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

Shards of pain erupt in Gray's mind once more when the echo appears next to him. However, Gray has more pressing matters to attend to, now that he sees movement coming from the acidic blob. Protecting himself with an intense wave of heat as he flows through the landscape, the shapeshifter attacks the jelly once more with flying fists. Apparently, though, the jelly has other ideas on how the combat should end, and just before Gray could connect with his attack, the jelly flattens out, "ducking" out of the way of the monk's attack. Slightly off balance from the deceptively fast dodge, the monk's concentration was broken just long enough to keep him from connecting with the elemental energies within him, and this left him without the ability to instantly sidestep his foes.


[sblock=Actions]
- Move: Gray uses Blistering Flourish [Movement], moving to F17, next to the Ochre Jelly. Any creature that makes an opportunity attack against Gray during this movement takes 6 fire damage.

- Standard: Gray uses Blistering Flourish against the Ochre Jelly, but misses.

[/sblock]

[sblock=Gray's Stats] Gray - Hengeyokai Monk 1
Passive Perception 10, Passive Insight 10
AC 17, Fort 11, Reflex 16, Will 15
HP 16/22, 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]
 
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OOC: I caught it like I use spell checking on my posts... meaning to say that I saw it was wrong just as I was pressing "Post Quick Reply" :p. And unfortunately, you are correct... Jelly's reflex is 14, and a 13 is off by 1 *hangs head*
 

Sabynha, seeing the spirit pursued and engaged by a healthy Rain, decides to switch focus and help Grey take care of the now-moving Jelly. Continuing the dance, and hoping for swift victory, she flings her twirling form at the goo in the hallway with abandon.

Tired and just about out of fight, Sabynha flails ineffectively at the creature, blades meeting only air. She spits a vistani curse at it between puffs of breath.
[sblock=actions]Focused Discipline (offence; +1 to basic attack rolls)
Standard Action: Charge the jelly 1d20+7+1+1=10, 1d6+4=7 Ridiculous! Two natual 1's in a row!![/sblock][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; no healing remaining)
Focused Discipline (active; offence: +1 to basic attacks)
Song of Serendipity (inactive)
Song of Savagery (inactive; I missed on my attack AGAIN!)
Knack for Success (spent)
Lesser Flash of Distraction (spent)

Cautionary Tale or Disrupting Words[/sblock]
 

Son of Meepo said:
OOC: In that case I would like to push the echo into the stalagmites, which should destroy it.

... but as the spirit echo reforms the impact from the blast sends it reeling into the sharp stalagmites behind it where it shatters like glass.

Rain closes in on the still reeling Mad Spirit, dazed once again (a condition it is becoming almost fond of) and shatters it completely in a similar fashion with another burst of force, the tiny shards that splinter away fade to tinkling echoes as the spirit is finally released from its suffering in this world.

The echoes it has summoned whine and moan with despair as their caller is banished.

As Gray moves to finish the ochre jelly, who was battered into to the passageway by Wat's thunderous assault, the spirit he ignores screeches in fury, the pain inside his head intesifying to blinding proportions, causing his attacks against the all but defeated blob of jelly to flail about with wild inaccuracy at the precise moment that Sabynha charges in with her dagger, surely a strike that would have finished the lamentable creature. A knock from Gray's hand upon her arm jolts the dagger free from her own hand, causing it to turn in the air (in slow motion of course) and enter the body of the jelly, hilt first, where it is engulfed completely by the acidic goop creature with a plop! A bubble surfaces which erupts with a loud burping noise.

OOC: Snake Eyes! Well, then I must add insult to injury! Considering the double critical miss, I feel obliged to consume that dagger irrevocably for ever to make your day worse! :P (I read blades in your post, so I'm guessing she has a dagger and a sword in hand)

PS: That sucks! (If it's any consolation, it happens to my characters all the time! I get excited when I roll over 10!)

DM sympathy freebie (In case she was only holding a dagger; sorry I can't remember): you may draw another weapon as a free action on your next turn :D


GM: Gray takes 3 psychic dmg for leaving the Echo Spirits side. This dmg can't be prevented by Rain, it is auto dmg, not attack dmg. It is also not an OAtk so Gray does not deal fire dmg and destroy it.

The jelly has a generous 6 HPs left! Dazed but not confused! It has a very clear idea of what it will do should Zuri not kill it!! No pressure [MENTION=6690636]Daeja[/MENTION] ! :D
 

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OOC: She had been wielding her sword, but losing a dagger is fine. She usually keeps the daggers strapped to her buckler, so it's fine if one falls off and into the creature.

Also, I know I can't wield anything else in my buckler hand, but can I just hold something (like a dagger)?
 

Terrified to be impaled on stalagmites, on her back, on the ground, Zuri blinks and teleports herself closer to Gray and Sabynha. Spitting blood on the floor, she manages to reload her hand crossbow in record time, raising it to fire through the space between Sabynha and Gray, to hit the huge pile of ooze beyond them.

