Monster Mash: CaBaNa vs. the dragon

Round 7

The circus has a better round, causing the dragon to roar in pain several times and mostly recovering from their fear. (ooc: shifty, skull, red, and mort all hit; total 25 damage and 5 ongoing fire)

The dragon swipes at Kalad, more feebly this time, crumbling a zombie in the process. Another bunch of zombies run forward, milling about in confusion.
(ooc: The dragon takes 5 ongoing fire. It recharges the breath weapon. It attacks Kalad with claws again, hitting once. PZ1 lurches to the rescue and is destroyed; Kalad takes 3 damage. That triggers the zombies' readied action as stated, and they fill in behind. The dragon saves vs ongoing fire.)

Initiative

Shifty the Adept 58/58 <== You're up
Skull Lord 30/45, 10 cold resist, +2 def tsnt
Zingy the Mote dead
Mortimer the Thrall 1/1
Ringmaster Red 123/128, +6 to next attack vs. dragon
Pack Zombie 9 1/1, -2 to attacks (save ends)
Pack Zombie 10 dead
Pack Zombie 11 1/1
Pack Zombie 12 1/1
Pack Zombie 1 1/1
Pack Zombie 2
Pack Zombie 3 1/1
Pack Zombie 4 1/1
Pack Zombie 5 1/1
Pack Zombie 6
Pack Zombie 7 1/1
Pack Zombie 8 1/1
Kalad The Paladin 19/54, bloodied, 10 cold resist
Perky the Arcanist 46/46
Dragon 333/408
Gibberling Bunch dead

Zones in effect:
  • burst 3 around O29: the circus gets +1 AC
  • undead allies within 2 of Skull Lord get regeneration 5 and +2 to saves
  • all allies within 5 of Gnome arcanist have concealment

Resources used:
Ringmaster Red: Call of the Grave, Fireball
Kalad: AP, Sacred circle, Divine Strength
Shifty: healing burst
Dragon: APx2, breath weapon, frightening presence

[sblock=map]
CabanaDragon009.png
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Shifty pops out and delivers more buff to the Ringmaster, keeping a steady warmth inside his little body.

The Drum Major yells at the crumpled and dusty bag of bones Small Car Troop member one has become, The bones shift and rattle then stand. No resting little one, it's eating time, no I don't care what the other clowns get to do right now...
Flame escapes the Drum Majors other head again

Mortimer continues to coat the dragon in his filth, frothing at the mouth now in his fit of necrotic rage!

Ringmaster Red finally understands his place in this mess, and assumes leadership again. Hit this large lizard with everything we've got circus celebrants, or he will make us dinner instead of the other way around!
Two laser beams fire from his eyes toward the dragon.

The Small Car Troop begins heckling the dragon and shifting about so he can't tell which clown is bothering him, They all place banana peels under his feet and comb his scales the wrong way. then begin Moaning so loudly it sounds as if the Gibberling Bunch Band has come back three fold. The Drum Major beams proudly at his Troop of Small Car Clowns...

Kalad takes the moment to cauterize his wounds on the Ringmasters Rays of Flame. steadying himself for the next assault of the dragon.

Perky Hides in plain site, somehow maintaining his concealment through an illusory aura of stalagmites. He prepares to loose a blast at the dragon from cover, by placing a wall of force in front of him... (coward)



[sblock=OOC] Shifty pact bound adept successfully recharges dragons grace, Healing burst doesn't recharge.
Moves to K30
Minor action Dragons Grace on Flame skull death master
Minor shifts to K29

Skull Lord
Minor skull of deaths command on PZ1
Minor Withering Flame 20 to hit fortitude for 12 damage
Standard Total Defense

Mutated thrall
Standard Gobs of Filth 24 to hit armor class for 6 poison damage

Flame skull death master
Flame ray on dragon
AP
Flame ray on dragon First roll 14 +6 from PZ = 20 to hit reflex for 15 fire damage, second roll 28 to hit reflex for 17 fire damage

