Iron Sky
Procedurally Generated
Arise, dead thread, serve me once again!
[sblock=Scenario: The Dreadnaught Bridge]XP Encounter Difficulty: Level 18(7 Level 15 PCs)
Brief summary: The PCs are assaulting the bridge of a massive Hegemony Airship. Inside is one of the Zodiac, the leaders of the Hegemony Empire the PCs have been fighting since the start of the game. They've already killed him once, but somehow he's back - though rumors have said he's... different somehow.
Area setup: The game starts with the PCs breaching the massive steel doors that lead into the Bridge. Inside are four suits of UNITY power armored Dragoons (think Final Fantasy magitech).
Enemies:
1 x Geman Zodiac(Level 16 Solo Controller) - when killed he transforms into Kraken-holder(Level 16 Solo Controller, slightly modified version of the Aspect of Ghaundahar used earlier in the thread, photoshopped pic I made below)
[sblock=Geman]Geman Zodiac Level 16 Solo Controller
Medium aberrant humanoid (air) XP 7,000
HP 636; Bloodied 318
Regeneration 5
AC 31; Fortitude 29; Reflex 30; Will 30
Speed 6, climb 6
Resist 10 thunder
Saving Throws +5; Action Points 2
Initiative +14
Perception +19
Blindsight 10
Standard Actions
m Swirling Wind • At-Will
Attack: Reach 2; +20 vs. Reflex
Hit: 1d10 + 11 damage, and the target is pushed 3 squares.
C Rending Storm (thunder) • At-Will
Attack: Close Blast 5; +20 vs. Fortitude
Hit: 1d10 + 11 damage and the target is pushed 3 squares.
A Pet Tornado • encounter; recharge bloodied
Attack: Area Burst 1 in 10; +20 vs. Fortitude
Hit: 2d8 + 11 damage and the target is pushed 5 and knocked prone.
Effect: The tornado lasts until the end of the encounter. It can be moved 5 squares as a move action.
C Airy Vault • Recharge 4 5 6
Attack: Close Burst 1; +20 vs. Fortitude
Hit: 3d10 + 11 damage and the target is pushed 3 squares. Effect: Geman may fly his speed.
Minor Actions
R Updraft • At-Will
Attack: Ranged 5; +20 vs. Reflex
Hit: 1d10 + 11 damage and the target is pushed 3 squares.
Triggered Actions
Redirected Strike • Recharge 4 5 6
Trigger: When targeted by a melee or ranged attack.
Effect (Immediate Interrupt): Geman selects a new target for the attack inside her aura, sliding the attacker adjacent to the new target if the attacker is also within her aura.
Reactive Gust • At-Will
Trigger: When hit by a melee attack.
Effect (Immediate Reaction): Geman pushes the attacker 3 squares.
Other Powers
Zodiac Resilience
Effect: At the start of each of his turns, Geman may make a saving throw against one status effect, even if it does not normally allow a save.
Skills Bluff +19, Diplomacy +19, History +19, Insight +19, Intimidate +19, Nature +19, Streetwise +19
Str 23 (+14) Dex 23 (+14) Wis 23 (+14)
Con 23 (+14) Int 23 (+14) Cha 23 (+14)
Alignment chaotic evil Languages —[/sblock]
[sblock=Krakenholder]Beholder-Kraken(Aspect of Chaos) Level 16 Solo Controller
Huge aberrant magical beast XP 7,000
HP 640; Bloodied 320
AC 30; Fortitude 32; Reflex 28; Will 30
Speed 3, swim 10, fly 6 (hover)
Resist 10 acid
Action Points 2
Initiative +12
Perception +17
All-Around Vision, Darkvision
Traits
O Eystalks • Aura 10
Any creature that starts its turn inside the aura takes a random eye-ray attack.
Standard Actions
m Tentacle Lash • At-Will
Attack: Reach 3; +21 vs. AC
Hit: 2d6 + 9 damage and grabbed(until escape). Aspect can grab any number of creatures up to 3 squares from it.
m Prime Tentacles • At-Will
Attack: Reach 5; +21 vs. AC
Hit: 2d12 + 7 damage and the target slides 4.
