4e Battle of Good vs. Evil: Ice Archon & Co. vs. Eye Of Flame & Co.

Infiniti2000

First Post
Bad Guys:
Norman (Leader): 25hp, injured
Captain: 16hp, bloodied


Norman Osborn hits DJ with a Shock Staff, 18+8 for 7+4 lightning damage and DJ is dazed until the end of Norman's next turn (also bloodied). Norman then moves to 65n45e (DJ cannot make an OA).

Captain Archer swings his longsword at Bones, 12+6+2, hits for 5 damage (Bones is now bloodied). Can Archer step northeast? If yes, he does so. If not, he stays put.
 

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Gansk

Explorer
OOC: Captain Archer can't shift northeast because of the post.

Round 23: Bones has 18 hp, bloodied. Milly has full hp, 34. DJ has 13 hp, bloodied and dazed.

DJ does not recharge (3). He second winds up to 22 hp, no longer bloodied.

Milly scuttles through Bones to 65N50E and bites Norman. 10+11, hit for 8 damage.

Bones shifts to 65N40E and second winds to 29 hp, no longer bloodied.
 

Infiniti2000

First Post
Bad Guys:
Norman (Leader): 17hp, bloodied
Captain: 16hp, bloodied


Norman says, "Get out of the way." He waits for Archer to act.

Captain Archer takes a second wind and moves to 25n75e. Archer has 25hp and is no longer bloodied.

(I hope I'm understanding "close blast" correctly, but it appears he can hit everyone within 5 squares.)

Norman Osborn recharges everything (6). Norman let's loose with a force pulse, 10+4=14 force damage.

Bones: 2+7 vs. Reflex+2, misses. Bones only takes 7.
Milly: 15+7 vs Reflex, hits. Milly takes 14 and is at 65n55e, prone.
DJ: 3+7 vs. Reflex+2, misses. DJ takes 7.

Norman shifts to 60n50e.

Bad Guys:
Norman (Leader): 17hp, bloodied
Captain: 25hp, injured
 

Gansk

Explorer
OOC: A close burst would accomplish what Norman did, but a close blast is supposed to simulate a cone. Norman picks a square adjacent to him, then expands the square into a 5x5 square. I don't see a close blast configuration that can include both DJ and Bones at the same time. You can pick which one does not take 7 damage.

Round 24: Bones has 29 or 22 hp. Milly has 20 hp, prone. DJ has 22 or 15 hp.

DJ does not recharge (5). He charges to 60N55E. 13+11+1, hit. 11 damage.

Milly stands up, triggers an OA, and bites. 20+11, crit! 12 damage takes Norman down to
-6 . Milly is at -2 defenses for one round.

Bones charges to 30N65E and swings at CA. 11+10+1, hit for 9 damage. CA is marked.

Bring on the reinforcements! :eek:
 

Gansk

Explorer
Tiefling Warlock

Here are the tiefling warlock stats in case you don't have them (he is part of one of your reinforcement choices, you don't have to use him).

[sblock]
Tiefling Warlock Level 7 Artillery
Medium Natural Humanoid

Init: +3 Speed: 6
Senses: low-light vision; Perception +3
HP: 40 (Bloodied: 20)
AC: 18 Fort: 19 Ref:17 Will:21

ATTACKS
Dagger: +11 vs. AC; 1d4+1
Soul Blast: Range 20; +9 vs Fort; 1D8+5 necrotic

LIMITED POWERS
Curse of the Lurking Serpent: Minor; +9 vs Will; 1D6+5 poison if target ends its turn closer to this creature (the warlock), save ends. Recharge 5 6, only if no target affected.
Desperate Distraction: Immediate, only when bloodied; reroll ranged attack that just hit this creature, use lower result. Recharge 4 5 6
Diabolic Escape: Move; become invisible for 1 round, and teleport 5. Recharge 6

ABILITIES
Heretic's Fury: +2 attack and damage if enemies outnumber allies in sight

Str+4 (12); Con+6 (17); Dex+3 (10); Int+5 (14); Wis+3 (10); Cha+8 (21)
[/sblock]
 

Infiniti2000

First Post
DJ is not included in the blast.

The OA is a 16+8 hit for 7 damage.

Archer is at 25n75e, so Bones did not charge far enough. In fact, Bones can't reach Archer in a charge. Double move?
 

Gansk

Explorer
I got the position wrong, but a charge is possible.

Move action: move to 40N50E.
Standard action: charge to 30N70E.

Bones has 22 hp, bloodied. Milly has 13 hp, bloodied. DJ has 22 hp.
 
Last edited:


Gansk

Explorer
Well, the PC's usually have more interesting options than charge with a basic weapon, and if the players don't complain, then 4e is cool. :lol:

There was a situation earlier in the battle where I thought your guy was too far away to charge, then realized that move + charge is perfectly legal.
 

Infiniti2000

First Post
Bad Guys:
Captain: 16hp, bloodied
Norman (ex-leader): -6hp, dying


(Using option for all 3)

Flart the kobold dragonshield pops in at 35n65e and attacks Bones with his short sword. Natural 1+7+2, misses! He shifts to the south at 30n65e. Keep an eye on his dragonshield tactics (immediate reaction), as he will always use that when possible. Feel free to shift him yourself during your turn, as I would trust you to make it to his advantage (rather than waiting for me to respond or, worse, retcon an immediate reaction).

Daclaw the gnoll claw fighter (new leader) pops in to the northwest of Bones and charges, ending up at 35n65e. He claws twice, hitting twice (8+11+2+1, 14+11+2+1), doing 3+4+5 and 5+4+5 for a total of 26 damage (the extra +5 each for pack attack). Bones is at -4!

Captain Archer stabs Bones for 10 damage.

Norman Osborn doesn't recharge (3). His condition doesn't worsen (16).

Ukemil the troglodyte bonecrusher appears at 65n60e and lets loose a stench that can only be likened to the diaper of a 2-year-old after a day feasting on fruit, eggs, and cheese. Both Milly (17+10 vs Fort) and DJ (17+10 vs. Fort, yes, separate roll) are affected. They are slowed (speed reduced to 2) and get -2 attack/defense for the rest of the encounter. Ukemil then swings his great club at DJ, 10+14 hits AC 18-2 for 4+4 damage.

Bad Guys:
Flart: 36hp, full
Daclaw (leader): 70hp, full
Captain: 16hp, bloodied
Norman (ex-leader): -6hp, dying
Ukemil: 51hp, full
 
Last edited by a moderator:

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