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

dimsdale

First Post
Drew puts the finishing touches on the poor mage. Prime, Zharne and Vermitrax pummel the bone golem. The dragon and the minion bash the tomb guardian. Vermitrax takes out the last remaing skeleton warrior. However, the enemies are not done yet. The bone golem strikes back at Prime with another damaging blow. The tomb guarding hit the dragon twice with minor wounds. The dragon has definitely seen better days. The last remaining notch collapses on a group of skeletons trying to exit it, killing them all.

[sblock=Mechanics]
Heroes
Drew: hits SM2 for 9
Prime: Hits BG for 27, gains 10 THP, save vs dazed
Vermitrax: Hits BG for 7 and kills SW13
Vermitrax: Skeleton Minion: Hits TG for 15 and marks
Sharpe:
Pet Dragon: hits TG for 14
Zharne: hits BG for 13 and BG is slowed tent, save vs dazed

Total Damage to Enemy
SW13: Killed
SM2: Killed
BG: -57 slowed
TG: -29

Baddies turn:
Bone Golem:
Attack: Rampage
Double attack: 1d20+18 vs Prime and Zharne: AC for 2d8+5
Attack 1: Prime: Hit (Roll 33) for 16 and dazed (save ends)
Attack 2: Zharne: Miss
Roll Lookup

recharge rampage: Nope

Note: Berserker power is activated since BG is bloodied. Attack missed against Prime.

TG
Attack: Double attack vs dragon 1d20+13 for 1d8+4:
Attack 1: Dragon Hit (Roll 21) for 11
Attack 2: Dragon Hit (Roll 21) for 7
Roll Lookup

recharge power: Yes :)

Total Damage to Allies:

Dragon:-18
Prime: -16 (+1) = -15 and dazed (save ends)

[/sblock]

[sblock=Stats]
Palyers
Prime: Dazed (save ends)
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 43/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe: Dazed (save ends)
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 41/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount Dazed (save ends)
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 12/60 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

Minion
-15 dazed (save ends)

Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 43/51 THP 7 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 8/9
Resist 5 Cold

Drew
AC: 23 Fort: 19 Reflex: 22 Will: 20 STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp
HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

Enemies:
BG1 73/250 Bloodied
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 Dead
SW13 1/1 Dead
SW14 1/1 Dead
SW15 1/1 Dead
SW16 1/1 Dead
SW17 1/1 Dead
SW18 1/1 Dead
SA1 30/30 Dead
SA2 Dead
SA3 Dead
TG 56/126 Bloodied
SM1 Dead
SM2 Dead
[/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
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
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
The two contructs again exchange terrible blows. But again, it looks like metal is stronger than bone.

[sblock=actions]
immediate interrupt: When damaged by the golem, use Moradin's Blessing of iron daily power to reduce the damage taken by 5. It's my last damage reduction ability, promise. That plus the armor property reduces damage taken to 10, which kills Prime's THP but deals no real damage to him.
Standard action: Crushing surge on golem. It hits easily for 12 damage and Prime gains 10 temporary hit points. It triggers Berserk attack from the golem; I misremembered the ability and labeled the roll against Prime when it's an attack "against a random target" which means it could be Prime or Zharne. Looks like it's Zharne, but he gets Cover from being adjacent to Prime (Living Fortress effect) and the -2 penalty from the mark, both effects not counted on the roll, so he's not hit.
End of turn: Made save Vs Daze.[/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:54/77 THP: 10 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 0, 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, Moradin't blessing of Iron , 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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Voda Vosa

First Post
"Silence, your pitiful understanding of reality is not of my concern. Concentrate on the enemies, or you'll keep missing."
As if enphatizing the wizard's words, the shadow servant hacks at the tomb guardian in retribution for it's lack of tactical awareness. Vermitrax grins and shuffles his bag, retrieving a translucent liquid vial. He quickly throws it to the bone golem. The flask breaks releasing the chemicals over the construct, and starts eating away the bones with a wicked hissing.


