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

[sblock=ooc]I was just waiting to make sure everyone was cool w/ the plan and did whatever character stuff they wanted to do before we started. At this point it's been several days so I will just go ahead. If I need to go faster that's cool, too.[/sblock]
Unit 16 takes the sunrod and stows his hammer.

Carefully, he takes a step onto the first rune.

[sblock]Carefully taking a step onto J18. He can take a full defense action if you'll allow it with his standard action. If nothing happens he'll keep moving (I'll explain how if nothing happens).[/sblock]
 

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A moment after Unit 16 step on the first rune plate, he feels a rush of wind blowing on him. He can hardly resist the wind and he find himself pushed up over on 10 feet before the wind calm down.

[SBLOCK=OOC]Unit move to J18 and is then pushed to H18.[/SBLOCK]

[SBLOCK=Map & Status]Map Updated

The grid without your token on it.

Jarren: 48/48 [10]; 1AP;
Pis: 37/39 [6]; 1AP;
Ryda: 51/51 [8]; 1AP;
Talkrai: 39/40 [7]; 1AP;
Unit 16: 64/64 [13]; 1AP;
[/SBLOCK]
 

[sblock=my new theory]Ok, I think twilsemail was either incredibly close or possibly spot-on. Excellent work! :)

I'm guessing that these runes blow you in a direction (wind-related like the poem says), and the direction is based on the rune. So memu is, in fact, "left". twilsemail's original theory was, for those who don't want to backtrack:
Ne(A18)= Right
Ka(B18)= Down
Ro(F18)= Neutral
Memu (J18)= Left
Sad (E19)= Up

I'm also guessing that the "trap" nature of this puzzle is that you might be blown into a pit or into a column, both of which probably do damage.

So, I think twilsemail was right in that you have 4 directions and one "non"-rune, which doesn't do anything. I think he's right again in that "ro" is that rune. The remaining question is whether they push you a set amount, it's random, or until you hit a ro rune. Not sure if it matters unless we get off the pattern, though.

Additionally, I suspect the "one-rune" runes are "opposite" runes - that's my programmer background showing through, but I think those are !runes. So for example, E21 would be a !memu, which may blow to the right. Since the last rune before the end is one of these, we may have to find out.

Ok! So now that we have spent the better part of a week guessing all this out, I think I will go with our first plan and try to jump from ro rune to ro rune. At the very least, that should quickly prove our theory as to whether or not ro is a neutral rune. :) Next stop: F18![/sblock]
After being moved by the rune and then taking a moment to get his barrings, Unit 16 calls back to the others to let them know what happened. Deciding that jumping is best at this point, he removes his giant shield from his arm and slings it around his back - revealing as he does a giant dragonmark of warding on his left forearm. The size and unusual nature of this mark are striking to anyone looking on, and those who see it and put two and two together would realize that he has never removed his shield before in mixed company.

With the bulk of his shield out of the way, he may now move more easily. He takes aim at the next square-shaped rune and jumps - landing easily in his intended square.

[sblock=ooc]Jump to F18: 25. (I said "G20" in the roll, but I forgot that I actually want to keep moving across so I can make the smallest jumps possible. Let me know if that's a problem.)

As per the earlier discussion, I believe this means he can jump to F18 without a problem (25 / 10 = 2.5, voluntarily rounded down to 2)

I will wait to see what happens next before moving again! :) Hopefully we didn't miscalculate and a pit is in my future...[/sblock]
 

Talkrai can hear Susan's words floating down the hallway to her. She breathed easier to know that things were going well. She felt it too bad that she couldn't get a look at things for herself, but at least she could hope that those who crossed the room first could offer assistance to those who followed after, if only by telling them when or where to be wary.
 

Susan takes a leap and easily jump over the plate next to him to land on the next. After a moment, she saw her logic seems to be right up to now as no wind seems to push her.

[SBLOCK=OOC]Jump succesfull![/SBLOCK]

[SBLOCK=Map & Status]Map Updated

The grid without your token on it.

Jarren: 48/48 [10]; 1AP;
Pis: 37/39 [6]; 1AP;
Ryda: 51/51 [8]; 1AP;
Talkrai: 39/40 [7]; 1AP;
Unit 16: 64/64 [13]; 1AP;
[/SBLOCK]
 

Unit 16 jumps to the next square rune and gets over halfway there...

[sblock=ooc]next jump to D20: 16

I have a history of rolling under 5 continuously so maybe I wasn't the best person to do all this. :)

So 16 = 1.6 squares. Velmont, does that make it, or does that fall short?[/sblock]
 

As Susan continues across the board, Pis steps up to J17 to watch from the hallway.

[sblock=OOC]Bob, you were jumping to D20, neh?[/sblock]
 

Unit 16 jumps over the tile. As he takes his step, he feels his legs heavier than it should be. Susan is used to make such distance easily, but somehow, he felt short on the plate he didn't want to touch. It takes only a moment for a wind to push him up against the wall, violently hitting it before falling into the pit.

[SBLOCK=OOC]I've read the rules of jumping again and it would be clear that a roll over 10 would be enough to cross a tile (over 14 is it is diagonal)... That is pretty clear with the example given with the Atletics description in the compedium.

Compendium: Athletics Skill said:
Example: Marc attempts a long jump to clear a 5-foot-high wall of thorns and the 10-foot-wide pit beyond it. His check result is 24. With a running start, he easily jumps the distance (24 ÷ 5 = 4.8 squares or 24 feet) and clears the wall (24 ÷ 4 = 6 feet). If Marc jumps from a standing position, he can’t quite make it across the pit (24 ÷ 10 = 2.4 squares or 12 feet) and doesn’t clear the wall (12 ÷ 4 = 3 feet). He hits the wall of thorns and falls prone before reaching the pit.

But sometimes, when magic is around, things doesn't act as it should... A roll of 25 makes it, but not 16...

Hit the wall; fall into a pit. (1d6=5, 1d10=3). Susan takes 8 damages.[/SBLOCK]


[SBLOCK=Map & Status]Map Updated

The grid without your token on it.

Jarren: 48/48 [10]; 1AP;
Pis: 37/39 [6]; 1AP;
Ryda: 51/51 [8]; 1AP;
Talkrai: 39/40 [7]; 1AP;
Unit 16: 56/64 [13]; 1AP;
[/SBLOCK]
 

[sblock=ooc]Well, sad runes are indeed up! 3/3 so far! :)

This is honestly what I expected, given the roll, but now I assume I need to climb out of the pit? Should I just make an athletics roll again?

Unit 16 does have a climber's kit, so that's a +2, so my minimum possible roll is 16. If the pit is an "Uneven surface (cave wall)" (DC 15) that means I have an auto-success; even if the pit is a "Rough surface (brick wall)" (DC 20), I cannot ever fail by more than 4, so he will get out eventually. Is it ok to just take 10 and climb out?[/sblock]
[sblock=ooc]Also, since this is becoming the "Unit 16 show," assuming he climbs out without an issue I was just going to continue to roll athletics checks until he gets below 20 again. Is that ok?[/sblock]
 

[SBLOCK=OOC]You can take 10 (or 20) for the Climb, your have no stress and no chance to fall and take damage.

For jump, there is consequence, so you need to roll each time.

Also, in which square do you climb up?[/SBLOCK]
 

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