[Adventure]: The Bane of the Black Dragon (DM: Dimsdale, Judge ??)

Voda Vosa

First Post
Vermitrax sprints to the far end of the featureless room, his spellbook floating behind him. As he reaches his destination, he eyes the skeletons around him, and begins chanting in the undulating language of the Empire. As part of the final somatic component of the spell, the wizard takes his staff and smashes the tip in the ground, releasing a burst of force, that pushes the archer and the tomb warrior away from him, tearing through their bones. The minion seems unaffected.

Repelling sphere, burst 3: hit tomb warrior and archer for 12
 

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Ozymandias79

First Post
Zharne ignores the skeleton, who hits him and impales itself when he moves away from it, close to to him and charges the skeleton archer in the corner of the room

[sblock=Action Details]
Standard Action:Charge SA3(moves to N6; provokes OA for SW16, which hits for 5 and, it takes 4 damage(which kills it) in turn due to enduring thorns; charge hits for 12 damage and SA3 is slowed until the end of Zharne next turn

Save Vs daze: 15

in short
5 damage to Zharne
SW16 takes 4 damage and dies
SA3 takes 12 damage and is slowed tent
[/sblock]
 
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Luinnar

First Post
OOC: Summery, everyone gets 14 THP (besides Sharpe), Prime gets surge +5+6 hp, can be slide 1 as a free action.

Sharpe flails his sword about randomly trying to defend the dragon. Perhaps it is hit innate arcane powers, or just dumb luck, as he almost chops off his appendages off in the process, almost being the key word.

See who is afraid of the monsters? he calls out. Not me? No! Yes sir not me!

I need a break...
[sblock=actions]
Move: Shift NE

Standard: Inspiring fortitude burst 5 at I10, Sharpe spends his second wind and everyone (including dragon) besides Sharpe gains 14 THP.
[/sblock]

[sblock=Moment of Escape]
Moment of Escape. (Encounter Move Ranged 10 ✦ Arcane)
Target:
One ally
Effect: Sharpe slides the target 4 squares.[/sblock]
[sblock=Sharpe]
Sharpe Wellington- Male Half-Elf Bard 6
Init: +3, Passive Perception: 18, Passive Insight: 16
AC 20 Fortitude 17 Reflex 15 Will 19, Spd: 5
HP 56/56
Bloodied 25 Surge Value 12; Surges Per-Day 11/11
AP: 1, Milestones:0

Basic Attacks:
Basic Attack +5 vs AC, Longsword, 1d8 damage
Ranged Basic Attack N/A

Powers:
Staggering Note, Guiding Strike
Majestic Word X2, Shout of Triumph, Knack for Success, Words of Friendship, Thunder's Calling, Second Wind, Shield of Devotion, Moment of Escape, Noxious Breath (Dragon), Revitalizing Incantation
Stirring Shout, Inspiring Fortitude (AKA Invigorating Presence), Song of Discord, Come and Become Sharpe's Pet! (Ring of Dragon's power #1), Dragon I Choose You! (Ring of Dragon's power #2)

Misc: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Conditions:
Nil

Note:

Virtue of Valor: Once per round, when an ally within 5 squares bloodies or reduces to 0 hp an enemy, you can grant the ally 5 THP as a free action.

Priority:
[/sblock]
[sblock=Malifixindalaunt The White Dragon]
Malifixindalaunt (Veserab) Level 6 Lurker
Large shadow beast (mount)
HP 14+45/60; Bloodied 30 Surge 1/1
AC 20; Fortitude 20; Reflex 17; Will 17
Speed 4, fly 8 (clumsy)
Immune noxious breath
Initiative +11
Perception +11
Blindsight 20

Traits:
Combat Advantage
Malifixindalaunt deals an extra 1d6 damage on melee attacks against any target it has combat advantage against.

Standard Actions
:bmelee: Bite • At-Will
Attack: +11 vs. AC
Hit: 2d6 + 5 damage.

:bmelee: Wing Claw • At-Will
Attack: +11 vs. AC
Hit: 1d6 + 5 damage.

:close: Noxious Breath (poison, zone) • Encounter
Attack: Close blast 4; +9 vs. Fortitude
Hit: 2d6 + 3 poison damage, and the target takes a -2 penalty to all defenses until the end of the
Malifixindalaunt's next turn. This power creates a zone of black, noxious fumes that remains in place until the end of the encounter. This zone blocks line of sight, and a creature that enters or ends its turn in the zone takes 5 poison damage. Malifixindalaunt is immune to this power's effects.

