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Dragonslayers vs Redcap Ruffians
Fight Results Show Dragonslayers win and gain 2 VPs - Waltin used an Action Point - Urgood used Shield of Faith and 4 healing surges
Beauty'n'Beast
Beauty'n'Beast's tactics Show Starting: - Beast will start with Greatsword, against back wall in corner of start grid (e.g. 18,2), delays till after Beauty - Beauty will start with rod/shield, in the front of starting box on the same side as Beast (e.g. 17,5), does not delay for Beast - This should allow me to pretty much guarantee to spot their spawn if it is in either of the boxes nearest mine, unless they have perfectly lucky starting positions. Tactics: - beast will delay and follow after beauty, with 2 squares of separation, readying howling strike charge - beauty will move her speed (5) but try to keep her back to walls to see as much of the arena as possible (I.e. Opposite of trying to keep cover), and ready Dire Radiance - try to focus fire as much as possible - Beauty will curse as soon as possible - both Beast and Beauty have action points as they just hit a milestone after their last fight -- Beast will use immediately after his first attack -- Beauty will use once she has cursed her target - the idea is to have beauty get a round of attacks in before beast ends up engaging in melee, so they must either attack with slings or take secondary from beauty's dire radiance to get closer. Also we want them to try and target beauty for a round and then beast moves in - beauty will use Flames of Phlegethos and Vampiric Embrace once beast is engaged in melee, then Dire Radiance, and Hellish Rebuke until the end if Beast falls - Beast will use avalanche strike at first opportunity, afterwards will provoke OAs to move back and charge with howling strike (the monks have zero good basic attacks for opportunity attacks) - both will second wind once bloodied - Beauty will heal first one down by a surge (even before curse) Special notes: - Beauty's Rune of Mending: use protection runestate - beware the Drunken monkey powers, Beauty will stay far away from the fight and only move in if she must heal Beast with rune of mending Arm and Hammer Bow and Arrow's tactics Show Assuming south box as starting location: The twins will have cloth armor, unarmed strike (main hand), and clubs (off hand) equipped. Armalas will start in 16, 5 and Hampton will start in 17, 5. They will delay to act together. Start by making active perception checks, if successful move to the center using the Dancing Cobra move action twice to get on the opposite side of the central pillar of the enemy. Continue cutting off LOS, do not engage first if at all possible. Once engaged: Target the bugbear first, set up flanking if possible (use Drunken Monkey move action, provoke OA's if it cannot kill you.) and attack with Drunken Monkey (both characters) forcing the bugbear to target itself with the MBA. Flurry the Bugbear too; if he drops and the human has next turn, AP for a coup de gras on the bugbear (Dancing cobra). Continue to attack the bugbear until it is down (Dancing Cobra). Do not attack the human, especially after hitting with Dire Radiance (nice combo she's got there...). If she does land a hit, ignore it unless healing is needed. Use Second Wind if bloodied. If things look bad, retreat. Shift and Dancing Cobra move, double Dancing Cobra move if you wont provoke OAs, cut off LOS. Try to kite them until you can hit the bugbear (if both enemies are up) or the human (if she is the only opponent) with both characters in one round. Once the bugbear is down: Use the Dancing cobra move to get adjacent to the human. Provoke OA's to set up flanking. Hit her with Dancing Cobra each round, applying flurry damage. Maintain flanking above all. If she hit with Dire Radiance the previous turn however, double move away (Dancing cobra action) and cut off LOS. Then move back using cover until you can move+strike. Summary: AP if coup de gras is necessary, no dailies. Float like a butterfly, sting like a bee The Fight Show Dice rolls will be found here: www.identicalsoftware.com/coco/dicesessi... Starting positions and initiatives Armalas Init 22 (28,17) Beauty Init 14 (5,16) Hampton Init 6 (28,16) Beast Init 5 (2,15) ![]() Begining Round 1 Armalas Delays action until after Hampton Beauty moves to (10,17) and readies Dire Radiance for a target to enter Line of Sight. Hampton uses Cobra Dance to (20, 16) and then moves again using Cobra Dance to (18,16) Armalas uses Cobra Dance to (20,17) and then moves again using Cobra Dance to (18,17) Beast moves to (8,16) and readies a Charge with Howling strike. Results as of the end of round 1 Beauty 32/32 Dire Radiance Readied Beast 28/28 Charge with howling strike readied Armalas 25/25 Hampton 25/25 Begining Round 2Beauty moves to (14,18) and can see Armalas behind superior Cover, uses Warlock's curse on Armalas followed by Dire Radiance