[Adventure] Lost Love (DM: Velmont - Judge: Renau1g)

[sblock=ooc]Wow! That's either the most amazing bit of insight I've ever seen, and kudos to you for figuring all that out, or we have just over-analyzed the living bejebus out of this thing! Either way, that deserves some XP! :) (Too bad I can't give you more until I give it to like 30 other people.)

So that sounds like one suggestion for "trying to just step on ro runes." Unfortunately, the closest one is 3 squares away - and around a corner. If we want to try to jump from block to block, Unit 16's athletics is 11 (or he could put up his shield and make it 13). I'm not 100% sure I know exactly how jumping works, but I think a minimum of 14 (rolling a 1) means that even while standing, I can jump over 1 square without an issue (14 = jump 1.4 squares), and I'd only need a 7 (total = 20) or better to go 2 squares (depending on how you round).

Either way, if all he does is jump over 1 square, he can make it from J18 (he'd have to step out onto a memu rune) to A27 (he'd have to finish on a 1-ne rune) in 2-square hops. (8 moves total.)

Although, after a quick glance, it looks like all the rest of the runes are fairly well distributed, too. The only one it'd be particularly hard to get across on would be ka runes.


And yeah, if the spirit animal can push the lever, this may all be moot. :)[/sblock]
 

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[SBLOCK=OOC]
Compedium said:
Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your action.

So a result of 10 = Jump next square.
So a result of 20 = Jump 2 squares away.
So a result of 30 = Jump 3 squares away.

If you have a running start, it's easier:

So a result of 5 = Jump next square.
So a result of 10 = Jump 2 squares away.
So a result of 15 = Jump 3 squares away.
So a result of 20 = Jump 4 squares away.
So a result of 25 = Jump 5 squares away.
So a result of 30 = Jump 6 squares away.[/SBLOCK]
 

[sblock=OOC]Uh... hm. Honestly, I have absolutely no clue whether my Spirit Companion can pull a lever or not. I've tried hunting through the rules for some clue to this but I'm having no luck. Anybody got any idea? Or else I guess I can just try it and Velmont can rule. To be honest I'd be happy to just assume not, since it would be fairly super lame to just bypass this neat puzzle.[/sblock]
 

[sblock=jumping]Oh - so jumping while standing is worthless unless you get at least a 20? (Otherwise you might as well just shift 1.)

Can you choose to jump less than your result? Can you "take 10" while jumping? If you get like a 17 or a 23 instead of a 20 can you round it to 20?[/sblock]
 

[SBLOCK=OOC]Jump: you can jump less if you wish.

Spirit: I don't think he can manipulate matter. After all, he is only a simple spirit, it's not a familiar.[/SBLOCK]
 

[sblock=ooc]There is no rounding in long jumping (i.e. jumping horizontally). If you roll a 17, then you jump 1.7 squares (from a standing start), which in theory puts you somewhere into square 2, but it's up the the GM to rule whether you actually make it into the second square or not since the rules on that are slightly ambiguous. I ran into this in another adventure recently, myself. The rules all describe it in relation to clearing an obstacle, not in relation to replacing standard movement, unfortunately.

I'm not sure if that's helpful or not, but I thought I'd toss it out there since Velmont seemed to miss bob's comment about rounding a 17.[/sblock]
 

[sblock=ooc]Well, so what's the plan, then? Right now we have a suggestion to attempt to move only on certain runes, and a suggestion as to which rune to move on.

If we go with that, I'll happily volunteer 16 to go since he's a good jumper and also he's a tank. Whoever goes can take the sunrod, too, just to make sure they can see. If you think we might as well do this plan, I'd suggest moving your character back into the other room (just in case :)).

All other ideas are completely welcome! This is just one plan; I'm sure there are other ideas that are just as good or better! My plan in the previous room was to move a rock and that didn't work so well, so please get your say in before I act and explode everyone! ;)[/sblock]
 

[sblock=OOC]I'm at a loss about what the runes may mean, but I like the rock idea that twil had, there are a ton of rocks in the last room, why couldn't 16 use some to test the floor he plans to step on. Otherwise, Ryda will chill in the back and let 16 try and guess right.[/sblock]
 

"Agreed," Jarren murmurs in agreement with Pis. "At the very least, we should see what happens when we throw a few rocks in there before we go risking ourselves."

[sblock=OOC]twilsemail, maybe I'm just missing something obvious, but how did you assign cardinal directions to the different runes? Did you look to see which runes don't appear on which edges, and extrapolate from that?

I ask, particularly, because using your directional assignments, we'd get stuck in an infinite loop as soon as we stepped onto the first tile - left > down > up > down > up > down > up... This implies that we are supposed to do some jumping, but as Velmont pointed out, standing starts make it nigh-on impossible for most of us to clear a square successfully.

Also bear in mind that the Ro runes - if our model is correct and they are neutral - might be completely inert, but might also instantly vapourise anything that treads on them, or anything in between.

We also have the question of what those | marks before 4 of the runes mean, as well as the squiggle on D26.

Altogether, I think some empirical testing is the way forward, but it's definitely advisable to make those tests with some rocks, if possible, before we go risking any party members. :)[/sblock]
 

[sblock=ooc]It might be a better idea to have one of the lighter PCs test the squares with a rope tied around them. That way if they end up heading toward a pit, they'll at least be caught. I'm more than willing to volunteer Pis.

Oh! Someone go find a dwarf!

Velmont: Acrobatic Stunt says I can somersault over an opponent. Since I can't occupy the same square as an opponent, it stands to reason that I can somersault at least 2 squares. Is that reasonable?[/sblock]

"Wait here I shall retrieve our volunteers." Pis quickly scampers up the stairs and back to the rockfall. He picks up a handful of fairly weighty stones and places them in his belt pouch. (say 5 1lb stones?) After that he grabs a larger stone, weighing maybe a stone itself, and hauls it back downstairs.
 

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