• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

TURTLEDOME! (Battle Bone!) -- Part 2


log in or register to remove this ad

weldon

Explorer
//Finnian wishes he had an area attack. I hope to keep the casters alive long enough to get a chance to get up close and personal with the Bonetenant//
 

KenHood

First Post
//Yeah. Go ahead and re-roll. Don't forget to re-roll damage.

Phew! Weldon's back, too. Man, I thought you guys had vamoosed.//
 

weldon

Explorer
//Don't call it a comeback
I been here for years
Rockin' my peers
Puttin' suckers in fear

Just lurking as we make our way back to Finnian's turn//
 


fireinthedust

Explorer
//sorry! forgot I'd not done that: 1d20+6=8, 1d8+8=10 Guh! worse than the first one.

Emral remembers an obscure fact bout swarms moments into casting his Chaos Bolt. Suddenly switching spells being a bad idea he'd failed to remember, though, and as such his "Chaos Spray" fizzled majestically into a sparkling cloud formed like the words WONH WONH!

Drat! I mean, Ha! Take that! I'll hit you with Irony! Emral coughed, and prepared another spell...
 

KenHood

First Post
Round 4

Party's Approvalometer: Green 3 (flickering) (+1 damage, +1 defenses)
Legion's Approvalometer: Yellow 3 (no effect)

Emral withdraws from the BONESWARM!, easily weathering the slicing fragments of skeleton in his retreat. [Aura: BONESWARM's basic attack - 1d20+8=9 v. AC, 1d10+4=6]

"Uh...squeezing closer together while being attacked by the giant cloud of bones is probably not the best idea," says Dave, Spirit of War.

Unfortunately, as the genasi casts his spell, it fizzles!

Chittering, chattering, and clacking, the BONESWARM! slides away from the radiant flaming sphere. It presses towards the lone green skeleton, drawing opportunity attacks from Emral and Drivan. [Move to Q10. Emral's OA: 1d20+6=11 v. AC, 1d4+2=6 - MISS! Drivan's OA: 1d20+4=16v. AC, 1d8+1=5 - MISS!]

The BONESWARM! sucks in the screaming skeleton. [+2 THP]

Then, the BONESWARM! slams Emral to the ground. [Minor: Overwhelm 1d20+7=27 v. Fortitude -- CRITICAL HIT!]

Yet, somehow, the sorcerer manages to resist the grinding bones of the swarm! [Standard: Basic Attack - 1d20+8+2=12 v. AC, 1d10+4=8 -- MISS!]

Despite the orders of the Bone-tinant, the White Legionnaires abandon their posts on the ramparts and leap into the oozing blackness left behind by the exploding green disc.

The lone Legionnaire facing Vaunea looks towards the blackness with longing, considers running, and then takes a swing a Vaunea. [1d20+6=10 v. AC] But Vaunea easily deflects the attack with her shield. The skeleton takes a step backwards, then moans in frustration as the black orb vanishes...

Only to be replaced with a four-armed skeleton that plays a tune on its rib-cage with a pair of mallets. "Yeeeaaaaah, baby! Let's get this party started! The Helter Skeleton has arrived!"

The green Legionnaires hurl their bone-a-rangs at Emral and Drivan. [Standard: Ranged Attacks v. Emral's AC -- 1d20+6+2=9, 1d20+6+2=26, 1d20+6+2=15, 1d20+6+2=26, 1d20+6+2=25. Emral takes three hits and loses 9 HP. Ranged Attacks v. Drivan's AC -- 1d20+6=25 1d20+6=16 1d20+6=20 1d20+6=20. Drivan takes three hits and loses 9 HP.]

"Orange team! Focus your attacks on the one lying on the ground!" shouts the Bone-tinant.

"Sir, yessir!"

Finnian regenerates 2 HP.

Poor Erlai is reduced to a spray of meat and blood by the BONESWARM!, but Finnian avoids the flying, biting skulls. [Aura Attacks: 1d20+8=27 v. Erlai 1d20+8=16 v. Finnian; 1d10+4=7 damage to Erlai. Erlai dies.]

The crowd screams in dismay. Small children weep.

A green disc appears on the floor, near Finnian.

"Oh, too bad!"

"Yep, looks like Erlai's the first down, and Emral's next. Why that bird stayed so close to the swarm and didn't fly out of it's reach, we'll never know. I don't think they're going to be able to win this one with tactics like that!"


[sblock=Status: Round 4]Drivan HP 7/26 BLOODIED, PRONE; Healing Surges 5/7
Emral HP 8/27, BLOODIED, PRONE; Healing Surges 4/6
BONESWARM! 1: 2 THP
White Team
Helter Skeleton
Green Team
Finnian HP 18/38, BLOODIED, +2 damage and +2 regeneration while bloodied -- Erlai: HP -12/24 DEAD! <== You’re up!
Bone-tinant
Orange Team
Vaunea HP 44/44, Regen 6 while bloodied; Healing Surges 11/13
BONESWARM! 2: 2 THP

Party Kills: 43 (2150 XP; 537 XP each)

[sblock=LoB Opportunity Attacks]If you must roll opportunity attacks for or against a Legionairre, use the following statistics:

AC 16, Fort 13, Ref 14, Will 13; Basic Attack: +6 v. AC, 3 damage​
[/sblock]

[sblock=Uncle Mikey's Special Potions]UNCLE MIKEY’S SUPER HEALING POTION
Base Item: Potion
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You regain all lost Hit Points. However, because Uncle Mikey made this potion with super-hot peppers, you experience unbelievable searing pain in your mouth and bowels. Your tongue swells, and you cannot speak (or consume any other potions). Your nose runs, your eyes tear, and you become dizzy from the pain: -2 to all attack rolls and defenses. A successful save ends the harmful side effects.
Level: n/a
Value: n/a

UNCLE MIKEY’S GO JUICE
Base Item: Potion
Power (Consumable): Minor Action. When you drink Uncle Mikey’s Go Juice, you gain a +1 bonus to Speed, Armor Class, and Reflexes, as well as the ability to perform an extra basic attack once per round, as a free action, on your turn. This Go Juice effect lasts until the end of your next turn.