but misses (11 vs fort), Beauty uses her Action Point and tries again, but the first impact gave Armalas warning so the second attack also misses (7 vs fort). Hampton delays until engaged in melee. Armalas shift to (19,16) and readies Cobra Dance in case he is engaged in melee. Beast moves to (14,16) and readies a Charge using howling strike. Results as of the end of round 2 Beauty 32/32 Warlock's Curse on Armalas, Action Point used Beast 28/28 Charge with howling strike readied Armalas 25/25 readying cobra dance, warlock's curse. Hampton 25/25 delay until engaged in melee. ![]() Begining round 3 Beauty moves to (17,19) and gets a better line of sight on Armalas. Beauty uses Dire Radiance against Armalas, but still doesn't manage a hit (11 vs fort). Hampton uses Drunken Monkey Technique to approach (15,15) and attack (20 vs Will, hit, 10 damage) Beast, but since beast can not charge due to terrain, beasts chage does not activate. Beast becomes entangled (shifting to 14,15) in his own weapon (22 vs AC, hit, 8 damage) and bloodied. Due to landing a hit, Hampton's Centered Flurry of blows kicks in dealing an additional 7 points of damage. Armalas uses Drunken Monkey Technique also to approach (14,14) and attack Beast (20 vs Will, hit, 12 damage), Centered Flurry of blows kicks in dealing an additional 7 damage. As Beast falls into (15,14) he impales himself upon his own greatsword (24 vs AC, hit 6 damage) and dies. Beast is Dead. Results as of the end of round 3 Beauty 32/32 Warlock's Curse on Armalas, Action Point used Beast -22/28 Dead Armalas 25/25 warlock's curse Hampton 25/25 Begin Round 4 Beauty moves to (16,19) and unleashes the Flames of Phlegethos on Armalas (18 vs Ref, hit 29 points of damage and 5 ongoing fire damage). Beauty moves her warlock's curse to Hampton since Armalas just fell. Hampton uses Dancing Cobra to move up to Beauty (15,18) and attacks (17 vs Ref, hit, 7 damage) and Centered Flurry of blows kicks in for another 7 damage and slides her to (15,19). Hampton spends an action point to make another Dancing Cobra attack (19 vs Ref, hit, 11 damage) which again triggers Centered Flurry of blows for another 7 points of damage, droping Beauty to 0 hit ponts, winning the battle for Arm and Hammer. Fight Result and Summary Show Arm and Hammer wins gaining 2 VP Hampton used nothing Armalas used nothing Beauty'n'Beast lose gaining 1 VP Beauty used an Action Point, and Flames of Phlegethos Beast used nothing Pairings: 18 August 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +2 (2 fights)
Beauty'n'Beast
Beauty'n'Beast's tactics Show Starting: - Beast will start with Greatsword, against back wall in corner of start grid (e.g. 18,2), delays till after Beauty - Beauty will start with rod/shield, in the front of starting box on the same side as Beast (e.g. 17,5), does not delay for Beast - This should allow me to pretty much guarantee to spot their spawn if it is in either of the boxes nearest mine, unless they have perfectly lucky starting positions. Tactics: - beast will delay and follow after beauty, with 2 squares of separation, readying howling strike charge - beauty will move her speed (5) but try to keep her back to walls to see as much of the arena as possible (I.e. Opposite of trying to keep cover), and ready Dire Radiance - try to focus fire as much as possible - Beauty will curse as soon as possible - both Beast and Beauty have action points as they just hit a milestone after their last fight -- Beast will use immediately after his first attack -- Beauty will use once she has cursed her target - the idea is to have beauty get a round of attacks in before beast ends up engaging in melee, so they must either attack with slings or take secondary from beauty's dire radiance to get closer. Also we want them to try and target beauty for a round and then beast moves in - beauty will use Flames of Phlegethos and Vampiric Embrace once beast is engaged in melee, then Dire Radiance, and Hellish Rebuke until the end if Beast falls - Beast will use avalanche strike at first opportunity, afterwards will provoke OAs to move back and charge with howling strike (the monks have zero good basic attacks for opportunity attacks) - both will second wind once bloodied - Beauty will heal first one down by a surge (even before curse) Special notes: - Beauty's Rune of Mending: use protection runestate - beware the Drunken monkey powers, Beauty will stay far away from the fight and only move in if she must heal Beast with rune of mending Arm and Hammer Arm and Hammer's tactics Show Assuming south box as starting location: The twins will have cloth armor, unarmed strike (main hand), and clubs (off hand) equipped. Armalas will start in 16, 5 and Hampton will start in 17, 5. They will delay to act together. Start by making active perception checks, if successful move to the center using the Dancing Cobra move action twice to get on the opposite side of the