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

[sblock=ooc]Gah! Why is it the one guy who doesn't need to breathe is furthest away?

So first off, don't forget you can hold your breath - I think you can do it for like 3 minutes before you have to start making checks, or something like that. So you've got a while. Keep trying to swim and maybe 16 can jump in and get you; without his shield he can only fail swimming with a 1. (A common roll for me, but still.)

Second, his winter effect may help make the water more solid where he is, which might make the current slower? Velmont, would that possibly give a +2 to people swimming further down the current?

Also, I am sure your idea to make your weapon huge and get it stuck is a good one - keep trying![/sblock]
 

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[sblock=ooc]
Gah! Why is it the one guy who doesn't need to breathe is furthest away?

So first off, don't forget you can hold your breath - I think you can do it for like 3 minutes before you have to start making checks, or something like that. So you've got a while. Keep trying to swim and maybe 16 can jump in and get you; without his shield he can only fail swimming with a 1. (A common roll for me, but still.)

Second, his winter effect may help make the water more solid where he is, which might make the current slower? Velmont, would that possibly give a +2 to people swimming further down the current?

Also, I am sure your idea to make your weapon huge and get it stuck is a good one - keep trying!
Of coures I'll keep trying. There's an article coming out tomorrow that looks like it was written specifically for this PC. The problem is, the more I try the farther away I get. Maybe I should just stick to one check per turn. If I don't try to swim at all, I should just sit on the bottom right? :)

Edit: I get 5 turns due to strenuous action. I could have 3 minutes, but that would mean going with the flow.[/sblock]
 
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[sblock=OOC]It really rests on Velmont’s decision. I for one, would see not making a check at all an indication that you are letting the currant whisk you away and not fighting against it. 16’s winter form may very well have an effect that could help, and if it does give a +2, that would push Pis’s first check above a 15, and not have him sink. I like the change weapon idea, and in addition to the long weapon to try and get you stuck, you may want to think about some kind of pick and get all mountain climber on us. I’ve seen a ton of movies where the hero is about to slide off the mountain to certain death and they use their hand pick to get caught in the rock/snow and stop themselves. Don’t know how strong the rock is, but I’d like to think a magical pick might do something to it… I’m actually thinking this water trap may actually kill off most of the party since there are very few of us that would succeed on a DC 20 check to climb out, and a few bad rolls would see you off into the tunnel. Anywho, we’ll see what Velmont says and take it from there. On a semi-related note, The Cape of the Montebank allows me to teleport, I would think anything I’m carrying would go with me correct? Is there a weight limit? Like I can’t teleport a 50lb rock I’m holding? What about other people, If I’m carrying someone and teleport, would they just fall as I vanish from around them? Depending on the ruling, I could dive in, grab Pis, and then Pis could take a swing at me to trigger my Teleporting power and we could bampf up to the shore, albeit prone and soaked, and ready to get splattered. It’s kind of a silly way to use the power, but it is a daily, and it never hurts to ask right?[/sblock]
 

[sblock=OOC]
On a semi-related note, The Cape of the Montebank allows me to teleport, I would think anything I’m carrying would go with me correct? Is there a weight limit? Like I can’t teleport a 50lb rock I’m holding? What about other people, If I’m carrying someone and teleport, would they just fall as I vanish from around them? Depending on the ruling, I could dive in, grab Pis, and then Pis could take a swing at me to trigger my Teleporting power and we could bampf up to the shore, albeit prone and soaked, and ready to get splattered.
That's a good idea, but I'm pretty sure teleporting abilities generally stipulate that you cannot bring anyone with you (generally for this reason). More importantly, I think if Pis attacked you to trigger it, that would probably fall under the "bag o' rats" rule.

It is curious that for all the amazing (and never-ending stream of) powers in 4.0, there are scant few - generally utilities - that actually help in practical matters. The vast majority are "attack + effect". But I am getting off-topic...[/sblock]
 

[sblock=OOC]Oh, I’m pretty sure it won’t work either, but when we risk losing a PC, I’ll at least ask anything I can think of since the worst that can happen is Vel/R1 says no.[/sblock]
 

[sblock=ooc][sblock=stats][/sblock][/sblock][sblock=ooc]Well, looking at the map, the halberd idea was a bust. Forgot to post my stats last turn.[sblock=stats]Din “Pis Memish” – Level 4 Changeling Rogue
Initiative: +6 Passive Perception: 17* Passive Insight: 19*
*19/21 when w/i 5 of Talkrai
HP: 24/39 Bloodied: 19 Surge: 6/7(9)
AC: 18* F: 13 R: 18 W: 17
*22 vs. OAs, 26 vs OAs when w/i 5 of Talkrai
AP: 1
Conditions: 1 turn spent underwater
Changeling Disguise
Sly Flourish
Deft Strike
Imposter’s Chain
Changeling Trick
Dazing Strike
Low Slash
Sneak in the Attack
Dynamic Dagger
Bluff for CA
Second Wind
Precise Incision
Imposter’s Chain
Dynamic Dagger

Din
[/sblock][/sblock]
 

[SBLOCK=OOC]About Pis situation:

1) As you have taken damage since the last round and you haven't been able to take a deep breath, you need to roll an endurence check DC:20 or lose an healing surge.

2) Form of Winter's Herald will not affect the water, except maybe make it colder. The current is too strong.

