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


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Gansk

Explorer
OOC: I thought Thrommel had 10 hp left, but since that is just one away from making him go gaseous and run to his coffin, there isn't a real need to retcon.

Yeah, I forgot about teleporting out of the arena.

It looks like we have some confusion with the icons on the lamia's card. IMO, the toxic spray is a ranged attack (one target), and stupefy and bettle dance are close bursts, not ranged area attacks. Let's move her up to 35N85E and say she didn't stupefy. Monte is still dominated.

Good Guys:
Monte (shade knight, SW): 48/72hp, injured, dominated
Blossom (dwarf shieldmaiden): 88/96hp, injured, marked, -5 to hit
Pete (ice archon, leader): 110/117hp, injured


Round 106: (Pete resets SW on round 108)

Monte does not recharge ( :1: ) and gets sick. He moves to 60N85E and hacks Pete. 9+17, miss. Monte makes save vs. contagion (15), but not domination (8).

Blossom gets zapped and takes a second wind. She tries to get away, 15+6, no dice.

Pete shifts away from Monte, then charges to 40N80E. 11+23+1, hit. Heather takes 12 plus 5 cold damage and is slowed.
 

Infiniti2000

First Post
Bad Guys:
Lord Soth (death knight, leader): 86/109hp, injured
Aussie (ascendant hellsword, SW): 115/126hp, injured
Heather (lamia, AP, SW): 97/114hp, injured, slowed


Lord Soth fails to recharge unholy flames or HGA ( :1: ). He attacks Blossom with an immobilizing strike, 7+20+2 vs. AC+2, misses!

Aussie fails to recharge commanding deviltry ( :3: ). He attacks Blossom, crit (20+15+2 vs. AC+2)! Blossom takes 13 damage plus 10 fire.

Heather fails to recharge toxic spray, but recharges the beetle dance ( :5: ). She tries a stupefy vs. Pete, 11+15 vs. Will, fails. Then she tries to touch Pete, 10+14 vs. Fort, fails.
 

Gansk

Explorer
OOC: There is confirmation from the new 4e adventure that dazed allows only one action a round and that dominated creatures are dazed.

Good Guys:
Monte (shade knight, SW): 48/72hp, injured, dominated
Blossom (dwarf shieldmaiden): 60/96hp, injured, marked
Pete (ice archon, leader): 110/117hp, injured


Round 107: (Pete & Lord Soth reset SW on round 108)

Monte recharges ( :5: ). He charges to 45N85E and hacks Pete. 17+17+1, barely miisses! Monte stays dominated (9) and grants Heather concealment.

Blossom gets zapped and attacks Lord Soth. 10+19-2, miss.

Pete shifts to 35N80E and attacks. 19+23+4 vs. AC+2, hit. Heather takes 24 plus 5 cold damage and is slowed.
 

Infiniti2000

First Post
Have you been accounting for the lamia being insubstantial to :melee: and :ranged: attacks? That means she takes only half damage, right? The current calculation is left as you reported it.

Bad Guys:
Lord Soth (death knight, leader): 86/109hp, injured
Aussie (ascendant hellsword, SW): 115/126hp, injured
Heather (lamia, AP, SW): 68/114hp, injured, slowed


Lord Soth recharges everything ( :6: ). He makes a high guard attack on Blossom, 2+20+2 misses again!

Aussie fails to recharge commanding deviltry ( :1: ). He attacks Blossom, 3+15+2 misses!

Heather fails to recharge toxic spray ( :4: ). She tries to stupefy Pete, 8+15 vs. Will, fails. She moves to 30n80e (provoking or not? It's rough terrain, but I'm not sure how the rule actually works since she only moved 5ft), and touches Pete, 13+14 vs. Fort fails.

A bad round of rolling for the bad guys.
 

Gansk

Explorer
OOC: No, I forgot. Heather gets 24 hp back. I think she provokes for shifting through the ice.

Good Guys:
Monte (shade knight, SW): 48/72hp, injured, dominated
Blossom (dwarf shieldmaiden): 55/96hp, injured, marked
Pete (ice archon, leader, SW): 110/117hp, injured


OA on Heather is 10+23+4, hit for max 34/2 = 17 damage.

Round 108: (Pete & Lord Soth reset SW)

Monte moves to 40N80E. He is no longer dominated (20) and grants Pete concealment.

Blossom gets zapped and attacks Lord Soth. 9+19-2, miss.