central pillar of the enemy. Continue cutting off LOS, do not engage first if at all possible. Once engaged: Target the bugbear first, set up flanking if possible (use Drunken Monkey move action, provoke OA's if it cannot kill you.) and attack with Drunken Monkey (both characters) forcing the bugbear to target itself with the MBA. Flurry the Bugbear too; if he drops and the human has next turn, AP for a coup de gras on the bugbear (Dancing cobra). Continue to attack the bugbear until it is down (Dancing Cobra). Do not attack the human, especially after hitting with Dire Radiance (nice combo she's got there...). If she does land a hit, ignore it unless healing is needed. Use Second Wind if bloodied. If things look bad, retreat. Shift and Dancing Cobra move, double Dancing Cobra move if you wont provoke OAs, cut off LOS. Try to kite them until you can hit the bugbear (if both enemies are up) or the human (if she is the only opponent) with both characters in one round. Once the bugbear is down: Use the Dancing cobra move to get adjacent to the human. Provoke OA's to set up flanking. Hit her with Dancing Cobra each round, applying flurry damage. Maintain flanking above all. If she hit with Dire Radiance the previous turn however, double move away (Dancing cobra action) and cut off LOS. Then move back using cover until you can move+strike. Summary: AP if coup de gras is necessary, no dailies. Float like a butterfly, sting like a bee The Fight Show Most rolls will be used thematically from this set of rolls. This means that rolls made by a particular character for a particular type of attack will remain reserved for that attack by that character. Any additional rolls needed are rolled under this dice session. The original fight is posted here. A revision was posted here, but since it involved a whole new set of rolls is ignored for the purposes of this revision. [Starting positions and initiatives] Beauty'n'Beast start in area 4. -- Beast starts at (2,15) with greatsword in hand. Initiative 5 -- Beauty starts at (5,16) with rod and shield in hand. Initiative 14 Positions corrected as per tactics Arm and Hammer start in area 2. -- Armalas starts at (28,17) with club in hand. Initiative 22 -- Hampton starts at (28,16) with club in hand. Initiative 6 [Round 1] Armalas Delays until Hampton's turn Beauty moves to (9,12) and readies Dire Radiance for first target to enter range. Hampton makes a perception check (23) to determine Beauty's location and the Cobra Dances to (20,16) and then to (18,16) preventing line of Sight. [Stealth 22] Armalas makes a perception check (23) to determine Beauty's location and cobra dances to (19,17) abd then to (18,17) also preventing Line of Sight. [Stealth 10] Beast moves to (7,12) and readies a charge with howling strike on the first target to enter range. Beauty 32/32 Beast 28/28 Armalas 25/25 Hampton 25/25 Map Show ![]() [Round 2] Beauty moves to (14,7) and sees Armalas (but not Hampton). She places Warlock's Curse on Armalas and uses Dire Radiance on Armalas as well [11 vs Fort 14, miss] Beauty uses an action point to attack with dire radiance again [12-2 (cover) vs Fort 14, miss] Hampton Beast charges (13,7) Hampton with howling strike [19-2 (cover) vs AC18, miss] Hampton attacks using Drunken Monkey [24! vs Will 11, hit; Dmg 1d8+4=12; Flurry of blows 7 damage]. He shifts Beast to (14,17) and Beast is forced to attack himself [21+3 vs AC15, hit; Dmg 1d12+5=14]. Beast falls unconscious.. Armalas moves to (14,16) with dancing cobra and performs a CDG on Beast [22 vs Ref12-5, hit; Dmg 1d10+4=14] and Beast perishes. Beauty 32/32, Action point used Beast -19/28 dead Armalas 25/25 Cursed Hampton 25/25 Drunken Monkey used Map Show ![]() [Round 3] Beauty moves to (19,7) and attacks Armalas with Flames of Phlegethos [7! vs Ref16, miss; Armalas takes ongoing 5 fire damage] Hampton uses Dancing cobra to double move to (20,6) Armalas takes 5 damage. Armalas uses drunken monkey to move to (18,8) and attacks Beauty [8+2 (CA) vs Will 12, miss]. Armalas does not put out the flames [1d20=5, fail] Beauty 32/32, Action point used, Flames of Phlegethos used Beast -19/28 dead Armalas 20/25 Cursed, Ongoing 5 Fire (save ends), Drunken monkey used Hampton 25/25 Drunken Monkey used Map Show ![]() [Round 4] Beauty shifts to (20,8) and attacks Armalas with vampiric embrace [16 vs Will 15, hit; Dmg 2d8+5=14; Curse 1d6=3] and gains 7 temp hit points for herself. She curses Hampton. Hampton moves to (21,8) and attacks with Dancing Cobra [6 vs Ref 15, miss] Armalas takes 5 fire damage and falls unconscious. Armalas continues to burn, but looks okay [1d20=5 (fire); 1d20=14 (death)] Beauty 32+7/32, Action point used, Flames of Phlegethos used, Vampiric Embrace used Beast -19/28 dead Armalas -2/25 Dying, Cursed, Ongoing 5 Fire (save ends), Drunken monkey used Hampton 25/25 Cursed, Drunken Monkey used Map Show ![]() [Round 5] Beauty shifts away to (19,9) and