M Tentacle Frenzy • Recharge 5 6
Effect: Make a Tentacle or Prime Tentacle attack against each creature in reach of those attacks.
C Engulfing Maw • Recharge 5 6
Attack: Close Blast 3; +20 vs. Fortitude
Hit: 1d6 + 9 damage and any creature hit by the attack is grabbed.
Effect: All creatures grabbed by the Aspect after take a secondary attack:.
Attack: ; +20 vs. Fortitude
Hit: 1d10 + 7 damage. Creatures hit are pulled into the Aspect's square(see Maw, below).
Eye Rays(standard, at-will) • At-Will
Attack: (2 random targets in range take random eye-ray attacks.);
Eye 1: +20 vs. Will; 1 - Withering Ray(Necrotic): range 10
Hit: 2d4 + 7 necrotic and 10 ongoing necrotic damage (save ends).
Eye 2: ; +20 vs. Will; 2 - Blinding Ray(Psychic): range 10
Hit: 2d4 + 7 psychic damage and the target is blind(save ends).
Eye 3: ; +20 vs. Reflex; 3 - Dissolving Ray(Acid): range 10
Hit: 2d4 + 7 acid damage and the target takes 10 ongoing acid damage(save ends).
Eye 4: +20 vs. Fortitude; 4 - Enfeebling Ray: range 10
Hit: 2d4 + 7 damage and the target is weakened(save ends). First Failed Save: The target is dazed and weakened(save ends both). Second Failed Save: The target is stunned(save ends).
Eye 5: +20 vs. Will; 5 - Disarming Ray(Psychic): range 5
Hit: 2d4 + 7 psychic damage and the target throws whatever they are carrying in their main hand into the Aspect's space. If they are not carrying anything in their main hand, they throw their off-hand item. Otherwise, they throw a random magical item they are carrying.
Eye 6: ; +20 vs. Will; 6 - Confusion Ray (Charm): range 10
Hit: 2d4 + 7 psychic damage and the target charges its nearest charge-able ally and makes a melee basic attack against it.
Eye Ray Frenzy • Recharge 5 6
Effect: Usable only when bloodied; As eye rays above, except the Aspect makes four eye ray attacks.
Minor Actions
Main Eye • At-Will
Attack: Ranged 10; +20 vs. Will
Hit: The target is dazed until the end of the Aspect's next turn and the Aspect slides them 5 squares.
Triggered Actions
Body Shield • At-Will
Effect (Immediate Interrupt): When the Aspect is targeted by an attack, it may make one creature in its Maw the target instead. After the attack is resolved, the creature used as a Body Shield is considered to have saved from the Maw(see above).
C Death Cloud • Encounter
Trigger: When reduced to 0 hit points.
Attack (Free): Close Burst 5; +20 vs. Fortitude; When reduced to 0 hit points
Hit: 4d10 + 10 poison damage and the target contracts Far Mutation.
Other Powers
Maw • At-Will
Action: No Action.
Effect: All creatures in the Maw take 20 ongoing acid, are restrained, and no creatures outside the Maw have line of sight to them(save ends all). On a successful save, the target escapes from the maw and is prone in a square of their choice adjacent to the Aspect.
Effect: Each failed save: The creature loses a healing surge and the Aspect heals a number of hit points equal to the creature's surge value. If the creature has no healing surges, it suffers an amount of damage equal its surge value.
Skills Arcana +18, Endurance +20, Insight +17, Stealth +17
Str 26 (+16) Dex 18 (+12) Wis 18 (+12)
Con 24 (+15) Int 20 (+13) Cha 18 (+12)
Alignment chaotic evil Languages —[/sblock]
2 x Hegemony Dragoon Unity Walker, Black(Level 14 Elite Brute)
[sblock=Black Walker]Hegemony Dragoon Unity Walker, Black Level 14 Elite Brute
Large natural animate (construct) XP 2,000
HP 346; Bloodied 173
AC 28; Fortitude 29; Reflex 27; Will 27
Speed 5
Resist 20 acid
Saving Throws +2; Action Points 1
Initiative +10
Perception +11
Traits
O Acid Sheidl • Aura 2
Any time the Walker takes damage, all creatures in the aura take 1d8 acid damage.
