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

[sblock=but]But what we did forget is that Pis' AC against OAs is 22, thanks to Talkrai. So the 18 misses, Pis has 4 HP, and I guess the rest of his actions are as normal?[/sblock]
 

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[sblock=oops]Oops! Sorry - my mistake. Ah well, hope you don't mind someone standing on top of your passed out self - cause 16 is headed that way. :)[/sblock]
 

As the hostage is killed, Unit 16 springs into action. He dashes toward the enemy group, running straight for the gnome. Pis jumps in front of him and falls, but 16 doesn't hesitate for a moment. Before he can arrive, Ryda's arrow flies through the gnome's lung and passes out the other side of his body, and Jarren summons his spirit companion into a familiar position. This time, it looks like it can work.

"I see we have your attention. You have made your final mistake, as the hostage taker becomes the hostage. Release our companions or we will kill you where you stand. This is your final warning. You have two seconds to comply."

Before the gnome can respond, 16 raises his hammer high and smashes it into the ground, sending out a small shockwave into everyone around him. He catches the gnome and at least one guard, both of whom look like they could teeter over at any moment. Happy to oblige, without turning around 16 aims his shield toward the guard behind him and a blast of cold air bursts forth and slams into him, pushing him back toward the river and knocking him over with a heavy thud at Talkrai's feet.

Driven by the sight of so many companions fallen, without even realizing it Unit 16 continues to press the attack. He draws on his reserve strength and smashes his hammer down hard on gnome once again, slamming his head face-first into the ground where the very earth itself seems to hold him in place.

"Release our companions, or you shall not rise from that spot!" Unit 16 screams in an uncharacteristic rage.

[sblock=ooc]Move: move to A32. No OAs since sadly Pis saw to that.

Free: mark the gnome and the two others

standard: Roots of Stone: 28 vs. AC on gnome, 19 vs. AC on guy at B32, 29 vs. AC on guy at A33. Except I forgot to add in Jarren's spirit animal and Talkrai's flanking bonus and warforged tactics bonus, which means it was 31 vs. the gnome and 32 vs. A33 (don't think it matters). However, vs. the guy at B32, technically - and this is a tricky call, honestly - I have one ally adjacent to the target (Pis), so I think that should be a 20 vs. AC (the gnome would similarly be a 32 vs. AC). Velmont's call on whether or not that's true (and it may not matter either way).

- Everyone who is hit takes 9 damage and if they leave the area 1 square from Unit 16, they are knocked prone and take 4 damage. Also, the two guards (if hit) take an additional 3 damage because they were at full HP. Also, Unit 16 gains +1 to defenses until the start of his next turn.

Minor: Warden's Tempest on enemy at A33; he is slid to B34, and because he left the area immediately next to Unit 16 he falls prone and takes 4 damage.

Sorry guys - I did my entire turn (including AP) before I remembered that Jarren had already immobilized the guy! Ah well, at least we're sure. :)

AP: standard: Earthgrasp Strike on gnome: 25 vs. AC (actually 28 vs. AC thanks to Jarren or 29 vs. AC if Pis counts as an ally adjacent) for 13 damage. He is prone, he cannot stand until the end of my next turn, and the first time he stands before the end of the encounter he'll take 1d10 + 5 damage.

Boo. Yah.[/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23 (24), Fort:19 (20), Reflex:15 (16), Will:15 (16)
HP:64/64, 0 temp HP, Bloodied:32, Surge Value:16, Surges left:10/13
Action Points/Daily Item Uses Left/Milestones: 0/1/1
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: +1 to defenses

Full sheet: Unit 16[/sblock]
 

[sblock=ooc]Wow, that was a complicated action. Ok, here is a summary of what happened for Velmont if he doesn't want to sort through all the damage totals (assuming a 28 or better hits anything):

- The gnome took 9+13= 22 damage, is prone, (already immobilized,) and if he somehow moves from that spot before the end of 16's next turn, he will be prone and take damage. Also, he cannot stand until the end of 16's next turn, and when he does stand again, he'll take damage. Yeah, I think we got him (he may already be dead).

- The guy at A33 was shifted to B34 and is prone, and took 9+3+4= 16 damage.

- The guy at B32 either took 9+3= 12 damage and can't leave the area around Unit 16 without falling over and taking more damage, or he's fine.

- My understanding of how standing over someone works is that if anyone tries to hurt Pis, they'll take a smack from 16, as they will have to reach into my space to get him. I could be wrong, though. However, it doesn't actually matter because I marked everyone there, so anyone who attacks anything other than Unit 16 gets smacked anyway.

- That's the best I've rolled with this character. :)[/sblock]
 
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As the hostage is killed, Unit 16 springs into action. He dashes toward the enemy group, running straight for the gnome. Pis jumps in front of him and falls, but 16 doesn't hesitate for a moment. Before he can arrive, Ryda's arrow flies through the gnome's lung and passes out the other side of his body, and Jarren summons his spirit companion into a familiar position. This time, it looks like it can work.