attacks with Dire Radiance [20 vs Fort 14, hit; Dmg 1d6+5=11; Curse 1d6=3] Hampton moves away to (25,8) and takes a second wind [6hp healed] Armalas takes 5 fire damage. The flames go out, but Armalas remains unconscious [1d20=12 (fire); 1d20=18 (death)] Beauty 32+7/32, Action point used, Flames of Phlegethos used, Vampiric Embrace used Beast -19/28 dead Armalas -7/25 Dying, Cursed, Drunken monkey used Hampton 17/25 Cursed, Drunken Monkey used, Second Wind used, 1 healing surge used Map Show ![]() [Round 6] Beauty moves to (24,5) and attacks with Dire Radiance [18 vs Fort 14+2, hit; Dmg 1d6+5=9; Curse 1d6=6] Hampton uses Dancing Cobra to move to (19,15) Armalas looks terrible [1d20=8] Beauty 32+7/32, Action point used, Flames of Phlegethos used, Vampiric Embrace used Beast -19/28 dead Armalas -7/25 Dying (1 black mark), Cursed, Drunken monkey used Hampton 2/25 Cursed, Drunken Monkey used, Second Wind used, 1 healing surge used Map Show ![]() [Round 7] Beauty moves to (28,10) and readies Dire Radiance for Hampton to come into line of sight. Hampton moves to (21,16), where he triggers Beauty's ready action [13 vs Fort 14, miss]. Hampton double moves to (27,11) Armalas looks terrible [1d20=5] Beauty 32+7/32, Action point used, Flames of Phlegethos used, Vampiric Embrace used Beast -19/28 dead Armalas -7/25 Dying (2 black marks), Cursed, Drunken monkey used Hampton 2/25 Cursed, Drunken Monkey used, Second Wind used, 1 healing surge used [Round 8] Beauty shifts away to (27,9) and attacks Hampton with dire radiance [21 vs Fort 14, hit; Dmg 1d6+5=11; Curse 1d6=5], dropping Hampton. Rest of old fight Show Hampton stands back up, uses his action point and Cobra dances to Beauty and attacks (12 vs Ref) and misses. Armalas also Cobra Dances to Beauty and Attacks (5 vs ref, miss) and Action points to attack again (22 vs Ref, hit) and deals 6 damage and Centered Flurry of blows for an additional 7. Beast is dead Round 8 results Beauty 26/32 Rune of Mending used, Flames of Phlegethos used, Vampiric Embrace spent, AP spent Beast -14/28 dead, three surges spent Armalas 9/25 Drunken Monkey used, Second wind used, one surge spent, AP spent Hampton 6/25 Drunken Monkey used, Second Wind used, two surges spent, prone, AP spent Round 9 begins Beauty shifts to (8,22) and uses Dire Radiance(21 vs Fort, hit) on Armalasfor 21 damage, provoking an attack of opportunity (15 vs AC, miss). The resultant damage causes Armalas to die. Hampton shift and uses Dancing Cobra against Beauty with stunning effect (crit) to deal 14 damage and 7 more with centered flurry of blows. Beauty is bloodied. Armalas is alas, dead Beast is also dead. Round 9 results Beauty 5/32 Rune of Mending used, Flames of Phlegethos used, Vampiric Embrace spent, AP spent Beast -14/28 dead, three surges spent Armalas -12/25 dead Drunken Monkey used, Second wind used, one surge spent, AP spent Hampton 6/25 Drunken Monkey used, Second Wind used, two surges spent, prone, AP spent Round 10 begins Beauty shifts away from hampton and uses Dire Radiance on him (13 vs Fort, miss) Hampton shifts and uses Cobra dance (22 vs Ref, hit) dealing 14 points of damage, and following up with centered flurry of blows for an additional 7 damage, putting beauty at -16 hp and dead. Fight Result and Summary Show Arm and Hammer loses and gains 1 VP Armalas used nothing Hamton used 1 healing surge Beauty'n'Beast wins and gains 2 VPs Beast used nothing Beauty used 1 Action point and Flames of Phlegethos
Judgement Day
Judgement Day's tactics Show Assuming that Judgement Day starts in the west box, Karax starts at 4,18 with his dagger and shield. Ysara starts at 4,15 with her wand in hand. Rotate positions as necessary according to starting box. Opening Moves If Ysara has a higher initiative than Karax, she delays until after Karax's turn. Karax double-moves to 14,18 and makes a perception check. On the following turn, if he can move and attack with Frostbind, and also have cover against his target, he will do that. Otherwise, he will remain where he is and ready Frostbind for the first opponent to come into range. Ysara double-moves to 14,15 and makes a perception check. On the following turn, if she can move and attack Karax's target with Witchfire, and also have cover against that target, she will do that. Otherwise, she will remain where she is and ready Witchfire for the first target that Karax attacks. Ongoing Tactics Karax moves towards his initial target, marks it with Divine Challange, and attacks with Burning Spray from this point on (except for conditional actions below). The priority is to try to get both Bow and Arrow in the blast, moving as necessary, but if he can't, he will at least get his initial target in the blast. If he can also find cover from either Bow or Arrow, this is preferrable, but getting both opponents in the blast is more important. Ysara moves to the square with the most cover from both opponents, places her Warlock's