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

Pis flings his dagger at the Genasi again. After striking the Genasi he digs through his backpack and pulls out a rope with a grappling hook.

[sblock=Actions]Standard:Sly Flourish on Genasi 29 vs. AC for 11 damage
Move: draw Rope & Hook from pack[/sblock]
 
Last edited:

log in or register to remove this ad

[sblock=ooc]Anti: sounds like a plan! :)

Also: as it turns out, I've been doing my shield's power wrong. It's not +1 to AC; it's +1 to defenses. Man that's an awesome shield. (Wouldn't have made any difference so far, but I will try to get it right in the future.)[/sblock]
Seeing Jarren's spirit companion move into position, Unit 16 smiles and raises his warhammer high above his head for a mighty blow... and once again, like every other time this great combo has been attempted, fails completely to connect - in fact, he nearly smashes his own foot... for the umpteenth time.

Tired of failing repeatedly, Unit 16 concentrates on doing something that he knows will work. Taking advantage of the fact that the warforged was still off-balance from his last attack, he sends a blast of cold air his way, pushing him slightly - but enough to knock him to the ground with a heavy thud. He then shifts to completely block the corner - the shards of ice shifting with him - and gets the attention of those around him.

[sblock=ooc]standard: Earthgrasp Strike on hobgoblin: natural 1! AGAIN!

/sigh. 3rd one this encounter, in fact. Guess I'm back to the old Unit 16? I even thought about using a potion of clarity but I mean if you can't hit with a +14, why waste a daily item power? I even had a cool taunt all thought up and ready for when I knocked that guy to the ground!

minor: Warden's Tempest: slide warforged to B32; because he leaves the zone he falls prone and takes 4 damage

I hate to waste the prone like that (and mess up flanking opportunities). I REALLY thought about sliding him to C34, where he'd have to stand and then move and not be able to attack - but I also REALLY don't want to keep standing on the edge of the water here, and this way they are all boxed up pretty badly (I don't think the bow guy has line of sight to anyone else). Hope that's ok!

move: shift to B33

free: Nature's Wrath: mark hobgoblin and warforged[/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23 (25), 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:
- Unit 16's mark: attacks that don't include him take -3 and trigger an interrupt if they are next to him or a reaction against those up to 5 away

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

Full sheet: Unit 16[/sblock]
 
Last edited:

[sblock=ooc]Man, Bob. If this were a tabletop game I'd tell you to get some new dice. XD

Don't worry about missed flanking opportunities. Better to not risk landing in the drink again, in my opinion. We'll get these guys eventually. Slow and steady, and all that. :)[/sblock]
 

[sblock=Wow…]*Goes out and buys Bob new virtual dice, then ritually melts his old ones in an attempt to appease the dice gods…* Wow man, just wow.[/sblock]
 


Ryda grunts as the axe grazes her thigh, filling her with her heritage's fury. Using the momentum of the swing, she swivels around and glides up onto the bridge. FINE! You want my attention, you got it! she yells, firing one arrow after another. She then continues across the bridge and tucks in next to Jarren.

Talkrai continues to bash away at the enemy warforged relentlessly. She is not dissuaded by it healing itself. She knows that it is like a wall, standing in the way of reaching the more dangerous opponents. As another of her blows lands true and takes a chunk from it's armor, she finds more healing energy to send at her companions. She directs it toward Ryda, as she tumbles away from the Genasi.

Pis throw his dagger at the Genasi, wounding him. He then starts to get his Gappling hook out of his backpack.

Seeing Jarren's spirit companion move into position, Unit 16 smiles and raises his warhammer high above his head for a mighty blow... and once again, like every other time this great combo has been attempted, fails completely to connect - in fact, he nearly smashes his own foot... for the umpteenth time.

Tired of failing repeatedly, Unit 16 concentrates on doing something that he knows will work. Taking advantage of the fact that the warforged was still off-balance from his last attack, he sends a blast of cold air his way, pushing him slightly - but enough to knock him to the ground with a heavy thud. He then shifts to completely block the corner - the shards of ice shifting with him - and gets the attention of those around him.

[SBLOCK=Mechanic][/SBLOCK]

[SBLOCK=OOC] It's Jarren turn then the enemy.

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; Marked; Immobilized; Force Pulse used; Force Lure used; Shock Staff used;
Genasi [B32] - HP: -45; AC: 24; F: ??; R: ??; W: ??; Bloodied; Quarry
Goblin - Dead
Kobold - Dead
Warforged [A30] - HP: -37; AC: 22; F: ??; R: ??; W: ??; Bloodied; Prone; Marked; Warforged Resolve used;

Jarren: 48/48 [10]; 1AP;
Pis: 23/39 [3]; 1AP; Clinging
Ryda: 38/51 [8];
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:

[sblock=Heh]
Ha - thanks guys! :) I still have faith that one day I'll be at least average... ;)
A few more attack rolls in this fight and I don't know if you can recover, Bob. In the mean time, keep it up. At least you've got me rolling above average, and not drowning. *knock on wood*[/sblock]
 

[sblock=OOC]Bob is channeling you all his good rolls so that we don't lose our rogue :) I'm also impressed that at -45 HP, the genasi isn't bloodied yet.[/sblock]
 


Jarren cracks a smile despite the gravity of the situation as his patented double team manoeuvre with Susan once again produces spectacularly poor results. It seems luck just isn't with them.

With equanimity he pulls his companion back to a position where it can support Talkrai as well as Susan, and calls upon potent spirits of life and renewal. Wounds knit and tired limbs feel reinvigorated in the soft glow that radiates from the serpent's scales.

The glow lasts only a moment, and then the spirit shifts in the blink of an eye to a more fearsome aspect as it uncoils to strike straight past the warforged and menace his hobgoblin ally with vicious bites to the face and neck. Supernatural dread presses down upon the hogboblin, leaving him focused blindly on the spirit snake which now seems to glow with a baleful energy as it hisses malevolently at him.

[sblock=OOC]Call Spirit Companion to C33

Healing Spirit on Unit 16 - he spends a healing surge and gains 8 bonus hp. Secondary effect heals Talkrai for 1d6+3=5 hp.

Unit 16 and Talkrai both gain 5 THP.

Certain Threat on the Hobgoblin: 1d20+10=29 vs Ref. Damage 2d6+7=13 and the Hobgoblin is marked by the Spirit (-4 penalty to attacks that don't include it) TENT.

Also, Protector Spirit Adept grants Susan and Talkrai +1 to Fort/Ref/Will defenses as long as they are adjacent to the spirit.[/sblock]

[sblock=Tactics]Hope it's okay to overwrite your mark here Bob. I figure it might help to prevent the Hobgoblin from chucking you in the drink again if one of his powers recharges, and you should be able to re-mark easily enough, if he even survives another round.[/sblock]

[sblock=Jarren Status]
Jarren
Razorclaw Shifter 5
Initiative: +4, Senses: Passive Perception: 24, Passive Insight: 22, Low-light vision

AC 17, Fort 18, Ref 16, Will 20
HP 48/48, Bloodied 24, Surge Value 12, Surges 10/10
Saving Throws +0
Speed 6

Action Points 1

Powers
Healing Spirit x2
Capturing Jaws
Certain Threat
Second Wind
Speak With Spirits
Razorclaw Shifting

Spirit of Life
Spirit of the Healing Flood
Wind of Pain and Succor


Daily Item Powers 1
Bear Spirit Leather Armor
Cloak of Resistance
Potion of Clarity

Consumables
2x Potion of Healing
2x Potion of Clarity
337 gp

Conditions
-
[/sblock]
 
Last edited:

Remove ads

Top