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

jbear

First Post
[sblock=OOC] Understandable. There has been quite a bit of banter (also understandable). Easy for Info to be overlooked

Son of Meepo said:
OOC: Pushed the Mad Spirit to I15, Wat moved to G15.

You wanted to charge to the closet possible square, that would put you at H16 taking into account Wat's push of the Mad Spirit [/sblock]
 

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Nemesis Destiny

Adventurer
[sblock=ooc]So that would put me adjacent to both monsters? I think she's brave, but not THAT brave.

I apologize, but I really can't keep track of where everything is without some visual aid, especially with all the banter and retconning. Since Wat is at G15, he is already in my aura. I would like to change my action, if that's alright with you.

If you allow it, I will just burn my standard for a minor and pop my aura on myself. I await your say-so before I change my post. I can use the crummy roll I made for my next attack or skill check if you like.

If that doesn't work for you, I will need to see a new map before I decide where I'm actually going.

Also, I have almost no clue who is who in our character tokens. I guessed Zuri from context, and I know Rain's and mine, but I don't know who is at A15 or L17 in the round 1a map. I don't want to be too demanding, but a legend would be cool. :)[/sblock]
 

jbear

First Post
[sblock=OOC] I'm okay with that. We're only a short way into the adventure and this encounter is feeling pretty lethal. As for what to do with the roll ... let's say it was used for her knowledge check. Hopefully that will make up for being trapped in a net the entire last fight and reduced to dying in the first round of the next! I'll get an updated map up soon with PC labels included. I just assigned Gray an image (based on his PC description) as I did Zuri as on his character sheet there is an image of the Mona Lisa ... The computer game style Tiefling is Rain. The non close up of face token is Wat.
[/sblock]
 

Nemesis Destiny

Adventurer
[sblock=ooc]Ok, I will go back and edit my post. I will add a note here when I am done. Sorry again for the confusion.[/sblock][sblock=ooc 2]Done editing. Changed charge attack to minor action heal; Sabynha is no longer bloodied (just barely), and staying put for now.[/sblock]
 
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jbear

First Post
GM: Updated Map with PC labels attached
[MENTION=6684473]CrimsonFlameWielder[/MENTION] Gray left to act
 

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When the giant mass of jelly crawls into the area and starts heading toward the Mad Spirit, Gray knew he would need to get that globule's attention, since his friends were still dealing with the crazed spectre. Hands still exuding heat, the monk dashes in from behind cover, taking flight toward the jelly in a single long step, hands waving in intricate patterns and he keeps his eyes on his target.

"Feel the blistering heat of the desert sun!"

The heat from his hands intensifies as he touches the surface of the jelly, rolling over its form and drying out it's jelly like flesh, leaving darkened spots on the surface of its body wherever Gray touched. The creature's flesh sizzled in the intense heat and a sickeningly acrid smell wafted forth. The smell did not last too long, however, as a hot wind began to whip around the monk's body, making the area feel like an arid wasteland in the middle of the day.


[sblock=Actions]
- Move Action: Light the Flame [movement]; Gray shifts to I16.

- Standard: Light the Flame vs stunned Ochre Jelly; Gray rolls 14 reflex, hitting for 16 fire damage. Gray activates an aura 1 that lasts until the start of his next turn. Any enemy that starts its turn in the aura takes 6 fire damage.

- No-Action: Gray uses Desert Wind Flurry of Blows, dealing another 6 fire damage to the Ochre Jelly.
[/sblock]

OOC: Quick Summary:
- Ochre Jelly takes 22 fire damage.
- Gray has an Aura 1 until the start of his next turn. Any enemy in the aura at the start of its turn takes 6 fire damage (this currently includes the Ochre Jelly).


[sblock=Gray's Stats]
Gray - Hengeyokai Monk 1
Passive Perception 10, Passive Insight 10
AC 17, Fort 11, Reflex 16, Will 15
HP 19/22, Bloodied 11, Surge Value 5, Surges 7/7
Speed 7, Initiative +5
Action Points: 1, Second Wind
At-Will Powers: Blistering Flourish, Steel Wind, Desert Wind Flurry of Blows, Nature's Mask
Encounter Powers:Light the Fire, Surefooted Stride
Daily Powers: Risen Sun
[/sblock]
 

jbear

First Post
The spirit lets out a thunderous roar as Zuri's blade pierces deep into its crystallised form, engulfing the rogue in a sonic blast that shoves her back into the sharp stalagmites behind her. Rain's ward is up to the task of deflecting the blast as she begins to take the measure of her opponent.

