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

The monk focuses inward and moves behind Prime. Getting in the middle of the enemies, he spins in a tight circle around one of the skeletons, lashing around all enemies. So tight and masterful spiral was, that no one reacted in retaliation, while archers were hit by monks iron-hard legs. Using the momentum, Drew flinks himself toward great skeleton breaking few more bones. On the way, he smashes his elbow into skeleton he used for pivot and it's skull flies away from the body.

[sblock=draconic]
"The dragon raids the castle!"
[/sblock]

"Prime, ready your attacks, I'll try to get an opening for you!"

OOC: [MENTION=5656]Someone[/MENTION], I'll try drunken monkey next, you'll get your combat challenge if I hit
[sblock=Actions]
Move: H9-E9-D8
Standard: Masterful Spiral vs Ref (SA1; BG; SW15; SA2); damage (1d20+11=26, 3d8+7=23) - hit SA 1
Forgot the rest: Masterful Spiral vs Ref (BG; SW15; SA2) (1d20+11=17, 1d20+11=14, 1d20+11=20) - hit SA2 - Drew gets increased reach for the duration of the stance
SW15 takes 8 damage and dies (from flurry of blows)

Minor: using Fallen needle move technique: shift 1 to E7

AP:Fallen Needle vs AC (BG); damage (1d20+11=28, 1d10+7=9) - BG is at -2 to hit Drew, Drew gains +1 AC & Ref

If golem hits Drew use
Water Gives Way (Daily Immediate Interrupt Melee 1 ✦ Implement, Psionic)
Target: Triggering Enemy
Trigger: Adjacent enemy hits Drew with melee attack
Attack: +11 vs. Fortitude (add +2 from flanking)
Hit: 3d10+7 damage and target is slid 3 (due to ki focus) and falls prone. - slide one up next to the wall so it remains locked in
Miss: Drew regains the use of this power, but cannot use it again in the encounter

[/sblock]
 
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Someone

Adventurer
Prime maneuvers behind the animated pile of bones and strikes. However the creature seems invulnerable to his blows, and the construct just chips away some of it. Even then, it surely fall with some patience.

[sblock=actions]
Minor: Battlemind's demand on golem (marked until end or encounter or until I use the power again)
Move: Shift to current position. Gains bonuses to AC and reflex defenses thanks to boots of the fencing master.
Standard: Living fortress daily power on golem, with bonuses from flaking and Warforged tactics feat. Even then, it fails to hit. Prime gains effect: he and adjacent allies gain cover until the end of the encounter (usually -2 to hit them)

Have in mind the sblocked list of out of turn actions, and have Prime use them if the conditions are met[/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: 5 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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Luinnar

First Post
The dragon casually flies in the middle of the battle field. Look a giant skeleton! I wonder who made it? Did you make it necromancer? I wonder if it is fun to make undead. Do you think so Mr. Monk? It could be. Anyone have the recipe for Cauldron Born? I wonder if Julia Child wrote it down. Do you think so Robot Man?

..Hey where are you going?! Sharpe shouts as the Bone Golem throws up his hands and runs away screaming from the mad bard.

[sblock=actions]
Free:Grant necromancer 5 THp with virtue of valor.

Move: Fly to G10-H11 drawing OA from SW13 and SW14.
Minor:Knack for success on Sharpe, he gets +2 power bonus to next attack roll EONT.

Standard:Song of discord on Bone golem ,
28 vs will hit golem is dominated EONT.
no valid targets for the effect.

On bone golem's turn.
Standard:Charge SA1:
moving south, south. then west 4 squares and makes MBA against SA1.
30 vs AC 9 damage.

And @Someone , @MetaVoid will get a opportunity attack.

The dragon will also take's Sharpe's OA.
Dragon bite: Crit! for 6+6+6+5=23 damage.
[/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 60/60; 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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dimsdale

First Post
OOC: holy moly! You guys are turning my golem into bone shards!

Just a quick note: I'm out of town until Thrusday with limited access to the internet. Expect a full post on Thursday night...late. Sorry for the delay.
 

dimsdale

First Post
[sblock=DM Notes: Please Ignore]
More foes fall to the allies. The skeletons' attack focus on the dragon, with three of the four attackers striking for minor wounds. The golem remains dazed on the mind control of the bard. To the right a large skeleton with four arms equipped with scimitars moves from a collapsing alcove and makes his way towards the construct. Its first two attacks miss, but he last two penetrate deep into the armor plates of the fighter.