Curse on Karax's target, and attacks it with Eldritch Blast, applying her Warlock's Curse damage each time. Once Karax's initial target is down, he and Ysara move on to the other opponent and use the same tactics. Conditional Actions * When Karax is first bloodied, Ysara uses Majestic Word on him and slides him into position to help out with his blast tactics * If Karax is bloodied after Majestic Word has been used, he will use Second Wind * When Ysara is hit for the first time, she uses Infernal Wrath. On the following turn only, she will use Misdirected Mark against her attacker. * When Ysara is bloodied for the first time, she uses Second Wind Notes * Karax gets +1 to his attacks while he's bloodied * Ysara gets +1 to her attacks when she attacks a bloodied target * Ysara has Resist fire 5 * Ysara has Improved Majestic Word, so her target gets 4 temporary HP as well Bow and Arrow Bow and Arrow's tactics Show Here are my tactics for Bow & Arrow for the Aug 18th fight: Assuming I start in the west starting area: Bow begins in 5,17 bow in hand. Arrow begins in 5,16, bow in hand. Initial Actions: First Initiative: Look for any visible enemies, quarry and attack an enemy using Nimble Strike unless a priority tactic is met below. The shift from nimble strike will be used to gain ground to move into cover and stealth (for example if the enemy was seen in the north, starting from 5,17 shift to 4,16, move 2 squares to 4,14 and stealth). Priority Tactics 1. If both enemies are visible and within 3 squares of each other with less than superior cover, one ranger will attack with Split the Tree. 2. At first opportunity both Rangers will attack Ysara when she has no cover with Two-Fanged Strike using Heroic effort to help the to-hit rolls. General tactics: Ysara will always be the primary target wherever possible. Stealth at every opportunity, get cover and combat advantage (from hidden) as much as possible and keep the enemy at range. Make sure to position so that each ranger can get Prime shot if it doesn’t sacrifice cover/advantageous position (ie. After attacking, move back so that the other can move in for the same shot with the attack bonus). Twin Strike is the primary At-Will attack, unless using Nimble Strike allows for better positioning and possible stealth. Conditionals 1. Healing Word will only be used to bring up an unconscious ranger. Second Wind will only be used after reviving from unconscious. 2. Action Points will be used to finish Ysara if she is bloodied. 3. Karax’s mark will generally be followed unless Ysara is bloodied and in range The Fight Show [Prefight Locations and Initiative] Judgement Day starts in area 1. -- Karax starts at (18,29) with dagger and shield in hand. Initiative 12 -- Ysara starts at (15,29) with wand in hand. Initiative 6 Bow and Arrow starts in area 3 -- Bow starts at (16,5) with bow in hand. Initiative 25 -- Arrow starts at (17,5) with bow in hand. Initiative 15 [Round 1] Bow moves to (14,11) [Stealth 9] and readies Nimble Strike on sight. Arrow moves to (19,11) [Stealth 9] and readies Nimble Strike on sight. Karax double moves to (18,19) [Stealth 6] [Active Perception 9] Ysara double moves to (15,19) [Stealth -1] Map Show ![]() [Round 2] Having heard Ysara clearly, Bow moves to (10,8) and readies nimble strike on sight of Ysara. [Stealth 13] Arrow moves to (13,6) and readies nimble strike on sight of Ysara. [Stealth 11] Karax moves to (18,14) and sees Arrow. He attacks with Frostbind [14 vs Fort 13, hit; Dmg 3d6+8=18], bloodying Arrow and reducing his Reflex defense. Ysara moves to (16,14) and see Arrow. Arrow's ready action triggers [8 vs AC16, miss] and Arrows shifts to (13,5). Ysara curses Arrow and then attacks with Witchfire [18+1(racial)-2 (cover) vs Reflex 17-2, hit; Dmg 2d6+4=14; Curse 1d6=2] Karax 26/26, Frostbind used Ysara 23/23, Witchfire used Bow 30/30 Arrow -4/30, dying, Cursed (Ysara) [Round 3] Bow moves to (15,4) and attacks Ysara with Two fanged strike [24,27 vs AC16, 2 hits; Dmg 1d10+5=6,14 (+1 bonus damage since both hit)] and then uses healing word on Arrow [1d6+7=11 hp healed]. Ysara invokes infernal wrath on Bow [1d6+4=8] Bow uses an action point for Twin strike on Ysara [15,17 vs AC16, 1 hit; Dmg 1d10=7] and Ysara falls. Arrow stands and takes his second wind [7 hp healed] and declares quarry on Karax. Karax moves to (12,5) and attacks with dragon's breath [26! vs Reflex 17-2 (Arrow), 23 vs Reflex 17 (Bow); both hit; Dmg 1d6+1=7 (Arrow), 5 (Bow)] Ysara looks okay [1d20=19] Karax 26/26, Frostbind used, Dragon's breath used Ysara -5/23, dying, Witchfire used, Infernal Wrath used Bow 17/30, Two-fanged strike used, Healing word used, action point used Arrow 11/30, bloodied, Cursed (Ysara), Quarry (Karax), Second wind used, 2 healing surges used Map Show ![]() [Round 4] Bow shifts to (14,3), declares quarry on Karax and attacks with Twin Strike [13,16 vs AC19, miss] Arrow shifts to (13,6) and then