Standard Actions
m Acid Smash (acid) • At-Will
Attack: Reach 2; +15 vs. Fortitude
Hit: 4d6 + 5 acid damage.
Twin Smash • At-Will
Effect: The Walker makes to Acid Smash attacks.
M World of Hurt (acid) • Recharge 4 5 6
Attack: +15 vs. Fortitude
Hit: 7d6 + 6 damage and 10 ongoing acid damage.
Minor Actions
Unity Walker Armor • Encounter when bloodied
Requirements: .
Effect: The Walker gains regen 10 and 1d6 charges.
Acid Buildup (acid) • At-Will
Effect: The Walker builds up a charge of acid. The next time the Walker hits, it may expend any number of charges to deal an extra 1d10 per charge.
Repower • Recharge 5 6
Effect: The Walker may expend any number of charges. Each heals it 1d8 hitpoints.
Other Powers
Acid Absorber (acid) • At-Will
Action: Immediate Interrupt, when hit by an attack that deals acid damage.
Effect: The Walker takes no damage from the attack and gains 1 acid charge per die of damage it would have taken.
Skills Athletics +17, Endurance +18, Intimidate +15
Str 21 (+12) Dex 16 (+10) Wis 18 (+11)
Con 23 (+13) Int 15 (+9) Cha 16 (+10)
Alignment unaligned Languages Goblin[/sblock]
2 x Hegemony Dragoon Unity Walker, Red(Level 14 Elite Artillery)
[sblock=Red Walker]Hegemony Dragoon Unity Walker, Red Level 14 Elite Artillery
Large natural animate XP 2,000
HP 220; Bloodied 110
AC 28; Fortitude 27; Reflex 28; Will 27
Speed 6
Resist 20 fire
Saving Throws +2; Action Points 1
Initiative +12
Perception +17
Darkvision
Standard Actions
m Fire Blade (fire) • At-Will
Attack: Reach 2; +17 vs. Reflex
Hit: 1d6 + 8 fire damage.
r Blaze Cannon (fire) • At-Will
Attack: Range 20; +19 vs. Reflex
Hit: 1d10 + 10 fire damage and ongoing 5 fire damage(save ends).
A Fireburst Cannon (fire) • Recharge 4 5 6
Attack: Area Burst 2 in 10; +17 vs. Reflex
Hit: 2d12 + 10 fire damage and 10 ongoing fire damage (save ends).
Minor Actions
Fire Buildup • At-Will
Effect: The Walker builds up a charge of fire. It may expend a charge as a minor action to make a Light Cannon attack or to add 5 fire vulnerability (save ends) to an attack that just hit.
Repower • Recharge 5 6
Effect: The Walker may expend any number of charges. Each heals it 1d8 hitpoints.
Unity Walker Armor • Encounter when bloodied
Effect: The Walker gains regeneration 10 and 1d6 charges.
Other Powers
Fire Absorber • At-Will
Requirements: When hit by an attack that would deal fire damage.
Effect: The Walker takes no damage from the attack and gains 1 charge per dice of fire damage it would have taken.
Skills Athletics +17, Endurance +17, History +17, Insight +17, Intimidate +17, Stealth +17, Streetwise +17
Str 20 (+12) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 20 (+12) Cha 20 (+12)
Alignment unaligned Languages —[/sblock]
Note: I'm not sure if these monsters have been MM3 auto-updated by Adventure Tools or not...
Enemy setup: See picture below.
How it went: Slow. It was supposed to be an epic fight, but Geman's tornado locked down two PCs in the hallway, pretty much leaving them making weak ranged attacks the whole time. This was before the MM3 damage update, so the enemy didn't do enough damage to compensate for their relatively high defenses and tons of hp.
Once Geman died and transformed into the beholder-kraken, the fight got more interesting(though his cool powers never recharged in 5 rounds of combat), but they burned him down fairly easily. They thought the transformation was cool, but the fight took so long it was too-little, too-late.
Actual Difficulty: Tornado-frustrating, everything else relatively easy.
