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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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<blockquote data-quote="jbear" data-source="post: 5974425" data-attributes="member: 75065"><p>The spirit lets out a thunderous roar, the sound washes over the group and the echoes solidify and take form next to them on all sides. The echoes remain like shards of glass within your heads.</p><p></p><p>[sblock=Surprise round Combat Summary]</p><p>The Mad Spirit has brought into being 3 Spiritual Echoes. Each Echo has an Aura 1. </p><p>An enemy that starts its turn in the aura takes 3 psychic damage. You also sense that leaving the aura could be dangerous.</p><p></p><p>Aura of Spiritual Echo 1: Zuri, Wat, Sabynha</p><p>Aura of Spiritual Echo 2: Rain, Gray, Sabynha</p><p>Aura of Spiritual Echo 3: Wat, Gray, Sabynha</p><p></p><p><a href="http://dice.brainclouds.net/Result.aspx?ID=H3C9AENW" target="_blank">Initiative:</a> </p><p>Acts before the Sprits: Sabynha 20; Zuri 16; Gray 15</p><p>Acts after the Spirits: Rain 10; Wat 8</p><p>[/sblock]</p><p></p><p>[GM]Sabynha, Zuri and Gray act before the Spirits</p><p></p><p>Sabynha will take 9 psychic dmg at the beginning of her turn</p><p>Zuri will take 3 psychic dmg at the beginning of her turn</p><p>Gray will take 6 psychic dmg at the beginning of his turn</p><p>In that order. </p><p></p><p>Unless of course you kill them before allies start their turns.</p><p></p><p>Edit: [MENTION=6690636]Daeja[/MENTION] has rolled and posted initiative moments before I posted this so her initiative is higher then Sabynha's so Zuri is first to act in the round.</p><p>Then Sabynha.</p><p>Then Gray.</p><p></p><p>Note: I don't mind which order you actually post your turn, but damage effects will go in that order i.e. if Gray unleashes a burst that wipes out all three minions first Sabynha and Zuri would still have begun their turns earlier, effectively will have been delaying in the initiative order and so still receive the damage. So, it's probably in your interests to post in order. </p><p>[/GM]</p><p>[sblock=Mad Spirit] AC 16 Fort 13 Ref 15 Will 14 </p><p>That's all the info you have for now[/sblock]</p><p>[sblock=Spiritual Echoes] AC 16 Fort 13 Ref 15 Will 13 </p><p>These are minions[/sblock]</p><p></p><p>[sblock=Terrain] Echoing Thunder: Creatures gain vulnerable 2 thunder while in this cave.</p><p>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.</p><p>Rocks: Rubble on the floor is difficult terrain.</p><p></p><p>Note: Squares with 50% of rubble/stalagmites count as that type of terrain</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="jbear, post: 5974425, member: 75065"] The spirit lets out a thunderous roar, the sound washes over the group and the echoes solidify and take form next to them on all sides. The echoes remain like shards of glass within your heads. [sblock=Surprise round Combat Summary] The Mad Spirit has brought into being 3 Spiritual Echoes. Each Echo has an Aura 1. An enemy that starts its turn in the aura takes 3 psychic damage. You also sense that leaving the aura could be dangerous. Aura of Spiritual Echo 1: Zuri, Wat, Sabynha Aura of Spiritual Echo 2: Rain, Gray, Sabynha Aura of Spiritual Echo 3: Wat, Gray, Sabynha [URL="http://dice.brainclouds.net/Result.aspx?ID=H3C9AENW"]Initiative:[/URL] Acts before the Sprits: Sabynha 20; Zuri 16; Gray 15 Acts after the Spirits: Rain 10; Wat 8 [/sblock] [GM]Sabynha, Zuri and Gray act before the Spirits Sabynha will take 9 psychic dmg at the beginning of her turn Zuri will take 3 psychic dmg at the beginning of her turn Gray will take 6 psychic dmg at the beginning of his turn In that order. Unless of course you kill them before allies start their turns. Edit: [MENTION=6690636]Daeja[/MENTION] has rolled and posted initiative moments before I posted this so her initiative is higher then Sabynha's so Zuri is first to act in the round. Then Sabynha. Then Gray. Note: I don't mind which order you actually post your turn, but damage effects will go in that order i.e. if Gray unleashes a burst that wipes out all three minions first Sabynha and Zuri would still have begun their turns earlier, effectively will have been delaying in the initiative order and so still receive the damage. So, it's probably in your interests to post in order. [/GM] [sblock=Mad Spirit] AC 16 Fort 13 Ref 15 Will 14 That's all the info you have for now[/sblock] [sblock=Spiritual Echoes] AC 16 Fort 13 Ref 15 Will 13 These are minions[/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 [/sblock] [/QUOTE]
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[Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore)
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