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

Drew raises both hands high and wide and for a moment he looks as if he's jumping up, but his momentum is not enough to launch him in the air. He then falls back, both hands coming together and slamming them on the side of the guardians head. Normal living opponent would probably be stunned and deafened by such attack. Even undead totters back few steps though. As it steps into the wizard created chasm, it flails it's hands and falls down into the pit.

Drew then runs back toward the warriors, trying to distract great bone golem coming behind it.

@Voda Vosa, could you please put those gray and yellow squares in the legend on the side and provide brief description - I remember gray area being proning zone, but I have no idea what yellow ones are

[sblock=Draconic]
"Wing buffet!"[/sblock]

[sblock=Actions]
Standard: Crane's Wings vs Fort (TG); damage (1d20+11=21+1, 1d10+7+1+1=10) - hits TG for 10, push to G7, enters the zone and falls down, takes 8 ongoing damage (whenever it fails the save Drew gets 5 thp), Drew gains +1 AC and Ref
NOTE: initial link does not contain final +1 to hit and damage, I forgot Ki Focus gives +1 to hit and damage vs bloodied opponents :)

Move: M8, going around to avoid OA, provides flanking for Prime
[/sblock]
 
Last edited:

log in or register to remove this ad


Voda Vosa

First Post
Vermitrax tries to petrify the tomb guardian, but his spell is incomplete. His skeletal minion is reduced to splinters and it disturbs the mage's concentration.

Don't look at me, the yellow area is not mine. Actually, the nly area I have in effect is the Phantom chasm. The other were until end of next turn, and I've been using beguiling strands for a while...
Skeleton is down, it has 19 hp (my bloodied value), and my defences. Miss with Stone blood
 


Luinnar

First Post
[sblock=Draconic]
"Wing buffet!"[/sblock]
Buffalo wings! Sharpe shouts, firing off an arcane bolt at the Tomb Guardian.

You stay away form my dragon you so-and-so or I'll feed you to the kittens and grind your bones to make my bread! he shouts.
[sblock=actions]
Beginning of turn:Sharpe/Dragon failed save.

Standard:Staggering Note: 23 vs will on TG hit for 7 thunder damage and TG is pushed 3 squares.

End of Turn:Sharpe failed Dragon saved
[/sblock]

[sblock=Moment of Escape (used)]
Moment of Escape. (Encounter Move Ranged 10 &[URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 [/URL] 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 [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=1]#1 [/URL] ), Dragon I Choose You! (Ring of Dragon's power [URL=http://www.enworld.org/forum/usertag.php?do=list&action=hash&hash=2]#2 [/URL] )

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
ooc: Zharne up then skeletons

[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:
-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]
[/sblock]
 

Ozymandias79

First Post
Zharne awaits the holem attacks,the elf is ready to pounce it then

[sblock=Action Details]
Standard Action:readied attack on bone golem when the bone attacksa(grasping claw vs bone golem; hits reflex 30 for 15 damage and the bone golem is slowed TENT)(NOTE: since attack is on the bone golems turn, it wont trigger the berserk attack interrupt since you can't take immediate action on your own turn)
Move Action:N/A
Minor Action:N/A
[/sblock]
 

dimsdale

First Post
The heroes continue their attacks on both of the foes. The monk knocks the four-armed skeleton backwards. The mage's magic causes it to fail to the ground. Prime, blocking the golem's last attack, misses with one of its own. Sharpe scores a minor hit on the tomb guardian and the mage misses with his attack. The tomb guardian stands and moves foward towards Zharne. The bone golem hits Prime again. Although the construct was able to absorb the damage, the effects of the hit still cause the construct confusion.


[sblock=Mechanics]
Heroes
Drew: Hits TG for 10, TG prone and takes 8 ongoing damage) if TG fails save...Drew gaines 5 THP
Prime: blocks golem's last hit with shield, misses with counter attack
Vermitrax: Miss
Sharpe: hit TG for 7, failed save
Pet Dragon: failed save
Zharne: hits BG for 15 and BG is slowed TENT

Total Damage to Enemy
TG: -17 (-25)
BG: -15 and slowed

Baddies turn:
Bone Golem:
Double attack: 1d20+18 vs Prime and Drew: AC for 2d8+5
Attack 1: Prime: Hit (Roll 34) for 11 and dazed (save ends) -16 (+1) = -11 (10 hp absorbed by Prime temp hp and 1 absorbed from armor) so no damage
Attack 2: Drew: Miss (Roll 21)
Roll Lookup

recharge power: Nope

Note: Berserker power is activated since BG is bloodied. Can't use this round

TG
movement: stand
movement: move to current location

recharge power: yes
This was from last round. TG didn't have a chance to use the power this round

save vs ongoing damage: saved: no temp hp for drew :(

Total Damage to Allies:
Prime: dazed (save ends) [/COLOR]
[/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

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 31/250 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 19/126 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]
 
Last edited:

Someone

Adventurer
The crazed golem still continues attacking Prime despite his adamantine armor proved to be too tough for the bone monstrosity materials. Bone shards fly everywhere and the huge monster rain blows on him; the sheer weight of the impacts are enough to make Prime lose balance.

He recovers though and with a ponderous but mighty overhead blow he brings down the hammer on his opponent. More bones are scattered as the strike sinks Prime's weapon on the golem's chest. The golem flails around once more obvlivious to the hit, almost smashing the other surviving skeleton.

+++Finish it! it's almost destroyed+++

[sblock=actions]
Standard action: Crushing surge on golem, with bonuses from flaking and warforged tactics. It's a critical hit for max damage plus 1d6, total 23. Prime gains 10 THP.

It triggers the golem's reaction, which is an attack on a random target within reach (and the golem has reach 2). It turns to be the tomb guardian, but alas the attack fails because of Prime's mark. Sadface.
End of turn: Successful 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]
 
Last edited:


Remove ads

Top