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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)

Son of Meepo

First Post
[sblock=Dice Rolls] @CrimsonFlameWielder I tried to PM but it seems your box is full.
I need for you to:

1) Add your dice roll for latest attack
2) Sign in properly to Invisible Tower and join the A Call for Lovers Campaign for when you make your rolls
[/sblock]

OOC: You don't join a campaign in Invisible Castle. There is a box where you can enter the campaign name. All IC is doing is creating a search on that field.


Uninspired, Zuri reloads her crossbow and fires on the Spirit.

[sblock="actions"]
standard: Disheartening Strike with Crossbow 1d20+6=25 HIT! Damage: 1d6+4=7 so 3 after insubstantialness[/sblock]

OOC: Don't forget to mention the effect of the rattling keyword.
 

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jbear

First Post
[sblock=OOC] The point of contention is signing in with a user name so all rolls are trackable in the same place. Though I'll think one might find that anonymous rolls are more trackable than you think.

I don't know exactly how it works with regards to the campaign but some of you seem to be linking rolls. If that could happen, even better.

But one must be signed in. Sorry. Them the breaks. [/sblock]
 

Nemesis Destiny

Adventurer
Sabynha continues to press the attack; the spirit was obviously resilient, but with the concerted effort of all her allies, she knew it would fall soon. Twirling away in the dance of blades, she continued to deliver slice after slice with her narrow sword.

[sblock=actions]Focused Discipline (offence; +1 to hit on basic attacks)
Standard Action: Attack the spirit 1d20+7+1=9, 1d6+4=8 Awesome. Natural 1.
Move Action: Shift one square to E15
Minor Action: Knack for Success - grant Zuri a +2 on her next attack roll[/sblock]
Sabynha completely missed her mark, but her misstep also left the spirit open to attack from another angle. "Zuri! An openingk!"
[sblock=mini stats]Passive Insight 20 Passive Perception 15; Senses Low-light Vision
Skald's Aura (Healing, Martial) aura 5; active.
HP 15/28 Bloodied 14 Surge Value 7; Surges Per-Day 8/10
AC 17 Fortitude 13 Reflex 15 Will 15
Action Points 0
Speed 6

Powers:
Skald's Aura (active; no healing remaining)
Focused Discipline (active; offence: +1 to basic attacks)
Song of Serendipity (inactive)
Song of Savagery (inactive; I missed on my attack)
Knack for Success (spent)
Lesser Flash of Distraction (spent)

Cautionary Tale or Disrupting Words[/sblock]
 

jbear

First Post
Sabynha, Rain and Wat make the most of the spirit's dazed condition whittling away at it ... well, not Sabynha who almost clouts Gray instead. It positively shrieks when Rain's burst of force smashes into it.

Zuri's attack on the other hand coincides with the creature's senses returning, which sparks an attack of retribution.

A moment after the attack the spirit goes 'puff!' and disappears from sight, turning completely invisible.

Despite the fact that the spirit has disappeared Zuri's arrow flies true, visibly slowing and hanging momentarily in the air when it strikes its target. It moans sadly, wounded to the soul.

GM: So, for Sabynha, Wat and Rain to benefit from the daze on the spirit their turns happen sequentially. Edit: Oh, man! This isn't my night! Okay, so Gray actually attacked the jelly. So the interrupt attack is for Zuri. (Post altered to match accordingly) The attack suffers marked and the -2 from disheartening strike but is still good enough to hit.

As an effect Mad Spirit becomes invisible.

So ... 9 psychic dmg to Zuri and she is knocked prone and slid 1 into stalagmites at G11 for 3 dmg.

Rain interrupts the damage from the attack (not the stalagmites) reducing it to 1 with Aegis of Shielding.


The room fills with the piercing screech of shattered crystals. It is impossible to tell where the spirit creature has disappeared to until it reappears reaching out towards Rain with a deathly touch and a terrible piercing screech of anger whose echoes crystalise about the adventurers, Spirit Echoes once more forming around them with their terrible echoing aura. Rain pushes back at the spirit with her arcane force quick as a flash causing the spirit to shriek once more in agony.

[sblock=Combat Summary]
Edit 2: Complete muck up. I'd also missed Sabynha's shift and had tried to slide Gray into her square. Gray wasn't even a valid target. And I thought I could catch both Rain and Sabynha in the blast. So, I've had to retcon. :rant: Not only is Gray not a valid target as he never attacked the spirit, but the blast can't hit Sabynha so Mad Spirit shifts to G14 and uses Touch of Fear vs Rain. I am going to keep the attack roll made below for the attack on Rain, which is a miss.

Spirit takes 4 force dmg from White Lotus Riposte

Please ignore the attack on Sabynha. Never happened. She takes no dmg. Swap attack roll made on Gray for attack made on Zuri. Sorry about the mess.

Spirit reappears and is no longer invisible.

Using the interrupt attack recharges Spiritual Echoes. Spirit uses this now as a minor action summoning 3 spirit echoes back into the battle field. Everyone except Rain takes 3 psychic dmg at the beginning of their turn.

Ochre Jelly tries its best to save vs Stunned!! And succeeds!!

