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

[sblock=athletics check]Ok, so for my athletics check, I rolled a total of 29. Velmont: since I got such a high roll, can I choose, instead of swimming, to just jump out of the water and land on A34? (Basically jumping diagonally to B35 and A34.) I know that kind of stretches the limits of what you can do when jumping, but I figure jumping underwater should be easier than jumping through air, right? :) I dunno, I just thought it'd be cool. :) Would it help if I "ran" to A35 first under the water and then jumped, so I had a running start?

If that doesn't cut it, do I still need to make another athletics check to climb out, or will that one check suffice to swim up and get out?[/sblock]
 

log in or register to remove this ad

Ryda grunts in pain as she gets battered by arrow, spell, and steel. Her eyes gleam a furious red as she pivots away from the Genasi and pulls two arrows from her quiver, loosing them both at her distant foes. The arrows fly true, but both enemies turn at the last moment to cause only glancing blows from what could have been a fatal shot.

Seeing Unit 16 splashing around in the water, she yells out; Don't worry about me, I'll just kill them all while you guys take a swim break. Turn her attention back to the Genasi, she readies herself for the coming onslaught.

[sblock=Mechanics]Move: Shift to C38
Standard: Split the Tree on Hobgoblin and Dragonborn: 1d20+12=29 1d20+12=29 2d12+10=13Add Furious Assault: 1d12=5 for a total of 18 damage to both Hobgoblin and Dragonborn. Wow, mega-lame damage rolls, 3d12 and I get a 8 :eek:.[/sblock]
[sblock=Ryda's stats]Ryda– Half Orc Ranger 5
Passive Perception 19, Passive Insight 14
AC 21, Fort 16, Reflex 19, Will 15
HP 26+7/51, Bloodied 25, Surge Value 12, Surges 8/8
Speed 6, Initiative +7
Action Points: 0, Second wind
At-Will Powers: Twin Strike, Nimble Strike
Encounter Powers: Evasive Strike, Cut and Run, Yield Ground, Furious Assault
Daily Powers: Split the Tree, Spitting Cobra Stance
Racial Features: HalfOrc Resilience, Swift Charge, Furious Assault
Class Features: Hunter’s Quarry, Prime Shot, Fighting Style- Two Weapon
Item Powers: Predator's Hide, Cape of Mountebank
[/sblock]
 

[sblock=OOC]I could set up a flanking attack on the hobgoblin with Unit 16 this round using Capturing Jaws (that encounter power that has missed every time we tried to use it so far - but the thing I missed about it before is that even if it misses and doesn't immobilize the enemy, I think it still enables the spirit to flank TENT, and gives a +3 bonus to people's attacks when they flank with it). Might work well if Unit 16 is able to get out of the water and still attack the hogoblin this turn. Otherwise, it's better saved.

Also, Ryda can have the 5hp healing from the Spirit Companion's OA.[/sblock]
 
Last edited:

[sblock=Antithetist]Yeah, that's a good one - although it's a little bit of a chicken-or-egg situation, as I'd need to get out of the water before you knew you could use it, but you'd probably need to use it before I got out of the water. If you want to yell right when 16 gets out, he'll wait for you, but otherwise it's cool if you want to save it as well.[/sblock]
 

[SBLOCK=OOC]@EB: Sorry, but you can't run underwater or jump from under water unless you have a Swim speed, and in that case, I could allow to jump from the water into the air (like a dolphin). But you are too clumsy and heavy in water and the water is too dense to such feat.

Your roll allow you to swim up to half your speed. If you have movement left, you can also try to climb, as both skill state you can do this roll as part as a movement action. But don't forget Swim and CLimbing allow you to move half your speed, so each square count as 2.[/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.

Ryda grunts in pain as she gets battered by arrow, spell, and steel. Her eyes gleam a furious red as she pivots away from the Genasi and pulls two arrows from her quiver, loosing them both at her distant foes. The arrows fly true, but both enemies turn at the last moment to cause only glancing blows from what could have been a fatal shot.

Seeing Unit 16 splashing around in the water, she yells out; Don't worry about me, I'll just kill them all while you guys take a swim break. Turn her attention back to the Genasi, she readies herself for the coming onslaught.

