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


log in or register to remove this ad

OOC: Yep, and you might as well take it. We need this thing dead, and an extra +2 couldn't hurt. With charging, that would give you a +5 total; 2 from me, 1 from charging, and 2 from Combat Advantage.

Actually, I just thought of something - you can still help Wat if you'd prefer. You'd have to blow your teleport to move to K16, then pop a minor to use my Skald's Aura on him, then you have your Standard to stab the jelly, but you won't have CA against it (you can still have my +2 though)
 

OOC: I think Wat actually moved it to I15, which means Sab might need to be repositioned? I'll look in on the flanking then -> would rather do that with Zuri (more in character, plus she'll get extra dmg from sneak attack)
 


OOC: If Wat is actually at I15, then that's even better, because if you end in H14, you can do BOTH! :D

Only thing is you won't be able to charge, as that ends your turn. Still, +4 on your attack doesn't suck, and then you can pop a minor to heal Wat afterwards.
 


OOC: I actually meant that Wat moved the Mad Spirit to I15. I'm going to proceed assuming that it's in that location, and I'll assume someone will correct me if I'm wrong (and I'll adjust accordingly. :)

Following behind the spirit, Zuri has to scrabble out of the way when Wat unexpectedly pushes it backwards.

With an emphatic 'oomph', Zuri thrusts her dagger into the side of the spirit. She draws on inspiration from Sabynha - the gypsy seems invincible, having bounced back so quickly from near-death! -, and takes advantage of the spirit's dazedness from Wat's attack.

Zuri twists her blade as it slices into the creature. Her lips lift at the corners in a brief acknowledgement of satisfaction. "Take that!" She mouths the words, not wanting her allies to hear her crowing.

The Eladrin glances beyond the spirit to the gelatinous monster, wondering how well her dagger will work on it....

[sblock="Actions"]
Movement: Zuri moves to J12, I13 and ends in I14
Standard: Tortorous Strike on Mad Spirit at I15, CLAIMING +2 from Sabynha - 1d20+8+2+2; 2d4+7 → [6,8,2,2] = (18) DMG= [3,3,7] = (13)] HIT, DMG 13
Sneak attack Damage: 2d6+2 → [2,3,2] = (7)
Total damage done to Mad Spirit: 20
Free action: Nature check on Ochre Jelly1d20 → [13] = (13)
[/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]
 

GM: [MENTION=6690636]Daeja[/MENTION] Rain is in I14 already. [MENTION=98255]Nemesis Destiny[/MENTION] Did you mean charge to H16 as opposed to F16 (which is a fair way off)?

[sblock=Nature Moderate DC Zuri] The Ochre Jelly has Blindsight so it is immune to being blinded or gaze effects. As the creature itself is acidic it is also resistant to acid. It is not an intelligent creature, reacting to sound and vibration, attacking and absorbing whatever it has closest. [/sblock]
 


OOC: I don't know. What's the current version of the map look like? I have round 1a as the last one? That map indicated F16 as the closest square I could charge to in order to hit the Spirit without provoking.
 

Remove ads

Top