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

Gansk

Explorer
OOC: Senshock definitely provokes, there is no withdraw action. I assume he can run but going up is difficult terrain, so he makes it to 60N45E10Z. Thrommel gets +2 to hit because he is Lord Soth's undead ally.

Good Guys:
Duane (magma brute, SW): 66/98hp, injured, -5 to hit, marked
Pete (ice archon, leader): 110/117hp, injured, dazed, +2 defenses
Oz (emerald orb wizard, SW): -6/48hp, unconscious
Scotty (balhannoth, SW): 30/80hp, bloodied


Scotty's OA is 19+19, hit. 15/2 = 7 damage.

Round 101:

Duane gets zapped and tries a Bull Rush on Lord Soth, 19+12 Str vs. Fort, succeeds. Lord Soth is pushed to 95N50E.

Pete takes his second wind. He misses his save (9-2). Good's fate is down to one roll next round! :D

Oz recharges ( :5: ). He stays steady (13).

Scotty does not recharge ( :1: ). He moves to 80N40E and attacks Lord Soth.
5+19, miss. Take an AP and try again. 8+19, missed again!
 

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Infiniti2000

First Post
Bad Guys:
Lord Soth (death knight, leader, SW): 88/109hp, injured
Thrommel (vampire vizier, SW): 92/101hp, injured
Senshock (spectral magelord): 11/38hp, bloodied, +2 on defenses


Lord Soth fails to recharge unholy flames or HGA ( :3: ). He waits on Thrommel.

Senshock fails to recharge ( :3: ). He flies further away to 65n35e25z and then takes a second wind.

Thrommel fails to recharge domination ( :1: ), but regenerates. He continues the dominating gaze and Pete is stunned 1 round (save -2 ends). He shifts to 75n60e and attacks Duane again, 12+17+2 for 11 damage. Why do I have a feeling that if Pete saves next round, he's gonna kick some vampire ass?

Lord Soth does not want to take a swim and therefore moves to 80n60e (via 90n55e and 85n60e), attacking Duane three times and to the best of my understanding, not provoking.

1: 2+20 vs. AC, miss!
2: 17+20 vs. AC, hit for 1d8+8 = 11 damage
3: 8+20 vs. AC, hit for 1d8+8 = 10 damage

I'm guessing Lord Soth's cold, black heart just wasn't in it. ;)
 

Gansk

Explorer
Good Guys:
Duane (magma brute, SW): 29/98hp, bloodied, marked
Pete (ice archon, leader): 110/117hp, injured, dazed
Oz (emerald orb wizard, SW): -6/48hp, unconscious
Scotty (balhannoth, SW): 30/80hp, bloodied


Round 102: (Whaddya know, Thrommel resets SW - as if he needs it - this round)

Duane gets zapped and attacks Lord Soth, 5+17-2, miss.

Pete is stunned. OK, here we go ..... he barely makes his save! (12-2). "You're toast, Thrommel!"

Oz stays steady (12).

Scotty does not recharge ( :1: ). He attacks Thrommel, 12+19, hit. Thrommel takes 14 and is pushed to 60N75E. Scotty moves to 90N40E.
 

Infiniti2000

First Post
Bad Guys:
Lord Soth (death knight, leader, SW): 88/109hp, injured
Thrommel (vampire vizier, SW): 89/101hp, injured
Senshock (spectral magelord): 11/38hp, bloodied, +2 on defenses


Senshock recharges ( :6: ). He moves to 75n10e and targets Scotty and Duane with a spectral dissipation for 20 necrotic and -2 defenses for rest of encounter.

Scotty: 15+8+2 vs. Will, hits!
Duane: 13+8+2 vs. Will, hits!

If the weakest Evil guy is hitting, that can't be a good sign for Good.

Thrommel fails to recharge domination ( :1: ), but regenerates. He moves to 85n60e and attacks Duane, 16+17+2 for 16 damage. Duane is down!

Lord Soth fails to recharge unholy flames or HGA ( :2: ). He moves to 90n50e, attacking Duane three times for 48 damage. Duane is teleported out, despite the available second wind.

