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


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[sblock=Perception roll] OK, briefly Rain rolled a 3. :p[/sblock]

Rain leads on, attention upwards at the cavern's vaults intsead of where she should be putting her feet.
 
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Gray is also disturbed by the magical echo effect produced by the cavern, and is caught off guard like his companions. All except Sabynha who detects a movement from the eastern tunnel and her reaction is like lightning as she looks up to see vibrations from the east take form. A sinister humanoid shape glides, gibbering and moaning, into the room...

GM: Everyone except Sabynha is surprised. Sabynha also wins initiative and gets her surprise action first. Everyone else roll initiative (unless you want me to roll it for you, which I will do if you haven't rolled before I post after Sabynha takes her action).


[sblock=Rolls]
Gray Perception 2
CrimsonFlameWielder is away for a few days so I took the liberty of rolling that. And as Sabynha was the only one not surprised I rolled her initiative
Sabynha Initiative 20
Mad Spirit initiative 14
[/sblock]
[sblock=Mad Spirit] AC 16 Fort 13 Ref 15 Will 14
That's all the info you have for now[/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: Sqaures with 50% of rubble/stalagmites count as that type of terrain
[/sblock]
 

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Sabynha sees the creature coming out of the eastern cave and lets out a shriek which she immediately regrets due to the echoing effect in the chamber, however, at least her allies would be aware that they were under attack.

"Be on your guard!!" The blade-wielding vistani lets her dagger do the pointing for her.[sblock=surprise round]Standard Action: Ranged Basic Attack, long range (-2) 1d20+6-2=6, 1d4+3=4 MISS!
Sorry folks, I was going to negate the surprise round with Lesser Flash of Distraction, but alas, the RNG was not on my side.[/sblock]Unfortunately, the thrown blade flies well wide of the mark. Still, it was close enough to draw attention to the Thing, even if she didn't hurt it.
 


The spirit lets out a thunderous roar, the sound washes over the group and the echoes solidify and take form next to them on all sides. The echoes remain like shards of glass within your heads.

[sblock=Surprise round Combat Summary]
The Mad Spirit has brought into being 3 Spiritual Echoes. Each Echo has an Aura 1.
An enemy that starts its turn in the aura takes 3 psychic damage. You also sense that leaving the aura could be dangerous.

Aura of Spiritual Echo 1: Zuri, Wat, Sabynha
Aura of Spiritual Echo 2: Rain, Gray, Sabynha
Aura of Spiritual Echo 3: Wat, Gray, Sabynha

Initiative:
Acts before the Sprits: Sabynha 20; Zuri 16; Gray 15
Acts after the Spirits: Rain 10; Wat 8
[/sblock]

GM: Sabynha, Zuri and Gray act before the Spirits

Sabynha will take 9 psychic dmg at the beginning of her turn
Zuri will take 3 psychic dmg at the beginning of her turn
Gray will take 6 psychic dmg at the beginning of his turn
In that order.

Unless of course you kill them before allies start their turns.

Edit: [MENTION=6690636]Daeja[/MENTION] has rolled and posted initiative moments before I posted this so her initiative is higher then Sabynha's so Zuri is first to act in the round.
Then Sabynha.
Then Gray.

Note: I don't mind which order you actually post your turn, but damage effects will go in that order i.e. if Gray unleashes a burst that wipes out all three minions first Sabynha and Zuri would still have begun their turns earlier, effectively will have been delaying in the initiative order and so still receive the damage. So, it's probably in your interests to post in order.

[sblock=Mad Spirit] AC 16 Fort 13 Ref 15 Will 14
That's all the info you have for now[/sblock]
[sblock=Spiritual Echoes] AC 16 Fort 13 Ref 15 Will 13
These are minions[/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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Zuri's left hand clutches the side of her head as a shaft of pain drives through her mind. Gritting her teeth against it, she attacks the solidified echo (D14).
Her dagger cuts through the echo, disrupting its form and sending it back into the ether. Immediately her psyche feels relieved. With narrowed eyes, she turns attention to the spirit and starts moving across the room to it.

[sblock="Attack and Move!"]Zuri takes 3 points of dmg to put her at 21/24
Attack: Disheartening Strike on D141d20+8 → [18,8] = (26) 1d4+5 → [4,5] = (9) HIT, Death to D14
Movement to J11[/sblock]
[sblock="mini-stats"]
Passive Perception 15 / Insight 10
AC: 16, F/R/W:12/16/13, Speed 6
HP: 21/24, Bloodied:12, Surge Value: 6, Surges left: 7/7
Action Points: 1

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]
 

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