TURTLEDOME! (Battle Bone!) -- Part 2

Round 4...

//One small change, because of the items spent on the stunt, I'm permitting Finnian to keep his hammer.//

Filled with rage, Finnian throws Drivan over his shoulder and snatches Emral by the collar of his jacket. "Hey, watch THE COAT!"

The radiance of the Approvalometer (tm) shines down upon the ranger, filling him with the good will of the audience. A burst of light, and a glyph flies from the Approvalometer (tm) spinning downwards, merging with Finnian.

"Go, Finnian!" shouts a child.

"Get them out of there!" yells a woman.

Images fill Finnian's head. He can see all his social gaffes and faux pas laid out before him--and he can also feel the joy and laughter they gave to those that watched.

Power floods into his limbs.

In a blur of movement, the ranger darts out of the clutches of the BONESWARM!'s, nimbly avoiding their attacks. He rushes towards the elevators, getting closer to Vaunea. He stops near a green disc and shoves Emral onto it, while tossing Drivan onto his feet nearby. The disc erupts into healing light. [Emral is fully healed. Finnian and Drivan regain 5 HP.]

Finnian drops into a crouch and bares his teeth, standing guard before his companions and daring the swarms to attack him as he protects them and shields them. [Finnian gains +2 to his defenses until EONT. Finnian also provides cover to Drivan and Emral until SONT.]

The crowd cheers.

"*****! No fair!" shouts the Bone-tinant, "Orange platoon! Take 'em down!"

He hurls his bone-a-rang at Drivan. [Standard: 1d20+10-2-2=18 v. AC, 1d8+3=5] The weapon seems certain to hit the wizard, but Finnian knocks it out of the air with his hammer.

"Don't listen to that party pooper, boys! We need to work up this crowd!" yells the Helter-Skeleton.

"Shut up, you! I'm in charge here!"

"Oh, poo! I'm the same rank as you! C'mon, boys, get our theme song going! The BONESWARMS! will take them down after we've weakened their defenses!"

The Orange Legionnaires look at one another in confusion. Half obey the Bone-tinant, while the others start stamping their feet and clapping. A couple scream, "I can't take it anymore!" and pull themselves to bits, creating new skeletons...that unfortunately appear in mid-air and fall to the ground, bursting into bits--though the one nearest Emral does replicate.

[Standard: Aid Another x6 -- Diplomacy for Helter-Skeleton's 'Work Up the Crowd' attempt (next round) -- 1d20-4=1, 1d20-4=11, 1d20-4=4, 1d20-4=-2, 1d20-4=-2, 1d20-4=16 -- Helter-Skeleton gets a +2 bonus]

[Standard: Bone-a-rang x6 (3 at Drivan, 3 at Emral) -- 1d20+6-2=8 v. Drivan, 1d20+6-2=22 v. Emral, 1d20+6-2-2=3 v. Drivan, 1d20+6-2-2=7 v. Emral, 1d20+6-2-2=18 v. Drivan, 1d20+6-2-2=20 v. Emral -- Drivan is hit once and loses 3 HP; Emral is hit twice and loses 6 HP]


[sblock=Status: Round 4]Drivan HP 9/26 BLOODIED; Healing Surges 5/7
Emral HP 21/27, Healing Surges 4/6
BONESWARM! 1: 2 THP
White Team
Helter Skeleton
Green Team
Finnian HP 33/38, +2 damage and +2 regeneration while bloodied, Healing Surges: -- Erlai: HP -12/24 DEAD!
Bone-tinant
Orange Team
Vaunea HP 44/44, Regen 6 while bloodied; Healing Surges 11/13 <== You’re up!
BONESWARM! 2: 2 THP

Party Kills: 43 (2150 XP; 537 XP each)

[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 (x1)]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 or dead).
  • 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 until the next 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.

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=ooc]Just a reminder that I appreciate all the truly, truly horrible puns in this game, this fine St. Patrick's Day.