attacks with nimble strike, shifting to (12,7) before the attack [14 vs AC19, miss] Karax moves to (11,7), declares a divine challenge on Arrow and attacks with Burning Spray [21 vs Reflex 17, hit; Dmg 1d8+8=13] and Arrow falls. Ysara looks okay [1d20=18] Karax 26/26, Frostbind used, Dragon's breath used Ysara -5/23, dying, Witchfire used, Infernal Wrath used Bow 17/30, Quarry (Karax), Two-fanged strike used, Healing word used, action point used Arrow -2/30, dying, Cursed (Ysara), Quarry (Karax), Second wind used, 2 healing surges used [Round 5] Bow attacks Karax with Twin Stike [21,13 vs AC19, 1 hit; Dmg 1d10=10; Quarry 1d6=2] and moves to (20,4) Arrow miraculously recovers [1d20=20!; 7hp healed] Karax attacks Arrow with Burning Spray [18 vs Ref 17, hit; Dmg 1d8+8=10] and knocks Arrow unconscious again. Karax then moves to (17,5) Ysara looks terrible [1d20=8] Karax 14/26, Frostbind used, Dragon's breath used Ysara -5/23, dying (1 black mark), Witchfire used, Infernal Wrath used Bow 17/30, Quarry (Karax), Two-fanged strike used, Healing word used, action point used Arrow -3/30, dying, Cursed (Ysara), Quarry (Karax), Second wind used, 3 healing surges used [Round 6] Bow moves to (17,10), declares quarry on Karax and attacks with Twin Strike [22,19 vs AC19, 2 hits; Dmg 1d10=4, 8; Quarry 1d6=4] and Karax falls. Fight Result and Summary Show Bow and Arrow win and gain 2VPs -- Bow used an action point and Healing Word -- Arrow used 3 healing surges Judgement Day lose and gain 1VPs -- Karax used nothing -- Ysara used nothing
Nil Braxis
Nil Braxis tactics Show Jax and Balin will be standing side by side, near the rear of the startbox. Both will be holding their primary weapons, Jax with his Halberd and Balin with his sword and shield at ready with javalins on their back if needed. Tactics: The possibilities for this one are endless! Anyways, Jax and Balin will be moving into the upper hall(if they start east/west, or right hall if north/south) with Jax activating his cold ability immediately. Both moving to the first corner, it is there they will make their stand as to prevent as much flanking as possible. Jax will be out in the open a little more than Balin will for the first round or so, until they actually engage the enemy. Allowing himself to be mostly surrounded(he'll be using total defense while waiting for the enemy to show), once there are at least more than two creatures surrounding him (which should not take long at all) Jax will Rage with macetail rage affecting those around him with that attack. While waiting for the jackals to show, Balin will use Sacred Circle to fortify their defense. Once they do, Balin will utilize an insight check to determine the most dangerous one and Mark it using Divine Challenge. Balin will also use dragon breath if he can get 2 or more creatures in its blast. Moving back a step to allow Balin to do his job, Jax will coordinate with Balin on his mark. (Jax will also use an insight check to find any weaker creatures and work on taking them out quickly in addition to coordinating with Balin on his mark.) Using Avalanche strike and shielding smite in coordination on the mark. If any of the jackals tries to retreat/hang back Jax will charge them using Goring Charge/Howling Strike (if goring charge is not available). If the first mark is still up both will continue to strike at it until it is down. If/When it becomes bloodied and/or if Jax is bloodied Jax will use Blood Strike and Primal Vitality. By this point, there should be only one jackal left. Marking and charging(if necessary). Using Radiant Delerium, the two will go after the remaining creature with everything they have left. I trust you to use their AP and Jax's item's daily power where it makes sense/sees fit to use best. Their default attacks resort to Jax: Howling Strike if charging(gains 2 extra squares of movement due to raging) recuperating strike otherwise. Balin: Enfeebling Strike unless bloodied then Bolstering strike. If/when they drop to below 1/2 the first time: second wind. Drop to 1/4 HP or below and second wind has been spent already: Balin will use his last lay on hands on Jax if needed, Use his dwarven armor on himself otherwise if he needs it. Balin will reserve his Lay on Hands for Jax unless its down to the last creature and he is about to fall. IF either is subjected to a save ends condition, Balin will use divine mettle. Jackalweres Everywhere Jackalweres tactics Show The jackalweres start combat in jackal form, making themselves indistinguishable from each other. A DC 26 Insight check allows enemies to discern the particular jackal type before any tell-tale powers are used. The harriers move to flank each target, preferring to flank with the bravo or deceiver when possible, or else positioning themselves to flank the lesser armored target if two of the harriers drop. They remain in jackal form and attack with bite each round. They will focus on