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

Infiniti2000

First Post
OOC: So, Aussie is lit up until the cows come home? Or, wait, it's permanent? McCoy should've gotten another +2 to hit.

OOC: Lurch isn't insubstantial? That's odd.

Bad Guys:
Aussie (ascendant hellsword, SW): 97/126hp, injured, +2 atk vs. this creature (lit up)
Lord Soth (death knight, ex-leader): 27/109hp, bloodied
Kex (eye of flame beholder, leader, SW): 23/81hp, bloodied
Heather (lamia, SW): 62/114hp, injured, slowed


Aussie recharges command deviltry ( :6: ). He attacks both opponents with an infernal slash:

Lurch: 10+15 vs. AC+2 for 6 damage plus 10 fire, teleported to 95n30e
McCoy: 14+15 vs. AC for 9 damage plus 10 fire, teleported to 55n25e

He grants Soth commanding deviltry, who attacks Jozan, 13+20+2 for 10 damage and Jozan is teleported out.

Lord Soth shifts east to 50n25e and attacks McCoy with High Guard Attack, 6+20 vs. AC for 26 damage and -5 to attack for 1 round. McCoy lets loose with a Boneshard Burst.

Kex activates his central eye vs. Pete (minor). He shifts west again (now to 45n45e15z) and then targets Pete with a telekineses, 10+15 vs. Fort-5 misses! He fires fire at McCoy, 5+15 vs. Ref for 13 fire.

Heather fails to recharge swarm's embrace ( :1: ) and tries to stupefy (minor) Pete, 17+15+2 vs. Will-5 succeeds; Pete is dazed 1 round (again). She then touches Pete (std), 19+14+2 vs. Fort-5, hits for 8 damage plus death beetle contagion. She shifts left again to 35n55e.
 

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Gansk

Explorer
The light goes away now that Jozan is gone. Technically, Heather cannot shift into difficult terrain, but Pete is too dazed to do anything about it.

Good Guys:
Pete (ice archon, leader): 41/117hp, bloodied, -5 def, vuln fire, dazed
Lurch (shadar-kai gloomblade, SW): 38/54hp, injured
McCoy (boneshard skeleton, SW): 33/77hp, bloodied, -5 attack, marked, +2 def


McCoy explodes, 6+8-7, miss.

Round 117: (Pete and Lord Soth reset SW & AP in round 118)

Pete get sick, then attacks Heather, 5+23+4, hit. Heather takes 31/2 = 15 and is slow. He is no longer sick (18).

Lurch charges to 80N30E. 16+11+1, hit. Aussie takes 5 plus 4 necrotic damage.

McCoy gets zapped, then takes a second wind.
 

Infiniti2000

First Post
Bad Guys:
Aussie (ascendant hellsword, SW): 88/126hp, injured
Lord Soth (death knight, ex-leader): 27/109hp, bloodied
Kex (eye of flame beholder, leader, SW): 23/81hp, bloodied
Heather (lamia, SW): 47/114hp, bloodied, slowed


Aussie recharges command deviltry ( another :6: ). He grants Soth commanding deviltry, who attacks McCoy, 5+20 for near max 15 damage. Aussie then turns his attention on Lurch with an infernal slash, 7+15 hit for 10 damage and 10 fire and Lurch is teleported to 60n30e. Aussie loops around to 60n25e to flank McCoy.

Lord Soth recharges High Guard Attack ( :5: ) and attacks McCoy with High Guard Attack, 16+20+2 for 19 damage and -5 to attack for 1 round. McCoy lets loose with a Boneshard Burst just before he gets teleported out. Soth then shifts to 55n30e.

Kex activates his central eye vs. Pete (minor). He targets Pete with a telekineses, 5+15+2 vs. Fort-5 misses! He throws fear at Lurch, 11+15 vs. Will, Lurch must move speed away from Kex next round and is at -2 atk on Kex for rest of encounter. Kex flies to 65n45e15z.