How well did it work(on a scale of 1-10): 4 - Grind. What was supposed to be an epic fight ended up being an epic slog. If I did it again, well, I'd have MM3 monster damage expressions so it'd be much more dangerous.[/sblock]
[sblock=Scenario: The Dreadnaught Bridge]XP Encounter Difficulty: Level 18(7 Level 15 PCs)
Brief summary: The PCs are assaulting the bridge of a massive Hegemony Airship. Inside is one of the Zodiac, the leaders of the Hegemony Empire the PCs have been fighting since the start of the game. They've already killed him once, but somehow he's back - though rumors have said he's... different somehow.
Area setup: The game starts with the PCs breaching the massive steel doors that lead into the Bridge. Inside are four suits of UNITY power armored Dragoons (think Final Fantasy magitech).
Enemies:
1 x Geman Zodiac(Level 16 Solo Controller) - when killed he transforms into Kraken-holder(Level 16 Solo Controller, slightly modified version of the Aspect of Ghaundahar used earlier in the thread, photoshopped pic I made below)
[sblock=Geman]Geman Zodiac Level 16 Solo Controller
Medium aberrant humanoid (air) XP 7,000
HP 636; Bloodied 318
Regeneration 5
AC 31; Fortitude 29; Reflex 30; Will 30
Speed 6, climb 6
Resist 10 thunder
Saving Throws +5; Action Points 2
Initiative +14
Perception +19
Blindsight 10
Standard Actions
m Swirling Wind • At-Will
Attack: Reach 2; +20 vs. Reflex
Hit: 1d10 + 11 damage, and the target is pushed 3 squares.
C Rending Storm (thunder) • At-Will
Attack: Close Blast 5; +20 vs. Fortitude
Hit: 1d10 + 11 damage and the target is pushed 3 squares.
A Pet Tornado • encounter; recharge bloodied
Attack: Area Burst 1 in 10; +20 vs. Fortitude
Hit: 2d8 + 11 damage and the target is pushed 5 and knocked prone.
Effect: The tornado lasts until the end of the encounter. It can be moved 5 squares as a move action.
C Airy Vault • Recharge 4 5 6
Attack: Close Burst 1; +20 vs. Fortitude
Hit: 3d10 + 11 damage and the target is pushed 3 squares. Effect: Geman may fly his speed.
Minor Actions
R Updraft • At-Will
Attack: Ranged 5; +20 vs. Reflex
Hit: 1d10 + 11 damage and the target is pushed 3 squares.
Triggered Actions
Redirected Strike • Recharge 4 5 6
Trigger: When targeted by a melee or ranged attack.
Effect (Immediate Interrupt): Geman selects a new target for the attack inside her aura, sliding the attacker adjacent to the new target if the attacker is also within her aura.
Reactive Gust • At-Will
Trigger: When hit by a melee attack.
Effect (Immediate Reaction): Geman pushes the attacker 3 squares.
Other Powers
Zodiac Resilience
Effect: At the start of each of his turns, Geman may make a saving throw against one status effect, even if it does not normally allow a save.
Skills Bluff +19, Diplomacy +19, History +19, Insight +19, Intimidate +19, Nature +19, Streetwise +19
Str 23 (+14) Dex 23 (+14) Wis 23 (+14)
Con 23 (+14) Int 23 (+14) Cha 23 (+14)
Alignment chaotic evil Languages —[/sblock]
[sblock=Krakenholder]Beholder-Kraken(Aspect of Chaos) Level 16 Solo Controller
Huge aberrant magical beast XP 7,000
HP 640; Bloodied 320
AC 30; Fortitude 32; Reflex 28; Will 30
Speed 3, swim 10, fly 6 (hover)
Resist 10 acid
Action Points 2
Initiative +12
Perception +17
All-Around Vision, Darkvision
Traits
O Eystalks • Aura 10
Any creature that starts its turn inside the aura takes a random eye-ray attack.
Standard Actions
m Tentacle Lash • At-Will
Attack: Reach 3; +21 vs. AC
Hit: 2d6 + 9 damage and grabbed(until escape). Aspect can grab any number of creatures up to 3 squares from it.
m Prime Tentacles • At-Will
Attack: Reach 5; +21 vs. AC
Hit: 2d12 + 7 damage and the target slides 4.
M Tentacle Frenzy • Recharge 5 6
Effect: Make a Tentacle or Prime Tentacle attack against each creature in reach of those attacks.
