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

[sblock=OOC]I'm cool guys. Roll with it. Pis is dead.

If the party wants to raise him, that's they're prerogative. He's got some gold in his belt and a shiny platinum key that has to be worth some money.

Alternately, I can start up a new PC. I was thinking of a Monk after that "Athletics or die" scenario an encounter ago. Also, I really like Monks.

Party preference?

Sidenote: I'm assuming changelings turn back into changelings when they die?[/sblock]
 

log in or register to remove this ad

[sblock=ooc]Warden's Fury on guy: 13+2 (prone, forgot to add again)= 15 vs. Fort (possibly 16 vs. Fort if Pis counts as an ally). Damn, what a time for the old 16 to come back and roll a 2. Not looking good, but if that hits it's 14 damage and CA to us all.

Question: why does the temp HP not work again? It absorbs damage first...[/sblock]
 

[sblock=ooc]
Question: why does the temp HP not work again? It absorbs damage first...
Coupe de Grace: If you deal it's bloodied value in damage you kill the target.

It's also how he auto-critted.

Also, welcome back Bob, we missed you! How was your trip to roll-good-town?[/sblock]
 

[sblock=ooc]But... the temp HP are used up first. So the total damage would be reduced by 8, thus lowering the total damage to below the threshold. I'm so confused...

Temporary Hit Points
Lose Temporary Hit Points First: When you take damage, subtract it from your temporary hit points. If you take more damage than your temporary hit points, extra damage reduces your current hit points.


The trip was nice, thanks twil. :) It was cool getting to see what 16 could do when he hit things![/sblock]
 

[sblock=ooc]Unfortunately it's not about how much damage he takes to his actual HP, it's about the total damage roll. If the target is at full HP but asleep, and someone rolls up, attacks him, and rolls damage equal to his bloodied value, then he dies.

ETA: Look at it this way, damage absorbed by Temp HP is still damage dealt, it's just soaked up by magic.[/sblock]
 
Last edited:

As Pis lies dead at the ground at Susan's feet his features mellow and dull. The color leaches from his face and from his hair, which also grows longer. His fine clothing melts away to a plain shirt of grey mail.

Lastly, his cap and feather evaporate into mist.

When all is said and done, a dead changeling has been revealed.

[sblock=OOC]This is of course assuming that the party can't actually save him, which I don't really think is a possiblity.[/sblock]
 

[sblock=ooc]Well I have to say I'm still honestly confused here:

Slaying the Target Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies.

Lose Temporary Hit Points First: When you take damage, subtract it from your temporary hit points. If you take more damage than your temporary hit points, extra damage reduces your current hit points.


The damage dealt is reduced, then applied; the damage after temp HP that is dealt is less than the target's bloodied value. I get what people are saying about his actual HP total doesn't matter, but the thing is if he had 8 temp HP, the total damage dealt to Pis would be 17 instead of 25. And 17 < 19, so he's not dead outright. (Additionally, he also doesn't reach his negative bloodied value, so he's not dead that way, either.)

You always lose temp HP first; THEN damage is applied. The damage from the coup de grace would only be 17.

Renau1g: do you mind to clarify here? Either I'm wrong and confused (and if that's what everyone agrees to I am happy to just drop it and move on) or that's how temp HP works and this strategy could work. I'm honestly good either way; I may just completely not understand temp HP.[/sblock]
 

[sblock=Judge-ness]
Hmmm...this is an interesting situation as the temp hp should be used up first, per those rules, but then again they also seem like they shouldn't be used to determine if something based on hit points effects the target (i.e. damage based on its bloody value) so although I can see a rationale for having the thp's used first, I believe the evidence looks stronger for it to not save poor Pis.... sorry, I wish I saw it otherwise.

[sblock=Temp HP Rules from Compendium]
Temporary Hit Points

A variety of sources can grant you temporary hit points—small reservoirs of stamina that insulate you
from losing actual hit points.

TEMPORARY HIT POINTS

Not Real Hit Points: Temporary hit points aren’t real hit points. They’re a layer of insulation that attacks have to get through before they start doing damage to you. Don’t add temporary hit points to your current hit points (if your current hit points are 0, you still have 0 when you receive temporary hit points). Keep track of them as a separate pool of hit points.

Don’t Count toward Maximum: Temporary hit points don’t count when you compare your current hit points to your maximum hit points, when you determine whether you’re bloodied, or for other effects that depend on your current hit points.

Lose Temporary Hit Points First: When you take damage, subtract it from your temporary hit points.
If you take more damage than your temporary hit points, extra damage reduces your current hit points.

Don’t Add Together: If you get temporary hit points and already have some, use the higher value as your temporary hit point total instead of adding the values together.

Last until You Rest: Your temporary hit points last until they’re reduced to 0 by damage or until you
take a rest. [/sblock]

[sblock=Coup de Grace from Compendium]
Coup de Grace

Sometimes, you have the opportunity to attack a foe who is completely defenseless. It’s not chivalrous to do so, but it is viciously effective. This action is known as a coup de grace.

COUP DE GRACE: STANDARD ACTION

Helpless Target: You can deliver a coup de grace against a helpless enemy adjacent to you. Use any attack power you could normally use against the enemy, including a basic attack.
Hit: You score a critical hit.

Slaying the Target Outright: If you deal damage greater than or equal to the target’s bloodied value, the target dies. [/sblock]

[/sblock]
 

[SBLOCK=OOC]I would agree with renaug1 on that, because of a word used in the Coup de Grace: Dealt. An attacker deal damage, a target take damage. That's how it is generally told in the rules and power description. Temporary Hit points doesn't reduce the damage dealt, at the opposite of teh weakness status for example.[/SBLOCK]
 

[sblock=fair enough]Well, fair enough - I'll cease my prattling, then.[/sblock]
[sblock=ooc]Ok, so, the enemies have had their turn and now it's us, correct? And swordsman 2 took 13 damage + 1d6 (we can just use 3 again if you want since that's what I rolled for the other guy) and is prone and did not get up on his turn. And the gnome is dead, so it's just those two guys left.[/sblock]
Unit 16 watches in horror as his companion is brutally murdered. "Trapped, surrounded, and newly unemployed, you risked further pain to attack the one thing in the room that was no longer a threat?" he yells incredulously to the prone swordsman. Unit 16 leans in closer to the guard on the floor and whispers, "I am going to kill your family."

Rising back up and seeing the look of horror on Talkrai's face, he thinks in her direction:
[sblock=Talkrai]I would not. But I wish that to be the last thing he ever hears.[/sblock]
With that, he shifts between the two guards again and pummels the one on the floor relentlessly, aiming to cripple his legs.

[sblock=ooc]move: shift to A33

free: mark both swordsmen again

standard: Weight of Earth on prone guard: 20 vs. AC (including +2 for being prone). If that hits, he takes 15 damage and is slowed until the end of my next turn, and Unit 16 gets +1 to all defenses.[/sblock]
[sblock=Unit 16]Unit 16 Warforged Warden 5
Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal
AC:23, Fort:19, Reflex:15, Will:15
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]
 

Pets & Sidekicks

Remove ads

Top