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

Sabynha shrieks again as the shards tear at her mind, and reels from the pain. She refocuses her mind and begins her dance of blades, turning the momentum of her dizziness to her advantage.

[sblock=actions]Start of Turn: take 6 damage (thanks to Zuri)
Minor Action: Activate Focused Discipline stance (offence; +1 to basic attack rolls)
Move Action --> Minor Action: Draw short sword
Standard Action --> Minor Action: Song of Serendipity (if I hit, someone can claim a +2 to hit before they roll)
Action Point: Melee basic attack on Echo 3 1d20+7+1=28, 1d6+4=8 Critical! (on a minion, no less :rolleyes: )[/sblock]With a gypsy holler, Sabynha spins into action, drawing her slender sword and delivering a vicious spinning cut to one of the echoes in one smooth motion. Her blow destroys the strange creature, and buys her allies a moment to line up another strike.

[sblock=mini stats]Passive Insight 20 Passive Perception 15; Senses Low-light Vision
Skald's Aura (Healing, Martial) aura 5; active.
HP 22/28 Bloodied 14 Surge Value 7; Surges Per-Day 10/10
AC 17 Fortitude 13 Reflex 15 Will 15
Action Points 0
Speed 6

Powers:
Skald's Aura (active; 2 heals remaining)
Focused Discipline (active)
Song of Serendipity (active; +2 attack bonus available)
Song of Savagery (inactive)
Knack for Success
Lesser Flash of Distraction

Cautionary Tale or Disrupting Words
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The effect of the echos' presence is immediately felt by Gray, and the monk allows the pain to fuel his mental focus. Dropping into a deep stance, one leg extended, the other bent beneath him, the monk leaps at the echo to his right, sending out a slow kick to the side, his hands moving in large circles. Heat-induced after images are left behind from the movement of the monk's fists, which hang in mid air for a moment before dissipating. Falling for the obvious trap, the echo steps to the side while Gray's kick misses it's supposed mark. Stepping forward and punching exactly where he knew his opponent would step, his fist smashes into the chest of the echo, sending it to oblivion.

The monk's eyes flash a brilliant white for the span of a heartbeat, followed quickly by an aura of heat exuding from the monk's body in visible waves. Wanting to stay out of sight (and away from retaliation), Gray zips toward the eastern wall away from his bunched up cluster of allies, after images following him as his form leaves behind heat trails.

[sblock=Actions]

- Standard Action: Blistering Flourish vs Echo 2. Gray rolls 22 vs Reflex, hitting for 12 damage and killing the minion. Until the end of Gray's next turn, he deals an additional 4 fire damage with melee attacks.

- Move Action: Gray uses Blistering Flourish [movement], moving from E16 -> F16 -> G16 -> H16 -> I16 -> J17 -> K16 -> L17. Enemies that hit Gray with opportunity attacks provoked by this movement take 6 fire damage. At the end of this action, since he is out of line-of sight of the Mad Spirit and behind some of the stalatites, Gray rolls Stealth to hide with a -5 penalty for moving more than 2 squares during his turn. His stealth roll is 18.

[/sblock]

[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
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OOC: Oh... heh, whoops, okay, fine... then I'll just kill 2 and be done with it, lol. I'll keep all rolls as they are. I have edited this in my post above. Let me know if there is a problem with this [MENTION=75065]jbear[/MENTION]!
 

[sblock=OOC] I'm not sure what the question is. Gray only took 3 dmg at the start of his turn as the other Spiritual Echoes were killed first. All 3 minions are down. And I'm up. I'll update later on tonight when I have some time.

I was wondering if you have joined the campaign that the others have joined on Invisible Castle? I'm not even sure how you do that as IC refuses to let me join for some reason, but it would be nice to have everyone's characters all linked together somehow. [/sblock]

Zuri's brazen courage is what saves her this time. The mad spirit glides across the cavern, completely ignoring the eladrin. Zuri is too taken aback to react quickly enough to strike the creature as it passes by her side headed straight towards the heart of the group.

As it approaches Rain it lets out a thunderous roar which is amplified by the cave itself. The sonic blast smashes into Rain and Sabynha like a wave of crystals, forcing Rain back a step. Wat feels the force of the attack but his link to the god of storms protects him, however the sheer force of the first wave is strong enough to shake his defenses completely and leave him exposed for the following wave of echoes that smashes into the group a second time. Rain manages to throw up her arcane shield about herself in time but Wat and Sabynha are overwhelmed and thrust hard into the sharp stalagmites behind them. The attack leaves Sabynha crumpled and broken on the floor, unconscious, ears bleeding, her life force shaken from her body and fading.

The noise draws the attention of the denizen of the southern passage way. A mass of ochre jelly oozes its way into the cavern.

GM: Rough! So, the groups up! Move into free form initiative count from here on out, even if doing so is to your advantage. Good luck!

At least Sabynha's Skalds Aura remains active til the end of the encounter. There is no mention of it deactivating when she falls unconscious that I can see.


