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

dimsdale

First Post
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
SW18: Killed

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
SW17 1/1 Dead
SW18 1/1 Dead
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]
 
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Someone

Adventurer
OOC: I do think that the golem triggers Prime's combat challenge (which can save Drew from the Slam as Prime can push the golem beyond melee range if he hits) since I believe the two attacks granted by the golems are two separate attacks. However I've noticed that it may not be as simple as I thought, so I made a post in the discussion thread.

Edit: Looks like at least 1 other DM agree, so I'll tentatively make the post. Tell me if I should make any changes.
 
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Someone

Adventurer
The skeleton behind Prime makes a feeble attempt of shooting at him, and Prime retaliates at the busy bony archer with a backhand swing. However he misses the chance to attack the larger bone construct when it attacks the monk, and the hammer blow doesn't do any real damage and lacks the force to move the huge monster.

OOC: These are just the out of turn actions.


[sblock=actions]
Opportunity attack on archer as he used a ranged attack while inside Prime's threatened area, hits for 11 damage.
Combat challenge immediate interrupt as the golem attacks Drew with the first Slam attack. Attack included bonus from Warforged Tactics. Alas, Prime fails to hit.

As I intend to push the golem away from melee range of anyone else, I'll wait for MetaVoid to post his turn[/sblock]
 
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Voda Vosa

First Post
Vermitrax taps his staff again, his book closing and flating behind him. This time, he didn't need his spellbook, this was a spell he knew very well. "Illumini anima fatuom!" is the closing verse of the spell; magical lights, like will o whists emerge from the runes that float in the air. Like vipers they crawl and twist, filling the room with a show of lights and colors. Some of the skeletons trapped in the blast of light were affected by the spell, the arcane lights tearing them into dust.

Casting Beguiling Strands: Rolls. Kill SW 14 y 12, SW 13, TG and SM unaffected.
 

Ozymandias79

First Post
OOC: [MENTION=79956]dimsdale[/MENTION] , SW18 is dead as it hit Zharne in melee and as such took 4 damage from the enduring thorns power Zharne has active IE anyone that hits Zharne in melee take 4 damage until the end of the encounter.
 

dimsdale

First Post
OOC: [MENTION=79956]dimsdale[/MENTION] , SW18 is dead as it hit Zharne in melee and as such took 4 damage from the enduring thorns power Zharne has active IE anyone that hits Zharne in melee take 4 damage until the end of the encounter.

ooc: ah yes...thanks Ozy. Another dead foe :)
 
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Ozymandias79

First Post
Zharne moves to flank with the bard & his dragon and slashes the scimitar wielding skeleton then to scurry over and bite the skeleton mage


[sblock=Action Details]
Move Action:move to I7(OA from SW17 hits, crits actually but it also takes 4 damage due to enduring thorns so it dies)
Standard Action:predators flurry on TG and SM(hits ref 24 for 19 damage and TG is dazed TENT and the Zharne shifts to L11 and hits ref 15 for 11 damage and SM is dazed TENT)
Minor Action:wag tail
[/sblock]

OOC: so that is 5 damage to zharne again, 19 damage to TG, 11 damage to SM and SM & TG is dazed TeNT
 

Luinnar

First Post
Hey did I just sense a space/time continuum change? Sharpe asks as the dragon snaps at the nearest skeleton.
[sblock=actions]
Standard: Dragon bite vs TG. 17 vs AC 16 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 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]
 

[MENTION=79956]dimsdale[/MENTION], did you use Water Gives Way?
Also, are you sure this is correcT?
AC 24; Fortitude 29, Refl ex 21, Will 22 - Golems Fort is a bit over the top, right? Right!?



Drew shakes his head and catches the great arm as it retreated, bending it at the elbow little further and kicking it toward the body of the skeleton. But the arm is too strong and all he manages is to cling to it for a moment, not enough to use its momentum to attack.

[sblock=Actions]
if this wasnt' used before:
Immed Interrupt: Water Gives Way vs Fort(BG); damage (1d20+11+2=22, 3d10+7+1=20) - miss :( Drew recovers the power, but cannot use it again in this encounter.

Standard: Drunken Monkey vs Will (BG); damage (1d20+11+2=15, 1d8+7+1+1=15) - another miss with good damage :)

Save vs Dazed (1d20+1=6) - WOW, what a string of bad rolls!
[/sblock]
 
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Someone

Adventurer
Prime smashes into the golem's body with all the weight of his metallic frame. The bone construct may be big, but it's rammed away fifteen feet towards the doors.

+++Kill the rest of the skeletons. I'll try to keep this one busy+++

[sblock=actions]
Standard: Bull's Strength on bone golem with +1 bonus from Warforged Tactics, hits for 17 damage and is pushed 3 squares towards current position. The golem is bloodied now, but notice that if it can use Berserk Attack, there's no one in range right now (as it's a Reaction and takes place after the trigger. Well, actually there's one target in range, the tomb guardian.
Move: To current position. Though Prime leaves the vicinity of archer 2, they look like don't have basic melee attacks so it can't make OAs.

Interrupts: Mind the sblock, this round specially the Shield Edge Block and Unbreakable powers.[/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: 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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