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Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)
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<blockquote data-quote="Mewness" data-source="post: 5050465" data-attributes="member: 14889"><p>(Assuming that the man does not, in fact, look like the fellow we are trying to find<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p><span style="color: DarkSlateGray">"A living man?"</span> says One-Who-Waits. <span style="color: DarkSlateGray">"And yet it is not impossible that this is a spirit, despite appearances. Let this one find out whether this is so."</span> He therefore speaks to the man in Old Allarian, figuring that if he is in fact a spirit attached to the place, he will understand this language.</p><p></p><p>[sblock=One-Who-Waits in Old Allarian]<span style="color: DarkSlateGray">"Honored stranger, if this company is violating the rules of this place, know that it is only to retrieve that which does not belong here; this company intends to despoil nothing, take nothing that the elder spirits might value. This humble seeker would request aid, or at least patience, while this company seeks the young man who entered here not long ago."</span>[/sblock]</p><p></p><p>[sblock=actions and initiative]OWW will believe the man to be a spirit of the place only if he (a) answers him in Old Allarian and (b) his Old Allarian is that of a native speaker rather than a scholar who has learned it from books (OWW should be able to tell the difference, having led many lives, and having a companion spirit that speaks Old Allarian). If OWW believes the man to be a spirit, he takes no actions against him unless the party has already begun hostilities.</p><p></p><p><a href="http://invisiblecastle.com/roller/view/2366197/" target="_blank">initiative (1d20+2=18)</a>. (Rolls are under the name "OWW.")</p><p></p><p>Free: call Knotty Virtue (spirit companion) into H17.</p><p></p><p>Standard: Claws of the Eagle granting Yimayngurr a basic (ranged) attack on the zombie at H16. If it hits, said zombie grants CA until end of my next turn. If Yimayngurr is not in range to do this when my initiative comes up (within 3 squares either of OWW or Knotty Virtue) I'll change the action.[/sblock]</p><p></p><p>[sblock=ministats]<strong><span style="color: DarkSlateGray">One-Who-Waits</span></strong> Male Deva Shaman 2</p><p>Initiative: +2, Passive Perception: 21, Passive Insight: 21, Senses: Normal</p><p>AC:17, Fort:14, Reflex:15, Will:16</p><p>(+1 to defenses against attacks by bloodied enemies)</p><p>Resist Necrotic 6, Radiant 6</p><p>HP:31/31, Bloodied:15, Surge Value:7, Surges left:9/9</p><p>Action Points: 1</p><p>Powers:<span style="color: Green"></span></p><p><span style="color: Green">Call Spirit Companion</span></p><p><span style="color: Green">Spirit's Fangs</span></p><p><span style="color: Green">Stalker's Strike</span></p><p><span style="color: Green">Claws of the Eagle</span></p><p><span style="color: red">Healing Spirit</span></p><p><span style="color: red">Healing Spirit</span></p><p><span style="color: red">Speak with Spirits</span></p><p><span style="color: red">Twin Panthers</span></p><p><span style="color: red">Bonds of the Clan</span></p><p><span style="color: red">Memory of a Thousand Lifetimes</span></p><p><span style="color: red">Second Wind</span></p><p><span style="color: gray">Spirit of the Healing Flood</span></p><p></p><p>Conditions:</p><p></p><p>Full sheet: <a href="http://www.enworld.org/wiki/index.php/L4W:PC:One_Who_Waits_(Mewness)" target="_blank"><strong><span style="color: DarkSlateGray">One-Who-Waits</span></strong></a>[/sblock]</p><p></p><p>[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)]</p><p>A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.</p><ul> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.</li> <li data-xf-list-type="ul">Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.</li> <li data-xf-list-type="ul">Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).</li> <li data-xf-list-type="ul">Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.</li> <li data-xf-list-type="ul">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.</li> <li data-xf-list-type="ul">When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.</li> <li data-xf-list-type="ul">Knotty Virtue is unaffected by terrain and environmental phenomena.</li> </ul><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Mewness, post: 5050465, member: 14889"] (Assuming that the man does not, in fact, look like the fellow we are trying to find:) [COLOR="DarkSlateGray"]"A living man?"[/COLOR] says One-Who-Waits. [COLOR="DarkSlateGray"]"And yet it is not impossible that this is a spirit, despite appearances. Let this one find out whether this is so."[/COLOR] He therefore speaks to the man in Old Allarian, figuring that if he is in fact a spirit attached to the place, he will understand this language. [sblock=One-Who-Waits in Old Allarian][COLOR="DarkSlateGray"]"Honored stranger, if this company is violating the rules of this place, know that it is only to retrieve that which does not belong here; this company intends to despoil nothing, take nothing that the elder spirits might value. This humble seeker would request aid, or at least patience, while this company seeks the young man who entered here not long ago."[/COLOR][/sblock] [sblock=actions and initiative]OWW will believe the man to be a spirit of the place only if he (a) answers him in Old Allarian and (b) his Old Allarian is that of a native speaker rather than a scholar who has learned it from books (OWW should be able to tell the difference, having led many lives, and having a companion spirit that speaks Old Allarian). If OWW believes the man to be a spirit, he takes no actions against him unless the party has already begun hostilities. [url=http://invisiblecastle.com/roller/view/2366197/]initiative (1d20+2=18)[/url]. (Rolls are under the name "OWW.") Free: call Knotty Virtue (spirit companion) into H17. Standard: Claws of the Eagle granting Yimayngurr a basic (ranged) attack on the zombie at H16. If it hits, said zombie grants CA until end of my next turn. If Yimayngurr is not in range to do this when my initiative comes up (within 3 squares either of OWW or Knotty Virtue) I'll change the action.[/sblock] [sblock=ministats][B][COLOR="DarkSlateGray"]One-Who-Waits[/COLOR][/B] 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:[color=Green] Call Spirit Companion Spirit's Fangs Stalker's Strike Claws of the Eagle[/color] [color=red]Healing Spirit Healing Spirit Speak with Spirits Twin Panthers Bonds of the Clan Memory of a Thousand Lifetimes Second Wind[/color] [color=gray]Spirit of the Healing Flood[/color] Conditions: Full sheet: [URL="http://www.enworld.org/wiki/index.php/L4W:PC:One_Who_Waits_(Mewness)"][B][COLOR="DarkSlateGray"]One-Who-Waits[/COLOR][/B][/URL][/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. [LIST] [*]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. [/LIST] [/sblock] [/QUOTE]
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Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)
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