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

Mewness

First Post
One-Who-Waits crosses the stream of blood, speaking in Old Allarian. Misty shapes rise from the floor and walls, flooding the area with warmth.

[sblock=actions]Move: to I17.

Standard: Spirit of the Healing Flood. Should get everyone in close burst 5: vs. Fort on darter; on scourge; damage (1d20+6=22, 1d20+6=18, 1d8+5=12). Hits both, darter takes 6 after insubstantial. No damage type, does that mean that the scourge takes 12?

All the good guys get healing flood: regeneration 2 while bloodied, can end the effect as a minor to instantly heal 10 hp.

Interrupt: If necessary OWW will use bonds of the clan to stop Grigo, specifically, from falling over. OWW will fall over himself to prevent it if that's what it takes.[/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: Healing flood

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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renau1g

First Post
[sblock=ooc]
It's Thursday, but I haven't seen Fragsie yet. Do you want to wait for a bit longer? I don't feel comfortable conducting actions right now as its a fairly critical battle [/sblock]
 



Fragsie

Explorer
The invoker carefully gets back up onto two feet and shakes his head. Scanning the room he tries to fix the new tentacled horror in his sights. He takes a deep breath and speaks in the Voice of the heavens as he slams the end of his staff onto the flagstones three times.

"Return from whence you came, in the name of Gibberath's defeater!"​

The Far-realm monstrosity cowers and quakes at the command, backing away from the deva with each slam of his implement.

[sblock=Actions]Move - Stand from Prone
Standard - :ranged:Thunder of Judgement vs Scourge; 1d20+5 = 24 vs Fort; 2d6+5+1 = 11 thunder damage w/covenant of wrath, Push to F13 and dazed EoNT.
Rolls[/sblock]
 
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renau1g

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

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"

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.

One-Who-Waits crosses the stream of blood, speaking in Old Allarian. Misty shapes rise from the floor and walls, flooding the area with warmth.

Psais stands up and blasts the scourge with his gods thunder.

The scourge then charges towards the deva, moving right past Grigo. One of his tentacles slams into the shaman.

The darter flies towards the deva, but One-Who-Waits' will is strong and he withstands the attack.

[sblock=Actions]
Scourge charges OWW (draws OA from Grigo) - vs ac; dmg (1d20+8=17, 1d6+4=8) hits for 8

Darter attacks OWW - vs will; psychic (1d20+5=13, 1d4+4=8) miss and continues to move behind the Scourge

[/sblock]

[sblock=Stats]
Scourge - 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 - Insubstantial; AC 14, F/R/W: 13/15/12 - vulnerable 5 psychic

[/sblock]

[sblock=ooc]

Status:
Yimayngurr - 22/27 hp - regeneration 2 while bloodied
Eithal - 24/35+4thp hp - regeneration 2 while bloodied
Darter 42 - 12/22
Psais - 21/26 - prone - regeneration 2 while bloodied
Grigo - 23/28 - regeneration 2 while bloodied
Scourge - 139/196 - resist 5 thunder, dazed TENT Psais
OWW - 23/31 - regeneration 2 while bloodied

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
As the scourge whips past his shoulder, Grigo feels an unearthly chill. His dagger whips out reflexively, more to fend the creature off than with any expectation of harming it. The mist around the creature spoils his hasty swipe. Leaving the monsters to his brave companions, Grigo steps back from the melee, takes up a handful of coarse salt and tosses it into the portal.

Power of Earth, where thou art cast, let no spell or purpose last, not in perfect accord with me. This is my will; so mote it be! As the salt crystals land in the portal they flare into tiny blue flames and disappear. Grigo reaches for the next ingredient.

[sblock="Actions"]
opportunity: 17 vs AC, miss due to concealment.
move: shift to F16
standard: ritual arcana check 16 [/sblock]

rolls

[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]
 
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H.M.Gimlord

Explorer
Eithal runs hard and slams into the scourge, but for some reason her axe doesn't connect, but she manages to get its attention, "Skews me."

[sblock=Actions]Standard: Cheap shot charge to H17
Target: Scourge
Attack: 1d20+8+1(Charge) = 15 vs. AC Miss (figures)
Free: Mark Scourge

Sorry. Forgot about the lack of further actions after a charge.
[/sblock]
 
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renau1g

First Post
[sblock=ooc]
That's correct, no OA's for it, although your actions aren't valid as you can't move after the charge:

CHARGE A TARGET

Action: Standard action. When a creature takes this action, it chooses a target. Determine the distance between the creature and the target, even counting through squares of blocking terrain, and then follow these steps.
1. Move: The creature moves up to its speed toward the target. Each square of movement must bring the creature closer to the target, and the creature must end the move at least 2 squares away from its start-ing position.
2. Attack: The creature either makes a melee basic attack against the target or uses bull rush against it. The creature gains a +1 bonus to the attack roll.
3. No Further Actions: The creature can’t take any further actions during this turn, except free actions.

A creature’s turn usually ends after it charges. However, it can extend its turn by taking certain free actions, such as spending an action point (which grants the creature an extra action). [/sblock]
 

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