• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

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


log in or register to remove this ad

Now that Sabynha has had a moment to steady herself and build her courage, she starts the dance of blades once again, using one of the stalactites to build her momentum into a barrelling lunge toward the spirit. "Aiiiiiyayayayayayaaaaa!"
[sblock=actions]Minor Action: Focused Discipline (offence)
Move Action -> Minor Action: Song of Savagery
Standard Action: Charge to F15 and attack the spirit 1d20+7+1+1=25, 1d6+4=9
Free Action: Lesser Flash of Distraction - spirit is dazed TENT[/sblock]Sabynha collided with the spirit like a charging lancer, and despite its insubstantiality, it reeled from the blow. Perhaps it was an effect of her vistani battlecry, raised to ear-splitting levels by the chaotic echoes in the cave. Regardless, it left her allies inspired to strike fierce blows of their own.
OOC: Someone gets a +4 on their next damage roll from Sabynha connecting with her attack with Song of Savagery active. I also still have a heal left; anyone can use it as a minor action on themselves or an adjacent ally.

[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; 1 heal remaining)
Focused Discipline (active; offence: +1 to basic attacks)
Song of Serendipity (inactive)
Song of Savagery (active; someone can claim a +4 on a damage roll)
Knack for Success
Lesser Flash of Distraction (spent)

Cautionary Tale or Disrupting Words[/sblock]
 

Zuri moves farther away from the spirit, unsure why Rain has ordered this. Sure, the Eladrin is bleeding and seriously wounded, but she assumes her allies would rather she fight to the very end than limp off to lick her wounds. But, she doesn't waste time trying to tease out the Tiefling's motives.

Hobbling a few extra feet away from the spirit and the ooze beyond it, Zuri finds herself taking full breaths again. Her wounds no longer look quite as serious from this new vantage point.

Feeling quite urgently that the spirit needs to be, ah, exorcised from the cavern, Zuri drops her dagger and raises her hand crossbow. In her haste, the shot goes wild. "Not my idea of a romantic rendezvous point," she mutters, wondering *what* the missing couple were thinking when they headed here.
[sblock="actions"]
Move: Zuri moves through G12 to F12.
Free action: Drops her dagger
Minor action: Draws her hand crossbow
Standard action: Second wind
Zuri now at 13/24 HP
ACTION POINT
Standard action: Disheartening Strike -1d20+6=8, 1d6+4=9 MISS [/sblock][sblock="mini-stats"]Passive Perception 15 / Insight 10
AC: 16, F/R/W:12/16/13, Speed 6
HP: 13/24, Bloodied:12, Surge Value: 6, Surges left: 6/7
Action Points: 0
Powers:
MBA: Dagger, +6 vs AC, 1d4+3
At-Will: Disheartening Strike, Riposte Strike
(e)Surprise Strike:
(e)Torturous Strike
(e)Fey Step:
(D)Precise Incision:
Combat notes: Sneak attack is 2d6+2[/sblock]
 

Gray, seeing that his team-mates had still not been able to defeat the spirit creature decided that what was needed was to end this battle quickly. Now was the time to show his team mates the full extend of his potential and training. With the clap of his hands before his solar plexus, Gray sharpens his focus. The world around him becomes like a blur as he focuses inward, grasping at the reserve of psionic energy he had stored in his mind. Once he found that, he concentrated on filling his body with the latent elemental energies that all creatures have hidden within them, forcing it to condense in the pit of his stomach before surging into his arms and hands.

"The desert sun rises, but you shall fall."

Gray slams his fists into the ground, eyes focusing the enemies before him. Suddenly, everyone in the cavern could feel a strong wash of building heat as if they were standing outside and were hit by the first rays of light from the sunrise. A bright light reflects off of the crystalline structures of the cave as a fifteen foot diameter sphere of fire rises from the ground. It burns the Mad Spirit and the Jelly, creating more acrid fumes as the gelatinous mass is singed, but strangely, the heat seems not to harm Sabynha or Rain. The sphere rises until it passes through the ceiling of the cavern, leaving it in its more darkened state once again.

While the sphere rose through the ground and into the air, Gray continued his assault, pummeling the Jelly with hands aflame and heat radiating from his entire body. Seeing that the creatures would survive his attack, he pushed his routine even further, waving his arms in great circles about his body. Winds whipped about his form as he punched into the air in front of him rapidly. Though his hands never made contact with either the Jelly or the Mad Spirit, they felt his punches as surely as if he were attacking them directly.

Wanting to trap his enemies right where they were, but knowing the flow of battle could change in the matter of a second, he knew he would need to move as fast as he possibly could. With all of the rock in the way, he would need to move faster than his human form would normally allow. Closing his eyes for a split second and picturing in his mind the form he held for the first hundred years of his existence, Gray quickly shrank and transformed into a tiny fox. Still retaining his normal mental capacities, Gray was able to once again tap into that reserve of psionic energy, harnessing the winds he had produced in his attack. The group of adventuring allies feel the rush of hot air as Gray moves by them in a blur to appear next to the Jelly and the Spirit, heat washing out from his tiny form, threatening to further harm his foes.


