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

dimsdale

First Post
The party rushes forward and encounters a strange sight. One massive skeleton with thick bone fist the size of large clubs punches the door in front of it. The other skeletons gather around it with weapons drawn. More skeletons emerge from notches containing bones from those who died centuries before.

ooc:
1. Surprise round action is granted to everyone.
2. Directions for where to put your is located in the map section.
3. This is a one shot encounter. Feel free to use your dailies...you'll need them ;)

[sblock=Perception 15]
The door is made of solid iron. It will take many hits from the large skeleton before it will fail
[/sblock]

[sblock=map]
map

Please place your character from g13 to J18.
[/sblock]

[sblock=Perception 20]
the notches contain many many more bones. New skeletons are forming as you look.
[/sblock]

[sblock=Enemies]
Skeleton Warrior Minions XP 60
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.
Shortbow (standard, at-will) Weapon
Range 15/30; +11 vs AC; 4 damage.

Bone Golem
Bone Golem
HP 250; Bloodied 125; see also berserk attack
AC 26; 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.

[/sblock]
 

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OOC: Drew starts in J13
Init (1d20+8=24)


Young monk charges in the middle of the enemies, hitting the bone golem with both legs after the charge, landing additional hit with his elbow as he lands.
He spreads his arms wide and roars terribly, primal shout backed by the majesty of the dragons forces even mindless things to flee in terror.

He remains alone next to the big thing.
"Prime, get it!"

[sblock=Actions]
Free: fast hands: stash Prime shot dagger
standard (surprise): Iron Wolf Charge vs Bone Golem ending in I-7; damage (1d20+14+2+1=34, 1d8+6=9) - golem takes 7 ongoing damage (save ends) - whenever it fails this saving throw Drew gets 5thp (Beshaba's boon)
Extra charge damage (1d6=4)

Iron Wolf Charge burst 2 effect vs Will (SW1; SW3; SW10; SW4) (1d20+11+2=32, 1d20+11+2=25, 1d20+11+2=23, 1d20+11+2=31)
Forgot the golem (1d20+11+2=27) - push 3 and -2 to hit TENT for all affected
golem cannot be pushed due to positioning
SW1 G5-> D6
SW3 G7 -> D7
SW10 J6 -> M9
SW4 K5 -> N7


[/sblock]
 
Last edited:

Someone

Adventurer
Prime nods at the monk, and marches towards the bone monstrosity. The machine's too slow though, and is intercepted by one of the skeletons. Prime dispatches it without trouble, and the bone fragmens clatter on the floor crunching under Prime's metallic soles.

[sblock=actions]
I can't reach the bone golem - it's 6 squares away, and Prime's movement is 5. Killing one of the minions is the best I can do for now.

Standard action: charge SW6 (it was at L10). MBA hits easily with bonuses from charge and combat advantage because of surprise. Prime gains 5 THP thanks to Battlerager vigor feature.
[/sblock]

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

Status:
Initiative: +5, Passive perception: 23, Passive Insight: 18
Defenses: AC: 27/27, Fort: 22/22, Ref: 19/19, 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 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 Sdge 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
Skeletons skeletons everywhere but not a drop to drink! Sharpe says, blasting a nearby skeleton with a arcane bolt from his sword.

[sblock=actions]
Free start on G14-H15
Standard:Staggering note vs SW7 29 vs will, hit.
[/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]
 

Voda Vosa

First Post
Vermitrax whispers the spell he begins to cast, low hissing voice as he waves and threads the spell in front of him, his staff glowing and floating at his side. His voice rises "...eremaz, enganium mentus est dolore!" as he finish the spell. No one seems to notice what happens, the effect only perceptible for the skeletons, who fall the the ground and convulse until they are destroyed, a bone pile is all what's left. Even the gargantuan skeleton falls to the floor.

Phantom chasm: Hits everyone (SW1, SW2, SW3, BG), for 16, killing the minions. The BG is critical hit, so 19 dmg, prone and immovilized. Rolls. The zone makes anyone fall prone and immovilized
 

dimsdale

First Post
ooc: Nice shot Vermitrax :D Just waiting on Zharne and then initative

Here's the skeleton's initative roll. 22 ouch! Looks like the DM is to have a little fun :)
 

ooc: Nice shot Vermitrax :D Just waiting on Zharne and then initative

Here's the skeleton's initative roll. 22 ouch! Looks like the DM is to have a little fun :)

Not so fast! Drew has 24- Your puny minions will not last through my turn :devil: BWAHAHAHA!! (have to stop hangin around Vermitrax and Sharpe :) )
 


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