The crystals of the spirit's body melt back into their original ethereal form.

The Ochre Jelly meanwhile merely sits wobbling ... like jelly, still severly disturbed by Wat's thunderous attack that still washes through its viscous form in wave after wave.

GM: Round 2: You're Up!

The Jelly remains Stunned, so it's all in your favour now!

Wat was first to act last time and Dazed the Spirit. So Only Wat can benefit from the Dazed effect. The Spirit will no longer be dazed for any other PCs attacks.

Finish them! (If you can ;) )

[sblock=Summary] Echo Barrage vs Rain 13 vs Will;Miss Zuri 15 vs Will;Hit
Zuri is Hit for 13 Thunder dmg and Slides 1 to H13 into Stalagmites for 1 dmg for 14 dmg total, leaving her bloodied.
Ochre Jelly wobbles a bit and then makes save vs Stunned 7;Fail (Pretty important moment right there, the tide has officially changed in your favour!)
[/sblock]
[sblock=Status]
Minions 1,2,3: Destroyed
Mad Spirit: 40/72; Dazed (til end of Wat's Turn; first up in effect order) AP used
Ochre Jelly: 60/102; Stunned (Save Ends)

Sabynha: 15/28 HP; Second Wind Used (+2 defenses TENT); AP Used
Wat: 10/28 HP; Bloodied; AP Used; Dazed TENT
Rain: 29/31 HP; Second Wind Used
Zuri: 7/24 HP; Bloodied
Gray: 19/22 HP
[/sblock]
[sblock=Mad Spirit]40/72 HP AC 16 Fort 13 Ref 15 Will 14
Resist 10 Thunder; Insubstantial
That's all the info you have for now; Religion check for more info[/sblock]
[sblock=Ochre Jelly] 60/102 HP AC 15 Fortitude 16. Reflex 14, Will 14
Resist 5 Acid; Blinsight; Immune to Blind and Gaze effects
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]
 

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Last edited:

Neil1889

First Post
Rain slashes out with her sword at the spirit, but the creature defly evades her blow. However, her movement of the blade lifts the veil of protective magic from the quivering Jelly and places it over the ghost instead.

Her voice raises with a clearly imperative tone, "Zuri, step away from me."

[sblock=actions]Right, editing in a fix.

Standard Action: Rain attacks the Mad Spirit with Booming Blade. Total to hit = 11 . Miss.

Booming Blade (At Will Standard Melee 1 Arcane, Thunder, Weapon)
Target: One creature
Attack: +7 vs. AC
Hit: 1d8+4 damage and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 Thunder damage.

Minor Action = Move (the now edited) Aegis of Shielding from the slime to the Mad Spirit.


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.


As a potential interrupt, Guardian's Counter is still available if viable, though skidding through spiky terrain might not be such a great idea.


Guardian’s Counter (Encounter Immediate Interrupt Close burst 2 Martial)
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift 2 squares as a free action, swapping positions. You become the target of the triggering attack in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.


[/sblock]
 
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jbear

First Post
[sblock=???] [MENTION=100292]Neil1889[/MENTION] you're going to have to explain that one to me mate. What I've understood you want to do is use Aegis of Shielding again and Mark the Spirit as well with it. How do you manage to do that? Maybe I have misunderstood your intention, but if I have understood right, you can't actually do that.

a) My version of the Aegis of shielding is worded differently. What source are you getting the standard action part from? It's a minor (always not just 1/encounter). And if you lay it on someone else the original mark ends.

It would make sense for Rain to change mark as the Jelly is stunned. It aint going to hit anyone. But that's a minor action. you still have a move and a standard action.

If you have reference to some source saying that is somehow different if you use it as a standard action feel free to point it out. I could be wrong. But I really doubt it. [/sblock]
 


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