Thrommel gets ready to be killed.
 

Gansk

Explorer
OOC: Lord Soth can pull that path of destruction manuever only once per encounter. Duane stays at 80N50E.

Good Guys:
Blossom (dwarf shieldmaiden, SW): 96/96hp, full
Duane (magma brute, SW): -28/98hp, unconscious, marked, -2 def
Pete (ice archon, leader): 110/117hp, injured
Oz (emerald orb wizard, SW): -6/48hp, dying (1)
Scotty (balhannoth, SW): 5/80hp, bloodied, -2 def


Round 103: (Senshock resets SW and AP in round 104)

Blossom the dwarf shieldmaiden appears at 80N10E and cleaves Senshock with Finish the Bloodied. 9+21, hit. Senshock takes 12/2 = 6. She uses her AP and tries again, 17+21, hit. Senshock takes 18/2 = 9 and is teleported out.

Duane gets zapped and stays steady (14).

Pete charges to 80N60E. "Dieeeeeee!!!!!!!!!!!!!" 10+23+1, hit. Thrommel takes min 20 plus 5 cold and is slowed.

Oz starts dying (2).

Scotty recharges ( :5: ), then gets zapped. He wants to move away from Lord Soth, 17+10 Cha vs. Will, does it! He teleports to 90N55E, granting him CA vs. both LS and Thrommel. He then takes a tentacle flurry against both opponents.
Thrommel: 16+19+2, hit. Thrommel takes 12 plus 10 sneak attack and is pushed to 70N75E.
Lord Soth: 15+19+2-2, hit. He takes 17 plus 12 sneak attack and is pushed to 105N50E.
 

Infiniti2000

First Post
OOC1: I don't see anything on the card that limits it. Is there a modified set of cards I should be using? I downloaded the ones you point to earlier. How much damage did you apply then, just the 16?

OOC2: Technically, Scotty is not 'moving away" so he probably didn't need the Cha check.

Bad Guys:
Thrommel (vampire vizier): 78/101hp, injured
Lord Soth (death knight, leader): 86/109hp, injured
Aussie (ascendant hellsword, AP, SW): 126/126hp, full


Thrommel recharges domination ( :5: ), and regenerates. He tries to dominate Scotty, 2+13+2 fails. He moves to 60n85e and takes a second wind.

Lord Soth fails to recharge unholy flames but does recharge HGA ( :5: ). He takes a second wind (std) and swims to edge to pull himself out (move? move+minor? two moves?). If he can reach 70e he will, otherwise it would be as far west of Scotty as possible. His athletics check would be a 6+11.

Aussie the ascendant hellsword (medium) will appear at 85n65e and will use infernal slash against both opponents, 7 damage plus 10 fire plus tport.

Scotty: 7+15 misses.
Pete: 3+15 misses.

He burns an AP and tries again, 9 damage plus 10 fire plus tport.

Scotty: 19+15 hits and Scotty is now in the drink unconscious at 105n60e. :D
Pete: 5+15 misses.
 

Gansk

Explorer
OOC: The limitation is not explicit, but the power is listed under "Limited Abilities" and has no recharge number. If it could be used at will, it would have been listed with the attacks or under the "Abilities" category. I gave Duane 16 damage.

Lord Soth swims at one-quarter speed, so one square. I'll put him at 100N45E. He will need to take a move action next round to climb out of the water so he is standing, otherwise he can crawl ashore at half speed.

Good Guys:
Monte (shade knight, SW): 72/72hp, full
Blossom (dwarf shieldmaiden, SW): 96/96hp, full
Duane (magma brute, SW): -28/98hp, dying (1), -2 def
Pete (ice archon, leader): 110/117hp, injured, concealed
Oz (emerald orb wizard, SW): -6/48hp, unconscious


Round 104:

Monte Python the shade kaniggit appears at 60N90E and hacks Thrommel. 6+17, miss. Burn an AP, try again. 1+17, miss!

Blossom tries to revive Oz, 13+6. Stabilizes, but does not revive.

Duane starts dying (2).