"I see we have your attention. You have made your final mistake, as the hostage taker becomes the hostage. Release our companions or we will kill you where you stand. This is your final warning. You have two seconds to comply."

Before the gnome can respond, 16 raises his hammer high and smashes it into the ground, sending out a small shockwave into everyone around him. He kills the gnome and hit one guard, whom looks like they could teeter over at any moment. Happy to oblige, without turning around 16 aims his shield toward the guard behind him and a blast of cold air bursts forth and slams into him, pushing him back toward the river and knocking him over with a heavy thud at Talkrai's feet.

Driven by the sight of so many companions fallen, without even realizing it Unit 16 continues to press the attack. He draws on his reserve strength and smashes his hammer down hard on gnome once again, slamming his head face-first into the ground where the very earth itself seems to hold him in place.

"Release our companions, or you shall not rise from that spot!" Unit 16 screams in an uncharacteristic rage.

[SBLOCK=OOC]1) Everyone can only make 1 AoO during each combatant turn, but there is no limit each round. So Unit 16 takes 2 AoO.

2) No rules prevent to attack a prone character, and coup grace doesn't provoke AoO. But Swordman 2 is marked.

3) Unit 16 didn't spent his AP as the gnome was already dead.

4) That's the first character I kill in PbP... [/SBLOCK]

[SBLOCK=Mechanic]AoO vs AC on Unit 16 by Swordsmen (1d20+12=14, 1d10+5=10, 1d20+12=26, 1d10+5=8) Miss by both

Unit 16
Kill the gnome, hit Swordman1 and push him out of the zone, putting him prone. Swordman2 haven't been touch.

Swordman2
Standard: Imposing Smite vs AC on Pis (1d20+11=24) Hit. Critical Damage against an helpless creature, Pis takes 25 damages and is dead.

Swordman1
Move: Stand Up
Standard: Imposing Smite vs AC on Talkrai (1d20+11=17, 2d10+5=23) Miss, thanks to the mark.[/SBLOCK]

[SBLOCK=Status & Map]Map Updated

Jarren: 48/48 [10]; 2AP;
Pis: -25/39 [2]; 2AP; - Dead
Ryda: 44/51 [7]; 1AP;
Talkrai: 34/40 [7]; 1AP;
Unit 16: 64/64 [11]; 1AP;

Gnome: Dead
Swordman 1: -16
Swordman 2: -0

Jarren:
Pis:
Ryda: Split the Wood;
Talkrai:
Unit 16: Form of Winter's Herald; Roots of Stone[/SBLOCK]
 
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[sblock=ooc]Ok, so first off, if the gnome dies and I did not hit the swordsman at B32 (both seem true?), I'd like to redirect my action point to the swordsman at B32. I'll just have it be the same action, Earthgrasp Strike; that's the easiest thing to do and I'm sure I would have just kept the same action.

If that's the case, I'm guessing a 25 (maybe 26?) still hits? If so, he would take 13 damage (plus 1d6, since he had full HP), be prone, and also unable to stand until the end of 16's next turn, and when he stands he'll take 1d10+5 damage.

That does not necessarily prevent him from attacking Pis, however.

Additionally, by choosing to attack Pis, he would trigger Unit 16's Warden's Fury. Feel free to go ahead and roll it (or I can if you want): it's +11 vs. Fort, 1d10+6 damage and he grants CA to me and my allies until the end of my next turn if I hit.

That also does not necessarily prevent him from attacking Pis, however.

At this point, I'd say the only way 16 could save Pis is if somehow that damage manages to kill the swordsman (as it is an interrupt). Even given my belief that someone attacking someone directly under me would cause an OA, 16 is basically spending that OA by way of his mark, anyway (I think he'd only get one immediate action either way). I'm also guessing that's unlikely.

Does anyone else have some immediate reactions or anything that could help? I think Jarren has some kind of armor...

Ok, so I just looked it up. Jarren has an armor that has an immediate reaction daily item power when a ally hits while near his spirit companion: it gives 8 temp HP to everyone near his spirit companion and himself. Anti is away so he didn't really get to react; would it be acceptable for him to have used this daily item power (has he used one yet today - I don't believe so) when 16 hit the gnome? If that happens, Pis would be at 0 HP and 8 temp HP; the damage from the attack would put him at -17 instead of -19 or higher, and he would not be dead.

I don't think it's an entirely unreasonable action, given that it would be one way he could "heal" Pis even while he was down, and it could be triggered after 16 attacks, which was after Pis going down. What do you say, Velmont?

Anyone else have any ideas?[/sblock]
 

[SBLOCK=OOC]Temporary Hit Point wouldn't help here because Pis was helpless and was dealt more than his bloodied value in damage, which kill the target, even if the target was at full health (An helpless character is not necesserly dying).

So to save Pis, you have either to:

1) Heal Pis so he is no more helpless before he is attacked
2) Reduce damage to under his bloodied value before he is attacked
3) Move Swordman2 out of reach of Pis before he attack.

I don't have time to roll at the moment, Evilbob, feel free to roll your AoO against Swordman2, Earthgrasp Strike would have hit him.[/SBLOCK]
 

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