(Sorry if that was really hard to follow! Interrupts and Pbp are not the greatest of friends! (nor my brain's)
[/sblock]

[sblock=Status]
Minions 1,2,3: Are back!
Mad Spirit: 8/72; AP used; Marked by Rain
Ochre Jelly: 16/102;

Sabynha: 15/28 HP; Second Wind Used; AP Used
Wat: 22/28 HP; AP Used;
Rain: 29/31 HP; Second Wind Used
Zuri: 9/24 HP; Bloodied; Second Wind Used
Gray: 19/22 HP; AP Used
[/sblock]
[sblock=Mad Spirit]8/72 HP AC 16 Fort 13 Ref 15 Will 14
Immune to Poison and disease; Resist 10 Thunder and 5 Necrotic; Insubstantial; Force and Radiant dmg bypass insubstantial
That's all the info you have for now; Religion check for more info[/sblock]
[sblock=Ochre Jelly] 16/102 HP AC 15 Fortitude 16. Reflex 14, Will 14
Resist 5 Acid; Blinsight; Immune to Blind and Gaze effects; splits in two when the going gets tough!
Nature check for more info
[/sblock]
[sblock=Terrain] Echoing Thunder: Creatures gain vulnerable 2 thunder while in this cave.

Stalagmites (Purple highlight on map): Areas of stalagmites on the map are difficult terrain. A creature takes 1d4 damage if it is pulled, pushed. or slid to a square that contains these long, sharp rocks.

Rocks: Rubble on the floor is difficult terrain.

Note: Squares with 50% of rubble/stalagmites count as that type of terrain
[/sblock]

GM: Round 4: You're up!
 

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Son of Meepo

First Post
OOC: You missed Wat spending a healing surge last turn. He is at 22/28 hp.

Wat will be taking an OA from the minion as he will be taking a ranged attack while adjacent. But I have no idea what to roll for that. So I will let you.
 

jbear

First Post
[sblock=OOC] Oops, I'll fix that now! Not really on the ball this round.

My apologies!

Also, go ahead and make your attack. The echo minions do not have an OAtk. [/sblock]
 

Son of Meepo

First Post
Wat does his best to shut out the maddening echoes from his mind. Calling forth the Thunder of Joven's Wrath upon his enemies.

The bolts strike true, obliterating the echo adjacent to him and wounding the jelly. The spirit is likewise struck, but its ability to resist the power of thunder saves it from damage, though it is still flung across the room with the echos of judgement ringing in its ears. The jelly is sent back down the hallway from whence it emerged.

"They are nearly done! Finish them!"

[sblock=Actions]Start of Turn: Wat takes 3 psychic damage from the echo's aura. (19/28 hp)
Standard: Thunder of Judgement (Echo 2, Spirit, Jelly) (1d20+4=13, 1d6+4+3+2=14, 1d20+4=23, 1d6+4+3+2=10, 1d20+4=21, 1d6+4+3+2=10)[/sblock]

OOC: Echo 2 is hit for 14 thunder damage to which it is immune and is pushed into the stalagmites which destroy it.
Mad Spirit is hit for 10 thunder damage which is reduced to 0 by his thunder resistance, but he is pushed to C12 and dazed until the end of Wat's next turn.
The Jelly is hit for 10 thunder damage (6/102) and it pushed 4 squares back down the hallway and is dazed until the end of Wat's next turn.


[sblock=Wat's Stats]Wat - Half-Elf Invoker 1 Status: Normal Passive Perception 14, Passive Insight 16 AC 16, Fort 15, Reflex 13, Will 15 HP 19/28, Bloodied 14, Surge Value 7, Surges 9/10 Speed 5, Initiative +0 Action Points: 0, Second Wind [] At-Will Powers: Astral Wind, Divine Bolts Encounter Powers: Thunderwave [], Thunder of Judgement [x], Shining Symbol [x], Channel Divinity [x] Daily Powers: Silent Malediction [x] [/sblock]
 
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jbear

First Post
As the thunder bolt crashes into the spirit echo it disintegrates for a moment until the echo of the thunder itself sounds out, at which point it reforms and takes up its grating noise once more.

GM: Spirit Echoes are immune to Thunder damage.

Wat still has a move action and a minor action left if he now needs to use them. Though he has a sense that as he pulls away slightly from the creature the noise in his head seems to intensify

Hehe ... the capacity of the party to leave my monsters dazed has me somewhat dazed as well!!
 

Son of Meepo

First Post
OOC: In that case I would like to push the echo into the stalagmites, which should destroy it.

Immunity to a damage type doesn't protect you from the effects of the power.
 

Neil1889

First Post
Rain is rather surprised to see the Spirit disappear and then reappear to open itself to a counter blow, though she is gratified when her riposte seems to pay dividends.

Building up to a sweeping attack, it is suddenly inadvertently foiled when Wat's blast sends her foes reeling.


She doesn't hestitate; she pursues the Mad Spirit as it is flung accross the cavern and shapes her magical shield into wave of force that unravels the Spirit's insubstantial form.



[sblock=actions]Move action: Move to C13. It would NORMALLY provoke an Attack of Opportunity from the Spirit, but it is Dazed again so, it won't.
Standard action: Rain uses Sword Burst against the Spirit. It grants combat advantage and is subject to Bloodhunt: You gain a +1 on attacks against bloodied foes. (Total Bonus of +3 to hit included.)


Sword Burst (At Will Standard Close burst 1 Arcane, Force, Implement)
Target: Each enemy in burst
Attack: +4 vs. Reflex
Hit: 1d6+4 Force damage.


Spirit: Total to Hit = 17.


Potential Damage = 8!

Which I think kills the Mad Spirit, because it doesn't look like insubstantiality saves it from a force attack!


Spirit is now subject to Feat, if by some dark art it is still there:

White Lotus Riposte: When an enemy that you've hit with an Arcane At-Will attack power attacks you before the start of your next turn, that enemy takes damage (of the same type the attack power deals) equal to the ability modifier to the attack power’s damage.

Minor action: Rain will launch Aegis of Shielding at Echo 3, should it still be present.

Aegis of Shielding (Minor Close burst 2 Arcane)
Target: One creature in burst
Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage. [/sblock]


 
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