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[Adventure] Lost Love (DM: Velmont - Judge: Renau1g)
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<blockquote data-quote="evilbob" data-source="post: 5259040" data-attributes="member: 9789"><p>[sblock=ooc]Ah well, I thought I might as well ask. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>My count is that I'd have to move a maximum of 2 squares: from -1 depth at C35 to 0 depth at B35 (1 square, 2 movement), then climb from B35 to A34 (1 square, 2 movement). I have a move of 6 so that should definitely be covered. I'll take that first roll as a swim check, then![/sblock]</p><p>[sblock=start of turn]Font of Life: <a href="http://invisiblecastle.com/roller/view/2624757/" target="_blank">SEVEN!</a></p><p></p><p>For those counting at home, that's 4 failed saves on a 65% chance!</p><p></p><p>take 5 damage: HP -> 22[/sblock]</p><p>While sitting at the bottom of the river, Unit 16 calls on his unending reserve as a creature born to fight forever to stitch up some of his wounds and finally shake off the pestering bleeding gouge in his side. Newly energized, he bursts to the surface of the water with the ease of a fish and quickly scrambles back up onto the ground to face the hobgoblin again. As he moves, the ever-shifting patch of ice shards continues to follow him, and once again the entire corner of the room is filled with dangerous ice.</p><p></p><p><span style="color: Gray">"Every time you push me down, I will get back up,"</span> he taunts the mage.</p><p></p><p>And with that, he raises his frozen warhammer into the air and jumps - swinging it down hard and striking the ground just as he lands. It sends a wave of icy stone and energy out in a short burst, smacking hard into the hobgoblin and the warforged and throwing them both slightly off balance - to the point that even a tiny misstep will cause them to topple over.</p><p></p><p><span style="color: Gray">"You, however, will not."</span></p><p></p><p>[sblock=ooc]minor: Warforged Resolve: +5 HP; save vs. ongoing: <a href="http://invisiblecastle.com/roller/view/2624760/" target="_blank">15</a> (FINALLY!); gain 5 temp hit points</p><p></p><p>HP -> 27, +5 THP</p><p></p><p>move: already posted athletics check for swimming of <a href="http://invisiblecastle.com/roller/view/2621824/" target="_blank">29</a> -> swim to B35; climb check of <a href="http://invisiblecastle.com/roller/view/2624762/" target="_blank">22</a> -> climb to A34</p><p></p><p>free: Nature's Wrath -> mark hobgoblin and warforged</p><p></p><p>standard: Roots of Stone vs. hobby and warforged: <a href="http://invisiblecastle.com/roller/view/2624766/" target="_blank">26 vs. AC</a> on hobgoblin; <a href="http://invisiblecastle.com/roller/view/2624767/" target="_blank">27 vs. AC</a> on warforged (bonus for flanking and warforged tactics).</p><p>They both take 8 damage and a zone is created at A33, B33, and B34 until the end of my next turn. If either the hobgoblin or the warforged leave these squares, they take 4 damage and are knocked prone.</p><p></p><p>(Woohoo! Finally four good rolls in a row! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />)[/sblock]</p><p>[sblock=healers]I spend two surges when I 2nd wind while bloodied, so being bloodied is ok by me.[/sblock]</p><p>[sblock=Unit 16]<span style="color: Gray"><strong>Unit 16</strong></span> Warforged Warden 5</p><p>Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal</p><p>AC:23<span style="color: Yellow">(26)</span>, Fort:19, Reflex:15, Will:15</p><p>HP:<span style="color: red">27</span>/64, <span style="color: Lime">5</span> temp HP, Bloodied:32, Surge Value:16, Surges left:<span style="color: Lime">12</span>/13</p><p>Action Points/Daily Item Uses Left/Milestones: <span style="color: Gray">0</span>/1/0</p><p>Powers:</p><p><span style="color: Green">Font of Life</span></p><p><span style="color: Green">Nature's Wrath</span></p><p><span style="color: Green">Warden's Fury / Warden's Grasp</span></p><p><span style="color: Green">Weight of Earth</span></p><p><span style="color: Green">Earth Shield Strike</span></p><p><span style="color: Red"><s>Warforged Resolve</s></span></p><p><span style="color: Red">Second Wind</span></p><p><span style="color: Red"><s>Roots of Stone</s></span></p><p><span style="color: Red">Earthgrasp Strike</span></p><p><span style="color: Red">Warden's Tempest</span></p><p><s><span style="color: Gray">Form of Winter's Herald</span> - <span style="color: Red">Form of Winter's Herald Attack</span></s></p><p><span style="color: Gray">Form of Mountain's Thunder</span> - <span style="color: Red">Form of Mountain's Thunder Attack</span></p><p><span style="color: Gold">Potion of Clarity</span></p><p></p><p>Important Stuff:</p><p>- makes lots of immediate interrupts/reactions/OAs</p><p></p><p>Conditions: <span style="color: Blue">resist 5 cold</span>; +3 AC; all area within 2 squares of Unit 16 is difficult terrain for his enemies</p><p></p><p>Full sheet: <a href="http://leb.wikia.com/wiki/LEB:PC:Unit_16_%28evilbob%29" target="_blank">Unit 16</a>[/sblock]</p></blockquote><p></p>
