TURTLEDOME!: Battle Bone (DM: KenHood, Judge: Lord S.)

[sblock=Wishlist]So that staff is like a level 19 or 20 level object, there is a staff that gives you an extra spell in the PHB and a staff that allows you to store spells in Adventurers Vault. I'll just go with a Staff of the War Mage instead. Can't find anything to replace the ring really, guess I'll just go with the robe of scintillation +1 in the AV.[/sblock]
 

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[sblock=Finnian's Attack]Weldon, when you use Twin Strike, you use your normal bonuses to your attack roll (+6 for the Sword of Five Elements, +6 for the dagger), but you do not apply ability based damage bonuses.

The d20 attack results should be 14 + 6 + 2 (for combat advantage) = 22 for the Sword of Five Elements and 7 + 6 + 2 (for combat advantage) = 15 for the dagger. The sword is a hit. The dagger is a miss.

The sword inflicts 1d10+1 damage, so the result is 5 points. The dagger only inflicts 1d4 when you use Twin Strike.

Why didn't you apply Hunter's Quarry to the half-orc?[/sblock]
[sblock=Weldon]What's your wish-list? I need three level appropriate items.[/sblock]
[sblock=Reklaw]You've still not answered my question about your healing surges. I'm going to assume you went for the lesser amount.[/sblock]

The half-orc swings at Erlai as the bird darts past him. (Opportunity Attack: v. AC (1d20+9=10, 1d12+4=14) Miss!) The half-orc's greataxe howls mournfully as it misses the opportunity to drink the hawk's blood.

Finnian attacks the distracted half-orc. The Sword of Five Elements bursts into flame as it hits, inflicting a minor wound. The half-orc smacks away Finnian's dagger with his elbow.

"No!" Roger, the wizard, shouts at the halfling, "We're saving the leperchauns for the Legion of Bone! We can take these punks!"

"Remember this?" Roger says, brandishing Drivan's magic wand. Laughing like a maniac, he unleashes a dancing bolt of lightning. Purple sparks envelop both Finnian and Drivan (6 damage each), before blasting the cabinet near Vaunea.

Hearing Drivan's call for reform, Olivia's features twist with remorse. She steps from behind her cover and raises her hands. "You're right. You're absolutely right. I need to change my ways!"

Perhaps there is irony in her voice, for you feel a mystical force take hold of you with her words. (Standard Action: Pathetic Appeal v. Will (1d20+6=14 v. Drivan, 1d20+6=15 v. Erlai, 1d20+6=13 v. Finnian, 1d20+6=7 v. Vaunea, 1d20+6=22 v. Hadarai, 1d20+6=24 v. Emral))

Save for Vaunea, our heroes suddenly feel no desire to attack Olivia!

"And I know you would never let me come to harm, Drivan," she says in sweet tones. (Spend Action Point. Standard Action: Silver Deception v. Will (1d20+6=14))

Drivan's will is no longer his own! (DOMINATED until the end of Olivia's next turn. However, Olivia's attack causes an automatic save against the effect of her Pathetic Appeal.)

The greataxe of the half-orc gibbers in bloodlust. Veins pop up in stark relief on the half-orc's skin. Droplets of blood crawl from his palms, up the handle of the weapon, to the blade of the axe, which turns a rusty red. (Minor Action: Activate Daily Power of Battlecrazed Axe. Half-orc takes 1 damage, and is considered bloodied until the end of his next turn.)

Though his eyes droop with weariness, the half-orc swings his axe at Finnian. The weapon squeals with delight as it buries itself in the hapless ranger. (Standard Action: Warrior's Surge - Half-Orc heals 11 points of damage, v. AC (1d20+9=20, 1d10+1d6+4=18))

The half-orc falls asleep. (Save (1d20=8) v. Sleep spell)

"Who do you think came up with this plan?" Olivia says to Drivan, "Now, burn these fools!"

Unable to resist, Drivan hurls a scorching burst at Vaunea and Finnian. (Standard Action: Scorching Burst, centered on K6 - v. Reflex (1d20+5=25 v. Vaunea, 1d20+5=13 v. Finnian, 1d6+5=7))

The flames overwhelm Vaunea. (Critical hit! 11 damage) Finnian almost manages to avoid the burst, but takes a serious hit and falls to the ground, dying! (7 damage, now at -5 HP)

"Hadarai *****!" screams a member of mob, "Get him the ***** out of here!"

"Yeah, tar-and-feather the ******!" screams another.

Rough hands reach out and snatch Hadarai into the air. The mob passes him backwards, above their heads. The catatonic warlord does not resist. (Goodbye!)

The mob surges forward. Torches glare.

"Hey! I can see that half-elven *****!" yells yet another member of the mob.

"Get her!"

A huge cobblestone smashes through the window.

Olivia manages to dodge out of the way. "What the *****?! *****! Roger, go get the Leperchauns! This is too much!"

"Oh, *****!" cries Uncle Mikey from the back room, "This is bad, man! There's like smoke coming off the goofy ranger dude!"

"Uncle Mikey, what are you doing?! Get back here!"

"Nah, little nephew dude! I can help! I always carry some potions with me!"

