Adv: A Simple Dungeon Crawl (DM: DarwinofMind Judge:renau1g)

Mewness

First Post
One-Who-Waits steps closer to one of the streams of blood, watching the portal.

[sblock=actions]Move: OWW goes to I22.

Standard: ready an action to use Stalker's Strike on any enemy that comes through the portal within Knotty Virtue's reach.[/sblock]
[sblock=ministats]One-Who-Waits Male Deva Shaman 2
Initiative: +2
Passive Perception: 21; Passive Insight: 21; Senses: Normal
AC: 17; Fort: 14; Reflex: 15; Will: 16
(+1 to defenses against attacks by bloodied enemies)
Resistances: Necrotic 6, Radiant 6
HP: 31/31; Bloodied: 15; Surge Value: 7; Surges left: 8/9
Action Points: 2
Powers
Call Spirit Companion
Spirit's Fangs
Stalker’s Strike
Claws of the Eagle

Healing Spirit
Healing Spirit
Speak With Spirits
Twin Panthers
Bonds of the Clan
Memory of a Thousand Lifetimes
Second Wind

Spirit of the Healing Flood

Conditions: None

Full sheet: One-Who-Waits[/sblock]
[sblock=Spirit Effects (IMPORTANT TO DM AND PCS)] A reminder of the effects that the spirit (Knotty Virtue) has on combat. The first three are important to players.
  • Any ally of One-Who-Waits who starts their turn adjacent to Knotty Virtue can shift 1 square as a free action, as the first action during their turn.
  • Any ally of One-Who-Waits who is adjacent to Knotty Virtue gains a +4 bonus to their damage rolls against bloodied enemies.
  • Knotty Virtue occupies 1 square. Allies can move through its space but enemies cannot.
  • Any enemy that leaves a square adjacent to Knotty Virtue without shifting is subject to an opportunity attack (the Spirit's Fangs power).
  • Knotty Virtue has the same defense values as One-Who-Waits and can be targeted by attacks.
  • If a single attack deals 11 or more damage to Knotty Virtue, the spirit disappears and One-Who-Waits takes 6 damage. Otherwise Knotty Virtue is unaffected by attacks.
  • When One-Who-Waits takes a move action, he can move Knotty Virtue up to 6 squares as well.
  • Knotty Virtue is unaffected by terrain and environmental phenomena.
[/sblock]
 

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Fragsie

Explorer
[sblock=OOC]I'm away on holiday from tomorrow until thursday so feel free to npc Psais as you all see fit, I'm sorry to duck out in the middle of an encounter, it's kinda been a last minute thing.[/sblock]
 

renau1g

First Post
As the group finishes off the small tentacled creatures and moved into position the portal again flares up. A trio of tentacled horrors emerge from the portal, triggering the spirit companions attacks.

Knotty Virtue ravages one of the darters, who manages to slam Psais off his feet with a weak blow. The other smaller monster passes harmlessly through Grigo. The largest of the creatures moves into the room and an aura of ether from the Far Realm surrounds it, making it difficult to target. It assaults the gnome, but through some luck only a minor blow is suffered.

[sblock=Actions]
Triggers Stalker's Strike on darter 81- vs fort; dmg (1d20+6=19, 1d10+5=13) hits for 6 after insubtantial. It charges Psais - vs fort; dmg (1d20+6=26, 1d10+5=13) crits from Spirit's Fangs doing 9 after insubtantial crit (1d6=4) - vs will; dmg (1d20+5=21, 1d6+4=5) hits for 5 and Psais is knocked prone

Darter 42 triggers raven's claw - vs ref; dmg (1d20+5=20, 1d10+5=9) hits for 4. It charges vs will; dmg (1d20+5=10, 1d6+5=8) miss

Scourge moves into room next to Grigo - D15 start location - attacks Grigo with three tentacles - vs ac; dmg (1d20+6=24, 1d6+4=5, 1d20+6=7, 1d6+4=6, 1d20+6=7, 1d6+4=10) - two natural 1's? WTF? You gotta be carrying a rabbit's foot or something my friend. 1 hit for 5 (even min. damage)[/sblock]

[sblock=Stats]
Scourge - 196/196 hp - AC: 17, F/R/W: 17/16/16 - Aura grants concealment to self against adjacent creatures and total concealment against enemies that aren't adjacent. Resist 5 (variable) - whichever is the first energy type it takes it will resist. Reactive Swipe - if is hit by melee attack +6 vs Ref; 1d6+4 dmg; teleport 3 (i'll determine location) -

Darters - 22/22 hp - Insubstantial; AC 14, F/R/W: 13/15/12 - vulnerable 5 psychic

[/sblock]

[sblock=ooc]
In attachments Darter is the first one (top one) and the Scourge is the second one top one also.

Status:
Yimayngurr - 22/27 hp
Eithal - 24/35+4thp hp
Darter 81 - 7/22 - bloodied
Darter 42 - 18/22
Psais - 21/26 - prone
Grigo - 23/28


Initiative:

Bad guys - 16
Good guys < - you're up

init (1d20+5=16)[/sblock]

[sblock=Terrain]
The light sources are torches on the map, 5 square illumination.[/sblock]
 
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On Puget Sound

First Post
standard: Thunderwave vs scourge (hits with 18 vs fort; concealment doesn't matter for area effects) for 8 thunder damage (reduced to 3 by variable resistance; scourge has resist thunder 5 from now on). Push scourge to D18, next to knotty virtue. rolls

minor: set down the sunrod Grigo has been wearing, on the disk with the ritual supplies. The next time Grigo is hit, he will use his Fade Away power.

minor: take out his healing potion and arrange it on his orange floating altar alongside the ritual supplies and sunrod, for easy access if needed. I'm assuming it requires standard actions to make any actual progress on the ritual?