[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: -18; AC: 29; F: ??; R: ??; W: ??; Versatile Dragonbreath expended
Hobgoblin [A29] - HP: -23; AC: 29; 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: -26; AC: 22; F: ??; R: ??; W: ??; Marked;

Jarren: 48/48 [10]; 1AP;
Pis: 23/39 [3]; 1AP; Bloodied; Clinging
Ryda: 26/51 +7 [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]
 
Last edited:

[sblock=ooc]Ah well, I thought I might as well ask. :)

My count is that I'd have to move a maximum of 2 squares: from -1 depth at C35 to 0 depth at B35 (1 square, 2 movement), then climb from B35 to A34 (1 square, 2 movement). I have a move of 6 so that should definitely be covered. I'll take that first roll as a swim check, then![/sblock]
[sblock=start of turn]Font of Life: SEVEN!

For those counting at home, that's 4 failed saves on a 65% chance!

take 5 damage: HP -> 22[/sblock]
While sitting at the bottom of the river, Unit 16 calls on his unending reserve as a creature born to fight forever to stitch up some of his wounds and finally shake off the pestering bleeding gouge in his side. Newly energized, he bursts to the surface of the water with the ease of a fish and quickly scrambles back up onto the ground to face the hobgoblin again. As he moves, the ever-shifting patch of ice shards continues to follow him, and once again the entire corner of the room is filled with dangerous ice.

"Every time you push me down, I will get back up," he taunts the mage.

And with that, he raises his frozen warhammer into the air and jumps - swinging it down hard and striking the ground just as he lands. It sends a wave of icy stone and energy out in a short burst, smacking hard into the hobgoblin and the warforged and throwing them both slightly off balance - to the point that even a tiny misstep will cause them to topple over.

"You, however, will not."

[sblock=ooc]minor: Warforged Resolve: +5 HP; save vs. ongoing: 15 (FINALLY!); gain 5 temp hit points

HP -> 27, +5 THP

move: already posted athletics check for swimming of 29 -> swim to B35; climb check of 22 -> climb to A34

free: Nature's Wrath -> mark hobgoblin and warforged

standard: Roots of Stone vs. hobby and warforged: 26 vs. AC on hobgoblin; 27 vs. AC on warforged (bonus for flanking and warforged tactics).
They both take 8 damage and a zone is created at A33, B33, and B34 until the end of my next turn. If either the hobgoblin or the warforged leave these squares, they take 4 damage and are knocked prone.

(Woohoo! Finally four good rolls in a row! :))[/sblock]
[sblock=healers]I spend two surges when I 2nd wind while bloodied, so being bloodied is ok by me.[/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23(26), Fort:19, Reflex:15, Will:15
HP:27/64, 5 temp HP, Bloodied:32, Surge Value:16, Surges left:12/13
Action Points/Daily Item Uses Left/Milestones: 0/1/0
Powers:
Font of Life
Nature's Wrath
Warden's Fury / Warden's Grasp
Weight of Earth
Earth Shield Strike

Warforged Resolve
Second Wind
Roots of Stone
Earthgrasp Strike
Warden's Tempest

Form of Winter's Herald - Form of Winter's Herald Attack
Form of Mountain's Thunder - Form of Mountain's Thunder Attack
Potion of Clarity

Important Stuff:
- makes lots of immediate interrupts/reactions/OAs

Conditions: resist 5 cold; +3 AC; all area within 2 squares of Unit 16 is difficult terrain for his enemies

Full sheet: Unit 16[/sblock]
 

[sblock=ooc]Anyone with sliding abilities feel free to move those guys out of that area so they'll fall prone. In the unlikely case that Unit 16 does not go flying once again into the river, that is definitely his plan! :)[/sblock]
[sblock=status]Just as a reminder, Jarren's spirit's OA attack healed Ryda 5 HP.[/sblock]
 
Last edited:

Jarren makes a quick gesture, catching Susan's eye as he directs his Spirit Companion into a position where they can crush the hobgoblin between them. The winged serpent darts into place and wraps itself around the Hobgoblin, its sinewy body morphing to grow thicker and tougher even as it does so. The enemy is soon bound tight in shining coils and the snake hisses fiercely in its face, drawing its attention away from its vulnerable rear side.


[sblock=OOC]Move Action: Spirit to A32

Standard Action: Capturing Jaws on the Hobgoblin. 1d20+10=23 vs Ref. Damage if that hits is 1d8+7=11, and the Hobgoblin is Immobilized until the end of Jarren's next turn.