:melee:Diving Wing Rake • Standard, At-Will
Effect:
Malifixindalaunt makes a charge attack, making two wing claw attacks. After attacking, Malifixindalaunt moves up to 1 square and moves in an unoccupied square.

Skills Stealth +12
Str 20 (+8) Dex 18 (+7) Wis 17 (+6)
Con 17 (+6) Int 2 (–1) Cha 4 (+0)
Alignment Evil Languages —

[/sblock]
 
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Someone

Adventurer
Plinka, plink pleenk plonk... the newcoming four armed skeleton's flawless attacks bounce innefectively on Prime's armored frame. It's impossible, but you almost can see a calcified tear rolling down it's bony cheek. Prime ignores it and shoves the skeleton aside as he continues going after his main objective, the larger bone construct. He hits it so hard that it flies ten feet directly again into the illusion Vlastodes made. It's still effective, and the deluded golem makes hilarious motions as he clings to the illusory edges of the fake pit.

[sblock=actions]
Immediate interrupt: Endure pain daily utility as Prime is hit by the first attack. This gives him damage resistance 10 until the end on his next turn (not cummulative with armor property) so he takes 4 damage total from all the critting. Since he had 5 THP Prime still has 1 THP when the round starts, so [MENTION=44459]Luinnar[/MENTION], healing won't be neccesary (feel free to alter your post)
Move action: Move to D11, provoking OAs from tomb guardian (two of them, according to the statblock) and skeleton warrior 14. I didn't bother to roll OA from the warrior as he can't damage Prime (Endure Pain still in effect) and the tomb guardian doesn't hit.
Standard:Bull's Strength on Bone Golem. Roll includes bonuses from Dazed (if we're following Malenkirk's convention you benefit from one round long conditions once no matter how convoluted the order of posting becomes; in practice, it isn't important for this roll as Prime would have hit anyway). It deals 11 damage and pushes the golem two squares to current position. Since the golem has entered Vermitrax's zone again, it falls prone. Prime gains 5 THP, but they're not cummulative with those granted by Sharpe's power.
Minor: Boots of the fencing master encounter power, Prime shifts to current position and gains bonuses to AC and Reflex.

When rolling attacks against Prime, remember he has cover until the end of the encounter

[MENTION=87106]MetaVoid[/MENTION] : I'd prefer if you don't use Drunken Monkey this turn to trigger combat challenge, as I'd like to have my immediate interrupt free for defense. Also, if you're going to end your turn next to the golem, try to do so at least at row 9 (at least meaning row 10 is ok but 8 not) if you don't mind[/sblock]

[sblock=mini-stats] Prime Warforged Fighter|Battlemind 8

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 28/27, Fort: 22/22, Ref: 20/19, Will: 20/20
HP:77/77 THP: 14 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 1, Power points 2/4
Powers:
Bull's Strength, Crushing Surge, Lightning Rush, Battlemind's Demand, Blurred Step, Combat Challenge
Shield Edge Block, Warforged Resolve, Unbreakable, Guardian’s Counter, Boots of the fencing master, Second Wind
Living Fortress, Rain of Steel, Endure Pain, Knockback Warhammer[/sblock]

[sblock=A guide to Prime's out of turn actions]
With all the immediate action Prime is gathering, he’s becoming a complex character to have in pbp. In order to reduce the amount of retconning, do not hesitate to use one of these actions at the first chance it could be reasonably useful, in the following order of priority. Notice that many though not all are immediate actions and are mutually exclusive (you can take only one immediate action per round):

  • Blurred Step (Battlemind feature, at will). Prime can, once per turn as a free action, shift 1 when an adjacent marked enemy shifts. Use this along with Combat Challenge for maximum benefit.
  • Combat Challenge (fighter feature, at will, immediate interrupt), a MBA he can make against a Marked enemy who shifts or makes an attack that doesn’t include Prime. Notice that he can push enemies up to 3 squares with this attack: since combat challenge is an interrupt, this has the potential to completely negate an attack if it pushes the enemy beyond melee range. Otherwise use the push to disrupt the enemy strategy as much as possible.
  • Guardian’s counter (Encounter power, immediate interrupt), If an ally within 2 is being hit but the attack wouldn’t hit Prime or the damage to the ally would be severe. Prime exchanges positions with an ally within 2 squares, becomes the target of the attack and can retaliate with a MBA.
  • Fully augmented Lightning Rush (using 2 power points, immediate interrupt): Same case as guardian's counter, when guardian's Counter can't be used. Prime can move 5 squares, becomes the target of the attack, and deals a +13 VS AC, 2d10+8 damage attack.
  • Shield Edge Block (Encounter power, immediate interrupt), when he’s hit by a melee or close attack and a -4 penalty to hit would make the attack fail.
  • Unbreakable (Encounter power, immediate interrupt), if hit by an attack that can't be negated by Shield Edge Block that deals 11 or more damage (he’d negate 10 with the power -which isn’t described as damage reduction-, then 1 from armor property)
If you roll any attack granted by any of these actions, don't forget Prime's Warforged Tactics feat: +1 to hit enemies adjacent to at least one ally.