3) The 'hole' is just the canal that continue within the wall, so it is 2 squares wide and 2 squares (10 feet x 10 feet). The water level is 8 feet high, so there is a gap to breath air even where Pis is.

4) How to get him out of there, that's is left to your creative mind.[/SBLOCK]

Ryda looks at the Genasi and grins, sliding around and away from him before bringing up her bow and releasing another arrow into the Kobold, hopefully felling him. Turning to the Genasi she adds, Did you really want to play with me hun? It won't end well for you.

Talkrai sees Pis take a nasty blow and fly into the water. She sends another mental boost his way. Feeling a bit drained mentally, but none-the-less knowing that she had to keep fighting, she moved up to attack the goblin. Her first swing was totally off, but she dredged up some sort of reserves and struck out a second time, hoping for better results.

Unit 16's body tries to repair itself automatically but is unable to close the bleeding wound. Ignoring that, Unit 16 picks himself up off the ground quickly. Having seen Pis go flying, he glances at Ryda and then yells to the others, "I can hold the mage but I can not stop him!"

With that, he begins a transformation now familiar to Jarren and Ryda: suddenly small panels open on his back and legs and a whining noise rumbles from within him. The air around him starts to be pulled quickly into his metal body and exits toward the floor. The temperature drops suddenly and all around him for ten feet in every direction ice begins to form on the ground. The pointed crystals make movement difficult, although somehow his allies seem to find paths easily through the shifting ice. Additionally, some of the ice covers his armor plating, reinforcing it and widening it without hindering his movement.

Seeing Talkrai in a good tactical position, he slides into place to flank the bloodied goblin. Drawing on an inner reserve, he summons strength enough to issue a blast of cold air all around him through panels on the front of his body while swinging hard with his ice-tipped hammer. While he doesn't make good contact, the swing and the blast was powerful enough to do damage and freeze both of his enemies in place. He certainly has grabbed both of their attention.

"Try to push me again," he taunts the opposing warforged under his breath.

Again his body attempts to repair the open wound and fails. He glances at Jarren and shakes his head.

[SBLOCK=Mechanic][/SBLOCK]

[SBLOCK=OOC]It's your turn.

Combat:
We will use Mal's Combat System, which mean:

- Heroes go in one block and enemies go in one block once we will fall in normal initiative.

- Heroes goes in post order.

- Effect that last Until the End of The Next Turn (UEoNT) can affect you only once, even if you act twice during the effect is in effect because some goes first in a round and last in the next.

- Defenses shown in the stats block for enemies is the lowest result that have hit.

River:
- Someone who fall into the water sink at the bottom of the river.

- The Swin DC is 15

- Success allow the swimmer to swim through the water as it is difficult movement as part of is move action. He can also grip himself to the wall. Someone grip don't need to swim and is considered climbing the wall for all combat purpose. He then need to climb on the ground. The rough surface is slippery (you are wet) and unusually smooth, but you can help yourself with the water, so DC 20.

- Failure by less then 5, the swimmer is slided 1 square east by the strong current.

- Failure by 5 or more, the swimmer is slided 3 squares east by the strong current and sink at the bottom.[/SBLOCK]

[SBLOCK=Map & Status]Map Updated

Dragonborn [A31] - HP: -0; AC: ??; F: ??; R: ??; W: ??;
Hobgoblin [A29] - HP: -0; AC: ??; F: ??; R: ??; W: ??;
Genasi [B32] - HP: -0; AC: ??; F: ??; R: ??; W: ??; Quarry
Goblin [B33] - HP: -45; AC: 19; F: ??; R: ??; W: ??; Bloodied; Marked; Immobilized
Kobold - Dead
Warforged [A30] - HP: -16; AC: 22; F: ??; R: ??; W: ??; Marked; Immobilized

Jarren: 48/48 [10]; 1AP;
Pis: 23/39 [3]; 1AP; Bloodied; +2 def UEoNT (Talkrai)
Ryda: 51/51 [8]; 1AP;
Talkrai: 29/40 [7];
Unit 16: 41/64 [12]; ongoing 5 damage (save ends)

Jarren:
Pis: Sneak in the Attack
Ryda: Cut and Run
Talkrai: Ardent Surge x1
Unit 16:[/SBLOCK]
 
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[SBLOCK=OOC]About what have been talked about:

5) The halberd trick is not a bad idea, but the hole is too large to effectively work.

6) The pick trick migth work as far as you know

7) The cape of mountebank should not work. But I won't care of the rule here. If Ryda is ready to jump into the water, risk her skin and use a daily item power, that's worth an action scene in an Hollywood movie and I will reward it. But

1) She will need to catch Pis (or Pis catch Ryda), which might mean Swim check.
2) Pis will need to damage Ryda
3) They will need to teleport (which mean within line of sight and within range)[/SBLOCK]
 

[sblock=ooc]I think we're just waiting on Jarren, right?

Twil: Sorry man. *wince* At least I shot you a heal before you got sucked under more, I guess. I think your best bet is to keep swimming because if you succeed the check you should be able to move back in our direction and grab the side. Once you're holding on, even if you have to sit out the fight we can probably pull you out when it's over.[/sblock]
 

[SBLOCK=OOC]Yeap, Jarren need to act. I will always wait at least 48 hours before posting a new round, unless everyone have acted.[/SBLOCK]
 

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