[sblock=Actions]
- Standard: Gray uses Risen Sun against the Mad Spirit and the Ochre Jelly. Rolling 16 vs Reflex against both creatures and rolling 14 for damage. Combined with Sabynha's Song of Savagery bonus, this hits both creatures for a total of 18 fire damage to both creatures. This activates an aura 1 that lasts until the end of Gray's next turn. Any enemies that enter this aura or end its turn within the aura takes 5 fire damage.

- Free: Gray follows up with Desert Wind Flurry of Blows against the Jelly, dealing another 6 fire damage to it.

- AP: Standard: Gray continues his assault by using Steel Wind. Gray rolls 23 vs Reflex against the Mad Spirit, and rolls 20 vs Reflex against the Jelly, hitting both for 8 damage.

- Minor: Gray uses Nature's Mask to change to tiny fox form, increasing his base speed by 2 (Speed 7 to Speed 9).

- Move: Gray uses Steel Wind [movement] to move his speed + 2. He moves from I16 -> I15 (difficult terrain, costs 2 squares of movement) -> I14 -> I13 -> H13 -> G13 -> F13 -> F14 -> F15 -> F16. Because the Mad Spirit is dazed, movement through F13/14/15 does not provoke opportunity attacks from him. This places both MS and OJ within his aura.

[/sblock]
OOC: Quick Overview:
- Gray elects to use Sabynha's +4 bonus to damage from Song of Savagery.
- Mad Spirit hit for 26 damage (18 fire and 8 normal).
- Ochre Jelly takes 32 damage (24 fire and 8 normal).
- Gray activates aura 1 until end of next turn. Any enemies who enter the aura or end their turns in the aura take 5 fire damage.
- Gray transforms into Tiny Fox form and moves around the battlefield to F16, placing both enemies in his aura.


[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: 0, 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]
 
Last edited:

Sabynha's flashy strike causes crystals to form around the spirit's eyes leaving it once more dazed and unable to react to the party's attacks. Gray unleashes his power and leaves the group's enemies seared, singed and battered before he reveals his true form to his companions taking the form of a fox and skipping around the battle field. The ooze continues to dry out from the heat. There seems to be something going on within it which never comes to fruition as Wat's thunderous power continues to destabilise its body to its very core.

The furious spirit releases another sonic blast towards its aggressors, Sabynha and Gray but Rain's arcane mark is able to contain the blast causing it to wash harmlessly over their bodies.

Wat is less lucky. The echo catches him from the side and throws him off balance and stumbling across the cavern floor, but before the sonic shards can pierce his mind Rain severs the attack throwing the full protection of her Aegis around the invoker and keeping him from harm.

The ochre jelly continues to wobble on the spot.

GM: Round 3: You're up!


[sblock=Summary] Note: Spirit takes 1/2 dmg from attacks as it is insubstantial

Spirit is Dazed: Single Action: Echo Barrage vs Will (-2 Marked) Wat 21;Hit Sabynha 14;Miss by 1 Gray 14;miss by 1 Wat takes 8 thunder dmg and slides 2 to F13 But Rain interrupts with Aegis of Shielding and reduces the damage to ZERO
Ochre Jelly makes save vs Stunned 3;fail (Nice one, completely neutralised out of the fight without throwing a punch;pretty cool to be able to manage that at lvl 1) [/sblock]

[sblock=Status]
Minions 1,2,3: Destroyed
Mad Spirit: 23/72; Dazed (til end of Sabynha's turn; Rain and Wat benefit) AP used; Marked by Rain
Ochre Jelly: 28/102; Stunned (Save Ends)

Sabynha: 15/28 HP; Second Wind Used; AP Used
Wat: 10/28 HP; Bloodied; AP Used;
Rain: 29/31 HP; Second Wind Used
Zuri: 13/24 HP; ; Second Wind Used (+2 defenses TENT)
Gray: 19/22 HP; AP Used
[/sblock]
[sblock=Mad Spirit]23/72 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] 28/102 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]
 

Attachments

  • Crystal Cave Round 3.jpg
    Crystal Cave Round 3.jpg
    66.5 KB · Views: 123
Last edited:

Wat takes a moment to heal himself, calling on Sabynha's aura to refresh his spirit before unleashing bolts of lightning at their foes.

With that done, Wat moves to a safer location.

[sblock=Actions]Minor: Skald's Aura (1d6=5)
Standard: Divine Bolts (Spirit; Jelly) (1d20+4+2=20, 1d6+4=7, 1d20+4+2=7, 1d6+4=7)
Move: K13[/sblock]

[sblock=Monster Knowledge Checks]Religion (Monster Knowledge) (1d20+7=13)
Nature (Monster Knowledge) (1d20+4=14)[/sblock]

OOC: Wat expends Sabynha's Skalds Aura. He is at 22/28 hp and 9/10 surges.
Wat hits the Mad Spirit for 7 lightning damage. Insubstantial reduces the damage to 3.
Wat misses the Ochre Jelly.
Wat moves to K13.