Uncle Mikey rushes out of the back room and brushes past the dazed Drivan. Panting from the exertion, the metal-nosed halfling pulls out a healing potion and administers it to Finnian. (Move Action: Run from B2 to I8. Minor Action: Draw potion. Standard Action: Administer potion to Finnian.)

Guys: Since I've gotten rid of Hadarai, Uncle Mikey is your healer for this fight. He's a minion, so if he takes a hit, he's out. By the way, that goliath and half-orc are not going to stay unconscious long. You might want to administer coup-de-grace, or you're going to be toast!

This is a serious fight, so you'd best use those Action Points and daily attacks.


Finnian coughs and opens his eyes. (Now at 10 HP. Loses one healing surge.)

Vaunea's turn!​

Status and Initiative said:
Goliath: Initiative 21, Unconscious (save ends)
Halfling: Initiative 18
Finnian: Initiative 16, HP 10/26, bloodied, will not attack Olivia (save ends)
Evil Wizard: Initiative 16
Olivia: Initiative 13
Half-Orc: Initiative 13, Unconscious (save ends), bloodied until the end of his next turn
Drivan: Initiative 10, HP 15/22, dominated until the end of Olivia's next turn
Angry Mob: Initiative 9
Uncle Mikey: MINION! Initiative 5, grants combat advantage until SONT
Vaunea: Initiative 4, HP: 27/38 <= YOUR TURN!
Emral: Initiative 2, will not attack Olivia (save ends)

Saving Uncle Mikey said:
Since Uncle Mikey is a minion, he's fragile and will go down with a single hit. If your character is adjacent to Uncle Mikey, you can elect to exchange places and take his attacks. This costs you your Move action on your next turn. If Uncle Mikey is targeted by an area attack, you can elect to dive over him and suffer the damage in his place. This renders your character prone and grants combat advantage to the person delivering the attack (before the roll is made).

For purposes of this combat, Uncle Mikey has unlimited healing potions. If your character asks him for a potion, he will give you one as a minor action on his turn. Otherwise, he will use his turn to administer potions to injured characters. On your turn, you can direct Uncle Mikey to help a particular PC; if not, he attempts to help the most injured.

Any Uncle Mikey potions remaining with a player character after this combat lose their potency.
 

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[sblock=KenHood]I don't have any of the books handy, so I can't give you a wishlist. But realistically, Vaunea isn't picky. She wants combat gear. More damage and things that boost defenses. A large magical Battle Axe would be very nice though.[/sblock]

"TAKE AXE!" Vaunea yells as she turns her attention to the Goliath. Standing over him with her axe drawn, she will Coup-De-Grace the Goliath.

[sblock=Attacks]Assuming I remember Coup-De-Grace right, it's max damage...so, I want to do a Coup-De-Grace with my Comeback Strike, getting my free healing surge. That will be +9 to my HP and 26 damage to the Goliath. If he's not down, then I will hit him again with Brash Attack, using my AP, which is another 20 damage. I will then use my move to get to H6.

If the 26 takes down the Goliath, then use the AP after I move and do the 20 damage to the downed Half Orc.[/sblock]

[sblock=Vaunea's Stats]Vaunea - Minotaur Fighter 1
Passive Perception 14, Passive Insight 12
AC 19, Fort 16, Reflex 13, Will 12
HP 36/38, Bloodied 19, Surge Value 8, Surges 12/13
Speed 5, Initiative +1
Action Points: 0, Second Wind
At-Will Powers: Cleave, Brash Strike
Encounter Powers: Goring Charge, Passing Attack
Daily Powers: Comeback Strike
[/sblock]
 
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Blood sprays as Vaunea chops twice at Shemp, the goliath. Though horribly wounded, the warrior stills breathes...faintly.

Still going to move to the half-orc?

[sblock=Coup de Grace]Just a reminder: If your attack inflicts damage equal to or greater than the target's bloodied value, the target dies instantly. Something to consider when someone attacks the half-orc.[/sblock]

Status and Initiative said:
Goliath: Initiative 21, 48 damage, bloodied, Unconscious (save ends)
Halfling: Initiative 18
Finnian: Initiative 16, HP 10/26, bloodied, will not attack Olivia (save ends)
Evil Wizard: Initiative 16
Olivia: Initiative 13
Half-Orc: Initiative 13, Unconscious (save ends), bloodied until the end of his next turn
Drivan: Initiative 10, HP 15/22, dominated until the end of Olivia's next turn
Angry Mob: Initiative 9
Uncle Mikey: MINION! Initiative 5, grants combat advantage until SONT
Vaunea: Initiative 4, HP: 36/38
Emral: Initiative 2, will not attack Olivia (save ends)<= YOUR TURN!
 
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[sblock=KenHood]Yes. I am still going to move to that spot. Since his save comes at the end of his turn, even if he saves, he's still gonna have no turn, right?[/sblock]
 


I think I get this roll at the end of my next turn so no one read it until then;) Just wanted to get it posted so it doesn't slow things down.

Sorry, forgot again to respond about the healing surges, that was correct.