[/sblock]
 
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Drew crouches, tensing. As he unleashes pent up energy with mighty shout, he soars into the air, flips and strikes tomb guardian with both legs. Fast as only skeleton can be, guardian crosses his scimitars and pushes back. The monk flies back where he came from. He hits the ground rolling and gets up behind the golem.

[sblock=Draconic]
"The dragon ranges across his domain."[/sblock]
[MENTION=5656]Someone[/MENTION], no problem, yell when you want me to attack with Drunken Monkey.

[sblock=Actions]
Minor: Fallen Needle movement: shift 1 to F6
Standard: Fallen Needle vs Ref (TG); damage (1d20+11=21, 1d10+7+1=15) - miss
Move: move to B6, going over row 5 to avoid OAs[/sblock]
 

dimsdale

First Post
Time/space warps as Sharpe thinks he used a healing power this turn, but did not!

OOC: Post updated ;)

ooc: lol ...go ahead if you haven't done so already.

ooc: Wow! I just updated the monster turn today and everyone has posted. I love it.
Update coming tomorrow.
 

Someone

Adventurer
[MENTION=5656]Someone[/MENTION], no problem, yell when you want me to attack with Drunken Monkey.

OOC: As a general rule, if you post before me. That way I'll recover the immediate action I need for 75% of my powers when it's my turn. Also, if you use the power when the golem is bloodied and it hits itself with it's basic attack, it'll be Dazed and won't be able to use the berserk attack immediate reaction
 
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dimsdale

First Post
[sblock=DM Notes Please Ignore]

Two more foes are slain by the heroes, an archer and an skeleton warrior. The bone golem stands then pummels Drew and missing prime. Drew feels dazed by the blow. Three skeletons and the one with four arms converge on the bard and his dragon. The most of the dragons damage was absorbed by the bard's magic. The bard takes a minor wound from one of the scimitar attacks. Another notch collapses, but not before three more foes exit from it, this time a mage and two other warriors. Two immediately attack Zharne, one scoring a hit, but the damage was absorbed by the bard's magic. The other was not able to attack as it was blow to bits by the mage in its attempt to strike Vermitrax and Zharne, both of whom did not feel the affects of the spell.


[sblock=Mechanics]
Heroes
Drew: Miss
Prime: Reduce total damage from last round to 4 hp, hit bone golem for 11
Vermitrax: hit TG and SA3 for 12
Sharpe: Sharpe spends second wind, and grants all except himself 14 temp hp
Pet Dragon:
Zharne: OA hit's Zharne for 5, Kills SW16, hits SA3 for 12 and SA3 is slowed

Total Damage to Enemy
BG: -11
TG: -12
SA3: Killed
SW16: Killed
SW17: Killed by friendly fire

Baddies turn:


Bone Golem: Prone and Immobilized
Golem stands
Double attack: 1d20+16 vs Drew and Prime's AC
Attack 1: Drew Hit for 15 and dazed
Attack 2: Prime: Miss
Roll Lookup

save vs immobilized: 1d20+2=13 saved

recharge rampage: yes

Note: When BG receives 10 hp damage, he'll be bloodied, which triggers BG Berserk Attack:
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will) The bone golem makes a slam attack against a random target
within its reach.

SW12
Attack: +11 +2 flank vs AC; 5 damage vs Dragon AC:
Dragon: miss
Roll Lookup

SW13:
Regular Attack: +11 vs AC; 5 damage vs Dragon AC:
Dragon hit for 5
Roll Lookup

SW14:
Attack: +11 vs AC; 5 damage vs Dragon AC:
Dragon hit for 5
Roll Lookup

SW18:
Attack: +11 vs AC; 5 damage vs Zharne AC:
Dragon hit for 5
Roll Lookup

SA2
Attack: ranged attack: 1d20+8 vs Prime AC for 6:
Dragon: Miss
Roll Lookup

TG
Attack: Cascade of Blades Attack (4 attacks) vs Sharpe 1d20+13 for 1d8+4
Attack 1: miss
Attack 2: Sharpe hit for 5
Roll Lookup

recharge power: nope

Skeleton Mage
Attack: A Thunder Burst (standard; encounter) ✦ Thunder Area burst 1 (center m6) within 10; +7 vs. Fortitude; 1d8 + 4 vs fort Zharne, Vermitrex and SW17
Zhane: Missed
Vermitrex: Missed
SW17: killed
Roll Lookup