[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 22/28, 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 [], Shining Symbol [x], Channel Divinity [x] Daily Powers: Silent Malediction [x] [/sblock]
 
Last edited:

As the power of the sun sphere leaves the confines of Gray's tiny fox form, he transforms once again into his half-elf like form. He can see that his enemies are weakening, and wanting to end this battle quickly, focuses his attention on the Jelly while Wat's Joven-granted power still kept it fully within his grips. Pummeling the jelly with his fists, his hands began radiating more heat. However, while this heat was intense, it wasn't enough to reach the Jelly without touching him, and Gray takes a step back in case it should suddenly react and lash out at him, then he quickly moves behind one of the pillars to get out of sight. Rain had managed to protect him well with her magic, but he didn't want to take any chances. An attack you are not present for is one you don't have to dodge!

"They are getting weak!" he says to the group. "Attack the spirit and I will try to kill this...thing."


[sblock=Actions]
- Minor: Gray uses Nature's Mask to transform into his humanoid form.
- Standard: Gray attacks the Ochre Jelly with Blistering Flourish, rolling 16 vs Reflex and hitting him for 6 damage. Gray gains +4 fire damage to melee attacks until the end of his next turn.
- Free: This triggers Desert Wind Flurry of Blows, which he uses to attack the Jelly for an additional 6 fire damage. Gray shifts 1 square to E16.
- Move: Gray moves to B13 and hides (stealth roll of 19)
[/sblock]

OOC: - Jelly is hit for 12 damage (6 normal, 6 fire).
- Gray shifts to E16 as part of his flurry, then moves to B13.
- Gray hides behind the stalactites (stealth roll of 19)


[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: 0, 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]


 
Last edited:

Rain attempts to take advantage of the seemingly beffudled state of their opponents; she darts past the insubstantial spirit, though coming so close to it sends a shiver through her bones.

Her blade moves in a wide arc through the ghostly form, but runs out of pace when it strikes against the jelly's blubberous form.

Rain then puts her self en-garde, ready to counter the Mad Spirit's moves.

[sblock=actions]OK, I'm saving my Encounter Close Burst for if the Jelly awakes.

Move action: Rain diagonally Moves to H15 to sit next to both Jelly and Spirit. It would NORMALLY provoke an Attack of Opportunity from the Spirit, but it Dazed as far as Rain is concerned so neener-neener, it won't!

Standard action: Rain uses Sword Burst versus both Jelly and Spirit. Both grant combat advantage (bonus 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.

Jelly: Total to Hit = 9. (Would be 10 with Bloodhunt - still a miss.)

Spirit: Total to Hit = 16. (Would be 17 with Bloodhunt - still a hit.)

Potential Damage = 5 Force Damage.

So, miss the Jelly, but hit the Spirit's Reflex for 2 damage, because of the insubstantial state it is in.

Spirit is now subject to Feat:

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.
The Spirit is still subject to:

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]
 
Last edited:

As the power of the sun sphere leaves the confines of Gray's tiny fox form, he transforms once again into his half-elf like form. He can see that his enemies are weakening, and wanting to end this battle quickly, focuses his attention on the Jelly while Wat's Joven-granted power still kept it fully within his grips. Pummeling the jelly with his fists, his hands began radiating more heat. However, while this heat was intense, it wasn't enough to reach the Jelly without touching him, and Gray takes a step back in case it should suddenly react and lash out at him, then he quickly moves behind one of the pillars to get out of sight. Rain had managed to protect him well with her magic, but he didn't want to take any chances. An attack you are not present for is one you don't have to dodge!

"They are getting weak!" he says to the group. "Attack the spirit and I will try to kill this...thing."


[sblock=Actions]
- Minor: Gray uses Nature's Mask to transform into his humanoid form.
- Standard: Gray attacks the Ochre Jelly with Blistering Flourish, rolling 16 vs Reflex and hitting him for 6 damage. Gray gains +4 fire damage to melee attacks until the end of his next turn.
- Free: This triggers Desert Wind Flurry of Blows, which he uses to attack the Jelly for an additional 6 fire damage. Gray shifts 1 square to E16.
- Move: Gray moves to B13 and hides (stealth roll of 19)
[/sblock]

OOC: - Jelly is hit for 12 damage (6 normal, 6 fire).
- Gray shifts to E16 as part of his flurry, then moves to B13.
- Gray hides behind the stalactites (stealth roll of 19)


[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: 0, 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]


[sblock=Dice Rolls] [MENTION=6684473]CrimsonFlameWielder[/MENTION] 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

No further rolls will be valid unless you are logged in to IT so I can track all of your rolls

[/sblock]
 

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: I will be unavailable for next 48 hours or so. Sorry to leave on such a thrilling turn!


OOC: Addition - because the Spirit was hit by disheartening strike:it takes a -2 penalty to attack rolls until the end of your next turn unless it is immune to fear
 
Last edited:

Into the Woods

Remove ads

Top