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4e Battle of Good vs. Evil: Ice Archon & Co. vs. Eye Of Flame & Co.
My highest initiative roll for any of my creatures is 7! If you can beat that with any of your creatures (including the minions), you have the option of entering the arena first or second.
My main opponent will be the halfling paladin.
My reinforcements:
If one creature is defeated, I can add a blazing skeleton.
If two creatures are defeated, I can add a human mage and a blazing skeleton.
Your reinforcements:
If one creature is defeated, you can add a bodak skulk.
If two creatures are defeated, you can add a rakshasa baron (general!) and grell philosopher.
The kobold skirmisher has an initiative bonus of +5, so I can't help but beat that. I'm not sure if you wanted me to roll for each of the minions, but at least one bad guy won initiative (skirmisher got 7+5). Also, I didn't think we were supposed to identify the main opponent, but everything's out in the open, so no big deal. I was gonna choose Kobold Skirmisher as my main guy, then I noticed that healing surges aren't listed. Is that a downside to running "monsters", no healing? That's a major drawback for Evil. Anyway, I'll still pick the Skirmisher as my main bad guy.
Here's my Daily Power, you need not know what it is until I reference it.
Spoiler:
sleep
After carefully reading the rules and reviewing all abilities, Evil elects to let Good go first.
The house rule is that every monster starts with +1 AP and one healing surge. If the monster lasts 10 rounds, it gets another healing surge. If it lasts 20 rounds, it gets another AP. Minions get 1 AP, but no healing surge.
The good guys will set up as follows:
Corrin the Halfling Paladin - 55N55E - Short Sword in hand.
Tira the Half-Elf Warlock - 85N55E - Wand in hand.
Riardon the Eladrin Ranger - 25N55E - Longbow in hand.
We will not ready any actions, hoping we can survive the initial onslaught and respond furiously.
Do the bad guys act in order of initiative? I'm assuming not.
Skamos Redmoon, tiefling wizard enters the fray at 85n100e, wand in hand, and casts magic missile at Tira (Attack 6 vs Reflex, so ineffective I think). Skamos will immediately use up an action point and repeat the magic missile at Tira (attack 17 vs Reflex, doing 11 force damage).
4 kobold minions pop into the arena at 80n (50/55/60/65e). Label them K1-K4 west-east. Each will toss a spear at Corrin (+5 atk). They each have a trio of spears, hide armor, and a light shield. After throwing the spear, they take a minor action to ready a second spear (and can use them in melee). #1-3 would provoke an OA if the warlock could attack, so take that into account.
1. vs AC 14, 2 damage
2. vs AC 7, 2 damage
3. vs AC 18, 2 damage
4. vs AC 20, 2 damage
The kobold Skirmisher, Hassafrass, pops in at, you guessed it, 90n55e at attacks Tira with his spear. He also has a hide armor and a light shield, but only one spear. Presumably, Tira is flanked (i.e. has no power that negates that), so Hass gets Combat Advantage (+2). He also gets a mob attack, +1 per kobold ally adjacent to opponent. He makes an attack roll of 7+6+2+3=18 vs. AC. He deals an additional 1d6 for having combat advantage, so he deals 1+6 for 7 damage. With such an advantageous position, he'll use up the action point to attack again. This time, it's 16+6+2+3=27 vs. AC for 3+4=7 damage.
Brightleaf the elf archer will move into the arena (not teleport) from the west side to 80N15E, bow in hand. He has a shortsword in his scabbard. Since he moved at least 4 squares, he gets +2 to hit.
He will fire at K1, then use his AP to fire at K1 again if he missed, or K2 if he hit.
Arrow 1: 18+9+2 = 29 vs. AC, 11 damage.
Arrow 2: 16+9+2 = 27 vs. AC, 10 damage.
Corrin will move to 80N50E (assuming K1 is dead), then lay on hands as a minor action, touching Tira. Tira uses Corrin's healing surge to heal up to 7 hp. He will then use his standard action to issue a divine challenge to Hassafrass, marking him. If Hassafrass attacks anyone but Corrin, he will get a -2 to hit and suffer 8 radiant damage. Corrin is wearing plate armor and holds a heavy shield in his other hand. He has two throwing hammers hanging from a belt.