C Engulfing Maw • Recharge 5 6
Attack: Close Blast 3; +20 vs. Fortitude
Hit: 1d6 + 9 damage and any creature hit by the attack is grabbed.
Effect: All creatures grabbed by the Aspect after take a secondary attack:.
Attack: ; +20 vs. Fortitude
Hit: 1d10 + 7 damage. Creatures hit are pulled into the Aspect's square(see Maw, below).
Eye Rays(standard, at-will) • At-Will
Attack: (2 random targets in range take random eye-ray attacks.);
Eye 1: +20 vs. Will; 1 - Withering Ray(Necrotic): range 10
Hit: 2d4 + 7 necrotic and 10 ongoing necrotic damage (save ends).
Eye 2: ; +20 vs. Will; 2 - Blinding Ray(Psychic): range 10
Hit: 2d4 + 7 psychic damage and the target is blind(save ends).
Eye 3: ; +20 vs. Reflex; 3 - Dissolving Ray(Acid): range 10
Hit: 2d4 + 7 acid damage and the target takes 10 ongoing acid damage(save ends).
Eye 4: +20 vs. Fortitude; 4 - Enfeebling Ray: range 10
Hit: 2d4 + 7 damage and the target is weakened(save ends). First Failed Save: The target is dazed and weakened(save ends both). Second Failed Save: The target is stunned(save ends).
Eye 5: +20 vs. Will; 5 - Disarming Ray(Psychic): range 5
Hit: 2d4 + 7 psychic damage and the target throws whatever they are carrying in their main hand into the Aspect's space. If they are not carrying anything in their main hand, they throw their off-hand item. Otherwise, they throw a random magical item they are carrying.
Eye 6: ; +20 vs. Will; 6 - Confusion Ray (Charm): range 10
Hit: 2d4 + 7 psychic damage and the target charges its nearest charge-able ally and makes a melee basic attack against it.
Eye Ray Frenzy • Recharge 5 6
Effect: Usable only when bloodied; As eye rays above, except the Aspect makes four eye ray attacks.
Minor Actions
Main Eye • At-Will
Attack: Ranged 10; +20 vs. Will
Hit: The target is dazed until the end of the Aspect's next turn and the Aspect slides them 5 squares.
Triggered Actions
Body Shield • At-Will
Effect (Immediate Interrupt): When the Aspect is targeted by an attack, it may make one creature in its Maw the target instead. After the attack is resolved, the creature used as a Body Shield is considered to have saved from the Maw(see above).
C Death Cloud • Encounter
Trigger: When reduced to 0 hit points.
Attack (Free): Close Burst 5; +20 vs. Fortitude; When reduced to 0 hit points
Hit: 4d10 + 10 poison damage and the target contracts Far Mutation.
Other Powers
Maw • At-Will
Action: No Action.
Effect: All creatures in the Maw take 20 ongoing acid, are restrained, and no creatures outside the Maw have line of sight to them(save ends all). On a successful save, the target escapes from the maw and is prone in a square of their choice adjacent to the Aspect.
Effect: Each failed save: The creature loses a healing surge and the Aspect heals a number of hit points equal to the creature's surge value. If the creature has no healing surges, it suffers an amount of damage equal its surge value.
Skills Arcana +18, Endurance +20, Insight +17, Stealth +17
Str 26 (+16) Dex 18 (+12) Wis 18 (+12)
Con 24 (+15) Int 20 (+13) Cha 18 (+12)
Alignment chaotic evil Languages —[/sblock]
2 x Hegemony Dragoon Unity Walker, Black(Level 14 Elite Brute)
[sblock=Black Walker]Hegemony Dragoon Unity Walker, Black Level 14 Elite Brute
Large natural animate (construct) XP 2,000
HP 346; Bloodied 173
AC 28; Fortitude 29; Reflex 27; Will 27
Speed 5
Resist 20 acid
Saving Throws +2; Action Points 1
Initiative +10
Perception +11
Traits
O Acid Sheidl • Aura 2
Any time the Walker takes damage, all creatures in the aura take 1d8 acid damage.
Standard Actions
m Acid Smash (acid) • At-Will
Attack: Reach 2; +15 vs. Fortitude
Hit: 4d6 + 5 acid damage.