Heather fails to recharge swarm's embrace ( :2: ) and tries to stupefy (minor) Pete, 1+15+2 vs. Will-5 fails. She then touches Pete (std), 15+14+2 vs. Fort-5, hits for 12 damage plus death beetle contagion. Pete is no longer dazed, but the writing is on the wall. ;)
 

Gansk

Explorer
Good Guys:
Pete (ice archon, leader): 53/117hp, bloodied, -3 def, vuln fire
Lurch (shadar-kai gloomblade, SW): 18/54hp, bloodied, -2 vs. Kex
Mel (blazing skeleton, SW, AP): 53/53hp, full


McCoy explodes, 6+8-7 vs. Lord Soth, miss.
2+8-7 vs. Aussie, miss.
8+8-7 vs. Lurch, miss.

Round 118: (Pete and Lord Soth reset SW & AP)

Pete get sick, then attacks Heather, 6+23+4, hit. Heather takes 26/2 = 13 and is slow. Pete burns an AP and takes a SW. He is no longer sick (19).

Lurch wants to move away, but can't leave Lord Soth. He attacks Aussie, 6+11-2, miss.

Mel Brooks the blazing skeleton appears at 50N50E, then throws a flame orb at Kex. 12+8 vs. Ref+5, miss. He moves to 35N50E so Heather will get fried for 5 at the start of her turn.
 

Infiniti2000

First Post
OOC: The clarification from the module is that ranged attacks vs. prone targets get -2 on the attack. However, being prone grants CA vs. all attacks, so they cancel out.

Bad Guys:
Aussie (ascendant hellsword, SW): 88/126hp, injured
Lord Soth (death knight, ex-leader): 54/109hp, bloodied, +2 on defenses
Kex (eye of flame beholder, leader): 43/81hp, injured, +2 on defenses
Heather (lamia): 59/114hp, injured, slowed, +2 on defenses


Aussie fails to recharge commanding deviltry ( :2: ). He shifts northeast to 65n30e and attacks Lurch with his two-bladed sword, 4+15+2 hit for 7 damage and 10 fire. Lurch hangs on by a thread!

Lord Soth fails to recharge High Guard Attack ( :2: ). He attacks Lurch, 11+ for 14 damage. Lurch is down and marked. Soth then moves to 35n45e and burns an AP to take a second wind.

Kex activates his central eye vs. Pete (minor). He takes a second wind and unwillingly flies to 90n50e0z (yes, 0z for real).

Heather recharges swarm's embrace ( :6: ), feels the fire, and tries to stupefy (minor) Pete, 4+15+2 vs. Will-5+2 fails. She then takes a second wind.

A lot of second winds going around this round. :)
 
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Gansk

Explorer
Good Guys:
Pete (ice archon, leader): 53/117hp, bloodied, -5 def, vuln fire
Lurch (shadar-kai gloomblade, SW): -13/54hp, unconscious, -2 vs. Kex, marked
Mel (blazing skeleton, SW, AP): 48/53hp, injured
Tenser (human mage, SW, AP): 42/42hp, full


Round 119:

Pete moves, then charges to 85N60E, triggering an OA from Heather. 9+23+1, hit. Kex takes 18 plus 5 cold and is slow.

Lurch stays unconscious (13).

Mel gets zapped and attacks Heather, 6+8-2, miss.

Tenser the human mage appears 65N65E and cast Dancing Lightning on three targets in range.
Heather: 7+7 vs. Ref+2, miss.
Lord Soth: 19+7 vs. Ref+2, hit! Min 5 lightning damage.
Aussie: 15+7 vs. Ref, hit! 7 lightning damage.
 

Infiniti2000

First Post
Heather OA on Pete: 15+14+2 vs. Fort-5 hits for 11 damage and death beetle contagion

Bad Guys:
Aussie (ascendant hellsword, SW): 81/126hp, injured
Lord Soth (death knight, ex-leader): 44/109hp, bloodied
Kex (eye of flame beholder, leader): 23/81hp, bloodied
Heather (lamia): 54/114hp, bloodied


Aussie fails to recharge commanding deviltry ( :3: ). He charges Pete to 80n55e and attacks with an infernal slash, 15+15+1 vs. AC-5 hits! Uh oh, 10 damage plus 15 fire (includes vuln). Pete is teleported into the drink at 100n65e.