Tira will use her second wind, healing her to 14 hp and giving her +2 on all defenses. She will then issue a warlock's curse to Hassafrass as minor action, helping her on future attacks against him. Then she will crawl (triggering OA's with combat advantage from Hassafrass and K3) to 70N40E. Since she moved at least 3 squares, she invokes shadow walk, granting her concealment (any attack on her that hits, roll another d20, the attack still hits if 5 or more). The concealment occurs after the OA's. Tira wears leather armor and has three daggers in her belt.
Riardon will run to 65N95E, granting combat advantage to all who attack him. Since Skamos is now his nearest enemy, he will use a minor action to designate Skamos as his quarry, which helps him in future attacks. He will use his action point and fire two careful shots at Skamos. Riardon wears hide armor and has a long sword in his scabbard.
(I hope you are reading bad guy stats, too, because we need to double-check each other. It's a good idea to make sure since we're so new at these rules.)
K1 clutches the arrow at his chest in disbelief, then falls to the floor dead, and disappears. K2 does likewise.
K3 takes the OA, rolling 8+5+2 (for combat advantage) vs AC for 2 damage. Hassafrass also takes the OA, risking the divine retribution for a chance at the warlock. He rolls 18+6+2+1-2=25 for 1+5 damage. He then takes 8 radiant damage and groans in pain, then anger when he gets cursed.
Skamos is hit by both arrows, but only takes 16 damage (quarry only works 1/round). Skamos is Bloodied.
[d]
Skamos invokes Infernal Wrath on Riardon as a minor action, giving him +1 on the attack roll vs. an enemy that hit him since the last turn. Skamos then uses his Wand of Accuracy (1/encounter for a +2) and Daily Power (see sblock) and tries to put opponents to sleep. Unfortunately, I have no idea what "burst 2" means. Is that 2-square radius or any squares within two of each other? If he can hit both Corrin and Tira, he will. If he can only target a 2-square diameter, then it will be Riardon. The attack roll is 11+5+2 vs. Will. (Would this be +1 for Infernal Wrath and +2 for CA vs. Riardon, and +2 combat advantage vs. Tira? A second roll for concealment would be 16+5+2+?) Skamos then moves to 95n75e.
Anyone who is targeted by the Sleep (hit or not) is slowed. At the end of their respective turns, they get a save to shake off the slowness. If anyone is actually hit by the Sleep (and I think whoever is targeted will be hit), then they are slowed as normal and if they fail the first save, they become unconscious.
K3 moves into position at 70n45e and attacks Tira. The roll is 7+5 for 2 damage. He will use up his AP and try again, 17+5 for 2 damage. He then shifts as a minor action to 75n50e (he's Shifty). K4 moves to 80n55e and attacks Corrin, same thing 7+5 for 2 damage. He will also try again (now, all bad guys have used an action point), rolling (unbelievably) 17+5 for 2 damage.
Hassafrass the kobold skirmisher is outraged at the divine challenge and steps into position at 85n50e, gaining combat advantage against Corrin. He stabs with his spear with a lousy 5+6+2+2 (CA and mob attack).
Tira's second wind causes K3 to miss his OA. Hassafrass hits and Tira has 8 hp left.
OOC: A burst is a radius from a selected square (not intersection). Thus burst 2 is effectively a 5 x 5 square. You roll attacks vs. each target separately, but you roll damage only once. I'll say you rolled an 11 vs. Tira and 16 vs. Corrin. The d20 for concealment does not include bonuses - 1 through 4 simulates a 20% miss chance.
The results are:
11+5+2 for CA = 18, which hits Tira, pending a concealment roll.
16+5+2 for wand = 23, which hits Corrin. Both are slowed.
K3's first attack misses, but his second attack hits pending a concealment roll.
K4's first attack misses, but his second attack hits. Corrin has 25 hp left.
Hassafrass misses.
Round 3:
Tira will stand up and cast Curse of the Dark Dream on Skamos.
Attack: 12+4= 16 vs. Will, 20 psychic damage and move to 110N75E if hit and drop into the water. Even if Tira misses, she will use a minor action to slide Skamos to 100N75E.
(House swimming rules: make a DC 10 Athletics or Str check to stay afloat, move one quarter your speed as a move action, hold your breath for rounds = Con. Make a DC 5 Athletics or Str check to climb on to shore and stand up as a move action, otherwise you are prone.)
