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The Fey, the Far, and the Ugly Space In Between
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<blockquote data-quote="Tecklenburg" data-source="post: 6748909" data-attributes="member: 6781356"><p>Here would be my next turn below:</p><p></p><p>[sblock]Move Action: 1 sq into adjacent cottonwood tree. 6 squares to climb 10 feet into it and to the edge of the branches over the river.</p><p></p><p>Standard Action: Magic Missile minion 12. Dead.</p><p></p><p>Free Action: Breaching. Teleport 5 squares across the river to the bank on the other side.[/sblock]</p><p></p><p>So, that is now twelve enemies down. One more in the drink and likely to drown or freeze to death. Another gravely wounded. Six rounds of combat. We need to hold them off, and survive, ten rounds of combat. </p><p></p><p>Instead of the final four rounds of combat, I'd like to propose something different. The map shows the river narrowing here to somewhere in the neighborhood of 20 feet, give or take. Lucky and Rawr leap the river and join me on the opposite side of the bank. Now that we've fully got their attention, we lead the remaining horde on a wild goose chase away from the trail of the fleeing refugees, loose them in the wild of the forest - allowing the refugees to escape, and then make our way to Giliad's Rest.</p><p></p><p>I know the scale of the map is basically just for combat so if you want a Group Check for us all to get across the river, I suppose I would roll an Arcana check for my Breaching teleport? If so:</p><p></p><p>[sblock]Arcana + 27. Rolled 10. 37. That would succeed at the hard DC all the way up to level 24.[/sblock]</p></blockquote><p></p>
[QUOTE="Tecklenburg, post: 6748909, member: 6781356"] Here would be my next turn below: [sblock]Move Action: 1 sq into adjacent cottonwood tree. 6 squares to climb 10 feet into it and to the edge of the branches over the river. Standard Action: Magic Missile minion 12. Dead. Free Action: Breaching. Teleport 5 squares across the river to the bank on the other side.[/sblock] So, that is now twelve enemies down. One more in the drink and likely to drown or freeze to death. Another gravely wounded. Six rounds of combat. We need to hold them off, and survive, ten rounds of combat. Instead of the final four rounds of combat, I'd like to propose something different. The map shows the river narrowing here to somewhere in the neighborhood of 20 feet, give or take. Lucky and Rawr leap the river and join me on the opposite side of the bank. Now that we've fully got their attention, we lead the remaining horde on a wild goose chase away from the trail of the fleeing refugees, loose them in the wild of the forest - allowing the refugees to escape, and then make our way to Giliad's Rest. I know the scale of the map is basically just for combat so if you want a Group Check for us all to get across the river, I suppose I would roll an Arcana check for my Breaching teleport? If so: [sblock]Arcana + 27. Rolled 10. 37. That would succeed at the hard DC all the way up to level 24.[/sblock] [/QUOTE]
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