Lord Soth recharges High Guard Attack ( :6: ). He ignores Mel (except the fire) and moves to 60n65e to attack Tenser with a HGA, provoking an OA from Mel, 18+20 for 28 damage plus Tenser is -5 to attacks for 1 round.

Kex activates his central eye vs. Pete (minor). He flies up to 85n40e20z. (still under the assumption that Hv makes flying up non-difficult, otherwise he's at 10z)

Heather feels the fire, and tries to stupefy (minor) Mel, 19+15+2 vs. Will succeeds, Mel is dazed. She then touches Mel, 18+14+2 vs. Fort for 9 damage but Mel ignores the death beetle contagion. She then shifts into his square as a move action for swarm's embrace, 18+12 vs. Fort for another 21 damage and still no more disease.
 

Gansk

Explorer
Good Guys:
Pete (ice archon, leader): 12/117hp, bloodied, -5 def, vuln fire
Lurch (shadar-kai gloomblade, SW): -13/54hp, unconscious, -2 vs. Kex
Mel (blazing skeleton, AP): 31/53hp, injured, dazed, +2 def
Tenser (human mage, AP): 19/42hp, injured, -5 to hit, marked, +2 def


Mel's OA is 4+8-2, miss.

Round 120: (Kex resets SW in round 121)

Pete climbs out of the water after getting sick. He then charges to 65N60E, 17+23+1-2, hit. Lord Soth takes min 10 plus 5 cold and is slow. Pete barely shakes off the contagion (10).

Lurch stays unconscious (11).

Mel takes a second wind.

Tenser gets zapped and takes a second wind.

Only Mel has a chance to survive next round's carnage. :)
 
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Infiniti2000

First Post
Bad Guys:
Aussie (ascendant hellsword, SW): 81/126hp, injured
Lord Soth (death knight, ex-leader): 29/109hp, bloodied, slowed
Kex (eye of flame beholder, leader): 23/81hp, bloodied
Heather (lamia): 54/114hp, bloodied


Aussie fails to recharge commanding deviltry ( :3: ). He charges Pete to 70n55e and attacks with a basic attack, 20+15+2+1 vs. AC-5 crits! Pete takes 13 damage plus 15 fire (includes vuln) and is teleported out! Is that Victory?

Lord Soth fails to recharges High Guard Attack ( :2: ). He attacks Tenser with an immobilizing strike, 8+20 vs. AC+2 hits for 15 damage and Tenser is immobilized for 1 round.

Kex flies to 55n40e and activates his central eye vs. Tenser (minor). He targets Tenser with a fire ray, 7+15 vs. Ref+2 hits for 24 fire (2 less than max, includes vuln). Tenser is teleported out. Kex fires the telekinesis ray at Mel, 9+15 vs. Fort+2 hits for 12 damage (okay, even I'm getting a little sick of these good damage rolls) and Mel is teleported to 55n60e.

Heather fails to recharge swarm's embrace ( :1: ). She feels no fire (neither does Lord Soth, how's that for getting around the auto-fire damage--didn't plan it that way though), moves to 50n55e and tries to stupefy (minor) Mel, 10+15+2+2 vs. Will+2 succeeds, Mel is dazed. She then touches Mel, 17+14+2+2 vs. Fort+2 for 8 damage.

The Good General Baron Von Mason extends the formal offer that Good bring in the backup general, the bralani, and perhaps the final PC (the tiefling warlord sample PC for the KotS).
 

Gansk

Explorer
A very generous offer, but Good will have to respectfully decline. The bralani will be occupied with providing housing for his minions. He offers his congratulations to the tactically superior evil forces.

As the rules of engagement are officially published, Good invites Evil to continue to share opinions and stories of their experiences in the newly transformed world where Good and Evil will continue their eternal struggle.

I wish you and your family the best and I hope we can collaborate on something in the future.
 

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