Tira will then use her AP to attack Hassafrass with Witchfire.
Attack: 16+4= 20 vs. Reflex, 10+2 (Warlock's Curse) fire damage and Hassafras has -4 to attacks until round 4.
Tira misses her save (rolled 1). Her concealment ends.
Riardon will fire a careful shot at Skamos if he is still afloat, otherwise he will fire at Hassafras. I'll apply -2 for cover in either case (water for Skamos, K4 for Hassafras).
Attack: 8+10-2 = 16 vs. AC, 5 damage + 8 quarry if Skamos.
Corrin will use Holy Strike to attack Hassafras.
Attack: 16+5 = 21 vs. AC, 6+3 radiant damage because he is marked.
Then he will shift to 75N45E as a move action, then lay hands on Tira. Tira will heal 7 hp and has 13 hp. (15 hp if K3 missed).
Then Corrin will use his AP and cast Divine Mettle, targeting Tira. Tira gets another saving throw and makes it (8+3). She is prone if Skamos hit, otherwise she is standing.
Corrin barely makes his saving throw (rolled 10).
Brightleaf will move around 4, ending up in the same place. He fires an arrow at Skamos if afloat or Hassafras if still up, otherwise K4.
Attack: 18+9+2= 29 vs. AC, 27 vs. Skamos (cover). Damage is 8+4 = 12.
So, does Evil have 2 or 3 creatures defeated? If it's 2, can I still use the 3/4 kobold minions rule for vampire spawn? I'm guessing I can't bring in the "if three creatures" clause. Not that I'd want to though, 'cause I don't want someone winning yet, I'd rather see the combat continue.
Woo Hoo! Tira is in the Hall of Fame! She has 13 hp and is prone.
Yes, you have to wait until it is your turn to bring in reinforcements. You can bring them in at any time during your turn only.
If K3 runs and taps out, you can use the 'three creatures' clause, because even though everyone will be defeated, there is one unconscious guy left to kill, so I won't win.
Otherwise you can bring in a kobold slinger, an orc raider, and a vampire spawn.
K3 refuses to flee while his master is still alive. He moves southwest to 70n45e (move action, only 5ft so does not provoke) and then, if I'm understanding this correctly, uses his minor ability to Shift another 5ft to 65n45e, still not provoking. He stabs at Tira with his spear, rolling a 5+5+2 (for combat advantage) for 2 damage if it hit (and I think it misses).
Hassafrass does not get worse (rolled 17), holding steady at -7hp. No one on evil's side has healing I don't think, so I'm not sure of the point of keeping unconscious characters around.
Strahd the vampire spawn smells blood and pops into the arena at 75n35e, attacking Tira with a claw. He rolls a 4+11+2 (combat advantage) vs. AC, for 5 damage (it would only be 3 damage if not bloodied, how's that for kicking someone when their down?). Btw, Combat Advantage situations don't stack, right? Strahd will use up his Action Point while he's still up and attack again, rolling a 5+11+2 for another 5 damage (pathetic rolls, but fortunately it's good enough).
A young black drago...oops, I mean an orc raider undoubtedly wearing some kind of armor and wielding a battleaxe pops in at 70n90e. Indiana, named after his dog, swings his battleaxe, rolling a natural 1 (automatic miss?). Indiana is the new main opponent.
Gargle the kobold slinger appears at 45n55e, loads up his sling with a special shot of glue, and launches it at Brightleaf. He acquires a different d20 and rolls a ... 19+6, hitting easily. Brightleaf takes 2+3 damage and is immobilized (save ends). He uses his AP to launch more glue, but this time at Riardon. He rolls a 17+6, also hitting and dealing 4+3 damage. Riardon is also immobilized (save ends). Good thing he switches d20s. Gargle is equipped with leather armor, a dagger, and the sling with 20 regular bullets and one more special bullet. (I hope it's okay to choose the special shot type before entering, particularly since they knew the situation. The last one will also be glue.)
OOC: The reason why unconscious characters are still around depends on whether they have their healing surge left (Hassafrass does). If he rolls 20 on his death save, he triggers it and miraculously pops back to 1/4 hp. Also the house rule is everybody can perform the heal skill untrained with a wisdom check. Thus K3 could have used a standard action to stabilize H (DC 15) or trigger his healing surge as above (DC 20). Since he rolled a 5 anyway, he may as well stay where is.
