TURTLEDOME! (Battle Bone!) -- Part 2

//Yeah. The pills heal just like standard healing potions.//

Drivan's scorching burst destroys two violet-flagged Legionaires.

Unfortunately, one of the Legionaires bursts into flaming bits and reincorporates into multiple copies of itself--all standing about the catapult and cackling with glee.

The flaming sphere appears in the midst of the yellow-flagged skeletons, who all scream in girlish terror, realizing their destruction is nigh. One yellow skeleton vanishes in a puff of smoke.

One after another, the violet-flagged skeletons load themselves onto the catapult and fire themselves at the party. Damaging enemies and allies alike.

"Kill Emral!" screams the first kamikaze skeleton, landing just behind the sorcerer. The rain of bone fragments inflicts 4 damage to Drivan and Vaunea. Several skeletons collapse, but--surprise!--none replicate.

"Kill Emral!" screams the second kamikaze skeleton. Again, the skeleton misses the lucky sorcerer in its flight, but its shards do injure Drivan and Finnian (6 damage each). The attacks destroys many nearby skeletons, but three replicate, suddenly surrounding Emral with their undead brethren!

//More to come...//

[sblock=If your passive perception is 15 or higher...]You notice that the bones on the ground are starting to rattle.[/sblock]
 

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Round 2

//After rolling more than 80 attacks...//

The skeletal bombardment continues...

A third skeleton leaps on the catapult, launching itself. "Kiiiiiillllllll Emmmralllll!"

YET AGAIN, the skeleton narrowly misses landing on the sorcerer and explodes, destroying numerous allies and wounding Finnian (6 damage). A new host of skeletons springs from the remains.

A fourth skeleton fires at the sorcerer. "Kiiiiiillllllllll Emmmmmmraaaaalll!"

This one hits the sorcerer dead on! (6 damage to Emral.) Even more Legionairres fall under the bombardment, but a few replicate, surrounding the party. Yet, as the Legionairres fall, they cheer at Emral's pain.

"We've got the windage on him now!" shouts the next skeleton, launching himself. "Suck on this, Emral!"

BAM! He smashes into the genasi. Shards bite into the flesh of Emral and Drivan (4 damage each). As before, Legionairres fall, while new ones arise!

"Baaaaannnnnzaaaaaiiiii!" screams the next skeleton before it lands on Emral and explodes. (Emral, Finnian, and Erlai suffer 4 damage each.) Skeletons fall! Skeletons rise! Bone dust clouds the battlefield!

The last skeleton salutes the audience and fires itself into the dust cloud. As it explodes, its sharp bony bits bite into Vaunea, Drivan, and Erlai (4 damage each). Again skeletons rise and fall.

As the dust settles, the audience screams in triumph that the party still stands!

"Unbelievable! Impossible!"

"Wow!"


[sblock=Status: Round 2]Blue Team
Drivan HP 8/26 [color=’red’]BLOODIED[/color]; Healing Surges 6/7
Violet Team
Black Team
Emral HP 3/27 [color=’red’]BLOODIED[/color] <== You're up!
White Team
Green Team
Yellow Team
Finnian HP 16/38 (Erlai HP 9/24 [color=’red’]BLOODIED[/color])
Red Team
Orange Team
Vaunea HP 36/44

Skeletons Destroyed: 77 <== Ack!
Party Kills: 15

[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 x3]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).
  • 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 forever. They will not be restored each 'round' of the 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]
 

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Bits of bone whip through the air like strips of gauze in a windstorm.

Large bones start crawling together and knitting into an unwieldly mass...
 

[sblock=thenumbers] when the first skeleton hits me after this, I'm going to use Dragonflame Mantle, giving me a +1 to all defenses and 1d6+4 damage to anyone hitting me.


Emral pops a healing pill quickly, regaining as much health as he can. He then lets loose with a second Burning Spray, this one aimed at P 12-10/R12-10. If he's cleared enough squares that he can move into one without provoking an AoO, he shifts over to get out of the way of more attacks.1d20+6=13, 1d20+6=15, 1d20+6=11, 1d20+6=23, 1d20+6=19, 1d20+6=20, 1d20+6=17, 1d20+6=25 and damage: 1d8+8=16[/sblock]

Okay, I'll bite: why are they just trying to kill me? I thought everyone pissed them off
 

Emral heals 10 HP from the pill. (Take the pill off your mini-stats! Which, by the by, weren't in your last post. Hmm... Maybe something naughty will happen in response...)

Six skeletons explode into flames. Two of the skeletons replicate.

Okay, I'll bite: why are they just trying to kill me? I thought everyone pissed them off
"Because you're mean!" shouts a white-flagged skeleton that closes with Vaunea and throws an ineffective punch.

"Yeah, you made a good skeleton cry!" shouts a second white-flagged skeleton whose kung-fu kick clangs off Vaunea's shield.

"Meanie!" cries another white-flagged skeleton, rushing Drivan and nipping the wizard on the arm to get him out of the way. (3 damage to Drivan)

"Jerk!" yells another, clawing at Drivan to get at Emral. (3 damage to Drivan)

"We hate you!" shouts a fifth white-flagged skeleton, ripping itself to pieces and spawning eight new skeletons.

