Shadow Showdown

PowerToast

First Post
Howdy folks, it's your resident newb DM, Powertoast.

I'm designing and encounter in which the players, who are attempting to take an ancient and evil artifact, must defeat their own inner darkness so as to prove themselves worthy of holding the artifact. I'm representing this with a fight inside their own souls vs. shadow-y versions of themselves. I've written up the stats for their shadow counterparts (many thanks to Asmor's various tools!) and wanted to run them by you to see if they were an appropriate encounter for a level 2 party of adventurers. I have no doubt they'd be able to handle this fight with a full rest, but before they get to these guys they're scheduled to face a young green dragon (reduced to level 3, but still) and I'm worried they won't be up for it.

The idea is, most of the shades will drop in two solid hits or so (these players don't have very much inner darkness). The two higher level 'monsters' are the shades of the players who are struggling with their dark side, and so are stronger.

[sblock] Shadow Avaris Level 1 Soldier (Leader)
Medium Shadow Humanoid XP 100
Initiative +3 Senses
HP
28; Bloodied 14
AC 16; Fortitude 13, Reflex 14, Will 14
Speed 5; see Fey Step [FONT=D&D 4e icons]
M[/FONT] Longsword (Standard; at-will) ♦ Weapon +8 vs. AC; 1d8+3 damage
[FONT=D&D 4e icons]m[/FONT] Wolf Pack Tactics (Standard; at-will) ♦ Weapon
One ally adjacent to either you or the target may shift one square. Make a longsword attack
[FONT=D&D 4e icons]m[/FONT] Commander's Strike (Standard; at-will) ♦ Weapon
An ally makes a melee basic attack against the target with +2 damage. [FONT=D&D 4e icons]
m[/FONT] Shade's Favor (Standard; encounter) ♦ Weapon
Make a longsword attack. One ally within 5 squares of you gains +2 on their next attack roll against the target.
[FONT=D&D 4e icons]c[/FONT] Shadow Word (Standard; encounter) ♦ Healing
Close burst 5; one ally in the burst can spend a healing surge.
Fey Step (Move; encounter) ♦ Teleport Teleport 5 squares.[/sblock]

[sblock]Shadow Belladine Level 1 Artillery
Medium Shadow Humanoid XP 100
Initiative +3 Senses Perception:
HP
25; Bloodied 12 AC 14; Fortitude 13, Reflex 14, Will 12
Speed 6; see Fey Step
[FONT=D&D 4e icons]M[/FONT] Longsword (Standard; at-will) ♦ Weapon
+6 vs. AC; 1d8+1 damage.
[FONT=D&D 4e icons]R[/FONT] Longbow (Standard; at-will) ♦ Weapon
Range 20; +8 vs AC; 1d10+3 damage.
[FONT=D&D 4e icons]r[/FONT] Twin Strike (Standard; at-will) ♦ Weapon
Make two longbow attacks at -3 damage each.
[FONT=D&D 4e icons]r[/FONT] Nimble Strike (Standard; at-will) ♦ Weapon
Shift one square and make a longbow attack.
Quarry
(Minor; at-will)
Designate the enemy nearest you as your quarry. Attacks against your quarry deal an extra 1d6 damage. You can only apply extra damage from this power once per round.
Fox's Cunning
(Immediate Reaction, when a melee attack misses the Shadow Belladine; encounter) ♦ Weapon
Shift one square and make a Longbow attack against enemy.
Fey Step (Move; encounter) ♦ Teleport
Teleport 5 squares.[/sblock]

[sblock]Shadow Helga Level 1 Artillery
Medium Shadow Humanoid XP 100
Initiative
+4 Senses
HP
27; Bloodied 13
AC 13; Fortitude 14, Reflex 13, Will 14
Speed 5 [FONT=D&D 4e icons]
M[/FONT] Warhammer (Standard; at-will) ♦ Weapon
+4 vs. AC; 1d8+2 damage.
[FONT=D&D 4e icons]R[/FONT] Magic Missle (Standard; at-will) ♦ Necrotic
Ranged 10; +5 vs. Reflex; 2d4+3 necrotic damage.
[FONT=D&D 4e icons]r[/FONT] Shadow Strike (Standard; encounter) ♦ Necrotic
Ranged 10; +5 vs. Fort; 2d6+3 necrotic damage, and target is dazed untill the end of their Shadow Helga's next turn.
[FONT=D&D 4e icons]a[/FONT] Shadow Burst (Standard; at-will) ♦ Necrotic
Area burst 1 within 10 squares; +4 vs Reflex, 1d6+3 necrotic damage.[/sblock]

[sblock]Shadow Korin Level 1 Soldier
Medium Shadow Humanoid XP 100
Initiative
+3 Senses
HP
32; Bloodied 16
AC
17; Fortitude 15, Reflex 13, Will 11
Speed
5
[FONT=D&D 4e icons]M[/FONT] Greataxe (Standard; at-will) ♦ Weapon
+8 (+10 for opportunity attacks) vs. AC; 1d12+3 damage. The target is marked whether Shadow Korin hits or misses.
[FONT=D&D 4e icons]m[/FONT] Spinning Sweep (Standard; encounter) ♦ Weapon
Make a Greataxe attack. On a hit, the target is knocked prone.
[FONT=D&D 4e icons]c[/FONT] Shadow Breath (Minor; encounter) ♦ Necrotic
Close blast 3; +4 vs. Reflex; 1d6+2 damage. Targets are marked whether or not Shadow Korin hits or misses with this attack.
Combat Superiority