PZ 1, 9, 11, 12 Standard http://invisiblecastle.com/roller/view/1979317/ all assist Flame Skull Death master next roll
PZ 9, 11, 12 move action shift away from dragon, PZ 8, 5, 4 Shift to replace them. (for disambiguation PZ12 attacks then shifts to S29 {squeezing}, PZ4 shifts to R29 then attacks (assist to Skull Lord. PZ11 attacks then shifts to S28, PZ5 shifts to R28. PZ 9 attacks then shifts {squeezing into Q27}, PZ8 Shifts to Q28.)
PZ 8, 5, 4 all assist skull lord next attack
PZ 7, 5, 3 run back to U23, T23, S23
PZ 9 save vs -2 attacks
FSDM +8 to next attack
Skull Lord +6 to next attack

Kalad the Paladin
standard first aid on self to use second wind succeeds
Healing surge spent 13 hp regained
(if for some reason that doesn't work the way I think it does total defense)

Gnome Arcanist
Move N27 Stealth check 27 without modifiers beyond stealth.
standard action total defense

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Last edited:

Round 8
The dragon continues to take minor damage, but it's adding up. (ooc: Mort hits, Red's AP attack hits. Red regens to full health. Kalad doesn't have a second wind to be triggered; he's a monster, not a PC, and it's not listed in his powers (see e.g. the baelnorn lich entry in the compendium for a monster with a second wind), so he's on total defense. Regarding the small car troop's antics: squeezing is a move action on its own, and can't be combined with a shift. Also, I'm going to say no to entering S29; looking at it without all the monsters around, it's almost completely filled with cave wall. I think I can still accomplish your cycling maneuver as follows: pz9 attacks and squeezes into Q27, provoking an OA, which hits. pz8 shifts to Q28 and attacks. pz11 attacks and shifts to R27. pz4 shifts to R28 and attacks. pz12 attacks and shifts to S28. Pz5 moves through S28 into R29 and attacks. Pz 7 and 3 haven't acted, and can run back to S and T23, but the other PZs are done. FSDM still ends up with +8 and Skull with +6 to next attacks.8 I hope all that's okay, though I realize I'm pushing the limits of interpretation of your actions.)

The dragon turns end for end and blasts over its shoulder at the small car troupe with its wintry breath, deftly pulling its hindquarters out of the blast's path. (ooc: breath weapon, blasting squares O25-S29. I'm pretty sure this is allowable, given the wording of the blast AOE on PHB p.272. The origin square here is P30. Note that the dragon does target itself with this. It misses itself, but hits kalad, pz5, pz1, pz8, pz4, pz12, pz11, thrall. Kalad takes 12 cold damage after resist, the others are minions and are destroyed.

Initiative

Shifty the Adept 58/58 <== You're up
Skull Lord 30/45, 10 cold resist, +2 def tsnt, +6 to next attack vs. dragon
Zingy the Mote dead
Mortimer the Thrall 1/1
Ringmaster Red 128/128, +8 to next attack vs. dragon, 10 cold resist
Pack Zombie 9 1/1
Pack Zombie 10 dead
Pack Zombie 11 1/1
Pack Zombie 12 1/1
Pack Zombie 1 1/1
Pack Zombie 2
Pack Zombie 3 1/1
Pack Zombie 4 1/1
Pack Zombie 5 1/1
Pack Zombie 6
Pack Zombie 7 1/1
Pack Zombie 8 1/1
Kalad The Paladin 7/54, bloodied, 10 cold resist, +2 defenses TSNT
Perky the Arcanist 46/46, +2 defenses TSNT, stealthed
Dragon 310/408
Gibberling Bunch dead

Zones in effect:
  • burst 3 around O29: the circus gets +1 AC
  • undead allies within 2 of Skull Lord get regeneration 5 and +2 to saves
  • all allies within 5 of Gnome arcanist have concealment

Resources used:
Ringmaster Red: Call of the Grave, Fireball
Kalad: AP, Sacred circle, Divine Strength
Shifty: healing burst
Dragon: APx2, breath weapon, frightening presence

[sblock=map]
CabanaDragon010.png
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Shifty hears the entire small car troop crystalize to ice, and regains his composure, knowing if anyone else drops he is toast. He springs out and heals his allies before cowering again.