Also until the end of Jarren's next turn, his allies can flank with his Spirit Companion, and gain a +3 bonus on attacks against an enemy they flank with it.[/sblock]

[sblock=Tactics]It occurred to me after I already made this roll that it may have been a mistake, since you're probably planning on using a Second Wind next round, right Bob? Ah well. Don't feel bound to make an attack if you don't want to, it's just an encounter power - no big loss.[/sblock]
 
Last edited:

[sblock=ooc]Heh, no biggie - it just means Jarren will need to keep me up until I can use it. :) Honestly, though, I'm expecting more along the lines of one of that hobbies' powers recharging and 16 going back in the drink. It's all good, though - with enemy rounds going like they have, all future plans tend to get torn to shreds anyway![/sblock]
 

While sitting at the bottom of the river, Unit 16 calls on his unending reserve as a creature born to fight forever to stitch up some of his wounds and finally shake off the pestering bleeding gouge in his side. Newly energized, he bursts to the surface of the water with the ease of a fish and quickly scrambles back up onto the ground to face the hobgoblin again. As he moves, the ever-shifting patch of ice shards continues to follow him, and once again the entire corner of the room is filled with dangerous ice.

"Every time you push me down, I will get back up," he taunts the mage.

And with that, he raises his frozen warhammer into the air and jumps - swinging it down hard and striking the ground just as he lands. It sends a wave of icy stone and energy out in a short burst, smacking hard into the hobgoblin and the warforged and throwing them both slightly off balance - to the point that even a tiny misstep will cause them to topple over.

"You, however, will not."

Jarren makes a quick gesture, catching Susan's eye as he directs his Spirit Companion into a position where they can crush the hobgoblin between them. The winged serpent darts into place and wraps itself around the Hobgoblin, its sinewy body morphing to grow thicker and tougher even as it does so. The enemy is soon bound tight in shining coils and the snake hisses fiercely in its face, drawing its attention away from its vulnerable rear side.

The dragonborn shoot an arrow on Pis but ends in the water.

The hobgoblin try to attack Susan with his staff, charged with electricity, but he only swing the air as the charge dissipate.

The warforged seems to bolster himself and try to attack Unit 16 too, but he is unable to connect.

The Genasi move next to Ryda and attack her again, barely slashing her for a wound that only give her more vigor and will to fight.

[SBLOCK=Mechanic]Dragonborn
Dragonborn: Attack vs AC on Pis (1d20+8=12, 1d10+4=7) Miss

Hobgoblin
Recharge roll (1d6=1, 1d6=5)
Hobgoblin: Shock Staff vs AC on Unit 16 (1d20+8=16, 2d10+4=13) Miss

Warforged
Warforged Resolve (+14 THP)
Warforged: Attack vs AC on Unit 16 (1d20+10=16, 1d8+4=9) Miss.

Genasi
Shift to C37
Genasi: Attack vs AC on Ryda (1d20+7=21, 1d12+4=12) Hit! Ryda takes 12 damages (7 absorbed by THP) is bloodied and gain 5 THP (thanks to be an half-orc)
[/SBLOCK]

[SBLOCK=OOC]Not only EB can have a sucky round. Barely hit Ryda and that's my best roll this round :p 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: -18; AC: 29; F: ??; R: ??; W: ??; Versatile Dragonbreath expended
Hobgoblin [A29] - HP: -41; AC: 26; F: ??; R: 23; W: ??; Bloodied; Immobilized; Force Pulse used; Force Lure used; Shock Staff used;
Genasi [B32] - HP: -19; AC: 32; F: ??; R: ??; W: ??; Quarry
Goblin - Dead
Kobold - Dead
Warforged [A30] - HP: -34 + 14; AC: 22; F: ??; R: ??; W: ??; Bloodied; Marked; Warforged Resolve used;

Jarren: 48/48 [10]; 1AP;
Pis: 23/39 [3]; 1AP; Clinging
Ryda: 21/51 +5 [8]; Bloodied 1AP;
Talkrai: 29/40 +3 [7];
Unit 16: 27/64 [12]; Bloodied;

Jarren: Capturing Jaws
Pis: Sneak in the Attack
Ryda: Split the Wood; Cut and Run; Evasive Strike
Talkrai: Ardent Surge x2
Unit 16: Form of Winter's Herald; Warforged Resolve[/SBLOCK]
 
Last edited:

Remove ads

Top