Viridian Plague: Act II--The Lady of Prophecy & Act III--A Shred of Hope


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Whinoah will unleash a flury of arrows down on those who seem aware of her presence.

OOC: Yes, I mean her enemies ;) Basicly, take down non-suprised dudes first if she can.
 

(OOC: She can't be sure of this because she actually went before anything could react :lol: I'll have her choose at random and...it looks like she picked one that wasn't surprised--IC is on your side!)

*Whinoah shoots three arrows into the flesh of one of the corrupted Feldori. She spots three corrupted Feldori, three corrupted Lacerta, and a dark spirit.*

*A corrupted Feldori and also a Lacerta charge forward after Whinoah and the others, but they can't actually reach them during the surprise round. The dark spirit, however, flies up to attack Trayah, as it is the only enemy that can actually reach someone who is flying. It nearly drains away his essence, but Obscurity's magic deflects its grasp at the last moment.*

(OOC: CF1 takes 19 Damage.

Obscurity's Turn--oh, and I just realised you might also have wanted to give Trayah Mage Armour to help against the incorporeal touch attacks. Oh well :lol: )
 

Obscurity launches a volley of magic missiles at the dark spirit plaguing Trayah. First priority is to try to protect Trayah as he can banish other spirits from on high.

((ooc: I dont think I ever noticed that mage armor is not personal range.))
 

(OOC: Yup. Monks will love you for zapping them with it. By the way, I consider it reasonably likely that Trayah might be turning spirits this turn, rendering Obscurity's partial damaging of that one somewhat irrelevant (she won't be able to kill it). Are you sure about that? I'll run with it if you are)
 

OOC: Those spirits must be fast, considering Trayah will not be at the front and can turn from 60 feet away. So much for flying to keep away from danger... :eek: :lol:
 

(OOC: Well, while you're thinking, all the NPCs get to go next before the last non-surprised enemy and then Trayah, so I'll run them...Hmmm, looking on the aftermath and all the bad rolls IC gave the enemies on saves (plus good rolls on the d6s for damage, maybe Magic Missile is a good idea :lol: )

*Obscurity shoots out missiles of force at the spirit attacking Trayah.*

"Please don't charge in yet," Lyssa asks M'ress and Slagg, who delay to accede to her request.

*Pleione doesn't really have anything to do, so she readies an action to heal if someone needs it.*

*Lyssa shoots out a blazing inferno of flame that engulfs all of the enemies except the floating spirit. All save one are incinerated completely, leaving little more than smoldering chunks of flesh as the dark spirits float out malevolently.*

*Slagg charges the last enemy standing and hacks it down, leaving seven dark spirits. M'ress charges one of the offending spirits, but her attack goes right through.*

*One of the new spirits attacks Slagg, draining away some of the big Tralg's life-essence.*

(OOC:

DS1 takes 13 Damage.

Slagg takes 6 Damage and loses 2 Levels

DF1 takes 48 Damage and drops, DF2 takes 40 Damage and drops, DF3 takes 46 Damage and drops, DL1 takes 45 Damage and drops, DL2 takes 19 Damage, DL3 takes 41 Damage and drops.

DL2 takes 25 Damage and drops.

Trayah's Turn)
 

(OOC: Yep, they're quite fast. Also, Trayah does indeed have to stay fairly near the front in order to be in 60 feet to turn, simply because the vertical distance from flying counts towards the total distance, so if Trayah is 30 feet up and 40 feet out, for instance, he is 50 feet away. With the enemies spread in about a 30 foot diameter area (before they moved), he would need to be a total distance of 30 feet away from the nearest enemies to turn them all)
 

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