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The Battle of All Alignments
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4e Battle of Good vs. Evil: Ice Archon & Co. vs. Eye Of Flame & Co.
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<blockquote data-quote="Infiniti2000" data-source="post: 4110639" data-attributes="member: 31734"><p>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).</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>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.)</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 4110639, member: 31734"] 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.) [/QUOTE]
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4e Battle of Good vs. Evil: Ice Archon & Co. vs. Eye Of Flame & Co.
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