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

Feeling for his companion, but trusting in his friends and knowing his best option is to keep the remaining hordes at bay, Unit 16 walks past the warforged and into position so as to make sure they all can barely move. The shifting ice continues to follow him. After getting their attention, he refocuses his attack on the hobgoblin in an effort to fell another foe. He raises his hammer and... this time his aim is true! He smacks the hobgoblin full force, nearly striking a vital point, while additional panels open on his weapon arm and position themselves in reflective angles, providing a higher level of defense.

[sblock=ooc]I had originally wanted to go after the warforged but a) the hobgoblin is still the biggest threat and b) since Velmont updated the HP totals he looks the most hurt.

move: -> C33, B32. This should incur an OA from the warforged if he wishes to take it. My AC remains 25.

free: mark warforged, hobgoblin, dragonborn (poor bastards, they have me surrounded)

standard: Earth Shield Strike on hobgobby: 30 vs. AC (woohoo! I think this is the first time I've hit with this at-will power!) for 10 damage and +2 power bonus to AC for me (and +1 to defenses from shield)

minor: none

The mini-stats below will be updated with the result of the OA; I'm assuming it doesn't stop any of his further actions.

Well guys, I've marked everyone and boosted my defenses like crazy! Here's hoping I don't get thrown in the drink![/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23 (28), 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 (daily), +2 power bonus to AC (at-will), +1 to all defenses (shield); all area within 2 squares of Unit 16 is difficult terrain for his enemies

Full sheet: Unit 16[/sblock]
 
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Jarren nods quickly to Talkrai's message, and with a quick hand gesture his spirit companion vanishes and reappears directly in front of him. It menaces the genasi with a quick snap of its jaws as Jarren focuses on channeling healing spirits once more. Sinking beneath the surface of the water, Pis seems to feel helpful hands reaching down to pull him back. He regains consciousness almost immediately, feeling strong enough to fight the current again.

[sblock=OOC]Minor: Call Spirit Companion to F33.

Move -> Minor: Healing Spirit on Pis. He spends a healing surge and regains 5 additional hp. Secondary effect on Ryda - she gains 1d6+3=6 hp. Jarren and Ryda both gain 5 THP.

Standard: Protecting Strike on the Genasi. 1d20+10=17 vs. Will. 1d8+7=10 damage if that hits, and Jarren and Ryda gain 3 THP but that's wasted.[/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 +5 thp, 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]
 

[sblock=OOC]Was the Genasi still standing after Ryda's attacks? I will be very impressed if his AC is higher than 21 given the type armor and lack of a shield... unless it's magical... *drool* lol.[/sblock]
 

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. The genasi drop death into the river. 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.”

Talkrai lets out a burst of mental anguish as Pis falls unconscious in the water. She takes another swing at the warforged, but is apparently too distracted, and the blow merely glances off the monster's armor ineffectively.

Feeling for his companion, but trusting in his friends and knowing his best option is to keep the remaining hordes at bay, Unit 16 walks past the warforged and into position so as to make sure they all can barely move. The shifting ice continues to follow him. After getting their attention, he refocuses his attack on the hobgoblin in an effort to fell another foe. He raises his hammer and... this time his aim is true! He smacks the hobgoblin full force, nearly striking a vital point, while additional panels open on his weapon arm and position themselves in reflective angles, providing a higher level of defense. The hobgoblin, almost dead, didn't survive Susan's blow.

[SBLOCK=Mechanic][/SBLOCK]

[SBLOCK=OOC] I didn't include Jarren action as his target was no more alive. He choose a new course of action if he wish.

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] - Dead
Genasi [B32] - Dead
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: 34/40 +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]Just so you know, your status still shows an incorrect HP total for Talkrai. Talkrai has 34 HP and 5 THP at this time. Thanks.[/sblock]
 

[sblock=OOC]I'll stick with my round's actions, just not including the standard action that I spent attacking the genasi. In place of that I'll have Jarren retrieve some rope from his pack.[/sblock]
 

As the hobgoblin falls, Unit 16 remarks, "As I said."

[sblock=ooc]Woohoo! :) Nice job, team! We got 'em on the ropes now![/sblock]
 

[sblock=ooc]Just FYI, Ryda already retrieved a rope and tied it around herself.

Also, are you going to leave your spirit companion where it was or where you moved it?[/sblock]
 

[sblock=OOC]I realise the rope might be superfluous, but Jarren is running out of useful things to do (short of blowing daily powers, which doesn't seem necessary), so I'm thinking it might be better if he goes on rope duty while Ryda cleans up the enemies.

Considered using Aid Another, but actually I think it's a bad idea now that a failed check gives a -1. Jarren's Athletics is lousy.

Spirit Companion gets moved as per my post, due to positional requirements for secondary healing/THP from Healing Spirit.[/sblock]
 
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