The Drum Major begins telling each clown what will happen if they don't stand up or defrost. I'm not to be trifled with boys, I will squeeze you all into the tiniest matchbox car I can find and see to it you feel the vroom vroom! Spitting fire while he curses at the dragon

Ring master Red gives the dragon the stink eyes again, searing his pretty scales.

The remaining small car troop do their best to scrub the necrotic filth that mortimer has piled up into the dragons eyes, succeeding in keeping him busy long enough for Red to Eye the dragon again!

Kalad hefts his shield up, knowing the imminent attack will come from above as he retreats behind the wall.

Perky bravely moves to where Kalad had been standing before disappearing behind the dragon and popping back into existence.

[sblock=OOC]
pactbound adept Recharges both dragons grace and healing burst.
Move action to K30
Minor action healing burst (area burst 2) centered on N30 all allies in burst regain 20 HP.
minor action shift to K29

Skull Lord
Standard total defense
Minor skull of deaths command on PZ1
minor skull of withering flame on dragon 25 to hit fortitude for 5 fire and necrotic damage

Flame skull deathmaster
Standard action flame ray on dragon 34 to hit reflex for 14 damage

PZ 3, and 7, move forward, then
Standard charge dragon both assist FSDM next attack
PZ1 tries to assist the FSDM as well and succeeds

Kalad
Standard total defense
move to L27

Gnome Arcanist
move to 029
standard for move fey step, teleport to T27
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Round 9


The circus keeps chipping away. Red hits the dragon squarely with a laser, and surprisingly one of the small car troupe finds a soft spot to hit. (ooc: skull misses, red hits. I'm gonna say no to aid another at the end of a charge, since those are both standard actions, but pz7 hits anyway for 4 damage. Kalad's movement provokes an OA, which misses. Perky provokes when moving from O28-29, which crits for 32. I'm guessing that Perky will use Fade Away to become invisible at this point before finishing his move, and that assumption is reflected below, but you can certainly change that. I reread the stealth errata, and now I think Perky remains stealthed (and thus not subject to OAs) until the move action is resolved.)

The dragon squeezes between the two zombies behind it and comes after Perky, claws and fangs sinking deep.
(breath recharge fails. Dragon squeezes into Q29 and moves to R27 before expanding, provoking OAs from all three adjacent PZs. 3 and 7 have CA for their OAs. Dragon's fury on Perky, taking the crit rolled above as the first claw attack, for 13 damage. The other claw hits as well for 6, and the resulting bite hits for 11. Note that these hit even if Perky becomes invisible using fade away.)


Initiative

Shifty the Adept 58/58 <== You're up
Skull Lord 45/45, 10 cold resist, +2 def tsnt
Zingy the Mote dead
Mortimer the Thrall 1/1
Ringmaster Red 128/128, +2 to next attack vs. dragon, 10 cold resist
Pack Zombie 9 1/1
Pack Zombie 10 dead
Pack Zombie 11 1/1
Pack Zombie 12 1/1
Pack Zombie 1 1/1
Pack Zombie 2
Pack Zombie 3 1/1
Pack Zombie 4 1/1
Pack Zombie 5 1/1
Pack Zombie 6
Pack Zombie 7 1/1
Pack Zombie 8 1/1
Kalad The Paladin 27/54, bloodied, 10 cold resist, +2 defenses TSNT
Perky the Arcanist 16/46, bloodied
Dragon 289/408, 3 OAs pending
Gibberling Bunch dead

Zones in effect:
  • burst 3 around O29: the circus gets +1 AC
  • undead allies within 2 of Skull Lord get regeneration 5 and +2 to saves
  • all allies within 5 of Gnome arcanist have concealment

Resources used:
Ringmaster Red: Call of the Grave, Fireball
Kalad: AP, Sacred circle, Divine Strength
Shifty: healing burst
Dragon: APx2, breath weapon, frightening presence
Perky: Fey step

[sblock=map]
CabanaDragon011.png
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[sblock=aid another at the end of a charge] I respect your right to make the call and will play out the rest of the match using it. I'm not going to argue, although I disagree.

