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.

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]