Twin Smash • At-Will
Effect: The Walker makes to Acid Smash attacks.
M World of Hurt (acid) • Recharge 4 5 6
Attack: +15 vs. Fortitude
Hit: 7d6 + 6 damage and 10 ongoing acid damage.
Minor Actions
Unity Walker Armor • Encounter when bloodied
Requirements: .
Effect: The Walker gains regen 10 and 1d6 charges.
Acid Buildup (acid) • At-Will
Effect: The Walker builds up a charge of acid. The next time the Walker hits, it may expend any number of charges to deal an extra 1d10 per charge.
Repower • Recharge 5 6
Effect: The Walker may expend any number of charges. Each heals it 1d8 hitpoints.
Other Powers
Acid Absorber (acid) • At-Will
Action: Immediate Interrupt, when hit by an attack that deals acid damage.
Effect: The Walker takes no damage from the attack and gains 1 acid charge per die of damage it would have taken.
Skills Athletics +17, Endurance +18, Intimidate +15
Str 21 (+12) Dex 16 (+10) Wis 18 (+11)
Con 23 (+13) Int 15 (+9) Cha 16 (+10)
Alignment unaligned Languages Goblin[/sblock]
2 x Hegemony Dragoon Unity Walker, Red(Level 14 Elite Artillery)
[sblock=Red Walker]Hegemony Dragoon Unity Walker, Red Level 14 Elite Artillery
Large natural animate XP 2,000
HP 220; Bloodied 110
AC 28; Fortitude 27; Reflex 28; Will 27
Speed 6
Resist 20 fire
Saving Throws +2; Action Points 1
Initiative +12
Perception +17
Darkvision
Standard Actions
m Fire Blade (fire) • At-Will
Attack: Reach 2; +17 vs. Reflex
Hit: 1d6 + 8 fire damage.
r Blaze Cannon (fire) • At-Will
Attack: Range 20; +19 vs. Reflex
Hit: 1d10 + 10 fire damage and ongoing 5 fire damage(save ends).
A Fireburst Cannon (fire) • Recharge 4 5 6
Attack: Area Burst 2 in 10; +17 vs. Reflex
Hit: 2d12 + 10 fire damage and 10 ongoing fire damage (save ends).
Minor Actions
Fire Buildup • At-Will
Effect: The Walker builds up a charge of fire. It may expend a charge as a minor action to make a Light Cannon attack or to add 5 fire vulnerability (save ends) to an attack that just hit.
Repower • Recharge 5 6
Effect: The Walker may expend any number of charges. Each heals it 1d8 hitpoints.
Unity Walker Armor • Encounter when bloodied
Effect: The Walker gains regeneration 10 and 1d6 charges.
Other Powers
Fire Absorber • At-Will
Requirements: When hit by an attack that would deal fire damage.
Effect: The Walker takes no damage from the attack and gains 1 charge per dice of fire damage it would have taken.
Skills Athletics +17, Endurance +17, History +17, Insight +17, Intimidate +17, Stealth +17, Streetwise +17
Str 20 (+12) Dex 20 (+12) Wis 20 (+12)
Con 20 (+12) Int 20 (+12) Cha 20 (+12)
Alignment unaligned Languages —[/sblock]
Note: I'm not sure if these monsters have been MM3 auto-updated by Adventure Tools or not...
Enemy setup: See picture below.
How it went: Slow. It was supposed to be an epic fight, but Geman's tornado locked down two PCs in the hallway, pretty much leaving them making weak ranged attacks the whole time. This was before the MM3 damage update, so the enemy didn't do enough damage to compensate for their relatively high defenses and tons of hp.
Once Geman died and transformed into the beholder-kraken, the fight got more interesting(though his cool powers never recharged in 5 rounds of combat), but they burned him down fairly easily. They thought the transformation was cool, but the fight took so long it was too-little, too-late.
Actual Difficulty: Tornado-frustrating, everything else relatively easy.
How well did it work(on a scale of 1-10): 4 - Grind. What was supposed to be an epic fight ended up being an epic slog. If I did it again, well, I'd have MM3 monster damage expressions so it'd be much more dangerous.[/sblock]
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