Skeleton AoO: hit for 12
Vermitrax: Alchemist acid: hits bone golem ref for 10 dmg and 5 ongoing acid damage.
 

dimsdale

First Post
ooc: Did the DM state that he loves the banter between the monk and the mage? Yes...well he just said it again. :) And what about the bone golem and Prime trading punches...wow! And how about the crazy bard with his outlandish comments. Will his dragon make it through the encounter? Only time will tell...:)
 

Luinnar

First Post
OOC: The next time the dragon is hit Sharpe will use the interrupter Shield of Devotion to heal it 5 HP (no surge).

fIzbin woHbbyly boAbby hoTbbly Ege gaDway waAwonalyt Zharne Egad! Sharpe mutters, making less sense than usual as the dragon wobbles away in the confusion.
[sblock=actions]
Move: Moment of Escape, sliding the dragon 4 squares south.
[/sblock]

[sblock=Moment of Escape (used)]
Moment of Escape. (Encounter Move Ranged 10 &#1 0022; 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: 0, 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]
 


dimsdale

First Post
[sblock=DM Notes: Please Ignore]
[sblock=Mechanics]
Heroes
Drew: Miss
Prime: temp damage and power reduces damage taken by prime last round to zero, hits for 12, gains 10 temp, berserker attack misses either target, saved vs dazed
Vermitrax: Hits BG for 10 and 5 ongoing acid (save ends)
Vermitrax: Skeleton Minion: hits TG for 12
Sharpe: moves away for TG
Pet Dragon:
Zharne: Miss

Total Damage to Enemy
BG: -22 (-27)
TG: -12

Baddies turn:
Bone Golem:
Double attack: 1d20+18 vs Prime and Zharne: AC for 2d8+5
Attack 1: Prime: Hit (Roll 31) for 13 and dazed (save ends)
Attack 2: Zharne: Miss (Roll 25: but -4 to hit from cover and mark)
Roll Lookup

recharge power: Nope

Note: Berserker power is activated since BG is bloodied.

TG
cascade of steel:
Attack: Four attacks vs 1d20+13 for 1d8+4:
Attack 1: Dragon Hit (Roll 21) for 11
Attack 2: Dragon Hit (Roll 21) for 7
Roll Lookup

recharge power: Yes :)

Total Damage to Allies:

Dragon:-18
Prime: -16 (+1) = -15 and dazed (save ends)

[/sblock]

[sblock=Stats]
Palyers
Prime: Dazed (save ends)
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 43/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe: Dazed (save ends)
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 41/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount Dazed (save ends)
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 12/60 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

Minion
-15 dazed (save ends)

Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 43/51 THP 7 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 8/9
Resist 5 Cold

Drew
AC: 23 Fort: 19 Reflex: 22 Will: 20 STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp
HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

Enemies:
BG1 73/250 Bloodied
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 Dead
SW13 1/1 Dead
SW14 1/1 Dead
SW15 1/1 Dead
SW16 1/1 Dead
SW17 1/1 Dead
SW18 1/1 Dead
SA1 30/30 Dead
SA2 Dead
SA3 Dead
TG 56/126 Bloodied
SM1 Dead
SM2 Dead
[/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
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
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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dimsdale

First Post
Prime and the bone golem exchange sickening blows again. Shards of bone shoot like projectiles from the impact of Prime's hammer. The fists of the bone golem batter the platemail armor of the construct. The mage shows does damage to both foes with his minion hitting the tomb guardian and himself damaging the bone golem with acid. Bone coated by the acid creating a foul smell. The tomb guarding shifts to get into better position, then unleashes a pair of brutal attacks against the minion. It then quickly directs its attention towards the monk with two more attacks, both missing by the cat-like reflexes of the monk.