"YEAH!" shouts all the remaining skeletons in agreement, "KILL EMRAL!"

Another white-flagged skeleton pulls itself apart, creating eight new ones.

Green skeletons surround Vaunea and attack. Only one manages to hit. (3 damage to Vaunea)

A green-flagged skeleton rushes forward and tries to grab Emral, but misses.

Another green-flagged skeleton clambers over its brethren to surround Emral. It kicks the sorcerer in the rear end. (3 damage to Emral)

A third green-flagged skeleton tries to push past his allies to the only unoccupied space near Emral, but the sorcerer tags him with his magical dagger. (Opportunity attack hits.) Unfortunately, the skeleton replicates, filling the empty space with a new, startled duplicate. (That can't attack until next turn.)

Another green-flagged skeleton rips off one of its ribs and hurls it at Emral. The bone flies through the air, like a boomerang, narrowly missing the sorcerer and returning to the Legionairre's hand.

A green Legionairre, seeing the void created by its charging comrades, pulls itself apart, generating new reinforcements.

Drivan's flaming orb obliterates the yellow skeletons. One of the skeletons adjacent to the green disk on the floor replicates. A duplicate skeleton appears on top of the green disk, and the disk explodes into brilliant green light, enveloping a large area in brilliant green radiance. The light scours away the remains of the skeletons.

And Drivan discovers that his flaming orb has turned green.

The energy no longer feels like fire...

The green disk turns into a seething lump of darkness.

[sblock=If your passive perception is 15 or higher...]You notice the darkness draws the attention of all skeletons within 5 spaces.[/sblock]

Skeletal remains skutter across the ground forming two massives piles...

"You're gonna get it now!" shouts one of the Legionairres.

[sblock=Status: Round 2]Blue Team
Drivan HP 2/26 [color=’red’]BLOODIED[/color]; Healing Surges 6/7
Violet Team
Black Team
Emral HP 10/27, Healing Surges 5/6 [color=’red’]BLOODIED[/color]
White Team
Green Team
Yellow Team
Finnian HP 16/38 (Erlai HP 9/24) <== You're up!
Red Team
Orange Team
Vaunea HP 33/44

Skeletons Destroyed: 77
Party Kills: 28 (700 XP)

[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 x3]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).
  • 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 forever. They will not be restored each 'round' of the 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]
 

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[sblock=map?]Has the map changed much? I remember thinking that I need to fight back towards Emral and Drivan, but wanted to see the lay off the land after the note about the green light "scouring" away the remaining skeletons.[/sblock]
 


Finnian's eyes go wide as skeletons explode and reform and continue to attack the party. As he continues to get hit through the round, some of the anger that was displayed yesterday appears again in his eyes. With the most recent attack that leaves him bloodied, Finnian lets out a blood-curdling howl.

I'm getting angry now, and you don't want to see me when I'm angry!

Finnian doubles over in pain, as if he had been hit again. Facing the skeleton between him and Emral, he blurts out...

You *******, I'm gonna rip your ***** out of your *****. ******, that hurt, you little *****. Here we go, now. Yippee-ki-yay, ****** ******!

Finnian's features transform before everyone watching the arena fight.

What the...?

His ears push out a little more from under his long hair, but now they clearly have little tufts of hair of their own. His nose flattens and his lips curl back revealing sharp, pointed teeth. The teeth part and Finnian howls again.

His arms push a little further out of the sleeves of his hide armor and hair sprouts from the back of his hands and knuckles.

The ranger looks shocked at what is happening to him, but the anger takes control again and he swings at the skeleton before him.

Sword Attack: 1d20+8=14
Sword Damage: 1d10+3=13
HQ Damage: 1d8=7
Hammer Attack: 1d20+7=23
Hammer Damage: 1d6+2=6


I forgot to include the approval meter bonus. Sorry.

[sblock=Combat Actions]Minor: Longtooth Shifting. Finnian gains +2 to damage rolls and +2 regeneration while bloodied.
Move: trade for minor, Hunter's Quarry on N12
Standard: Twin Strike, sword on N12, hammer on N11[/sblock]

[sblock=Finnian's Stats]Finnian - Longtooth Shifter Ranger 2
Passive Perception 21, Passive Insight 14 -- Low-Light Vision
AC 16, Fort 16, Reflex 13, Will 14
HP 16/38, Bloodied 19, Surge Value 9, Surges 9/9
Speed 6, Initiative +2
Action Points: 1, Second Wind
At-Will Powers: Hunter's Quarry, Twin Strike, Hit & Run
Encounter Powers: Longtooth Shifting, Off-Hand Strike
Daily Powers: Jaws of the Wolf
Utility Powers: Yield Ground
Erlai:
AC 16, Fort 12, Reflex 16, Will 14
HP 9/24, Bloodied 12, Surge Value 6, Surges 2/2
Speed 2, Fly 7
[/sblock]
[sblock=consumables]8 "normal" pills, 1 "go" pill, 1 "super" pill, 1 potion
2 whetstones (+2)[/sblock]
 

[sblock=Party]I think I got confused. Does Vaunea have a whetstone of some sort?[/sblock]

[sblock=KenHood]What does the meter look like, and what does that mean for our characters? (like bonuses to rolls and that sort of stuff)[/sblock]
 

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