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

[SBLOCK=OOC]Yeah, B34 is dead.

Such roll are no more opposed as it was in 3rd edition, they have a DC difficulty against the passive Insight of the swordsman. And you can guess that 10 is not enough... close but not enough.[/SBLOCK]
 

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Talkrai's eyes film over with rage and sorrow. Tears stream down her face and you can hear her sobbing as she moves. She moves behind the remaining swordsman and with a gutteral, rage-filled, sobbing scream she slashes at him again and again with her sword. She takes no care for her own well-being. She simply pours all her power into swinging her blade as hard as she can into the offending man's body.

[sblock=Mechanics]Move: To C32
Standard: Precient Strike vs. Swordman @B32 1d20+12+2=25 vs. AC for 2d10+7=22 damage
Free: (if attack hit) Trigger Bloodthirst Bracers - Swordman takes 7 ongoing damage (save ends)
AP: Precient Strike vs. Swordman @B32 1d20+12+2=19 vs. AC for 2d10+7=14 damage
Effect: If either of those attacks hit, when the swordman attacks Talkrai or any ally she can see, she makes a secondary attack against it at +16 vs. Will.[/sblock]

[sblock=Reaction and Interrupt Powers]Talkrai will use Bastion of Mental Clarity and Ardent Alacrity at the first opportunity.[/sblock]

[sblock=Talkrai Mini-stats]
Talkrai - Female Kalashtar Ardent (Mantle: Clarity) 4
Passive Perception: 23 (28 vs. hidden creatures), Passive Insight: 23
AC:19 (20), Fort:15, Ref:13, Will:19 -- Speed:5
HP:34/40, Bloodied:20, Surge Value:10, Surges Left: 7/8

Power Points: 0/4, Action Points: 0, MI Daily Uses: 0, Milestones: 1
Powers: Energizing Strike, Focusing Strike, Prescient Strike
Ardent Alacrity, Ardent Surge, Bastion of Mental Clarity, Dimension Swap, Healer's Gift, Second Wind
Mental Turmoil, Manifester Weapon Power, Bloodthirst Bracers Power


Mantle of Clarity: Myself and each ally within 5 squares has +4 to all defenses vs. Opportunity Attacks. Each ally within 5 squares gets +2 to perception and insight checks.

Conditions: None[/sblock]
 

In contrast to the anger and grief of his companions, Jarren only gives a rumbling growl as Pis is slain. He motions with his spear and his Spirit Companion sprouts its wings once more, returning to its normal proportions before swooping over to pile in on the remaining swordsman.

[sblock=OOC]If the swordsman is still alive after Talkrai's go, of course; otherwise disregard.

Move Spirit Companion to B33

Protecting Strike on the swordsman in B32: 1d20+10=26 vs Will damage 1d8+7=8, and Susan and Talkrai gain 3 thp.[/sblock]
 


It takes only a moment for the group to dispatch the two goons of the gnomes. Ryda, Jarren, Susan and Talkrai looks around and see the eleven corpse that lay around them, foe like friends. Susan found himself unable to step somewhere without putting his feet in blood. Next to his feet, he see the platinium key that had been taken out from the bowl.
 

Talkrai continues to hack senselessly at the dead swordsman in from of her, sobbing all the while. After a few more swings, all the strength seems to drain out of her and she simply collapses onto the floor: sitting on her knees, arms wrapped around her chest, doubled over so that her head nearly touches the stone, and bawling loudly.
 

Unit 16 brings his hammer down again and again on the corpse of the swordsman; he doesn't stop until the head is a mere pulp. He doesn't seem enraged, but rather like he is working to a purpose. Covered in blood splatterings from head to toe (OOC: think Dragon Age: Origins), he pauses to survey his work. Satisfied, he sheaths his hammer and turns to the body of the changeling. With a contrasting tenderness, he carefully scoops up the small body and places it gently over his shoulder, and quickly gathers Pis' possessions that have fallen to the floor, including the platinum key. Turning to the others, he exclaims urgently, "The others on the surface!" and takes off at a run back the way they came.
 

[sblock=ooc]Sorry to force the party in the direction I was headed; the key was there, so he just picked it up as a matter of convenience. But I just realized that anyone who didn't want to run to the surface is now stuck without a way forward. If anyone wants to do something different, just let me know and I can not have picked up the key. Sitting and crying is also an appropriate response. :)

(LL: I've been trying to subtly play up Unit 16's "battle-hardened experience" to contrast Talkrai's "total newb" fighting background, but I find it keeps coming off like me trying to tell you what to do, or a little condescending. I'm sorry if that's what you're getting; I've honestly been trying to come up with better ways to play the "veteran who might be a mentor" vs. the "fresh recruit" thing, but if that's not something you're interested in I can drop it.)[/sblock]
 

[sblock=ooc]It's all good, bob. I'm not getting any condescension from it at all. This situation has done weird things to Tal and I'm not sure exactly how I'm going to have it play out yet. The mentor thing is something that would be fun to do, but she's had soooo much dropped on her all at once that I'm not sure if she's still going to be able to grow that slowly or if there would just need to be such a radical personality change under the circumstances that she'll become something I didn't want.

That's why I said when this adventure ends, I may just retire her. I still haven't decided. It remains to be seen.[/sblock]

Talkrai is splatter with more blood as 16 continues to smash the corpse's head, but she doesn't seem to notice. Though 16 reminds everyone that there are people who made need their help above, she does not move from where she dropped.
 

Jarren slumps a little, looking with concern at Talkrai, but he knows that Susan has the right of it. Casualties of one sort or another can be dealt with later - for now there are more pressing concerns. He sets off running for the surface, hot on Susan's heels.
 

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