Once the first effect of the Go Juice wears off, you begin to get the jitters. When you post, you cannot place spaces, capitalization, or punctuation in your character’s speech. You still gain a +1 bonus to Speed and may perform an extra basic attack, once per round, as a free action, on your turn. However, you suffer a -1 penalty to all attack rolls and defenses. A successful save ends this effect.

After the second effect of the Go Juice wears off, you become blind until the end of your next turn.
Level: n/a
Value: n/a[/sblock]

[sblock=Approvalometer Tokens][sblock=Generic Tokens (x1)]A party member can spend a generic token to do one of the following...
  • Get Up! -- spend a Healing Surge as a free action (even if unconscious or dead).
  • Get Going! -- gain an extra action, as if having spent an action point.
  • Do It Again! -- regain the use of an encounter or daily power that you have already expended.
  • Try Harder! -- re-roll a failed attack roll with a +1 bonus.
Spending a Token of Favor is a free action. It can only be done on your turn. Once used, tokens are gone until the next battle.[/sblock]
[sblock=Special Psychic Tokens]Because of the party's interaction with the general public, you have caused the approvalometer to generate several special tokens. These tokens are as follows...

DUUUUUUUUUDE!
Uncle Mikey loves the party!
Available to: Any one party member.
Effect: You may activate this token as a free action when you imbibe a potion. You do not have to spend a healing surge to gain the potion’s effects.

EVERYBODY LOVES VAUNEA
Nothing protects a warrior like the pure-hearted love of children.
Available to: Vaunea.
Effect: You may activate this token as an immediate interrupt when you are supposed to suffer damage from an attack. The token negates all effects of the attack.

GOOD RIDDANCE!
Your fans feel nothing but relief that Hadarai has left the party—and that provides you with relief as well.
Available: Entire party.
Effect: A party member may activate this token as a free action on his or her turn. All members of the party immediately recover 4 HP and may perform a save against one effect.

GIVE HIM A FOOT IN THE MOUTH AND HE’LL TAKE A MILE
Finnian’s gaffes have moved the public, so now they want to move him.
Available: Finnian.
Effect: As a free action, you may shift 6 squares.

MARCO’S HOPES AND DREAMS
Marco’s desire for the party’s victory grants new life to the fallen.
Available: Any one party member.
Effect: As a free action, when a party member becomes unconscious or dies, you may activate this token. The fallen party member immediately recovers, gaining full hit points.

ONE-ARMED HALFLING SUPER-FU
Cousin Eustace’s hard-bitten, dirty-fightin’ warrior spirit inspires you.
Available: Any one party member.
Effect: You may use this token as a free action when one of your attacks hits an opponent. That opponent is stunned until the end of its next turn.

ONE HOT HUNK OF MANHOOD
The red-hot lust of women everywhere fuels Drivan’s flames.
Available to: Drivan.
Effect: When you cast Scorching Burst, you may activate this token. The area of spell becomes burst 5, and it inflicts 2d6, rather than 1d6 damage. You gain a +2 bonus on attack rolls with the burst.

RATS!
Swillwort’s gratitude over his release from his horrible state sets the party free from their afflictions.
Available to: Entire party.
Effect: All party members automatically succeed in saves against any current, ongoing effects.

Once you expend a psychic token, it is gone forever. Only the person to whom the token is available may activate it.[/sblock][/sblock]

[sblock=Dave, Spirit of War]Once per round, a party member may spend a Dave Token. A Dave Token has one of the following effects, chosen when it is used:
  • A party member may shift one space.
  • A party member may regain 1d6 HP without spending a healing surge.
  • A party member may perform a basic melee attack as a free action.
  • Designate an enemy as a target. All party members gain a +1 bonus to attack rolls against that target until the start of activator's next turn.
Using a Dave Token is a free action that a party member may perform on his or her turn. The party may only use one Dave Token per round.[/sblock]
[/sblock]
 

Attachments

  • LoB_Battle1_round4b.jpg
    LoB_Battle1_round4b.jpg
    182.1 KB · Views: 90
Last edited:

fireinthedust

Explorer
//Huh. We could be in big trouble, I'm thinking. Where do I find that Marilith token/power? Also, can I use that Eustice power Drivan and I scored to ignore that last salvo? Like, the damage from it, so I don't go under before I can get off a Healing Surge or move?
 

KenHood

First Post
//Emral's 'Take It Like A Man' token allows him to ignore a stun or daze effect, but does not negate damage.

'A Marilith Scorned' was a token activated by the Legion at the start of the fight. It gave them a temporary +1 bonus to attacks against Emral.

Options...
1. A party member could use Dave to heal Emral of 1d6 HP.
2. A party member could spend a generic psychic token to let Emral expend a healing surge.
3. If Emral dies or becomes unconscious, on his turn, he can activate the 'Marco's Hopes and Dreams' token, instantly regaining all lost HP.
4. Have someone toss you onto one of the green disks.//
 


Voidrunner's Codex

Remove ads

Top