Combat advantage does not stack. I don't think a natural 1 is a miss anymore, but Indiana misses anyway. The orc raider has a typo, the Pain Rage gives -2 to attack and defense, not +2. It is OK to choose your equipment before entering.
Round 4: Tira has 3 hp and is bloodied and prone. Brightleaf has 15 hp and is immobilized. Riardon has 16 hp and is immobilized. Corrin has 25 hp.
Brightleaf will fire at Strahd, 12+9=21, hit for 5 damage. He makes his save (rolled 11).
Riardon will designate Indiana as his quarry, then use Fey Step to teleport to 75N70E.
He will fire a careful shot at Strahd (Corrin ducks, as allies no longer provide cover).
Attack: 9+10=19, hit for 6 damage. Riardon makes his save (rolled 13).
Corrin will lay hands on Tira (last one). Tira has 10 hp. He moves to 50N50E and attacks Gargle with a bolstering strike. 11+6=17, hit for 5 damage and Corrin now has 28 hp.
Tira will crawl to 85N40E, triggering an OA from K3 and granting her concealment. She will then attack Gargle with Eyebite. 12+4-2 for prone = 14 vs. Will, hit for 5 psychic damage and Tira is invisible to Gargle.
Strahd takes the second arrow in the throat and slumps to the ground unconscious. Hass is still at -7, K3 is up, Indiana is at full, Gargle is at 14 (not Bloodied), and Strahd is at -1.
K3 takes the opportunity attack (the reason he moved there in the first place), and rolls a 13+5+2 for 2 damage.
K3 then moves over to his boss at 80n55e and tries to trigger a healing surge on Hass, but fails with a 3+1. In fact, Hassafrass takes a turn for the worst (rolled a 7).
Strahd suddenly looks better, stands up, and looks around for a target to charge. Tira, bloodied, is too close, so Strahd goes after Brightleaf, charging to 75n20e. He rolls a 6+11+1, hitting for 3 damage.
Indiana charges to 75n75e and swipes at Riardon with his battleaxe. He swings and misses with a 4+10+1.
Gargle shifts one square to the east as a minor action, then launches a special shot at Corrin, rolling another 19+6, hitting easily. Corrin takes 3+3 damage and is immobilized. Gargle then moves to 15n90e.
OOC: Something doesn't add up about Corrin's hit points. If the first value of 25 was correct, then the bolstering strike should give him +3 temporary hit points.
Round 5: Tira has 8 hp, is bloodied, prone and shadowy. Brightleaf has 12 hp. Riardon has 16 hp. Corrin has 22 hp and is immobilized.
On Indiana's turn in round 4, Riardon will respond to his attack by using Fox's Cunning. He shifts back to 70N65E and fires, 1+6+2=9, miss.
Back to round 5, Riardon will move to 40N35E, then use Nimble Strike to fire at Indiana.
Attack: 4+6=10, miss. Then shift to 35N30E.
Brightleaf will shift to 85N20E and fire at Strahd. 7+9=16, miss.
Corrin will issue a divine challenge to Indiana. He is now marked. Then Corrin will show his holy symbol to Indiana and invoke On Pain of Death. 16+3 vs. Will, hit. 16 damage and Indiana will take 1d8 if he attacks (save ends), plus another 8 if he does not attack Corrin.
Corrin makes his save (17).
Tira will stand up and blast Strahd. 8+4 vs. Reflex, miss. Her concealment ends.
Indiana is Bloodied and wants to know why you think it's a typo on Pain Rage. The ability doesn't make sense with minuses.
K3 tries another healing surge try, 13+1, no dice. Hass does not get worse (14).
Strahd heals a little more and then charges Tira to 80n35e. He rolls an 8+11, which hits for 5 damage.
Indiana will take a second wind, which heals him some unknown value (no healing surge value listed for monsters). He moves to 55n55e and then shakes off the On Pain of Death (16).
Gargle takes a second wind, gaining ? hit points (again, unknown value).
