0 ft - -13/56 - DYING
6 - Elec-Squal - @I7 20 ft - 33/35
3 - Stasi @I7 55 ft - 39/44

[sblock=Map]
untitled.png
[/sblock]
 

log in or register to remove this ad

Stasi moves down the rope making some progress down, before her grip slips.


[sblock="Actions"]
Stasi will use her turn to make a double move down, do I need to roll twice?

Climb Check (1d20+4=16, 1d20+4=5)
ooo nat 1... At least I made some progress down before then...
[/sblock]
 

So, I spent more then 1 move action and my readied action didn't trigger. Or they had readied actions? ARGH! :) Nice crit

There will be wintery death if/when he gets up.

Oh, and thumbs up for Kalidrev on his urging me to level 4. I'd be dead if Cairn was second level. Luckily they targeted hardiest of us
 
Last edited:

[sblock=ooc]Yeah they all had readied actions, and then got top of initiative. So instead of doing a surprise round, and then giving them first actions, I simply started with a normal round 1. You suspected a charge anyway so weren't really surprised.[/sblock]

Stasi moves down the rope making some progress down, before her grip slips. She manages to grasp the rop again quickly breathing out a sigh of releif.

[sblock="Actions"]
Stasi will use her turn to make a double move down, do I need to roll twice? **Yes I think you need to roll twice. I'ts more dramatic that way.**

Climb Check (1d20+4=16, 1d20+4=5)

Stasi moves down 15 ft, then looses her grip.

Athletics to catch the rope 16. Success. You fall five feet and then catch yourself.
[/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 75 ft - 43/43
21 - Filo - @I7 70 ft - 41/41 - Acted
21 - Shanairra - @J7 90 ft - 42/42
13 - Cairn - @I7 0 ft - -13/56 - DYING
6 - Elec-Squal - @I7 20 ft - 33/35
3 - Stasi @I7 35 ft - 39/44 - Acted

[sblock=Map]
untitled.png
[/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]
 
Last edited:



[sblock=teleporting and falling]I spoke with Theroc about this before he posted. I'm not confident that it's legal in RAW. In fact this has come up in my RL game. But I defiantly thinks it's cool and fun, and in my book thats the deciding factor in a gray area. Plus he spent an action point. If you're gonna spend an action point just to save you're hide, it should be awesome.[/sblock]
 


[sblock="OOC"]

Ok, is it possible for me to make a move action down to cover part of the distance, and then a charge action which is to say jumping off and falling attacking at the end of the jump?

[/sblock]
 

Status
Not open for further replies.
Remove ads

Top