[sblock=Mechanics]
Heroes
Drew: kills SW15, hit SA1 for 23, hit SA2 for 23, triggered attack if BG attacks Drew, OA miss
Prime: misses BG, adjacent allies including prime have cover, OA hits BG for 11
Vermitrax: hit SA3 for 11, kills SW11
Sharpe: Grant 5 THP to Vermitrax, BG dominated, attacks SA! for 9 damage, OAs for Dragon, Prime, and Drew
Pet Dragon: OA on BG hits for 23
Zharne: fails vs dazed, moves to current position

Total Damage to Enemy
BG: Hit for 34 and dominated TENT
SW11: Dead
SW15: Dead
SA1: Hit for 32
SA2: Hit for 23
SA3: Hit for 11




Baddies turn:



Bone Golem
Dominated by Sharpe

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

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

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

SW14:
OA: Attack: +11 +2 Flank vs AC; 5 damage vs Dragon AC:
Dragon hit for 5
Roll Lookup

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

SA3
Attack: ranged attack: 1d20+8 vs Prime AC for 6:
Prime: Crit for 8 damage
Roll Lookup

Tomb Guardian
Attack: Cascade of Blades Attack (4 attacks) vs Prime 1d20+13 for 1d8+4
Attack 1: miss
Attack 2: miss
Roll Lookup
Attack 3: Crit for 12
Attack 4: Crit for 12
Roll Lookup

recharge power: nope
Total Damage to Allies:
Zharne: (dazed save ends)
Dragon: -15
Prime: -32 +3 = -29

[/sblock]

[sblock=Stats]

Palyers


Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 45/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 56/56, THP: 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 45/60 THP 0; Bloodied 30

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

Zharne: Not Updated Stats Dazed (Save Ends)
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 32/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Drew: Not Updated Stats
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
BG1 131/240
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
SA1 30/30 Dead
SA2 7/30
SA3 19/30

[/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 Warrior
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 (crit 1d8 + 12). 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.
[/sblock]
[/sblock]
 
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dimsdale

First Post
More foes fall to the allies. The skeletons' attack focus on the dragon, with three of the four attackers striking for minor wounds. The golem remains dazed on the mind control of the bard. To the right a large skeleton with four arms equipped with scimitars moves from a collapsing alcove and makes his way towards the construct. Its first two attacks miss, but he last two penetrate deep into the armor plates of the fighter.

ooc: [MENTION=5656]Someone[/MENTION]: sorry, Prime got hit with three crits. :)

[sblock=Mechanics]
Heroes
Drew: kills SW15, hit SA1 for 23, hit SA2 for 23, triggered attack if BG attacks Drew, OA miss
Prime: misses BG, adjacent allies including prime have cover, OA hits BG for 11
Vermitrax: hit SA3 for 11, kills SW11
Sharpe: Grant 5 THP to Vermitrax, BG dominated, attacks SA! for 9 damage, OAs for Dragon, Prime, and Drew
Pet Dragon: OA on BG hits for 23
Zharne: fails vs dazed, moves to current position

Total Damage to Enemy
BG: Hit for 34 and dominated TENT
SW11: Dead
SW15: Dead
SA1: Hit for 32
SA2: Hit for 23
SA3: Hit for 11




Baddies turn:

Bone Golem
Dominated by Sharpe

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

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

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

SW14:
OA: Attack: +11 +2 Flank vs AC; 5 damage vs Dragon AC:
Dragon hit for 5
Roll Lookup

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

SA3
Attack: ranged attack: 1d20+8 vs Prime AC for 6:
Prime: Crit for 8 damage
Roll Lookup

TG
Attack: Cascade of Blades Attack (4 attacks) vs Prime 1d20+13 for 1d8+4
Attack 1: miss
Attack 2: miss
Roll Lookup
Attack 3: Crit for 12
Attack 4: Crit for 12
Roll Lookup

recharge power: nope


Total Damage to Allies:

Zharne: (dazed save ends)
Dragon: -15
Prime: -32 +3 = -29

[/sblock]

[sblock=Stats]

Palyers

Prime:
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 45/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe:
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 56/56, THP: 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 45/60 THP 0; Bloodied 30

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

Zharne: Not Updated Stats Dazed (Save Ends)
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 32/51 THP Bloodied 25 Surge Value 12(14 in Beastform); Surges left 9/9
Resist 5 Cold

Drew: Not Updated Stats
AC 21 Fortitude 15 Reflex 19 Will 15 AP 0
HP 34/34 THP 0 Bloodied 17 Surge Value 8 Surges left 6/8

Enemies:
BG1 131/240
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
SA1 30/30 Dead
SA2 7/30
SA3 19/30
TG 126/126

[/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.
[/sblock]

ooc: sorry for the delay everyone. I'll take next time next time :)
 
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