Awesome stunt, Finnian! going up to max hp is always pure win![/sblock]
 

//Two days and no post from Mo. Any of you have any suggestions for Vaunea's next action? If I don't receive anything from Mo by Saturday, I'll go ahead and post for her.

Also, any suggestions for Drivan?

I'm getting worried because my players are starting to vanish.//
 

//I'm not worried. I think it's the March Break lull. I just got a new job, the mrs has been puking for days, and I've also been ill. I have no doubt that pauses are due to RL concerns or writers' block.

The only issue for me is that I'm lazy. I don't want to scroll back all the time for tokens, or look at my sheet. I stink (pew pew). Also, I want to post something inspired every time; and while this mostly works, some days I have to let ideas percolate.

I think Vaunea should whack that last skeleton and head back to the elevators to cover us from one side while we all run up there.
Drivan should flee to the elevator as soon as possible, covering us with the flaming sphere and casting MM if he can. Once we're on the wall, we can just go around and around minion-hunting until there's nothing but major skeletons. I vote we form up and organize, simply because I don't like losing pieces (and we've lost enough already).
I'd save Erlai's body, but we need to organize. Maybe Drivan can spare an action to Mage Hand him into the green disc? Otherwise, we wait until we can spare the actions to heal him.//
 

//Since that side is clear, I think Vaunea should take on one of the non-minions, like Helter Skeleton or Bonetenant. Finnian will provide cover to Drivan and Emral this round at least. Maybe they can AOE the swarms. Then we can put some attention on the remaining minions. What do you think?

Also, thanks for the upgrade on the stunt, Mr. DM. It worked out quite well for everyone.//
 

//good call. Can she get back to hold it off while we get up there? I mean, I think she's next to a minion. If she can't engage this round, definitely get back to us and in place to defend vs. the bontinant (which I think is right there).
Maybe us ranged types should annihilate the minions around the walls? They're ranged attacks will add up if we don't do *something* when we get up there. That and the catapults.//
 

The only issue for me is that I'm lazy. I don't want to scroll back all the time for tokens, or look at my sheet. I stink (pew pew). Also, I want to post something inspired every time; and while this mostly works, some days I have to let ideas percolate.
*sigh*

You do know that I'm posting the tokens, potions, etc. with every status update, right?
 

Rounds 4 and 5...

Calling on the power of Dave, Vaunea quickly lashes out with her axe to smite the impertinent skeleton. [Dave Token: Extra Basic Attack - 1d20+9=27v. AC. The attack hits, and the skeleton does not replicate (1d6=2).]

The minotaur consumes one of Uncle Mikey's 'Go Pills'. Her eyes pop open, and she bellows. [Minor: Use Consumable -- +1 to speed, AC, and reflexes, extra basic attack until EONT.]

Armor clanking, hoofsteps ringing, Vaunea runs towards the elevator. As soon as she reaches the arena floor, she charges the nearest BONESWARM!, almost barreling over her comrades in her haste. [Move: to H2. Standard: Charge BONESWARM! - 1d20+9+1=17 v. AC.]

Her attack misses, but she markes the BONESWARM! [Vaunea's turn ends because of charge.]

The BONESWARM! overwhelms Vaunea, knocking her to the ground. [Minor: Overwhelm --1d20+7=20 v. Fortitude. Hit. Vaunea is prone.]

Then, the horrible monstrousity slams into Vaunea, battering past her defenses and ripping at her flesh. [Standard Action: Basic Attack: 1d20+8+2=30 v. AC; CRITICAL HIT!; Vaunea takes 14 damage!]

Round 5...
Because of the power you've drawn from the crowd to enable your stunts, the Approvalometer ceases to flicker and drops down one step, to Green 2.

Drivan concentrates on maintaining the radiant sphere. [Minor action.]

The sphere moves adjacent to the BONESWARM! devouring Vaunea. [Move action.]

As the sphere moves away from its former location, the green disc transforms into a hissing, popping lump of blackness. All the nearby Legionairres gasp in surprise and avarice.

