TURTLEDOME! (Battle Bone!) -- Part 2


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Party's Approvalometer: Green 3 (+1 damage, +1 defenses)
Legion's Approvalometer: Yellow 2 (no effect)

You *******, I'm gonna rip your ***** out of your *****. ******, that hurt, you little *****. Here we go, now. Yippee-ki-yay, ****** ******!
Mothers (even mothers of monsters, like bugbears and hobgoblins--and we all know how dirty their mouths are) squeal in shock and cover the ears of their children, who now have a signficantly more extensive and scatological vocabulary.

"Dirty word!" shouts a skeleton, "He said a dir--"

Finnian's hammer staves in the skeleton's skull.

His broadsword misses the other skeleton.

"Mine!" shouts a red-flagged skeleton, running for the seething glob of darkness.

"No, mine!" shouts another.

"Mine! Mine! Mine!" screams the third.

All three run and converge on the seething necrotic blackness, suddenly screaming in agony as the glob envelopes and compacts them into...

"Uh, oh! This can't be good, Hobbes!"

"You're right about that, Pete. Since that healing disk transformed into a necro-disk, it gained the power to amp up a Legionairre's abilities to the next rank! Looks like we've got an officer on the field, because those three have merged to form a BONE-TINANT!"


If a skeleton could ever be manly and muscular, the skeleton that punches its way out of the viscuous black goo is. It straightens its spine with several loud pops and shoves a lit cigar in its teeth. "All right, boys!" it shouts, "No more of this nancy-boy patty-cake! Let's give these maggots the what for!"

"Sir, yes, sir!" shouts the Legionairres as one.

"You, there! Kill that punk, Emral! You, withdraw and multiply! You, get over there and form a dance line, we've got to work up this crowd!"

The orange skeletons snap a salute and rush to obey.

The orange skeleton adjacent to Emral throws an elbow at the sorcerer's ribs...and misses! Two other orange skeletons withdraw and rip themselves to pieces, replenishing their ranks. Four of the orange skeletons fall back and form a line. They link arms and begin dancing, while singing, "The toe bone's connected to the foot bone! The foot bone's connected to the ankle bone! The ankle bone's connected to the..."

Suddenly, all the children in the audience join in, singing, "SHIN BONE!"

The Legion's Approvalometer dings and raises by one step!

[sblock=Status: Round 2]Blue Team
Drivan HP 2/26 BLOODIED; Healing Surges 6/7
Violet Team
Black Team
Emral HP 10/27, Healing Surges 5/6 BLOODIED
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 <== You're up!

Skeletons Destroyed: 77
Party Kills: 28 (700 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]
 

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[sblock=Rules Question]So, can we choose not to make a saving throw and fail on purpose, if we want? I don't honestly know the answer to that question...[/sblock]
 


[sblock=Answer]Why yes, that's me saying that Vaunea doesn't mind the -1 to defenses and -1 to attacks for the extra attack while surrounded. If she can't, not a big deal. Just wondering my options at this point...[/sblock]
 

//Nah. You can't throw a saving throw on an Uncle Mikey potion to maintain a beneficial effect.//

By the way, the piles of bones are turning into tornadoes of bones...
 
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ooc: I used Dragonflame Mantle last round, so shouldn't all the skeletons attacking me take damage for having done it? Sorry I've been slow recently, I've been busy with setting up two games: one of them is a Living World Star Wars for these boards, so if it takes off we'll be like L4W!


Emral explodes a Burning Spray around himself, intentionally weakening the fires so that they are just enough to destroy the skeletons without overcoming his natural resistance to fire. Don't worry, kids, there's plenty of Emral to go around!

[sblock=attacks]
1d20+6=18, 1d20+6=26, 1d20+6=17, 1d20+6=20, 1d20+6=11, 1d20+6=19, 1d20+6=21, 1d20+6=18Assuming damage is able to be limited to, like, 4 for my attack... if I can do that?

Also: here's my roll for the Sorcerer resistance to damage this encounter: 1d10=10 10=Thunder resistance 5![/sblock]



[sblock=Emral's Stats]http://www.enworld.org/wiki/index.php?title=L4W:PC:Emral_-_Sorcerer_%28fireinthedust%29"]Emral Dajand[/URL] - Genasi Sorcerer 2
Passive Perception 11, Passive Insight 11
AC 15, Fort 12, Reflex 15, Will 17
HP 10/27, Bloodied 13, Surge Value 6, Surges 5/6
Resist Fire 5, Resist Necrotic 5, Resist 5 --element--
Speed 6, Initiative +3
Action Points: 1, Second Wind
At-Will Powers: Chaos Bolt, Burning Spray
Encounter Powers: Firepulse, Tempest Breath
Daily Powers: Chromatic Orb, Tooth of Chaos +1[/gray]
[/sblock]
 



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