OOC: K3 is at -- hit points. Hass is at -7 and has deteriorated once. Strahd is at 5 and getting stronger, bloodied. Indiana is at 16+surge value, no longer bloodied. Gargle is at 14+surge, not bloodied.
Healing Surge hp is half of your bloodied hp, rounded down. So Indiana heals 8 hp, Gargle heals 6 hp.
Round 6: Tira has 3 hp and is bloodied. Brightleaf has 12 hp. Riardon has 16 hp. Corrin has 23 hp.
Riardon makes a Split the Tree attack on Indiana and Gargle as Corrin ducks.
Attack 1: 20+6 = 26. Crit! Attack 2: 18+6 = 24. Riardon takes the higher of the two and applies to both targets. Both targets are hit.
Natural 20's no longer require an extra roll to confirm a crit. Damage is max, not doubled.
Indiana takes 24+4 quarry (I think base damage is max, not extra damage like sneak attack and quarry). Gargle takes 24.
Brightleaf will move 4, ending up at 80N15E. He fires at Strahd. 9+9+2= 20, hit. 5 damage.
Tira will shift to 80N45E and blast K3. 9+4+1 for Prime Shot = 14 vs. Reflex, hit. 6 damage.
Corrin will step to 50N55E and skewer helpless Gargle. Auto crit for 8 damage.
Strahd has technically been defeated (twice), so you can add full reinforcements!
I forgot that I could have substituted for Strahd earlier. Anyway, K3 dies and is teleported out. Indiana is down and at -4. Gargle is dead and is teleport out (though I'm not sure how he got skewered from so far away, did Corrin change weapons?). Strahd is unconscious again, this time at 0. Evil will bring in two kobold wymrpriests (P1/P2), a goblin sharpshooter named Hawkeye, and another kobold Skirmisher named Dariana (dare-ee-an-na). I recommend we drop the "main opponent" idea for this contest because it's unnecessary. No one's ever gonna go for a draw here, it would be counterproductive and impossible. If you want, P1 will be the new leader.
Dariana pops in at 75n45e and stabs at Tira with the spear (9+6+1 for mob attack), hits for 8 damage (max). Tira goes unconscious yet again. Dariana, the bloodthirsty savage, wastes her action point to hit Tira again while she's down, automatically critting for 8 damage +1d6=3, Tira is dead and teleported out.
Hawkeye pops in at 90n50e and shoots his crossbow at Brightleaf. 11+5, hit for 3+2 damage.
P1 pops in at 70n55e and uses Incite Faith to grant all Evil allies in a burst 10 +5 temporary hit points, but I'm not positive what temporary really means for this. I'm assuming the same thing so it can go above max. Hawkeye, Dariana, and P1 all get +5. Strahd goes up to 5 and is conscious. Indiana gets to +1 and becomes conscious. Hassafrass gets to -2. P1 uses his AP to lob a fire-based energy orb at Corrin, 4+16 vs. Reflex (hit) for 3+3 (6) fire damage.
Strahd regenerates to 3+5 hit points, is no longer bloodied, stands up, then charges to 80n20 to grapple Brightleaf (10+5 strength vs. reflex, successful, it doesn't matter here, but +1 for charging?). Does Strahd move into Brightleaf's square? No damage, right? Brightleaf is immobilized.
P2 pops in at 75n60e and uses Incite Faith to grant all Evil allies in a burst 10 +5 temporary hit points. He also uses his AP to lob an energy orb at Corrin. This time it's cold. It's a crit! Corrin takes 13 cold damage.
Hassafrass takes his second wind (healing 6) and then stands up.
Indiana attacks from the prone position, rolling a 5+10-2-2, missing wildly.
Bad Guy Stats, left has actual hit points plus temp hp. Note that some are still negative actual.
I agree about the main opponent, but I need it to keep statistics (kinda like ERA in baseball), so please indulge me.
I missed the part where Gargle moved, so Riardon could not have used Split the Tree. Oops. Too complicated to backtrack now, we'll go with the current situation. At least all the Good Guys are out of daily powers, which are pretty overpowered if you ask me.
When you are in the negatives and use your healing surge or receive healing, you get to start from zero - the negatives don't count anymore. We'll keep that property just for healing, and not other types of hp gain like temp hps and regeneration. Strahd stays adjacent to Brightleaf, but give him +1 for charging. No damage.