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


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Pis struggles upstream, determined to… well, do something. The halberd shrinks down to a dagger again as he does. When he’s found purchase on the wall, he looks up to the genasi and grins, hurling a dagger into his back.

[SBLOCK=Mechanic][/SBLOCK]

[SBLOCK=OOC]It's your turn, except Pis who already have acted.

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: ??; Versatile Dragonbreath expended
Hobgoblin [A29] - HP: -5; AC: ??; F: ??; R: 28; W: ??; Force Pulse Expended; Force Lure Expended;
Genasi [B32] - HP: -19; AC: 32; F: ??; R: ??; W: ??; Quarry
Goblin - Dead
Kobold - Dead
Warforged [A30] - HP: -16; AC: 22; F: ??; R: ??; W: ??; Marked; Immobilized

Jarren: 48/48 [10]; 1AP;
Pis: 23/39 [3]; 1AP; Bloodied; Clinging
Ryda: 26/51 [8]; 1AP;
Talkrai: 29/40 +3 [7];
Unit 16: 27/64 [12]; Bloodied; Swimming; ongoing 5 damage (save ends)

Jarren:
Pis: Sneak in the Attack
Ryda: Cut and Run
Talkrai: Ardent Surge x2
Unit 16: Form of Winter's Herald[/SBLOCK]
 

[sblock=ooc]Sorry, one more thing: did the warforged save against immobilized?

Also, if Unit 16 gets out of the water from C35, will that incur an OA from the gensai? Or will that depend on where he goes to?[/sblock]
 

[sblock=ooc]LadyLaw, I think I'm going to wait until after your turn - I just want to see where you move.

Mez, you good? I was going to keep gumming up the works in the corner if you're cool, but I can come that way if you need it.

twilsemail - same question to you?

Anti: don't worry about healing me just yet. :)[/sblock]
 

[sblock=ooc]Well, that's unfortunate, because I was waiting for you. >< I have too many options at the moment and I thought seeing what others were going to do would help even things out. I can't hold the three up top alone, probably not even with the help of the spirit companion. This is going to take a good amount of thinking on my part. If I stay up top, I'm not moving further than C32. I don't want to be too close to the water if I can help it.[/sblock]
 

[sblock=OOC]I'm good. I'm stuck in the water until the end of the fight, but good. If you guys can keep someone in my LOS, it'd be appreciated. I'm going to be a crap striker for duration of my bath, though.

On the bright side, I'm pretty much a nul-threat now. I should be able to hold on to the rest of my HP, assuming I stay on the wall.

Tactics: I highly recommend killing the crud out of the Hobgoblin first. He's the guy who's going to do the most damage in the long run.

Velmont, how far down am I compared to the floor?[/sblock]
 
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[SBLOCK=OOC]If you climb from C35 to wathever square of your choice, you'll be moving without shifting through a square the Genasi threaten, so yes, he will have an AoO.

For the moment, he doesn't threaten you as you are too deep in the water.

And the Warforged Save (1d20=19) is a success.[/SBLOCK]
 

[sblock=LadyLaw]
Well, that's unfortunate, because I was waiting for you. >< I have too many options at the moment and I thought seeing what others were going to do would help even things out. I can't hold the three up top alone, probably not even with the help of the spirit companion. This is going to take a good amount of thinking on my part. If I stay up top, I'm not moving further than C32. I don't want to be too close to the water if I can help it.
Well no matter what, you won't be alone up there - unless I completely blow my athletics check... :)

My current plan is to get to A34, heal, mark, and burst 1. I was thinking I would adjust my final position to best gain CA depending on your move, since spirit allies don't flank (or count as an ally). If you wanted to be super-meta, you could hold your action until I get up there and give us both CA. But, given 16 is under water I don't know how he would have communicated that plan to you - although as a completely capable warrior yourself there's no reason you couldn't just notice what he keeps trying to do and assist. (Also, as an aside, please let me know if I suggest too much: I often have that problem and I am happy to shut up!)

My other option was so go after the genasi, but Pis needs a target and Ryda is totally capable of off-tanking for a bit.[/sblock]
 

[SBLOCK=OOC]Pis occupy the square just below the ground level. His head is out of the water, and at least one hand is clinging to the border, at the ground level. For the heroes you are, that's enough to hold on.[/SBLOCK]
 

Talkrai shifts in closer to the main group of enemies as the goblin falls. With her allies swiftly landing in the river, it was quickly becoming more important to fight her way over to the caster. It's just too bad I can't hit him from here, she thought.

Talkrai could no longer see Susan, but from what she'd seen so far, she surmised that Susan would be ok in the water, but Pis seemed to be just barely hanging on. Sadly, Talkrai knew there was little she could do to help him from here.

She took a swing at the large warforged enemy that was now in front of her. Her sword bit into it's rocky, metallic hide, and with the success of the blow she found the strength to send bolstering mental power to Ryda, who was now squaring off against the Genasi alone.

[sblock=mechanics]Move: shift to C32
Standard: Energizing Strike on Warforged at B33 - 1d20+12=27 Vs. AC for 1d10+7=10 damage
Effect: Ryda gains 7 temp HP[/sblock]

[sblock=Regarding Interrupt/Reaction Powers]Please note that I intend to use both Bastion of Mental Clarity and Ardent Alacrity at the first opportunity they have to trigger.[/sblock]

[sblock=Talkrai Mini-stats]Talkrai - Female Kalashtar Ardent (Mantle: Clarity) 4
Passive Perception: 23 (28 vs. hidden creatures), Passive Insight: 23
AC:19, Fort:15, Ref:13, Will:19 -- Speed:5
HP:29/40, Bloodied:20, Surge Value:10, Surges Left: 7/8

Power Points: 4/4, Action Points: 0, MI Daily Uses: 1, Milestones: 0
Powers: Energizing Strike, Focusing Strike, Prescient Strike
Ardent Alacrity, Ardent Surge, Bastion of Mental Clarity, Dimension Swap, Healer's Gift, Second Wind
Mental Turmoil, Manifester Weapon Power, Bloodthirst Bracers Power


Mantle of Clarity: Myself and each ally within 5 squares has +4 to all defenses vs. Opportunity Attacks. Each ally within 5 squares gets +2 to perception and insight checks.

Conditions: None[/sblock]
 

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