any target under the deceiver's Gaze of Sleep. The bravo prefers to attack targets susceptible to Bravo's Fury (such as any target under the deceiver's Gaze of Sleep), or else it positions itself to flank lesser armored targets, and it attacks with Howling Frenzy as often as it can. The deceiver waits for the other jackalwere to engage in melee before it approaches to use Gaze of Sleep on the toughest-looking melee opponent. It shifts away to use Gaze of Sleep as often as it recharges, and uses Viscious Howl against as many foes as possible until it recharges. The Fight Show All rolls are here Start Nil Braxis starts in the east box. Jackalweres start in the west box. Initiatives Harrier 4: 22 Jax: 21 Bravo: 14 Harrier 1: 9 Balin: 9 Harrier 3: 8 Harrier 2: 7 Deceiver: 6 (originally 20) Round 1 One of the harrier's starts moving towards the center area, sniffing for targets. Jax makes his way to the upper corner. The other jackalweres hear him move and head towards the center, ready to move as a pack to the northeast corner. Balin catches up with Jax in the corner as the rest of the jackalweres form up in the center. Status
![]() Round 2 One of the jackals moves closer to Jax and Balin. Jax moves out to prepare to be surrounded by jackals, and takes Total Defense. More of the jackals move closer, and one charges Jax, trying to bite at him but failing. Balin moves close to Jax and casts Sacred Circle to protect both of them. Another jackal gets close enough to charge Jax, but also misses. Status
![]() Round 3 One of the jackals in the back moves up and bites at Jax, but misses. Jax goes into Macetail's Rage, swinging his halberd around and killing 2 of the 3 jackals next to him. He gains 3 temporary HP for the kills, and uses Swift Charge to charge another jackal, taking an opportunity attack from the one he missed. It tries to bite him as he charges off, and just barely manages to sink in a tooth for 5 damage. Jax finishes his charge and hits the jackal for 17 points of damage. Another of the jackals moves up to Jax and bites at him twice, missing once but hitting Jax for 12 points of damage, and Jax falls prone. From the two-bite attack, Jax and Balin know that this jackal is the Bravo. Balin attempts to figure out which jackal is the most dangerous, but is unable to tell them apart. However, he knows which one is the Bravo, so he focuses on that one, marking it with Divine Challenge. Balin then uses his Dragon Breath to attack 3 of the jackals, including the Bravo. He misses two of them, but scores a critical hit on the jackal that Jax charged earlier, hitting it for 8 points of fire damage. Another jackal moves in and flanks with the Bravo on Jax, biting at Jax for 5 damage. The last jackal to act this round actually shifts away from Jax, then tries to make Balin go to sleep. This jackal is apparently the Deceiver, so the remaining jackals must be harriers. Balin stares into its eyes, and cannot resist the spell. He falls unconscious. Status
![]() Round 4 One of the harriers bites at Jax while he's down, hitting him for 5 points of damage. Jax is now bloodied. Jax stands up, activates Primal Vitality, gaining 7 temporary hit points, then attacks the Bravo with Blood Strike, hitting it for 22 points of damage. Jax activates his frost halberd's cold damage and the Bravo takes an extra 5 points of damage and is slowed. Jax then spends an Action Point and takes his Second Wind. The Bravo, having been marked by Balin, shifts and attacks Balin while he's unconsious, biting him for 8 points of damage. Balin is awoken by the attack. Balin stands up and attacks the Bravo with Shielding Smite, hitting it for 15 points of damage and bloodying it, and also granting +2 AC to Jax. The other harrier flanks with the first one and attacks Jax, but misses thanks to all the protection Jax is currently receiving. The Deceiver moves in a little closer and blasts Jax and Balin with Vicious Howl, hitting them both for 7 points of damage and knocking them both prone. Status
![]() Round 5 One of the harriers bites at Jax again, but his improved defenses thwart the attack. Jax stands up and attacks the harrier that attacked him with Recuperating Strike, and hits it, killing it instantly. Jax gains 8 temporary hit points. The Bravo continues to attack Balin, biting at him twice and missing both times. Balin stands up and attacks the Bravo with Enfeebling Strike, hitting it for 6 points of damage and weakening its attack. The other harrier bites at Jax, hitting him for 5 damage. The Deceiver blasts Jax and Balin with another Vicious Howl, missing Balin but scoring a critical hit on Jax for 9 points of damage and knocking him prone. Status
Round 6 Jax stands up and attacks the remaining harrier with Recuperating Strike, hitting and killing it. Jax gains 8 temporary hit points. The Bravo bites at Balin but misses. Balin attacks the Bravo with Enfeebling Strike, hitting it for 12 points of damage and continuing to weaken it. The Deceiver shifts away and tries to make Balin sleep again, and Balin falls yet again. Status
