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

[sblock=ooc]Yeah, despite all my misses and Pis' bath, this fight has honestly gone very well. We've managed to keep the enemy extremely pinned down, and have been focus-firing very well. Go team! :)[/sblock]
 

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[sblock=ooc]Didn't see your post before I posted! :) Yeah, no worries on the mark! I think he still has some AoE he can use to hit us both, but not without hurting the warforged too. It's a good move.

Honestly, for future reference, I will probably rarely care if the spirit companion over-marks me: the point is to keep things off of everyone else, and your companion - while it can hurt you a little if it dies - is still a far better target.

Below is 16's updated stat block.[/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23 (25), Fort:19 (20), Reflex:15 (16), Will:15 (16)
HP:51/64, 5 temp HP, Bloodied:32, Surge Value:16, Surges left:11/13
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]
 

The Genasi move toward Ryda, still having a grudge against the archer, but when he pass by Pis, he swing his axe on the Rogue's head, who fall unconscious in the water.

The warforged then easily push Unit 16 away from the Hobgoblin

The hobgoblin then try to pull Ryda into the water, but he got too much difficulty to aim at the half-orc.

The dragonborn then shot an arrow at Susan, and find his mark in a small hole in the warforged defense.

[SBLOCK=Mechanic]Genasi
Walk to F34
Genasi: Attack vs. AC on Pis (1d20+9=29, 1d12+4=11) Critical! Genasi: Critical vs Pis (1d12=10) Hit for 26 damages. Pis is unconscious.

Warforged
Bull Rush on Unit 16 (1d20+10=30) Hit! Push at C34 and follow into B33.

Hobgoblin
Recharge roll: Shock Staff; Force pulse; Force Lure (1d6=5, 1d6=6, 1d6=6) Everything recharge!
Force Lure vs Fort on Ryda (1d20+4=6, 2d6+4=11) Miss

Dragonborn
Attack vs AC on Unit16 (1d20+10=24, 1d10+4=7) Miss!
[/SBLOCK]

[SBLOCK=OOC] It's your turn.

If nothing is done, Pis will be slided 6 squares and he will need to roll a death saving throw.

It's annoying to not have clear rules on the Grappling Hook. I'll make a change to what I said:

Grappling Hook will be considered an Exotic Heavy Thrown Weapon 5/10. You need to attack your 'target' to fix it at something (Standard Action). AC of the target will depend on your target. (Bridge: AC: 13; Statue AC:18). All penalty will normally apply to the attack. Someone in the water who is not clinging or to the border must apply underwater combat penalty (-2 to attack) as the current is strong or successfully does a Swim check to cancel that penalty.

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.

- Grappling Hook will be considered an Exotic Heavy Thrown Weapon 5/10. You need to attack your 'target' to fix it at something (Standard Action). AC of the target will depend on your target. (Bridge: AC: 13; Statue AC:18). All penalty will normally apply to the attack. Someone in the water who is not clinging or to the border must apply underwater combat penalty (-2 to attack) as the current is strong or successfully does a Swim check to cancel that penalty.[/SBLOCK]

[SBLOCK=Map & Status]Map Updated

Dragonborn [A31] - HP: -18; AC: 29; F: ??; R: ??; W: ??; Versatile Dragonbreath expended
Hobgoblin [A29] - HP: -54; AC: 26; F: ??; R: 23; W: ??; Bloodied; Marked; Force Lure 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: -3/39 [3]; 1AP; Sinking; Bloodied; Unconscious; Dying;
Ryda: 38/51 [8];
Talkrai: 29/40 +5 [7];
Unit 16: 51/64 +5 [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]
 
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[sblock=Velmont]Looks like the spirit companion isn't in the right square on the map. Jarren called it to C33. That would also mean that Unit 16 would still be adjacent to the spirit at his current location.

Also, is Pis in line of effect of my powers at this point, or no? I would imagine that he was when he was clinging to the wall, but now that he's unconscious I'm not sure.

Additionally, Talkrai should be at 34 HP since Jarren healed her for 5; and her THP should be at 5, not 3.[/sblock]
 
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The rage in Ryda burns hot as the Genasi casually batters her comrade into unconsciousness. Arrows fly swift and true, catching the shoulder of her enemy. She tries to make a snarky comment, but the words come out in a anger fueled howl instead. The sight of Pis floating away snaps her out of her bloodhaze, and she quickly unfurls her rope and makes to tie it around the statue. “Cover me Jarren, I’m gonna try and save the peacock.”

[sblock=Mechanics]Firstly, wouldn’t the dragonborn have triggered an OA for using a ranged attack next to the spirit?.
Standard: Twinstrike on the Genasi: 1d20+13=32 1d12+5=15 1d20+13=21 1d12+5=17 1d6=3 1 definite hit, one maybe, for 18 damage and another 17 if the 21 to AC hits.
I’ll use my move and minor to get to pull out the rope and tie it around the statue. Don’t know how far she’ll get but I’m hoping Minor to pull out rope, and Move -> Minor to tie the knot, which will let her dive in and grab him next turn. That is assuming the spirit OA doesn’t grant Pis 5 HP and let him live, lol.[/sblock]
 

[sblock=Velmont]Unit 16's AC boost was not from the spirit companion; it was from his daily power. It remains 25 wherever he goes. I think this means the attack missed?

Also, the spirit companion was in C33, if I am not mistaken. (I don't think this would have changed anything that was done, unless you would have changed any actions taken.)[/sblock]
[sblock=ooc]Ack! Well, I think someone is going to need to jump in? What does everyone think?[/sblock]
 

[sblock=ooc]I'm going to suggest we wait for an answer on my Line of Effect question before anyone dives in. If I can effect him with my powers I might be able to pull off and Energizing Strike (Augement 1) that would give him 5 HP so he could fend for himself. If I were to miss, I could also dimension swap us if he's in LoE. Then Tal would be stuck in the water, but at least people could get to him so he didn't just float away.[/sblock]
 

[sblock=also]This is relatively minor, but Unit 16's HP before the enemy turn was 51, +5 temp. (Assuming the arrow missed, it still would be.)

Sorry to hit you with 10,000 corrections in 10 seconds! :)[/sblock]
[sblock=ooc]Wow, we all posted at once! Well, I hate to say it, but I honestly think the decent-swimming, non-breathing guy may need to stay over here and keep the enemy from advancing. :( What do folks think? Maybe Jarren can throw a heal down there before someone takes a dip?

LadyLaw, I think my plan is to take an OA from the warforged, move to B32, and then mark everyone in the corner, if that works for you.[/sblock]
 

[sblock=ooc]That's fine by me. I'm not doing anything before I get my answer because I have a few helpful options if it's a positive; and you taking OA's to get into better position isn't going to change my plans any. You'll get a healthy +4 from my aura. :)[/sblock]
 

[sblock=LadyLaw]Awesome! :) I keep forgetting about that! Also, if you're going to move away and no other ally will be taking your place, do you mind if I go before you (if that's possible and what you're doing isn't a reaction or something)? Just so I can get the +1 for an adjacent ally - I'm going to try smacking the warforged. At this point we just need to drop dudes.[/sblock]
 

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