If Korin hits a foe with an opportunity attack, that target stops moving.
Combat Challenge
(Immediate Interrupt; If a foe marked by Shadow Korin shifts or attacks a target other than Shadow Korin; at-will)
Make a basic melee attack against the marked foe as an immediate interupt. [/sblock]

[sblock]Shadow Ricky Level 4 Skirmisher
Medium Shadow Humanoid XP 175
Initiative +6 Senses
HP
51; Bloodied 25
AC
18; Fortitude 15, Reflex 16, Will 13
Speed 6
[FONT=D&D 4e icons]M[/FONT] Dagger (Standard; at-will) ♦ Weapon
+9 vs. AC; 1d4+4 damage. [FONT=D&D 4e icons]
m[/FONT] Shadow Flourish (Standard; at-will) ♦ Weapon
Make a dagger attack and add +4 to the damage. [FONT=D&D 4e icons]
m[/FONT] Dazing Strike (Standard; encounter) ♦ Weapon
Make a Dagger attack. The target is Dazed untill the end of Shadow Ricky's next turn.
Sneak Attack

Shadow Ricky deals an extra 2d6 damage to targets he has combat advantage against.
Artful Dodger
Ricky gainst +4 to his AC against opportunity attacks.
Second Chance (Immediate Interrupt, when hit by an attack; encounter) Force your opponent to re-roll the attack. [/sblock]

[sblock]Shadow Rose Level 1 Controller (Leader)
Medium Shadow Humanoid XP 100
Initiative
+1 Senses
HP
29; Bloodied 14
AC
16; Fortitude 13, Reflex 12, Will 14
Speed
5
[FONT=D&D 4e icons]M[/FONT] Morning Star (Standard; at-will) ♦ Weapon
+6 vs. AC; 1d10+2 damage.
[FONT=D&D 4e icons]r[/FONT] Lance of Shadow (Standard; at-will) ♦ Necrotic
Ranged 5; +5 vs. Will; 1d8+3 necrotic damage, grant one ally +2 to their next attack against the target.
[FONT=D&D 4e icons]r[/FONT] Cause Fear (Standard; encounter) ♦ Necrotic
+5 vs. Will; target moves it's speed +2 away from Shadow Rose.
[FONT=D&D 4e icons]c[/FONT] Shadow Word (Minor; encounter) ♦ Healing
Close burst 5; one ally in the burst can spend a healing surge. [/sblock]

[sblock]Shadow Zekkar Level 5 Soldier
Medium Shadow Humanoid XP 200
Initiative +7 Senses
HP 62; Bloodied 31
AC
21; Fortitude 16, Reflex 17, Will 18
Speed
5
[FONT=D&D 4e icons]M[/FONT] Battleaxe (Standard; at-will) ♦ Weapon
+12 vs AC; 1d10+4 damage.
[FONT=D&D 4e icons]m[/FONT] Enfeebling Strike (Standard; at-will) ♦ Weapon
Make a Battleaxe attack. On a hit, the target also takes -2 to attack rolls untill the end of Shadow Zekkar's next turn. [FONT=D&D 4e icons]
m[/FONT] Shadow Smite (Standard; encounter) ♦ Weapon, Necrotic
Make a Battleaxe attack. Roll 2d10+4 for the damage. [FONT=D&D 4e icons]
r[/FONT] Infernal Majesty (Standard; encounter) ♦ Necrotic
Ranged 10; +9 vs Will; 1d6+4 Fire damage, and Shadow Zekkar becomes invisible to the target untill the end of Shadow Zekkar's next turn. [FONT=D&D 4e icons]
c[/FONT] Shadow Challenge (Minor; at-will)
Close burst 5; one target in the area suffer's Shadow Challenge. See the Paladin ability Divine Challenge for more details.[/sblock]

P.S. I hope this is the right forum for this thing. If it isn't could you move it to the right spot?
 
Last edited:

log in or register to remove this ad


Unless you plan on running it as a party vs. shadow party encounter, some of the shadow warlord abilities are going to be completely useless. On the other hand, if it's a 1v1, your paladin and rogue are going to have their hands full, and most likely will have their *** handed to them. I suppose I'd have to know more about how the encounter is going to be run in order to give you a more in depth evaluation.
 

Ah, of course you're right, how silly of me.

The players will be in a large, open, circular "soul arena" thing, a black disc of midnight in the middle of a vast void. Once the shock of their surroundings wears off, their shadow counterparts are going to appear out of the ground. It will be Shadow Party vs. Party. I'm hoping to make this a tough fight, because it will be a climactic finish to a very long story arc, hence giving the shadow players most of the abilities of their not-so-shady counterparts. I'm also hoping that seeing the Shadow Party in action will give the players a greater appreciation for their allies abilities.

My reasoning is that the players have these advantages:
1. More healing (Shadow Warlord and Shadow Cleric only have one healing power, and it isn't as strong as Healing Word or Inspiring Word)
2. Players have dailies and level 2 utility powers
3. Players are level 2 facing mostly level 1 enemies
4. Players have magic items
5. Most of the shadow party will drop to one or two strong hits, so hopefully the fight will whittle down to Party vs. Shadow Ricky and Shadow Zekkar.

I'm just worried it will be too much for them since they'll have had a tough solo monster encounter earlier in the day.
 
Last edited:


Remove ads

Top