The bolt flies true, striking the ooze just so....


[sblock=Actions] Zuri takes 3 psychic damage for starting her turn beside the echo.
She uses FEY STEP to teleport to G15.
She attacks the Jelly with her hand crossbow and Disheartening Strike: 1d20+6, 1d6+4=[17, 6], [1, 4]) (Note that I rolled a bunch of test dice at this point in order to be sure that I was supposed to add the bracketed numbers for totals (these are labelled test on the dice rolling site)) 23 = HIT and damage is... 5. So close! But wait! There's more! Zuri's a rogue! So SNEAK ATTACK ! 2d6+2=10 Take that OOZE! Total of 15 damage against the ooze[/sblock]

[sblock=mini-stats]
Passive Perception 15 / Insight 10
AC: 16, F/R/W:12/16/13, Speed 6
HP: 6/24, 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]
 
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Zuri blinks out of existence only to reappear closer to the slowly waking ooze that rises up in fury intent on punishing those next to it for the violence it had been subjected to. The spirit next to her screeches in frustration as she escapes, causing the piercing sound in her head to intensify. Firing a desperate shot from the ground the arrow reaches a small, nearly invisible glob of cells within the goop. Whatever the bolt struck has a quite spectacular effect, causing the jelly to explode, covering both Gray and Sabynha in disgusting jelly, though the acid of its stomach remains bubbling and burping on the stone floor.

The spiritual echos, now devoid of a summoner, run chaotically about the cave. Rain cuts down one with her blade and Wat the other with a ray of lightning.

It takes several minutes for the echos of the cave to finally fade.

GM: Zuri takes 3 dmg for leaving the Spirit Echoes aura leaving her at a whopping 3 HPs!

Combat over!

You just prevented a level 3 elite brute from firing a single shot the entire fight. And that last shot had it missed would have meant the jelly could have attacked and used its action point. Sabynha and Gray were in for some hurt!

XP rewards:
Encounter level 1
Mad Spirit Lvl 2 elite controller 250 xp
Ochre Jelly lvl 3 elite brute 300 xp
(minions were part of the Mad Spirits abilities so no extra xp for them)
Total: 550 xp
Double XP: 1100 xp
5 pcs gives 220 xp each

Time XP for Zuri, Rain, Wat and Sabynha: 10th June-10th July: lvl 1=167 xp
10th July-10th August: lvl 1= 167 xp
Total time xp= 334 xp

Time XP fo Gray: 4th July-4th of August: lvl 1= 167 xp

Final Total XP for Zuri, Rain, Wat and Sabynha: 220+334 = 554 XP
Final Total XP for Gray: 220 +167 = 387 xp

Treasure Awards:
Time Gold XP for Zuri, Rain, Wat and Sabynha:
10th June -10th August level 1 = 252gp
Time Gold XP for Gray:
4th July - 4th August = 126 gp

Also needing approval:
2 Healing Potions given to group by Lady Tamora and 3 Healing Potions given by Lord Carric so each PC was rewarded with 1 Healing Potion

Zuri, Wat, Rain and Sabynha would now be level 2 with 1251 xp! Congratulations!

Although I'm not allowing you to level up at this stage as I don't want to alter the adventure design I am going to award you 5 THPs each at the beginning of each encounter until you level up to reward you for your achievement. You also gain +1 THP when you spend a healing surge which can stack with other THPs if you already have any. I know it's not levelling up but I hope that it is better than nothing :) [MENTION=57255]Lord Sessadore[/MENTION] Approval of XP awards would be awesome, and a seal of approval upon the temporary award of THPS would be fantastic! Thx! :D

You are free to take a Short Rest and explore the cavern, heading either towards the Southern exit (where you were originally heading) or the Eastern exit (where the spirit appeared from).
 
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Wat takes a moment to let the ringing in his ears subside before checking on the others.

"Everyone all right?"


OOC: Spent 1 surge.

[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 28/28, Bloodied 14, Surge Value 7, Surges 8/10
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][/sblock]
 
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Sabynha collapses in a huffing-puffing, slime-covered, sweaty heap, her sword clanging to the ground beside her, still in hand. "*huff* Yes... *puff* I am... *huff* ...I am fine."

She was also more than a little embarrassed by her apparent ineptitude during the fight, though she tried to chalk it up to the disorienting echoes in this chamber. Once her breath came back to her, she began to wipe the slime from her clothing before it could do any further damage. *schlorp* *splat*

She begins to softly hum a vistani tune while she cleans up. The tune echoes softly in the rest of the chamber, making it audible but pleasant to all her friends as well.

OOC: I'll spend one surge, putting me back to 26/28hp. Don't forget: anyone spending a surge during the short rest gets a +4 bonus to their surge value because of Song of Rest.
 

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