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The Battle of All Alignments
General Discussion
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: 4224591" data-attributes="member: 31734"><p>OOC: I got on a roll of deducting hp from Thrommel ... <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><span style="font-size: 9px"><u>Bad Guys:</u></span></p><p><span style="font-size: 9px">Lord Soth (death knight, leader): 86/109hp, injured</span></p><p><span style="font-size: 9px">Aussie (ascendant hellsword, SW): 115/126hp, injured</span></p><p><span style="font-size: 9px">Heather (lamia, AP, SW): 114/114hp, full</span></p><p><span style="font-size: 9px"></span></p><p></p><p><strong>Lord Soth</strong> fails to recharge unholy flames ( <img src="http://www.enworld.org/forum/images/smilies/4.gif" class="smilie" loading="lazy" alt=":4:" title="Four :4:" data-shortname=":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.</p><p></p><p><strong>Aussie</strong> fails to recharge commanding deviltry ( <img src="http://www.enworld.org/forum/images/smilies/1.gif" class="smilie" loading="lazy" alt=":1:" title="One :1:" data-shortname=":1:" /> ). He steps to 75n10e attacks Blossom with a basic attack, not wanting the shieldmaiden to go anywhere, 8+15+2 misses.</p><p></p><p><strong>Heather</strong> 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:</p><p></p><p>Pete: 7+15 vs. Will, failed; 13+14 vs. Fort, failed</p><p>Monte: 7+15 vs. Will, succeeded; 16+14+2 vs. Fort, succeeded</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Infiniti2000, post: 4224591, member: 31734"] 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. [size=1][U]Bad Guys:[/U] Lord Soth (death knight, leader): 86/109hp, injured Aussie (ascendant hellsword, SW): 115/126hp, injured Heather (lamia, AP, SW): 114/114hp, full [/SIZE] [B]Lord Soth[/B] 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. [B]Aussie[/B] 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. [B]Heather[/B] 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. [/QUOTE]
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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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