Main Plot

Sean has just received the sword of the high king, he can either become overwhelmed with his knight persona and sense O'Bannion and chase after him, bumping into Finn on the way who will narrate on the run. Finn also has the green dragon statue, which he can give to the party because O'Bannion broke his bargin with Finn, by allowing him to clutch a sword.

The words of the bargain, "The boys is yours, till the day grows long and the nights grow cold, till the city of lost gold, the sword that sings, ere the claimant to the fairy throne; the tick of time that does not fly and death on shallow wings comes for you."

The song of the sword

http://poetry.poetryx.com/poems/9344/

Song from Robin

http://www.menweb.org/myfather.htm

Notes from game

  • Sam distrusts Finn, and then Racheal and Sam argue about it.
  • They party decides to use the cover of a show to wake the dragon.
  • Magic word to awaken the item
    • Cerridwen – goddess of death, initiation, inspiration, magic

Setting

Pirate Ship

O'Bannion's base at the Mirage.

The mirage http://www.casenet.com/concert/lvtreasureisland.htm

Dragons over Vegas or What the Puck?

The dragon is released but the party must contain it, Robin will know this and lead the charge.

Finnegas (Flynn)

  • Sean's guide in the human world, pulled him out of Fairy.
  • Was the offical gardian of Sean in Fairy as well, he raised the boy with his beloved wife, they were in all intenet his parents. He taught Sean the art of knighthood, including sword fighting, and riding, as well as the lance. He was put in charge of the boy as a representative of the Tuatha De Danann (Irish unseale court) in the seale court by Cliodhna.

Music: Leaving Home,

Intense: Le loup blanc and Gevaudan

Daniel Michael O'Bannion

  • Made a bargain with Flynn to get a boy from Fairy who could be a suitable apprentice for his business and his magic. He also made a bargain with the Banshee Queen to provide the Tuatha De Danann with human children to serve the court.
  • He has found that Sean is in Vegas and saw the opportunity to move in, after hearing what the party had accomplished with the destruction of the Serbian gang.
  • He is currently based in Treasure Island at the Mirage. He has created a pocket plane from the captain's quarters.
  • He is an expert in the sex slave business, his business in Vegas is kidnapping tourists and young kids and either sending them to fairy or selling them to the Iran and Saudi Arabia.

Daniel O'Bannion(Boss)

Basic
Class/Level

Controller 10 (Boss)

Size/Type

Medium Humanoid

Initiative

+15 (best of 3 rolls)

Movement

Walk 6, Blink 6

Defenses
Hit Points

500

Resist

Magic 10, physical 10)

Avoidance

Dodge +20i Parry +20i Fort +10i Will +20i

Actions
Base Numbers

Haste 200%, Hit +20i, Crit 20/x3

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Faerie Warlock

  • Dominance +20
  • Intensify Flames: Recharge 33%, swift, medium range; you target one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You increase the ongoing damage by 50%. Natural fires increase in size by one category.
  • Consume Flames: Recharge 33%, swift, medium range; you consume one discrete fire, up to huge in size, including an ongoing fire effect from one of your spells. You regain XYZ Energy.
Tank Attacks

  • When Attacked changeling takes place
  • Changeling Attack (Parry +20): Shadow gun two attacks 3d8 damage +5, 18/x2, range inc 4 sq
    • Augment: If flanking add 2d6 sneak attack
  • If unable to attack tank changeling turns tommy gun on rest of the party 5d6+20
  • Absorb Power: At-will, swift, touch; you absorb one of the subject's powers (Will negates). You may then use that power, as if you knew it, and met all preconditions to cast it, for the rest of the encounter. Once used successfully, this power goes on cooldown for the encounter. Improved. Steal: While you have access to the power, the subject loses access.
Raid Attacks

  • Immolate: At-will, standard, medium range; you cause target object or creature to burst into flames, inflicting XYZ damage instantly, plus the same ongoing for 3 rounds. If target is naturally flammable, replace 3 round duration with normal expected duration of natural fire.
  • Combustion: Recharge 33%, swift, medium range; you cause an ongoing fire effect to instantly burn for the remainder of its duration, or up to 5 rounds, inflicting all the damage it would have over that duration. If this reduces the duration to 0, the fire goes out.
  • Conflagration: Recharge 33%, swift, medium range; spreads an ongoing fire effect to targets within 3 squares.
  • Greater Area Dispel Magic, swift 33% recharge 6 sq area with Spellsteal
Free

  • Fairy Fire: Cast on invisible target they glow

Song: The Ultimate War

Intense Song: To Know my Enemy

Minions Lost Boys

Lost Boy(Minion)

Basic
Class/Level

Brute 10 (Minion)

Size/Type

Medium Outsider

Initiative

+11

Movement

Walk 6, Blink 6

Defenses
Hit Points

108

Resist

Ethereal (mischance 50%)

Avoidance

Dodge +10 Parry +10 Fort +7 Will +7

Actions
Base Numbers

Hit +10, Crit 19/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30. Flanking +2d6

Afflictions: Dazzled, Crit Stunned

The Dragon of Time(Boss)

Basic
Class/Level

Brute 10 (Boss)

Size/Type

Huge Magical Beast

Initiative

+15 (best of 3 rolls)

Movement

Walk 6, fly 12

Perception

Vision, infravision, darkvision, tremorsense (10 squares), scent (20 squares), magic sense (as wizard, always on), super hearing.