Total Damage to Allies:


Zharne: -10 (temp hp negates) THP = 4
Dragon: -15 (temp hp negates): damage = -1
Drew: -15 and dazed (temp hp negates): damage = -1 and dazed (save ends)
Sharpe: -5

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 70/77 THP: 14 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 51/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 44/60 THP 0; Bloodied 30

Vermitrax: Not Updated Stats
AC 20; Fort: 18, Ref: 20, Will 20
HP 38/38 THP 14 Bloodied 19 Surge Value 9; Surges left 8/9
Resist 5 Cold 10 Force

Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 33/51 THP 4 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Drew: Not Updated Stats (Dazed Save Ends)
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 33/34 THP 14 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
BG1 130/250
SW1 1/1 Dead
SW2 1/1 Dead
SW3 1/1 Dead
SW4 1/1 Dead
SW5 1/1 Dead
SW6 1/1 Dead
SW7 1/1 Dead
SW8 1/1 Dead
SW9 1/1 Dead
SW10 1/1 Dead
SW11 1/1 Dead
SW12 1/1
SW13 1/1
SW14 1/1
SW15 1/1 Dead
SW16 1/1 Dead
SW16 1/1 Dead
SW16 1/1
SA1 30/30 Dead
SA2 7/30
SA3 19/30 Dead
TG 114/126
SM 42/42

[/sblock]


[sblock=map]
map
[/sblock]

[sblock=Enemies]
Skeleton Warrior Minions
HP 1; a missed attack never damages a minion.
AC 21; Fortitude 18, Reflex 19, Will 18
Immune disease, poison
Speed 6
Longsword (standard, at-will) Weapon
+11 vs AC; 5 damage.

Skeleton Archers
HP 30/39
AC 16; Fortitude 13, Refl ex 14, Will 13
Immune disease, poison
Speed 6
rShortbow (standard; at-will) ✦ Weapon
Ranged 15/30; +8 vs. AC; 6 damage.


Bone Golem
Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 24; Fortitude 29, Refl ex 21, Will 22
Saving Throws +2
Speed 6; can’t shift
Action Points 1
m Slam (standard; at-will)
Reach 2; +16 vs. AC (+18 while bloodied); 2d8 + 5 damage, and
the target is dazed (save ends).
M Double Attack (standard; at-will)
The bone golem makes two slam attacks.
M Berserk Attack (immediate reaction, when damaged by an attack
while bloodied; at-will)
The bone golem makes a slam attack against a random target
within its reach.
M Golem Rampage (standard; recharge 5,6 )
The bone golem moves up to its speed plus 2 and can move
through enemies’ spaces, provoking opportunity attacks as
normal. When it enters a creature’s space (ally or enemy), the
golem makes a slam attack against that creature. The creature
remains in its space, and the golem must leave the space after
it attacks. The golem must end its rampage in an unoccupied space.

Tomb Guardian
Tomb Guardian
HP 126; Bloodied 63
AC 23; Fortitude 22, Refl ex 23, Will 20
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
Speed 8
mTwin Scimitar Strike (standard; at-will) ✦ Weapon
The skeletal tomb guardian makes two scimitar attacks against
the same target: +13 vs. AC; 1d8 + 4 damage. This
also holds true for opportunity attacks.
M Cascade of Steel (standard; at-will) ✦ Weapon (recharge: 5, 6)
The skeletal tomb guardian makes two twin scimitar strike attacks
(four scimitar attacks total).
M Sudden Strike (immediate reaction, when an adjacent enemy
shifts; at-will) ✦ Weapon
The skeletal tomb guardian makes a melee basic attack against
the enemy.

Skeleton Mage
HP 42; Bloodied 21
AC 17; Fortitude 13, Refl ex 14, Will 15
Speed 6
mQuarterstaff (standard; at-will) ✦ Weapon
+4 vs. AC; 1d8 damage.
rMagic Missile (standard; at-will) ✦ Force
Ranged 20; +7 vs. Refl ex; 2d4 + 4 force damage.
R Dancing Lightning (standard; encounter) ✦ Lightning
The mage makes a separate attack against three diff erent targets:
ranged 10; +7 vs. Refl ex; 1d6 + 4 lightning damage.
A Thunder Burst (standard; encounter) ✦ Thunder
Area burst 1 within 10; +7 vs. Fortitude; 1d8 + 4

[/sblock]
[/sblock]
 
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