Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)

Mewness

First Post
"This one calls upon Knotty Virtue once again," murmurs One-Who-Waits, but the spirit appears before he has gotten to the second word of his sentence. It seems to draw the nearby creature's writhing tentacles to itself, so that Jade suddenly has an opening.

[sblock=actions]Free: call spirit companion into F7.

Standard: Claws of the Eagle on Fell Taint 5. Jade gets a free basic attack against it. If she hits, Fell Taint 5 grants CA until end of my next turn.

Interrupt: as before, OWW will use Bonds of the Clan to stop a friend from dropping if he can do so without dropping himself.[/sblock]
[sblock=ministats]One-Who-Waits Male Deva Shaman 2
Initiative: +2, Passive Perception: 21, Passive Insight: 21, Senses: Normal
AC:17, Fort:14, Reflex:15, Will:16
(+1 to defenses against attacks by bloodied enemies)
Resist Necrotic 6, Radiant 6
HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9
Action Points: 1
Powers:
Call Spirit Companion
Spirit's Fangs
Stalker's Strike
Claws of the Eagle

Healing Spirit
Healing Spirit
Speak with Spirits
Twin Panthers
Bonds of the Clan
Memory of a Thousand Lifetimes
Second Wind

Spirit of the Healing Flood

Conditions:

Full sheet: One-Who-Waits[/sblock]

[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)]
A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.
  • Any ally of One-Who-Waits who starts their turn adjacent to Knotty Virtue can shift 1 square as a free action, as the first action during their turn.
  • Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.
  • Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.
  • Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).
  • Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.
  • If a single attack deals 11 or more damage to Knotty Virtue, the spirit disappears and One-Who-Waits takes 6 damage. Otherwise Knotty Virtue is unaffected by attacks.
  • When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.
  • Knotty Virtue is unaffected by terrain and environmental phenomena.
[/sblock]
 

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Moon_Goddess

Have I really been on this site for over 20 years!
Yimayngurr strikes out at the the tangled mass of twisted shapes however misses, One who waits summons his spirit companion into position behind the creature giving Jade a chance to strike out. But her attack passes through as if the creature is a mear illusion.

A second red creature emerges from the darkness around the corner it flashs with an internal light, Jade feels a slimy feeling across her skin as if the tendrils and tentacles of the creature are running underneath her very skin.

The original red beast floats forward across the pit, it glows with a dull internal light and Jade feels as though she's been slaps with something wet and sticky.

[sblock=Action]

Fell Taint 5 using it's Incorporeal Form (1d20=13) to completely avoid Jades attack.

Tendril Flurry vs. Yimayngurr, Jade, Grigo (1d20+4=21, 1d20+4=7, 1d20+2=11, 2d4+1=7) Hit, Miss, Miss Yimayngurr takes 7 psychic damage.

Tendril Pulse vs Yimayngurr reflex (1d20+6=21, 2d4+3=10) Hit Yimayngurr takes 10 damage



25 Fell Taint Drone 4
25 Fell Taint Drone 5
22 Yimayngurr 5/22 Bloodied
22 One who Waits
22 Fell Taint Pulsar 2
19 Fell Taint Pulsar 1
15 Psais <============= Your up
09 Jade <============= Your up
09 Fell Taint Drone 3
07 Fell Taint Wisp
06 Eithal
05 Grigo

Yes all please let me handle all the resistances. All of the creatures are insubstantial, and the minions get a basically a save vs. any damage.

[/sblock]

[sblock=Map]
s-2-n1d.png

[/sblock]
 
Last edited:


elecgraystone

First Post
Jade makes another swat at the creature in front of her before moving farther into the room.
[sblock=OCC]
Standard action: Grasping Claw on fell taint 5
Move: move to G9.

1d20+4=13, 1d8+4=10

13 vs ref on Fell Taint 5 for 10 points.

[sblock=stat block]
Initiative: +0, Passive Perception: 19, Passive Insight: 14
AC: 18, Fort: 15, Reflex: 11, Will: 15 - Speed: 6
HP: 32/32 Bloodied: 16 Surge Value: 8, Surges left: 12/12
Action Points: 1

Powers:
1/1 Second wind
1/1 Infernal Quills
1/1 Scattered Form
1/1 Summon Pack Wolf

-5 damage from ranged and melee attacks
Area targets are top to bottom, left to right
[/sblock][/sblock]
 

pacdidj

First Post
[sblock="DoM"]Um, Yimayngurr shifted to D7 during his last turn. I think he should be out of line of sight of one, if not both pulsars... seems like a life or death difference at this point...[/sblock]
 

Moon_Goddess

Have I really been on this site for over 20 years!
[sblock=OOC to all]
Well, then we have a problem

Yimayngurr is indead out of range. So all that pain goes to Jade... or well 7 damage does.

I want to know that this doesn't change his plans for moving.

[/sblock]
 
Last edited:

Fragsie

Explorer
Psais moves cautiously toward the corner to aid jade, he points his staff at the creature before her and a blast of golden light erupts from it's end and slams into the hideous aberration.
[sblock=Actions]Move - >D5
Standard - :branged: Avenging Light vs Fell Taint 5; 1d20+5= 20 vs Fort; 1d10+5 = 6 Radiant damage (+3 if a bloodied ally is adjacent to the target) Rolls.
Minor - none[/sblock]
 

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