[sblock=Will save]1d20+4[11,4] = (15)[/sblock]

[sblock=Drivan's Stats]Drivan Aslemar - Human Wizard 1
Passive Perception 11, Passive Insight 16
AC 16, Fort 12, Reflex 16, Will 14
HP 15/22, Bloodied 11, Surge Value 5, Surges 1/6
Speed 6, Initiative +0
Action Points: 1, Second Wind
At-Will Powers: Magic Missile, Ray of Frost, Scorching Burst
Encounter Powers: Force Orb
Daily Powers: sleep
Cantrips: Ghost Sound, Light, Mage Hand, Prestidigitation
[/sblock]
 
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[sblock=kenhood only: wishlist, etc.] Sorry it's been so long; I've been avoiding using the computer as I sometimes lose sleep for no good reason! That and the one at work was busted, and I've been over at people's houses for a while. (ahem)

Wishlist: Good question. If there are level-appropriate daggers, those are good. However, I'll settle for an amulet that buffs my defences, to match the cloth armor I'm about to get (and eventually sell when I buy leather armor proficiency, but that's a while away!).

Mini-stats: I'm not sure, but I don't think I used any abilities since the last full rest today. Right? So I should be full.

Wild Soul: 1d10=6 so that means I get resist 5 Necrotic, and can ignore 5 resist necrotic for targets I hit. Woo! Still, the armor I'll have is a sure thing, and this gives me penetrate Necro 5.

Do I have to roll to hit with coup de gras? if so:

To hit: +4 vs reflex: 1d20+4=21 Woo! that's 3d10+7, so 37 damage
Chromatic Orb special thingy: 1d6=4 psychic damage, and he gets -2 AC (save ends)


[/sblock]


Emral moves forward and stabs the half-orc with his dagger, plunging it into his chest. The blow channels his magic, however, releasing his wild magic into the fallen foe. As the spell is loosed, the colors flow along the Sulci of the genasi's body before hitting the half-orc, lighting up its eyes with sparkling light that, eventually, lights up pink and purple.
 

The awesome energies channeled through Emral's dagger cause the half-orc to burst like an over-ripe pimple--if a pimple was filled with bones, intestines, and lots of blood.

"Whoooooooooooa!" yells Uncle Mikey, flinching as he's struck by a bit of skull.

"*****! *****! *****!" shouts Olivia, drenched with viscera.

"Holy *****!" screams the halfling, "He killed Olaff! I ***** loved him like the brother I never had, you sorry sack of *****!"

"Okay! Okay! I'll release the Gods-cursed leperchauns!" shouts Roger, the mage, pulling an oddly shaped jar from the folds of his robe.

(Emral fails his save against Olivia's Pathetic Appeal. Save (1d20=8))

Shemp, the Goliath, continues to bleed on the floor. Apparently, not even severe trauma and partial organ failure can awaken him. (Save (1d20=6) v. Sleep)

"I'll kill yooooooooouuuuuuuu!" howls the halfling, leaping into the air. As the little maniac sails past the party, he strikes at Emral with a wicked looking dagger that appears to have been carved from the fang of a dragon. (Move to H8. Standard Action: Mobile Melee Attack v. AC (1d20+8=16, 1d4+4=8). Emral takes 8 damage.)

"Somebody flank this ***** matchstick!" the halfling yells at his comrades, "I want to turn his insides into his outsides!"

Status and Initiative said:
Goliath: Initiative 21, 48 damage, bloodied, Unconscious (save ends)
Halfling: Initiative 18
Finnian: Initiative 16, HP 10/26, bloodied, will not attack Olivia (save ends) <= YOUR TURN!
Evil Wizard: Initiative 16
Olivia: Initiative 13
Half-Orc
Drivan: Initiative 10, HP 15/22, dominated until the end of Olivia's next turn
Angry Mob: Initiative 9
Uncle Mikey: MINION! Initiative 5, grants combat advantage until SONT
Vaunea: Initiative 4, HP: 36/38
Emral: Initiative 2, HP: 14/22, will not attack Olivia (save ends)
 

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Finnian coughs and stands up. The vulgar halfling draws his attention.

I'm gonna snap you like a matchstick, you, you, jerkface! You're mine.


Finnian whistles to Erlai to join him in attacking the halfling. The hawk moves to the left side of the door behind the halfling. With the halfling distracted by the bird moving to his side, Finnian is able to slip in next to his target and take a swing with his sword.

Nimble Strike (1d20+5=13, 1d10+3=11) +2 to hit for CA

Finding the strength to make another attack, Finnian swings again with both his sword and dagger. The sword looks dangerous, but Finnian almost stabs himself with the dagger, still a little off balance from his wounds.

Twin Strike (sword, dagger) (1d20+6=13, 1d10+1=8, 1d20+6=7, 1d4=4) +2 to hit for CA

Hunter's Quarry (1d10=3) - oops, rolled d10 when it should be d8.

[sblock=Combat Actions]Move = stand up, Erlai moves to K4
Minor = Hunter's Quarry on Halfling
Standard = Nimble Strike, shift to K6 before attack
Action Point = Twin Strike[/sblock]
[sblock=ooc]That halfling didn't provoke any opportunity attacks moving across the room?[/sblock]
 
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