[sblock=Mechanics]
Heroes
Drew: Miss
Prime: temp damage and power reduces damage taken by prime last round to zero, hits for 12, gains 10 temp, berserker attack misses either target, saved vs dazed
Vermitrax: Hits BG for 10 and 5 ongoing acid (save ends)
Vermitrax: Skeleton Minion: hits TG for 12
Sharpe: moves away for TG
Pet Dragon:
Zharne: Miss

Total Damage to Enemy
BG: -22 (-27)
TG: -12

Baddies turn:
Bone Golem:
-5 acid damge

Double attack: 1d20+18 vs Prime and Zharne: AC for 2d8+5
Attack 1: Prime: Hit (Roll 31) for 13 and dazed (save ends)
Attack 2: Zharne: Miss (Roll 25: but -4 to hit from cover and mark)
Roll Lookup

recharge power: Nope

save vs ongoing: saved

Note: Berserker power is activated since BG is bloodied.

TG
shift to current location: No OA from Minion since it is dazed

cascade of steel:
Attack: Four attacks vs 1d20+13 for 1d8+4:
Attack 1: Minion: Hit (Roll 23) for 12
Attack 2: Minion: Hit (Roll 26) for 12
Roll Lookup

Attack 3: Drew: Miss
Attack 4: Drew: Miss
Roll Lookup

recharge power: yes

Total Damage to Allies:
Skeleton Minion: -24 [MENTION=51271]Voda Vosa[/MENTION] How many hp does the minion have?
Prime: -16 (+1) = -13 (10 hp absorbed by Prime temp hp) and dazed (save ends)

[/sblock]

[sblock=Stats]
Palyers
Prime: Dazed (save ends)
Defenses: AC: 27, Fort: 22, Ref: 19, Will: 20 AP 1
HP: 40/77 THP: 0 Bloodied: 38, Surge value:19, Surges left: 14/14

Sharpe: Dazed (save ends)
AC 20, Fort: 17, Ref: 15, Will: 19 AP 1
HP 41/56, THP 0: Bloodied 28 Surge Value 14; Surges left 11/11

Malifixindalaunt: Dragon Mount Dazed (save ends)
AC 20; Fort: 20; Ref: 17; Will: 17 Speed 4, fly 8 (clumsy)
HP 12/60 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

Minion
-39 dazed (save ends)

Zharne: Not Updated Stats
AC 20 Fort: 15, Ref: 18, Will 18 AP 0
HP 43/51 THP 7 Bloodied 25 Surge Value 12(14 in Beastform); Surges left 8/9
Resist 5 Cold

Drew
AC: 23 Fort: 19 Reflex: 22 Will: 20 STATUS: +1 AC & Ref TENT
NOTE: each time SM2 fails his saving throw, Drew gets 5thp
HP: 48+9thp/49 Surges: 6/8 Surge Value: 12

Enemies:
BG1 46/250 Bloodied
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 Dead
SW13 1/1 Dead
SW14 1/1 Dead
SW15 1/1 Dead
SW16 1/1 Dead
SW17 1/1 Dead
SW18 1/1 Dead
SA1 30/30 Dead
SA2 Dead
SA3 Dead
TG 44/126 Bloodied
SM1 Dead
SM2 Dead
[/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
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
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
Prime deflects the golem's blows at the last second with his shield, putting some space between him and the bone thing. Too busy with defense, he can't find a good opening to strike.

[sblock=actions]
Immediate interrupt: As Prime's hit by the golem's attack, Shield edge block. As an effect, it gives the attack a -4 penalty, so the roll to hit is 27, which means it fails thanks to the cover effect from Living Fortress. Shield edge block's attack fails to hit.
Standard: Bull's strength attack on golem, autofails.
Move action: Shift to current position. Gain bonuses to AC and REf defenses thanks to boot's property.[/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:54/77 THP: 10 Bloodied: 38, Surge value:19, Surges/day: 14/14 Speed: 5 squares
Languages: Common
AP: 0, 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, Moradin't blessing of Iron , 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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