[sblock=Summary] Gray successfully hides

The Mad Spirit moves to G15 passing by Zuri which provokes an OAtk 8 vs AC;Miss
Mad Spirit uses Echo Barrage in a close blast 3 Rain 19 vs Will;Hit, Sabynha 24 vs Will;Hit and Wat 9 vs Will;Miss Sabynha and Rain take 7+2 Vulnerability Thunder dmg = 9 Thunder dmg and Rain slides 1 to E16
Mad Spirit uses Action Point and uses Echo Barrage again in a close blast 3 Rain 11 vs Will;Miss Sabynha 24 vs Will;Hit
Wat 25 vs Will;Critical Hit!
Sabynha takes 9+2 Vulnerability Thunder dmg and slides 2 into the Stalagmites at C16 for 4 dmg
Wat takes max Thunder dmg 14 +2 Vulnerability = 16 Thunder dmg and slides 1 square into the stalagmites at C15 for 2 dmg

Sabynha has taken 24 dmg leaving at -2 HPs and Dying!

An Ochre Jelly enters the room from the southern passage
[/sblock]
[sblock=Status]
Minions 1,2,3: Destroyed
Mad Spirit: Unharmed; AP used
Ochre Jelly: Unharmed

Sabynha: -2/28 HP; Dying
Wat: 10/28 HP; Bloodied
Rain: 22/31 HP
Zuri: 21/24 HP
Gray: 19/22 HP
[/sblock]
[sblock=Mad Spirit] AC 16 Fort 13 Ref 15 Will 14
That's all the info you have for now; Religion check for more info[/sblock]
[sblock=Ochre Jelly] AC 15 Fortitude 16. Reflex 14, Will 14
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
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OOC: OK, so, I'll just post these locations whilst I ponder what to do-
OOC:

Rain = E16.
Zuri = J11.
Sabynha = C16.
Wat = C15 next to her, so he's best placed to use her Skald's Aura to heal Sabynha for a Minor Action (heal surge plus D6 hit points - though he might not be able to if Son of Meepo's correct below...).
Gray = L17 in hiding.

Mad Spirit = G15.
Ochre Jelly = I think it is in four squares I18, I19, J18, J19.

Right, I think Gray's best blocking the Jelly in the corridor and taking advantage of the Aegis of Shielding effect I'm going to lay down whilst we mug the Mad Spirit. NOTE: Situation's changed a bit since I wrote that last sentence, though!


[sblock=Ministats:]
Rain

Female Tiefling Swordmage, Level 1.
Initiative: +1, Passive Perception: 9, Passive Insight: 10. Senses: Low-light vision.
AC: 19, Fort: 13, Reflex: 14, Will: 14.
HP: 22/31, Bloodied: 15, Surge Value: 7, Surges left: 8/11
Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
Saving Throw Bonuses: Nothing to report.
Action Points: 0
Powers:
Infernal Wrath
Second Wind
Guardian's Counter
Aegis of Shielding
Sword Burst
Booming Blade
Sword of Sigils
Dimensional Thunder
Conditions:
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GM: Rough! So, the groups up! Move into free form initiative count from here on out, even if doing so is to your advantage. Good luck!

At least Sabynha's Skalds Aura remains active til the end of the encounter. There is no mention of it deactivating when she falls unconscious that I can see.

[sblock=unfortunately]Death or Unconsciousness Ends: A creature’s auras end immediately when it falls unconscious or dies.[/sblock]
 

OOC: I'm going to try to do my best without an updated map, but I may need to adjust my turn if the locations aren't correct.


As Wat is driven back, he calls on Joven to repel the spirit.

[sblock=Immediate Reaction]Armor of Wrath
Target: Triggering enemy in burst
Trigger: An enemy within 5 squares of Wat hits him.
Effect: The target takes 4 radiant damage and Wat pushes him 4 squares.
Special: Channel Divinity: Wat can use only one channel divinity power per encounter.[/sblock]

OOC: The Mad Spirit takes 4 radiant damage and is pushed to I15.


Wat, still bleeding from his ears, ignores his own wounds, tending to Sabynha. Wat smiles as she opens her eyes. Then his relief turns to anger as he approaches the Spirit and Jelly and calls forth the power of thunder sending a wave of sounds crashing through the monsters.

"By Joven's Fury I call upon the power of the primordial storm!"

[sblock=actions]Standard: Heal (1d20+4=22)
Sabynha spends her Second Wind
Move: G15.
Action Point: Silent Malediction
Attack: +4 vs Fortitude
Hit: 2d6+4 thunder damage and the target is stunned (save ends). Wat deals 1 extra point of damage per target.
Miss: Half damage and the target is dazed until the end of your next turn.
Effect: Wat is dazed until the end of his next turn.
Silent Malediction (Mad Spirit;Ochre Jelly) (1d20+4=8, 1d20+4=16, 2d6+4+2+2=14)[/sblock]

OOC: Sabynha spends her second wind and regains consciousness.
Wat misses the Mad Spirit with Silent Malediction. The Mad Spirit takes 7 thunder damage and is dazed until the end of Wat's next turn.
Wat hits the Ochre Jelly with Silent Malediction. The Ochre Jelly takes 14 thunder damage and is stunned (save ends).
Wat is dazed until the end of his next turn.


[sblock=Wat's Stats]Wat - Half-Elf Invoker 1
Status: Bloodied, Dazed
Passive Perception 14, Passive Insight 16
AC 16, Fort 15, Reflex 13, Will 15
HP 10/28, Bloodied 14, Surge Value 7, Surges 10/10
Speed 5, Initiative +0
Action Points: 0, Second Wind []
At-Will Powers: Astral Wind, Divine Bolts
Encounter Powers: Thunderwave [], Thunder of Judgement [], Shining Symbol [], Channel Divinity []
Daily Powers: Silent Malediction [x]
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