[QUOTE="evilbob, post: 5259040, member: 9789"] [sblock=ooc]Ah well, I thought I might as well ask. :) My count is that I'd have to move a maximum of 2 squares: from -1 depth at C35 to 0 depth at B35 (1 square, 2 movement), then climb from B35 to A34 (1 square, 2 movement). I have a move of 6 so that should definitely be covered. I'll take that first roll as a swim check, then![/sblock] [sblock=start of turn]Font of Life: [URL="http://invisiblecastle.com/roller/view/2624757/"]SEVEN![/URL] For those counting at home, that's 4 failed saves on a 65% chance! take 5 damage: HP -> 22[/sblock] While sitting at the bottom of the river, Unit 16 calls on his unending reserve as a creature born to fight forever to stitch up some of his wounds and finally shake off the pestering bleeding gouge in his side. Newly energized, he bursts to the surface of the water with the ease of a fish and quickly scrambles back up onto the ground to face the hobgoblin again. As he moves, the ever-shifting patch of ice shards continues to follow him, and once again the entire corner of the room is filled with dangerous ice. [COLOR="Gray"]"Every time you push me down, I will get back up,"[/COLOR] he taunts the mage. And with that, he raises his frozen warhammer into the air and jumps - swinging it down hard and striking the ground just as he lands. It sends a wave of icy stone and energy out in a short burst, smacking hard into the hobgoblin and the warforged and throwing them both slightly off balance - to the point that even a tiny misstep will cause them to topple over. [COLOR="Gray"]"You, however, will not."[/COLOR] [sblock=ooc]minor: Warforged Resolve: +5 HP; save vs. ongoing: [URL="http://invisiblecastle.com/roller/view/2624760/"]15[/URL] (FINALLY!); gain 5 temp hit points HP -> 27, +5 THP move: already posted athletics check for swimming of [URL="http://invisiblecastle.com/roller/view/2621824/"]29[/URL] -> swim to B35; climb check of [URL="http://invisiblecastle.com/roller/view/2624762/"]22[/URL] -> climb to A34 free: Nature's Wrath -> mark hobgoblin and warforged standard: Roots of Stone vs. hobby and warforged: [URL="http://invisiblecastle.com/roller/view/2624766/"]26 vs. AC[/URL] on hobgoblin; [URL="http://invisiblecastle.com/roller/view/2624767/"]27 vs. AC[/URL] on warforged (bonus for flanking and warforged tactics). They both take 8 damage and a zone is created at A33, B33, and B34 until the end of my next turn. If either the hobgoblin or the warforged leave these squares, they take 4 damage and are knocked prone. (Woohoo! Finally four good rolls in a row! :))[/sblock] [sblock=healers]I spend two surges when I 2nd wind while bloodied, so being bloodied is ok by me.[/sblock] [sblock=Unit 16][COLOR="Gray"][B]Unit 16[/B][/COLOR] Warforged Warden 5 Initiative: +2, Passive Perception: 17, Passive Insight: 12, Senses: Normal AC:23[COLOR="Yellow"](26)[/COLOR], Fort:19, Reflex:15, Will:15 HP:[COLOR="red"]27[/COLOR]/64, [COLOR="Lime"]5[/COLOR] temp HP, Bloodied:32, Surge Value:16, Surges left:[COLOR="Lime"]12[/COLOR]/13 Action Points/Daily Item Uses Left/Milestones: [COLOR="Gray"]0[/COLOR]/1/0 Powers: [COLOR="Green"]Font of Life Nature's Wrath Warden's Fury / Warden's Grasp Weight of Earth Earth Shield Strike[/COLOR] [COLOR="Red"][s]Warforged Resolve[/s] Second Wind [s]Roots of Stone[/s] Earthgrasp Strike Warden's Tempest[/COLOR] [s][COLOR="Gray"]Form of Winter's Herald[/COLOR] - [COLOR="Red"]Form of Winter's Herald Attack[/COLOR][/s] [COLOR="Gray"]Form of Mountain's Thunder[/COLOR] - [COLOR="Red"]Form of Mountain's Thunder Attack[/COLOR] [COLOR="Gold"]Potion of Clarity[/COLOR] Important Stuff: - makes lots of immediate interrupts/reactions/OAs Conditions: [COLOR="Blue"]resist 5 cold[/COLOR]; +3 AC; all area within 2 squares of Unit 16 is difficult terrain for his enemies Full sheet: [URL="http://leb.wikia.com/wiki/LEB:PC:Unit_16_%28evilbob%29"]Unit 16[/URL][/sblock] [/QUOTE]
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