TURTLEDOME! (Battle Bone!) -- Part 2


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As Emral draws in magical energy, the skeleton directly ahead of him shouts, "Matchstick head is gettin' ready to cast, boys! Take 'im down!"

"Kiiiiii-yah!" shouts a skeleton, throwing a kick at Emral's head. [Rolls 14 v. AC, Miss]

"Waaaa-cha!" yells another, punching Emral in the side of the neck as the sorcerer dodges the first. [Rolls 21 v. AC; Emral takes 3 damage.]

"Ow! Hey! Watch the threads, baby!" shouts THE COAT!

As Emral reels from the blow, a third skeleton lunges forward to bite the genasi's arm (rolls 9 v. AC, miss), but the skeleton is too late. Fire blasts out, incinerating him and his comrade.

"Whoa! Right in the kisser, Hobbes!"

However, the one who kicked at Emral survives.

"I bet that Legionairre is thanking his lucky stars that he survived that one."

"You know, Emral," says Dave, Spirit of War, "Casting spells in melee is always a tactically inferior decision. In the future, I'd suggest a short withdrawal, followed by the incantation."

The white, green, and yellow flagged skeletons run at the party, stop short, and rip themselves apart. Their bones scatter to become new skeletons.

[sblock=Status: Round 1]Blue Team (x2): +1 to attacks v. Emral (until Blue EONT)
Drivan HP 20/26
Violet Team (x3): +1 to attacks v. Emral (until Blue EONT)
Black Team
Emral HP 24/27
White Team (x8): +1 to attacks v. Emral (until Blue EONT)
Green Team (x8): +1 to attacks v. Emral (until Blue EONT)
Yellow Team (x8): +1 to attacks v. Emral (until Blue EONT)
Finnian HP 32/38 (Emral HP 24/24) <== You're up!
Red Team: +1 to attacks v. Emral (until Blue EONT)
Orange Team: +1 to attacks v. Emral (until Blue EONT)
Vaunea HP 44/44

Skeletons Killed: 3

[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, 2 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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Wait, can I take my move action? I'd like to slip back, to Drivan's square, and then down out of the way, avoiding AoEs, for next round. I can move through friendly squares, right?
 


//pats shoulder, belly, gives tentative squeeze. Nope, you're right, I wouldn't hug this for sure!//


Emral slinks back through the party, feeling his neck where the skeleton almost broke the skin. Aw, that stings!
 

Finnian shifts to attack the skeletons on the south side of the arena. He points at the one directly across from him and grimaces. His sword swings around at the skeleton but the ranger is off to a poor start. Finnian follows up by whirling his hammer around at the skeleton next to him and does considerably better on his second attempt. Maybe he is warmed up now.


Sword of 5 Elements = 10
Damage = 3+3
Hammer = 26
Damage = 6
( Sword / Damage / HQ Damage / Hammer / Damage (1d20+8=10, 1d10+1=3, 1d8=3, 1d20+7=26, 1d6=6)



[sblock=Combat Actions]Move: shift to M12
Minor: Hunter's Quarry on skellie at L12
Standard: Twin Strike targeting L12 with sword, L11 with hammer[/sblock]

[sblock=Finnian's Stats]Finnian - Longtooth Shifter Ranger 2
Passive Perception 21, Passive Insight 14 -- Low-Light Vision
AC 16, Fort 16, Reflex 13, Will 14
HP 38/38, Bloodied 19, Surge Value 9, Surges 9/9
Speed 6, Initiative +2
Action Points: 1, Second Wind
At-Will Powers: Hunter's Quarry, Twin Strike, Hit & Run
Encounter Powers: Longtooth Shifting, Off-Hand Strike
Daily Powers: Jaws of the Wolf
Utility Powers: Yield Ground
Erlai:
AC 16, Fort 12, Reflex 16, Will 14
HP 24/24, Bloodied 12, Surge Value 6, Surges 2/2
Speed 2, Fly 7
[/sblock]
 


Do we get back our action point as well as all of our daily abilities after each round?
Yes, if by 'round' you mean the TURTLEDOME! definition of it (i.e. the next battle).

Stunts...
If you want to try a stunt with your character, such as bowling over multiple minions, grabbing a skeleton by the leg and swinging him into several of his buddies, or super-heating a skeleton so he explodes, I'll let you do it. Here's how...
  • You can only perform a stunt against minions (for now).
  • You have to describe the intended effect of your stunt.
  • You 'place a bid' for the stunt.
    • First: Tell me how many actions you intend to pay for the stunt.
      • If it involves movement, you must spend a move action.
      • If its an attack, it must involve a standard action.
    • Second: Tell me if you're going to spend an encounter or daily power on the stunt. (Better powers increase effectiveness.)
    • Third: Tell me what skills you're going to incorporate into the stunt. (You've got to put at least one skill into it.)
  • You make your skill and attack rolls for the stunt.
  • Depending on the overall effectiveness of the roll, I'll describe the result of your stunt. A lot of crummy rolls may result in a penalty or condition against your character. A lot of mediocre rolls have a middling effect. Excellent rolls get excellent results.
Stunts affect the Approvalometer (tm)...

Hey, hosers!
Put your consumables in your mini-stats!
 

The red-flagged skeleton sallies forth, tearing itself to bits and replicating into a small army.

"Death to Emral!" shouts the orange skeleton, launching itself from the catapult.

As the skeleton sails on its parabolic arch, the other skeletons look up in terror. "Noooooooooo!"

"Well, that's foolish."

"Stupid! Stupid! Stupid!"

The orange-flagged skeleton smacks into Emral (20 v. Reflex, 7 damage) and explodes, taking down several Legionairres in the blast radius. The blue team is obliterated. Fragments pummel Drivan and Erlai (7 damage each). The orange skeleton scatters and replicates, as does one of the destroyed green skeletons.

The audience gasps in shock.

"Well, Pete, you can hardly expect the Legionairres to think through their attacks. They are just skeletons, and none of their command structure is present on the field. I think we're going to see a lot more of these suicide assaults as the match continues, especially since the violet team had the foresight to multiply before firing from the catapult."

[sblock=Status: Round 1]Blue Team
Drivan HP 13/26
Violet Team (x3)
Black Team
Emral HP 17/27
White Team (x8)
Green Team (x11)
Yellow Team (x7)
Finnian HP 32/38 (Erlai HP 17/24)
Red Team (x5)
Orange Team (x6)
Vaunea HP 44/44 <== You're up!

Skeletons Killed: 12

[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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