I'm starting the ritual. Reverent silence is customary, so... fight quietly!

[sblock="statblock"]Initiative +0
Passive Insight 12 Passive Perception 12; Senses low light
Current HP 23/28, temp HP 0. Bloodied at 14
Surge Value 7; Surges remaining 7/7; Second wind: available Orb of Deception: available
AC 15 Fortitude 11 Reflex 15 Will 14
Speed 5
Current status effects: none
Action Points remaining: 1
Illusory Ambush: R10, 1target, +5 vs Wil. hit: 1d6+5, and tgt -2 to atk til EOMNT
Thunderwave: CBL3, all creatures, +5 vs Fort. hit: 1d6+5 and push 2.
Grasping Shadows: BR1 within 10, all creatures, +5 vs Wil. hit: 1d8+5 and slowed til EOMNT. effect: creature entering area takes 5 dmg and slowed til EOitsNT.
Fade Away: self, ImR, trigger: I take damage. effect: I am invisible til I attack or EOMNT.
Flaming Sphere: +5 vs Ref. hit: 2d6+5. Creatures starting adjacent to sphere take 1d4+5. Minor: sustain. Move: move sphere 6. Standard: attack with sphere.
Orb of deception: If an illusion spell misses a target, I can choose a new target within 3 squares of the missed target and repeat the attack with +1 atk.
Basic attacks: Basic attacks are for lesser minds; they are beneath Grigo's dignity.[/sblock]
 

H.M.Gimlord

Explorer
Eithal doesn't like the look of the scourge's tentacles, "Ah'm sayvin' yew fah layast, honey." She charges the darter on the stairs, slicing it cleanly in two with her axe. She runs back to Grigo's side and shouts a warning to the others, "Donchy'all git tew clows tah thayat snakey thinnie. Y'all wouln' wanna git cauyet bye thows tayentacalls."

Suddenly, she remembers Grigo's advice, "Whoops. Sorry Greegow"

[sblock=Tactics]The scourge is really evil against melee attacks. I suggest ranged attacks from more than 5 squares away. If I get next to it, I might mark it, but getting close is not a good idea until it's weak enough to kill. As for Eithal, she's going for the low man on the totem pole, IYKWIM ;).[/sblock]
[sblock=Action]Standard: Charge to F25
Target: Darter 81
Attack: 1d20+7+1=17 vs AC (sorry, forgot to add +1) for 1d10+5=15/2=7 damage

One Darter Dead!
Move: back to G20

I'll go after the other Darter next turn.

Ranged Attacks on the scourge![/sblock]
 
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On Puget Sound

First Post
with total concealment (-5 to hit) vs non-adjacent foes, it's going to be hard to take down with ranged attacks too. Bursts and blasts work fine.

It's just an all around tough critter. Maybe an unbeatable critter, until the ritual cuts it off from its power source.
 

renau1g

First Post
[sblock=ooc]
Oh, forgot to add it to the stats, but someone with a good arcana can tell you that you're sure the mist will go away if you beat it up enough (bloody it). It's tough, but what else would you expect from a solo? The minions were just some easy xp for you :)

It's a standard action to complete the ritual. Complexity 1, level 2 - so 4 success before 3 failure. +2 bonus to Arcana from components from necromancer
[/sblock]
 


pacdidj

First Post
Whispering a prayer to the Great Turtle who is the foundation of all things, Yimayngurr steps back taking careful aim at the terrible thing before him. He hurls his magical longspear straight toward the center of the swirling madness that surrounds the tentacled monstrosity. His aim is dead on, and the spear slices straight through the fell creature, but to Yimayngurr's consternation the damage inflicted only seems to give it slight pause. As the projectile flies back to his hand, Yimayngurr skips backward, putting greater distance between himself and the danger the scourge poses.

[sblock=actions and rolls]Minor: Hunter's Quarry vs. Scourge at D18
Move: Shift to C21
Standard: Fading Strike vs. Scourge at D18 (using Furious Assault)
:ranged:1d20+7=27 vs. AC = hit, critical! for 15 + 10 (Furious Assault) +6 (Hunter's Quarry) +Bonus crit damage from Hungry Longspear (1d6=4) for a total of 35 damage
Shift to E23
[/sblock][sblock="Yimayngurr stat block"]Yimayngurr Male Half-Orc Hunter Ranger 1
PC:Yimayngurr (pacdidj) - L4W Wiki
Initiative: +6, Passive Perception: 17, Passive Insight: 12, Senses: Low-light Vision
AC:16, Fort:15, Reflex:15, Will:12
HP:22/27, Bloodied:13, Surge Value:6, Surges left:5/6
Action Points: 1, Second Wind: unused
Powers: Fading Strike, Marauder's Rush, Precise Assault, Furious Assault, Sure Shot
Conditions: none[/sblock]
 
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