Defenses
Hit Points

2000

Resist

Magic 20, physical 20, Immune to fire

Avoidance

Dodge +20i Parry +20i Fort +15i Will +20i

Actions
Base Numbers

Haste 200%, Hit +20i, Crit 20/x2

Light Dmg: 1d8+10. Medium Dmg: 2d8+20. Heavy Dmg: 3d8+30.

Tank Attacks

Suggested attack sequence: claw, claw, bite, snatch attempt.

  • Claw: at-will, std, reach 2, 2 attacks; +20i to hit, 2d8+20 physical (slashing).
    • Feats: Cleave
    • Optional augment: Awesome Blow: -4 to attack roll, add slide 5 plus knockdown (Fort negates).
  • Bite: at-will, free, reach 3; +20i to hit, 3d8+30 physical
    • Augment: Snatch: on successful Bite, roll grapple (+25). On successful grapple, target (medium or smaller) is secured in jaws. Then:
      • Swallow Whole: target is swallowed (Fort negates). Suffers 2d8+20 phys plus 2d8+20 acid each round. Can cut out (50 damage in a single hit from a small slashing weapon). Muscular action does not close the hole; if target escapes, dragon suffers 50 ongoing physical damage per round from the wound.
      • Worry: dragon shakes target back and forth, using inertia to pull it apart. Inflicts 4d8+40 physical damage. Offers subject Fort save to fly free of dragon's mouth.
      • Incinerate: uses Breath Weapon cooldown, if available. Dragon fills mouth with fire without opening it. Subject suffers 5d8+50 area fire damage. Puts Breath Weapon on cooldown.
      • On subject's turn, he can pull free with a successful grapple check.

Special Moves
  • Crush: Dragon is flying, charges a target on the ground, uses own momentum to inflict damage before beginning normal attack sequence. After charging toward target (at least 4 squares horizontal and 2 squares vertical), before first attack, causes close burst 3, 2d8+20 physical damage plus knockdown (Fort negates).
  • Tail Sweep: At-will, immediate, rear cone 3; 3d8+30 physical plus push 10 plus knockdown. Can be used as a free action against targets in rear arc, or as an immediate if tank attempts to move to dragon's rear; in the latter case, dragon may change facing as part of the immediate interrupt.
  • Rake: At-will, free, only usable while grappling, 2 attacks; 2d8+20 physical damage. Used while grappling, not while a subject is snatched in mouth.
  • The Bertball Maneuver: At-will, free; dragon inverts, lying on side or back, presenting all four claws. Reach lowered by one, but can use 4 claws instead of two, and can use tail sweep. If lying on side, threaten only one arc; others undefended. If lying on back, threaten only squares above, or a grappler.
  • Pounce: Special form of charge. Dragon crouches, wiggles his butt, then leaps up to 12 squares (does not provoke, requires 4 square vertical clearance), gaining +4 charge bonus to hit and damage for all melee attacks following the charge.
    • Also adds augment to claw attack: Pounce Grab: if both claws hit, trigger immediate bonus grapple check (+25) to grapple target. This is a proper grapple, not a Snatch.

Raid Attacks

Primary
  • Breath Weapon: Recharge 33%, swift, cone 10; heavy fire damage.
  • Fearful Roar: Recharge 33%, swift, short range; subjects are frightened (Will ends). After save ends, subjects are shakened (-5 to d20 rolls, Will ends). DC based on Dragoniness skill (+20 modifier).
  • Ravages of Time: Recharge 33%, swift, short range; subject ages to venerable, suffering -5 to all physical ability scores, -50% movement (can't charge or run), and frailty (50% vulnerable to all damage). Will mitigates; each save (max one/rd) reduces penalties by 1 or 10%.
  • Nostalgia: Recharge 33%, swift, close burst 20; subjects' perception of time alters. They experience their most distant, pleasant memories. In the real world, they are effectively blind, deaf, and stunned, Will ends, damage ends.
  • Special boss rule: if all 3 are on cooldown, and they fail to recharge, you may determine one randomly that recharges without a roll.

Utility
  • Freeze Spell: At-will, swift, medium range; single active spell is frozen--its effect is suspended, and its duration does not expire. If it was on cooldown, it remains on cooldown. Freeze lasts 10 rounds.
  • Wall of Time: Recharge 33%, swift, medium range, line 10; time cannot pass through wall. Observers looking through it see what was happening at cast time on the other side of the wall, frozen in time. Creatures, objects, or spells passing through the wall are frozen in time for the duration of the wall, or until dispelled. Lasts 5 rounds. Exclusive.
Spells

  • 0th: Arcane mark, dancing lights, detect magic, ghost sound, guidance,

mage hand, prestidigitation, read magic,

  • 1st: alarm, chill touch, divine favor, magic missile, shield;
  • 2nd: cure 2d6, darkness 6square radius, detect thoughts (will to resist, invisibility,
  • 3rd: deeper darkness, dispel magic, haste, protection from elements;
  • 4th: charm monster (will to end), emotion, restoration, spell immunity;
  • 5th: circle of doom (Radius 3 circle, 3d6+20 damage (heals undead), feeblemind (Will to negate),shadow evocation (summons 1d6 shadows Use lost boy stats);
  • 6th: acid fog (5d6 acid damage), heal (1x encounter full hit points).

Song: Requiem for a dream

Intense Song:

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