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Post by harknail on Jun 1, 2010 12:35:28 GMT -5
Harknail, how tall are those raised portions of the map that the captives and kobolds are standing on, and how high is the ceiling? The raised portions are 10 feet (2 squares) up. The ceiling slopes up from 20 feet (4 squares) on the left to 30 feet (6 squares) on the right. The elevated sections provide cover.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Jun 1, 2010 12:44:34 GMT -5
The raised portions are 10 feet (2 squares) up. The ceiling slopes up from 20 feet (4 squares) on the left to 30 feet (6 squares) on the right. The elevated sections provide cover. How can the melee characters get there? What set of actions are needed, and what would be the penalties?
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Post by Ogremind on Jun 1, 2010 13:10:38 GMT -5
Rules for climbing (because, trust me, you aren't going to make it jumping): Surface Athletics DC Ladder 0 Rope 10 Uneven surface (cave wall) 15 Rough surface (brick wall) 20 Slippery surface +5 Unusually smooth surface +5
Climb Make an Athletics check to climb up or down a surface. Different circumstances and surfaces make climbing easier or harder. Climb: Part of a move action. ✦ DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check. ✦ Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square. ✦ Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action. ✦ Fail by 5 or More: You fall (see “Falling,” page 284) and lose the rest of your move action. ✦ Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you. ✦ Uses Movement: Count the number of squares you climb as part of your move. ✦ Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself. ✦ Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise. ✦ Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb.
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elricz
Veteran of the War
Posts: 271
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Post by elricz on Jun 1, 2010 15:20:50 GMT -5
✦ Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square. This is where we may have trouble: there are kobolds on both squares that a climbing character can reach, so there is no place to land by the rules. Can we move, climb as part of the move, balance there somehow (squeezing rules?) and make an attack?
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Jun 2, 2010 11:27:37 GMT -5
Sorry, I've been out of town unexpectedly! Sanem runs up to Raylynn and make Purple1 his quarry (Moving to I6). He lets her make her shot, then he makes his own: Twin Strike: [dice=20] | +10 | 14 | [dice=20] | +10 | 18 |
Quarry Bonus [dice=6] Damage [dice=10] | +2 | 10 | [dice=10] | +2 | 5 |
I didn't add in the +1/hit and +3/damage, so please use if appropriate.[rand=1377273191668572505395319908322699042595553660133058644721269256]
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Post by Ogremind on Jun 2, 2010 12:35:42 GMT -5
I'm thinking that Zack and Sanem need to line up in formation with Raylynn whenever possible (and probably the Invoker, too, with his hit-three-enemies attack). Given the number of attacks we make between us, she could be giving us something like 10 to 20 extra points of damage.
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Post by harknail on Jun 2, 2010 13:49:07 GMT -5
Sorry, I've been out of town unexpectedly! Sanem runs up to Raylynn and make Purple1 his quarry (Moving to I6). He lets her make her shot, then he makes his own: As Sanem approachs, Raylynn fires at Kobold Cleaver (purple 1), her crossbow bolt hit the kobold solidly in the chest, killing it instantly. Sanem will have to pick a new target. Laira can teleport.
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Post by harknail on Jun 2, 2010 14:03:27 GMT -5
Anytime the heroes are in a group, those monsters with area attacks will try to focus on the group. You'll need to adapt strategies based on what you're fighting.
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candi
Veteran of the War
Raylynn
Posts: 381
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Post by candi on Jun 2, 2010 14:15:50 GMT -5
Raylynn's shot would've hit first, in order for Sanem to get the Magic Weapon benefit so Sanem should have to pick the new target(s)
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Post by harknail on Jun 2, 2010 14:22:35 GMT -5
Raylynn's shot would've hit first, in order for Sanem to get the Magic Weapon benefit so Sanem should have to pick the new target(s) Duh, you're right. Editing previous post
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Jun 2, 2010 15:01:23 GMT -5
Green3 then! Pew pew!
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Post by Ogremind on Jun 2, 2010 15:16:44 GMT -5
Green3? But, wouldn't that mean that Sanem isn't using hunter's quarry on it? The blue and cyan kobolds are closer to him.
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Post by harknail on Jun 2, 2010 15:23:04 GMT -5
The first shot strikes the cliff, but thanks to Raylynns magic, the second shot misses the cliff and strikes the kobold in his leg. That +1 was what took to get past the cover
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luke
Veteran of the War
Sanem of Moonhaven
Posts: 174
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Post by luke on Jun 2, 2010 17:00:28 GMT -5
Thats a good point, Persephone will fly to o8 and make the green one my quarry properly.
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Jun 2, 2010 17:04:17 GMT -5
Laira Elereth reappears at J4, supporting Harknail.
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Post by harknail on Jun 4, 2010 1:10:39 GMT -5
Thats a good point, Persephone will fly to o8 and make the green one my quarry properly. I guessing you meant O5, since O8 is closer to Red 2 and Green 4 than it is to Green 3.
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Post by harknail on Jun 4, 2010 1:12:23 GMT -5
Laira Elereth reappears at J4, supporting Harknail. I'm guessing you meant M4, since J4 is inside solid rock.
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Michael
Veteran of the War
Posts: 218
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Post by Michael on Jun 4, 2010 18:41:16 GMT -5
M4 then.
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Post by harknail on Jun 6, 2010 16:55:35 GMT -5
Harknail shifted to be between the two elusive kobolds (to M2), trapping one of them in his alcove and issuing a Divine Challenge to the other (Cyan 8) followed by a Holy Strike. [dice=20] | +8=27 | [dice=8] | +6+2=11 |
Harknail's sword ignited with holy light as it slashed into the kobolds flesh.[rand=929269325919449308031781017780304688860281137749612417280813679099]
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