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


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*After Obscurity finishes protecting Trayah, the enemies engage.*

*Pleione prepares to heal someone if they need healing, and Lyssa blasts the enemies with a burst of brilliant flame, though the incorporeal wraith avoids the damage completely. One of the newly risen spirits floats towards them, but it is unable to close. Meanwhile, M'ress dashes forward at it and strikes with her blade, sinking into the spiritstuff, but not enough to harm it. Another spirit charges in after M'ress, but as is usual with M'ress, it can't manage to hit her. Whinoah and Obscurity concentrate a focused fire on one target, and although Whinoah's arrow whizzes through, Obscurity harms it with her four missiles. Two more spirits drift forward in a charge to attack M'ress, but they continue to fail to so much as touch her. Meanwhile, Trayah makes a more-feeble-than-usual attempt to turn the enemy spirits, and he barely succeeds this time at sending away three, almost failing to turn them at all. Slagg charges in after the one Obscurity injured, but though his axe strikes true, it is not enough to finish it off.*

*Lyssa shoots missiles as well, finishing off the injured spirit and starting on another. M'ress continues attempting to attack, but this time her attack goes right through the spirit. Meanwhile, Whinoah fires a flurry and lands some nice hits, finishing off the spirit injured by Lyssa, and Obscurity, knowing she can't actually finish the last one and wanting to conserve spells, waits for Trayah.*

*Unfortunately, this allows the final phantom to float up after the Shaman and try to touch him to make the turning go away. Fortunately, however, the combination of Mage Armour and Protection from Evil prevails, and the attack is foiled. Meanwhile, Trayah attempts to turn the spirit and fails. Fortunately, Lyssa, Slagg, and Whinoah can finish it off.*

(OOC: Surprise Round--Initiative

Pleione 20 + 5 = 25
Lyssa 15 + 4 = 19
Bad Guys
M'ress 12 + 6 = 18
Bad Guys
Whinoah 10 + 6 = 16
Obscurity 7 + 6 = 13
Bad Guys
Bad Guys
Trayah 10 + 0 = 10
Bad Guys
Slagg 3 + 4 = 7
Bad Guys

All the Bad Guys Become DSes

DS1,5,6 are turned.

DS2 takes 15 Damage and then 17 Damage, total 32.

DS2 takes 14 Damage and DS3 takes 30 Damage, then 17 Damage. Both Destroyed.

DS4 takes 15 then 34 Damage. Destroyed.

Flawless Victory!)
 

ooc: lets see today thats 2 mage armors, 3 protection from evils, 1 shield, 3 magic missiles by my count. I think I'm starting to cut into my 2nd level spells, but atleast they are all dead! :) slots remaining: 6/0/5/5

edit: added slots remaining.
 

(OOC: Yeah--I saw that you were cutting into level 2 spells, so I had you hold off on magic missiles at the end. Likewise, Lyssa is not happy to have to use Metamagicked Magic Missiles (which cost a bundle for low damage output) but she's afraid of the 50% miss chance)
 

ooc: exactly why i continued to use them over scorching rays. i don't even have metamagic to bump them up, im just burning through the 2nd level slots for no gain.
 

(OOC: Right--it makes a great deal of sense, actually. 4d4+4 is going to give you on average the same damage as 8d6 with a 50% miss chance, but factoring in the chance to roll too low on the attack roll, Magic Missile is just completely better than Scorching Ray on these guys--they're pretty nasty!)
 



ooc: carrying on I believe. We all still have spells and hps left. We can't recover any lost levels until we rest again which is unfortunate.
 

(OOC: Very well :) :])

*The group presses on, far after they should normally be asleep, but they are determined to reach the village. They reach a small spirit totem pole, fallen and destroyed, that signifies a boundary quite near the village, using Whinoah and Obscurity's scouting to avoid a growing number of corrupted patrols. Unfortunately, the sheer number of the tainted pressing forward makes it impossible to progress without a fight--they will have to break the lines of the enemy, who seem to exist here in large numbers, to reach the inner village...and it will likely be a test of their strength combined with either endurance or agility to make it so.*
 

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