TURTLEDOME! (Battle Bone!) -- Part 2

//Do we get fully healed in between rounds?//

....

Drivan contemplates the mob of skeletons... An evil grin starts to spread across his face. In the moments between combat he mouths an apology to his companions.
...

//I know I've asked before but do spells damage the caster? i.e., scorching burst...//
 
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//You get fully healed in-between TURTLEDOME! rounds, not six-round combat rounds (i.e. after every battle). You've got a ton of potions and tokens, and Dave can help out on the healing, too. Tokens do not come back once expended.

Spells do harm the caster unless otherwise stated in the spells description, unless you want to pull some stunt that may or may not keep you from getting hurt.

Drivan's gonna have a bear of time getting somewhere that the skeletons won't be able to opportunity attack him when he casts a spell.//
 
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The disorienting effect of the Turtledome seems to have caused Vaunea to become disoriented for a second. However, once the effect wears off, Vaunea springs into action, letting out attack after attack on the creatures around her.

[sblock=Actions]Dave Attack vs N11=1d20+9->29 17+1d6->22[/sblock]

Vaunea's first attack with her new battle axe is a grand one, as chunks of skeleton fly under Erlai and around Finnian, while others are pulverized to dust in an instant. Having seen the new power in her grasp, Vaunea whips around and begins unleashing more fury into her opponents.

[sblock=Actions]Standard Action: Cleave vs. P10=1d20+9->18 1d12+5->9
Cleave vs. P9=Death
Move Action: Shift to P9[/sblock]

Vaunea swings around and her axe hits the side of the skeleton, *hopefully* hitting true. Vaunea lets her axe go through the first skeleton and into the second one standing next to it. Once the skeletons have hit the ground, Vaunea replaces the second one, and not wanting to waste her current momentum, takes a final swing at the skeletons in front of her.

[sblock=Actions]Action Point Action: Cleave vs. P8=1d20+9->21 1d12+5->14
Cleave vs. O8=Death
Minor Action: Boundless Endurance[/sblock]

[sblock=OOC]I believe he just needed a Minotaur of a time to get somewhere like that. By the way, Drivan, shift to N10 and you get ZERO attacks of opportunity for your spells. Cast away![/sblock]

[sblock=Vaunea's Stats]Vaunea - Minotaur Fighter 2
Passive Perception 14, Passive Insight 12
AC 20, Fort 17, Reflex 14, Will 13
HP 44/44, Bloodied 22, Surge Value 11, Surges 13/13
Speed 5, Initiative +1
Action Points: 0, Second Wind
At-Will Powers: Cleave, Brash Strike
Encounter Powers: Goring Charge, Passing Attack
Daily Powers: Comeback Strike, Boundless Endurance, Battlecrazed Large Battleaxe +1
[sblock=Potions]
UNCLE MIKEY'S NORMAL HEALING POTIONS x8
UNCLE MIKEY’S GO JUICE x2
UNCLE MIKEY’S SUPER HEALING POTION x2
1 potion (regular)
[/sblock]
[/sblock]
 
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//Whoa! Vaunea racked up the body count!

DM rolls a die each time a skeleton dies, with mounting amazement at the results. No skeletons replicated. (This may be a shorter fight than I had planned...)

I'll post a new map after Drivan acts.//
 

[sblock=OOC]Oh yeah, I forgot...[/sblock]

After getting all of her attack energy out of her, Vaunea gives one of her very loud, and now probably famous roars!
 


Flames swirl up around Drivan as shards slice across his frame once again. Stepping to the side, he moves away from the mob of homicidal skeletons.

He glances at the group of violet skeletons, stomping his staff to the ground with a dismissive expression.

Flames leap up around the catapult, appearing to do their job for the most part...

[sblock=Scorching Burst attack on violet skeletons]
vs Ref F20 [3,7+1] = (11)
vs Ref F19 [17,7+1] = (25)
vs Ref E19 [14,7+1] = (22)
Damage [5,6+1] = (12)
[/sblock]

//Action point time//

Less than happy with the performance of the scorching burst Drivan turns his attention to the mass of yellow skeletons nearby. Raising his staff above his head he mutters an arcane word of power and slams the head of his staff to the ground.

A flaming mass erupts in the middle of the skeletons, flames surging from its orb-like surface. One of the large flares envelopes one of the skeletons, wreathing his body in brilliant flames.

[sblock=Flaming Sphere attack on L10]
[15,7+1] = (23)
[4,1,6+1] = (12)
Sustain Minor to keep the flaming sphere alive...
[/sblock]

Drivan raises his hands to the audience, firing flaming roses into the air as he prepares for the onslaught.
 

[sblock=All]Rules: Does Drivan need to use a minor to sustain? If not, I would suggest that he minors to pop a healling pill and then use the 1d6 from Dave this round. (Don't want to waste that flaming sphere).

Ken, please let us resolve the Dave thing before attacking... :) Please.....[/sblock]
 

//Drivan does not have to spend an action to sustain the flaming sphere on the turn he activates the power. He does have to spend the minor action on his next turn. So, yes, he could use the minor action for a healing pill.

I'll wait for the response before I post the changes to the map.//
 

//Quick Question...

The regular healing pills function just like a normal healing potion right? So the same stats as below?


Potion of Healing
Level 5

This simple potion draws on the body’s natural healing ability to
cure your wounds.


Power (Consumable ✦ Healing): Minor Action. Drink this potion and spend a healing surge. Instead of the hit points you would normally regain, you regain 10 hit points.

So I'm going to get 10+1d6 hitpoints? Sorry, could find the super healing description but nothing on the regular.

Will just go ahead with the action and gain either 6 or 16 hp from it//

Drivan pulls one of the small pills from a pocket in his robe, tossing it down and enjoying the momentary relaxation of the healing that spreads through his body.

[sblock=Healing from Dave]1d6 - [6] = (6)[/sblock]​


[sblock=Pills left for Drivan]6 normal pills
1 "go" pill
1 "super" pill[/sblock]
 

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