Bull Rush takes a standard action, and Charge specifically includes that as something possible at the end of the charge. I interpret this as allowing a PZ, instead of dealing damage from the basic attack, to be able to Aid Another. However that is just an interpretation, not a specific rule.

PZ spends a standard action
charges to the aid of another
performs a melee basic attack against a target within reach
deals no damage and instead chooses an ally to give a +2 bonus on next attack roll, or all defenses against the targets next attack.

It seems like all the requirements of both are filled. There aren't multiple attacks going on, and it doesn't stretch the standard action.

You're the DM this match, I'm going to post my turn tomorrow going by your current ruling with zero argument. No hard feelings, no hassle. :D


[/sblock]
 

[sblock=bull rush vs. aid another]Mm, I think your argument actually supports my case: the reason you can bull rush at the end of a charge, even though bull rush is usually a separate standard action, is that the wording of charge specifically allows it as the only generally available alternative to a plain old basic melee attack.

But, as you say, let's move on.
[/sblock]
 

my computer is giving me a hard time... I'd like to update however I am unable to view the map.

I'll try again later tonight.
 

The Small Car Troop lash out at the dragon as it moves, and upon getting ravaged by the dragon, Perky disappears!

Shifty moves to the front and readies himself for the dragons return. Fortifying the now invisible perky.

The Drum Major has another Small Car Troop member spring to his feet in no time with a steady stream of threats, including something about feeding something to someone's mama.
He then waits for the dragon to show back up before unleashing another mouthy burst of death fire.

Ringmaster Red does much the same, unleashing a laser beam upon the dragon at his first opportunity. before retreating behind the Drum Major.

The Small Car Troop retreats, laying a few banana peels along the ground on their way and moaning the dragons position to Shifty.

Kalad continues to nurse his wounds at the back of the circus.
Perky uses the invisible opportunity he has to retreat beyond the dragons reach.



[sblock=OOC]
PZ 3, 7, 1 OA on dragon 11, 20, and 22 respectively vs AC if any hit 4 damage

Perky Gnome Arcanist Fades away and becomes invisible. (if this doesn't work save the power for later)

Shifty Pact bound adept
healing burst recharge fails
Standard action total defense
Move to 029
Minor dragons grace on perky the gnome arcanist

Skull Lord
Skull of death's command on on PZ8 (who stands in R28)
Standard Action Ready Skull of Withering Flame on dragon when the dragon moves in any place he can be targeted.
(if he can target the dragon already total defense and skull of withering flame on dragon) 28 to hit fortitude for 7 fire and necrotic damage

Flame Skull Death Master
Standard action flame ray on dragon (if need, readied until dragon moves into a position able to target) 30 vs reflex for 13 fire damage
(if I can target the dragon from his current position move to L30, if the action was readied no move action.)

Pack Zombies
PZ 1 double moves to K28
PZ 7 double move runs to J28
PZ 3, 8 assist shifty the pact bound adept, PZ 3 assists Shifty's defenses against the dragons next attack, PZ 7 assist shifty's next attack.
PZ 3, 8 move to O29 and O27 (running if needed) (yes this will provoke)

Kalad
total defense

Gnome Arcanist
double moves to L28
Becomes visible


[/sblock]
 

ooc: Need clarification from you. Perky can use Fade Away as an immediate reaction when the dragon hits him, and then move back to safety without provoking. If he's invisible on Shifty's turn, though, Shifty can't target him with DG. Which I'm assuming removes the motivation for Shifty to move south, and probably changes the PZs actions. Shifty could instead ready DG for the end of Perky's turn, when he becomes visible again, or simply delay, but neither of those require movement either. I'd have to guess too much to update at this point; can you clarify your actions in light of all this?
 

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