Pete shifts away, then charges to 60N80E. "Dieeeeeee!!!!!!!!!!!!!" 6+23+1+4, hit. Thrommel takes 23 plus 5 cold and is slowed. I accidentally did 10 too much damage last round, so give Thrommel 10 back.

Monte uses Guiding Shadow to automatically crit Thrommel for 18 more damage. Thrommel should be bloodied with 42 hp. Monte's aura gives Pete concealment.

Oz lies there.

Scotty goes blub blub and teleports out.
 
Last edited:

Infiniti2000

First Post
Bad Guys:
Thrommel (vampire vizier): 31/101hp, bloodied, slowed
Lord Soth (death knight, leader): 86/109hp, injured
Aussie (ascendant hellsword, SW): 126/126hp, full


Thrommel fails to recharge domination ( :1: ), but regenerates. Thrommel attacks the opponent he can see, Monte, 9+17+2 vs. AC for 12 damage.

Lord Soth recharges everything ( :6: ). He pulls himself out of the water at 95n45e and targets Blossom and Oz with unholy flames for 20 fire and 10 necrotic.

Blossom: 4+14 vs. Fort, misses!
Oz: 1+14+2+4 vs. Fort, still hits!

Aussie moves to 80n45e and uses infernal slash on Duane, 13 damage plus 10 fire plus Duane is teleported partially into the drink at 95n50e and then teleported out (damage-wise). He then activates Commanding Deviltry on Thrommel who basic attacks Monte, 2+17+2 misses. Aussie burns his second AP to charge Blossom to 80n15e and attack with another infernal slash, 5+15 misses!
 

Gansk

Explorer
OOC: It looks like Thrommel regenerated in reverse. He should have 53 hp, not 31.

Good Guys:
Monte (shade knight, SW): 60/72hp, injured
Blossom (dwarf shieldmaiden, SW): 96/96hp, full
Pete (ice archon, leader): 110/117hp, injured, concealed


Round 105:

Monte does not recharge ( :3: ) and hacks Thrommel. 20+17+2, crit! 18 damage and a blade of shadow hovers over Thrommel. It will stick him for 2d6 if he is still adjacent to Monte at the end of his turn.

Blossom shifts to 75N15E. She hammers Aussie, 18+19, hit. 11 damage.

Pete attacks, 9+23+2+4, hit. Thrommel takes min 20 plus 5 cold damage and Thrommel is slowed.
 

Infiniti2000

First Post
OOC: I got on a roll of deducting hp from Thrommel ... :)

OOC: Thrommel is teleported out before he is able to regenerate, because he has no second wind. Maybe for creatures with regenerate that rule could be revisited, but don't bother now.

OOC: I just had a thought. With the teleport-other type actions, I don't think it should be possible to teleport an opponent out of the arena. If Blossom were one square to the west, for instance, and Aussie hit she would be gone which really isn't within the scope of that power.

Bad Guys:
Lord Soth (death knight, leader): 86/109hp, injured
Aussie (ascendant hellsword, SW): 115/126hp, injured
Heather (lamia, AP, SW): 114/114hp, full


Lord Soth fails to recharge unholy flames ( :4: ). He charges to 75n20e and attacks Blossom with a high guard attack, 18+20+1 for 27 and Blossom is at -5 to attack for one round.

Aussie fails to recharge commanding deviltry ( :1: ). He steps to 75n10e attacks Blossom with a basic attack, not wanting the shieldmaiden to go anywhere, 8+15+2 misses.

Heather the lamia (medium) appears at 30n85e and hits both Pete and Monte with a stupefy as a minor action (dazed for one round) and then a toxic spray, 7 damage plus death beetle contagion:

Pete: 7+15 vs. Will, failed; 13+14 vs. Fort, failed
Monte: 7+15 vs. Will, succeeded; 16+14+2 vs. Fort, succeeded

She then burns an AP to try a death beetle dance on Monte, 10+15+2 vs. Will succeeds! Monte is dominated (save ends). Heather's first choice would be to have Monte leave the arena, but if that is not possible (or not cool/within the spirit of the rules) then she'll just have him attack Pete.
 

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