TURTLEDOME! (Battle Bone!) -- Part 2


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//Sorry thought I posted this!//

Drivan grimaces as he commits himself to self-sacrifice for the greater good...

//Drivan will put all of his actions into the pot for the hope of increasing the chances of full scale skeletal destruction//
 

Round 3 (continued)

Several skeletons that threw blows at Emral suddenly combust.

//*cough*//

The green (radiant) flaming sphere winks out of existence as Drivan gathers all of his mystical energy and forges a connection with the collective psychic power of the audience. The Approvalometer blinks, stabbing Drivan with a ray of light. Power builds. The arena rumbles. Lightnings crackle. Drivan begins to utter the magic word...

And a skeleton punches him in the face, knocking him cold.

//Seriously, the first skeleton to roll an Opportunity Attack got a 20: 1d20+6=26 1d20+6=15 1d20+6=15 1d20+6=25 1d20+6=26.//

"Who's th' Mastuh, punk!" shouts the skeleton at Drivan's convulsing body.

The crowd pauses in shock. Then, polite applause for the Legion builds into cheers!

"What the hoo-hoo?! What was Drivan thinking?!"

"Yes, Pete, the wizard certainly made a bad decision there. Why would he attempt such a risky move when his flaming sphere had converted to radiant energy, and all he had to do was place it near the Legionairres, obliterating them with no hope for revival?"

"And it would probably heal his party, too. That was divine radiance, Hobbes."

"Yes, it was, Pete. Well, if the Dusty Quill team keeps making moves like this, I'd bet we're guaranteed a short fight."

"That's why they need a paladin or cleric, Hobbes. Wizards just don't cut the mustard against undead."


"Okay, you boneheads!" shouts the Bone-tinant, "One wizard down. Kill the other!"

"But when we hit him, we catch on fire!" whines a skeleton.

"Just do it, maggots!"
 
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//Emral: Dragonflame Mantle only damages an opponent if it hits you, so the skeleton that kicked your rear was destroyed, but none of the others. Emral's AC is 17 until the end of his next turn.//

A violet skeleton turns its head and swings blindly at Emral. It misses and screams, "I'm alive! I'm ali--well, not really alive, but still okay!"

"I don't want to die again," cries another violet skeleton swinging at Emral, and missing.

"I embrace my doom!" shouts a third, slapping Emral on the back of his head, then bursting into flames. (3 damage to Emral.)

"Me, too!" cries a fourth, jumping on Emral's back and biting the sorcerer, before he, too, incinerates. (3 damage to Emral.)

//Violet Legionairre attack rolls: 1d20+6=13 1d20+6=11 1d20+6=25 1d20+6=17//

The final violet Legionairre whimpers and takes a punch. His half-hearted blow strikes Emral, torching the skeleton like a newlywed wife's first home cooked meal! (3 damage to Emral.) //Attack Roll: 1d20+6=24//

"Uuuuuh, team, I think someone needs to help Drivan! I mean, if you order me to, I can do it, but the nature of my hyper-physical, non-causal existence prohibits me from taking actions of my own initiative."

[sblock=Status: Round 3]Blue Team
Drivan HP -1/26 DYING!; Healing Surges 6/7
Violet Team
Black Team
Emral HP 1/27, Healing Surges 5/6 BLOODIED, Dragonflame Mantle (+1 to all defenses) until end of this turn<== You're up!
Boneswarm 1
White Team
Green Team
Yellow Team
Finnian HP 16/38, BLOODIED, +2 damage and +2 regeneration while bloodied (Erlai HP 9/24)
Bone-tinant
Orange Team
Vaunea HP 33/44, BLOODIED until EONT, Regen 6 while bloodied; Healing Surges 11/13; -1 to all rolls until EONT
Boneswarm 2

Skeletons Destroyed: 81
Party Kills: 32 (800 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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Drivan continues to convulse on the ground...

//Damn... Well played;) I forgot the AO's were immediate interrupts... And completely forgot about my orb...//
 


//Hindsight being 20/20 I realized that too late:-p Funny because Rrek, my swordmage, is in a constant state of death in his adventure too... We'll see how my LEB rogue fares...//
 


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