The sphere attacks the BONESWARM! [Standard: 1d20+7=22 v. Reflex; 2d6+6=15 damage, halved because of swarm, for 7 damage + 5 because vulnerability to radiance -- 12 damage]

Drivan spends an AP and casts Scorching Burst, centered on I15. A glowing glyph, in the shape of a flaming heart, descends from the Approvalometer (tm), as Drivan activates the "One Hot Hunk of Manhood" token. [The area of Scorching Burst becomes burst 5, and it inflicts 2d6, rather than 1d6 damage. You gain a +2 bonus on attack rolls with the burst.] The green disc caught within the area of the spell's effect releases its energy, transmuting the flame into radiant energy. [Action Point: Enhanced Scorching Burst (Radiant) v. Reflex -- 1d20+9=24 1d20+9=17 v. Orange 67, 1d20+9=22 v. Orange 100, 1d20+9=21 v. Orange 86, 1d20+9=24 v. Orange 79, 1d20+9=29 v. BONESWARM!, 1d20+9=27 v. Bone-tinant All five Orange LoB's are destroyed. (No chance of replication due to radiant damage.) The BONESWARM! receives a critical hit: 18 damage + 5 for vulnerability to radiant damage + 5 for vulnerability to area attacks + 1d6=6 for the staff's critical damage bonus, for a total of 34 damage. DESTROYED! The Bone-tinant takes 2d6+6=11 damage + 5 for vulnerability to radiant energy for a total of 16 damage.]

Finally, Drivan calls on Dave to heal him. [1d6=4 damage healed.]

A black lump appears where the green disc once stood.

Emral feels a numbness growing in his lower extremities. The green disc upon which he stands IS TURNING BLACK.


[sblock=Status: Round 5]Drivan HP 13/26 BLOODIED; Healing Surges 5/7
Emral HP 21/27, Healing Surges 4/6 <== You’re up!
BONESWARM! 1: 2 THP
Helter Skeleton
Green Team
Finnian HP 33/38, +2 damage and +2 regeneration while bloodied, Healing Surges: 8/9
Erlai: HP -12/24 DEAD!
Bone-tinant: 16 damage
Orange Team
Vaunea HP 30/44, Regen 6 while bloodied; Healing Surges 9/13; +1 to speed, AC, and reflexes, extra basic attack until EONT; PRONE

Party Kills: 49 Legionnaires (2450 XP), 1 BONESWARM! (250 XP)

[sblock=Resources Expended]
Drivan 2 Healing Surges, 2 Healing Pills, Flaming Sphere, 1 AP
Emral 2 Healing Surges, 2 Healing Pills, Dragonflame Mantle
Finnian 1 Healing Surge, Yield Ground, Longtooth Shifting, Off-Hand Strike, 1 Healing Potion
Vaunea 4 Healing Surges, Boundless Endurance , Battlecrazed Battleaxe +1 Daily Power, Goring Charge, 1 'Go' Pill
[/sblock]

[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 (x1)]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 or dead).
  • 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 until the next 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.

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.

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=Consumables]
Drivan 5 "normal pills", 1 "go" pill, 1 "super" pill
Emral 5 "normal pills", 1 "go" pill, 1 "super" pill
Finnian 8 "normal" pills, 1 "go" pill, 1 "super" pill, 2 whetstones (+2)
Vaunea 8 "normal" pills, 1 "go" pill, 2 "super" pills, 1 potion
[/sblock]

[/sblock]
 

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[sblock=ooc]Doesn't my THE COAT! have Necrotic resistance 5? How much damage is that disc doing?

If I'm not taking damage, I'm going to fire a Burning Spray at the nearby Bone Swarm, then run back to the elevator and go up top.

If I *am* taking damage, I'm just going to run to the elevators and get up there, then shoot.

I want to pidgeonhole those upper Skeletons as best I can in a round or two, so they're not doing constant damage while we piddle about with the bosses. It's a WoW trick someone who plays told me about: lower hp minions first, then the toughies, as you cut down on per round damage dealt, then go for the big kill.[/sblock]
 

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