Pete shifts to 30N75E and attacks. 2+23+4, hit. Heather takes 30/2 = 15 damage and is slowed.
 

Infiniti2000

First Post
OOC: Question on the soul shroud of the ascendant hellsword: does he need to recharge to sustain? If so, that's an awfully crappy ability since it requires a standard action.

Bad Guys:
Lord Soth (death knight, leader, SW): 86/109hp, injured
Aussie (ascendant hellsword, SW): 115/126hp, injured
Heather (lamia, AP, SW): 77/114hp, injured, slowed, grants CA to all


Lord Soth fails to recharge HGA ( :1: ). He executes a path of destruction, moving to 80n15e, 80n20e, and back to 75n20e. He attacks Blossom three times, 7+20+2 (barely hits), 12+20 (hits), and crit! (20+20+2 hits) for a total of 8+7+8+24, or a whopping one-point-from-max 47 damage! Ouchie! Talk about getting marked, but that's gotta hurt.

Aussie fails to recharge commanding deviltry ( :1: ). He attacks Blossom, 7+15+2 misses again! Aussie is about to get traded to the Dodgers.

Heather fails to recharge toxic spray ( :3: ). She tries to stupefy Pete, 5+15 vs. Will, fails. She shifts one square southeast and then runs to 10n105e.
 

Gansk

Explorer
OOC: Yeah, it is a crappy ability - there is probably something I'm misinterpreting that makes it so crappy. It does help a little if Aussie wants to fly around, since he is a clumsy flier. If he stays in the air, ranged attackers get CA.

Good Guys:
Monte (shade knight, SW): 48/72hp, injured, concealed
Blossom (dwarf shieldmaiden): 3/96hp, bloodied (ouch!), marked, concealed
Pete (ice archon, leader, SW): 110/117hp, injured, concealed


Round 109:

Monte moves to 75N45E, then charges to 75N25E. 12+17+2-2+1, hit. Lord Soth takes 14 damage and has a shadow blade hovering over him. Both Monte and Blossom have concealment.

Blossom gets zapped and attacks Lord Soth. 15+19-2+2, hit. 13 damage.

Monte uses Guiding Shadow to crit Lord Soth for another 18 damage.

Pete moves to 60N45E, then charges to 70N25E. 13+23-2+1, hit. Lord Soth takes 17 plus 5 cold damage and is slowed. Pete also gains concealment.
 

Infiniti2000

First Post
Bad Guys:
Lord Soth (death knight, leader, SW): 19/109hp, bloodied in a big way, slowed
Aussie (ascendant hellsword, SW): 115/126hp, injured
Heather (lamia, AP): 83/114hp, injured, +2 to defenses (I hope I have her hp right, double check for me please)


Lord Soth recharges HGA ( :6: ). He waits on Aussie to see if Aussie can finish the shieldmaiden.

Aussie also (finally) recharges ( :6: ). He attacks Blossom, 17+15+2 vs. AC+2 hits for 9 damage + 10 fire. Blossom is teleported out. Aussie moves to 75n30e and grants Lord Soth a free attack on Monte, 15+20+2 vs. AC+2 hits for 14 damage and Monte is currently marked.

Lord Soth then attacks Monte with a high guard attack, 16+20+2 vs. AC+2, hits for 28 damage and Monte is not only still marked but at -5 to attack for one round.

Heather also recharges ( :6: ). How appropriate that Evil rolls three sixes, eh? She takes a moment to get a second wind and then climbs up to 5n105e30z.
 

Gansk

Explorer
OOC: Heather should have 88 hp.

Good Guys:
Jozan (cleric of pelor, SW): 58/58hp, full
Monte (shade knight): 30/72hp, bloodied, marked, -5 to hit
Pete (ice archon, leader, SW): 105/117hp, injured, concealed


Monte's shadowing blade inflicts 4 more damage on Lord Soth.

Round 110:

Jozan the cleric of Pelor appears at 50N50E and heals Monte, triggering his healing surge plus 11 hp. He then shines his radiant light on Aussie's space, and uses his AP to cast hold on him. 15+8+2 vs. Will, does it! Aussie is immobilized (save ends).

Monte recharges ( :5: ) and gets zapped. He attacks Lord Soth, 4+17-7, miss.

Pete gets zapped and attacks Lord Soth, 16+23-2+4, hit. Lord Soth takes 25 plus 5 cold damage and is slowed. Pete shifts to 70N20E.
 

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