![]() Round 7 Jax moves up and attacks the Bravo with Recuperating Strike, hitting it and killing it. Balin wakes up from his sleep. The Deceiver tries to put Balin back to sleep, and Balin takes another nap. Status
![]() Round 8 Jax charges the Deceiver and attacks with Howling Strike, hitting it for 13 points of damage and bloodying it. Balin doesn't wake up from his slumber. The Deceiver blasts Jax with Vicious Howl for 9 points of damage, knocking him prone, then shifts away. Status
![]() Round 9 Jax stands up and moves away from the Deceiver around the corner, preparing to charge it and making sure that it can't get both him and Balin in another Vicious Howl. Balin continues to snore away. The Deceiver moves to within range of Jax and blasts him with another Vicious Howl, hitting him for 8 points of damage and knocking him prone. Jax is also bloodied. Status
![]() Round 10 Jax stands up and moves next to the Deceiver this time, to try to ensure that it doesn't get away. Balin remains deep in sleep, dreaming whatever it is that Dragonborns dream of. The Deceiver shifts away from Jax and tries to make him go to sleep, and Jax falls unconscious. Status
![]() Round 11 Jax wakes up. Balin is still asleep. The Deceiver puts Jax back to sleep. Round 12 Jax and Balin both remain asleep. The Deceiver takes advantage of the situation and blasts both Jax and Balin with Vicious Howl, hitting them both for 4 points of damage. The damage wakes Jax up, but Balin is still snoring. Status
![]() Round 13 Jax stands up and charges the Deceiver, attacking with Howling Strike. He hits for 16 points of damage and kills the Deceiver. Fight Results Show Nil Braxis wins and gains 2 VPs - Jax used Macetail's Rage, Primal Vitality, Frost Halberd, an Action Point, and 1 healing surge - Balin used Sacred Circle
This is my first pitlord, hopefully I didn't miss tooooo much
![]() Oh also, I hope you enjoy the fight, I promise it won't be a let-down! Little Weights Little Weights Tactics Show Assuming I'm in the bottom quadrant Brawk will start at (15,4) & Gloria will start at (18,4) Brawk will start will long sword and heavy shield in hand, while Gloria will start with a battle axe and a holy symbol. If Gloria is faster than brawk she will delay to try to stay behind him and use him for cover. They both will Perception when they need to in an effort to find their foes, and try to advance toward them under cover of pillars and Gloria will try to use Brawk as additional cover. Their goal is to take down Borgat first and then deal with Ruby. Brawk will try to keep both adjacent to him while marking Ruby if she's adjacent or Borgat if she's not. Brawk will always blurred step when possible, and take OA's when possible. Gloria will oath Borgat until he goes down and then she will oath Ruby. Gloria will use Divine Guidance to help Brawk hit with his powerpoints if he uses them up without missing then she will use it on his first miss. To do this Brawk will advance as fast as possible on Borgat and if he can't see him will ready a charge (although he won't use his powerpoints on the charge). Gloria will also advance on Borgat and if she can get a shot at him with Shared Madness when he's lacking cover she will. Then she will try to reach him for melee if she can't, she will use Radiant Vengeance on him. After being down their first surge value in hp either of them will 2nd wind, to regain hp (unless it stops Brawk from having a mark). When either of them reach melee range, they will action point to swing a 2nd time. When Brawk reaches melee range he will first try to use Twisted Eye with both powerpoints to blind Bogart, if bogart is somehow already down then blind Ruby. After He uses that he will attack Bogart with Iron fist until he goes down then he will attack Ruby with twisted eye (since ruby shouldn't have resistance to it, if she does then keep using iron fist). When Gloria reaches melee range she will try to use Overwhelming strike to help Brawk stay adjacent to both enemies and also try to help Brawk flank. If Gloria reaches bloodied, she will use her daily (she'll shift away if needed to not take OA's. If either member gets knocked out with a 2nd wind the other will try to bring them back up. After Gloria has used her daily she will drop her Battle axe and symbol and swap to her Great Axe. Brain Surge Brain Surge Tactics Show The goal here is to try to keep Ruby out of melee and both of them targeting will defense as much as possible. Ruby will delay to go after Borgat. Otherwise - Ruby attacks with Mind Thrust (aug 1) on the first available target (or if a mark is present on either character - switch both of them to that target). Once both power points are used, go for memory hole for the rest of the fight. Ruby will use distract before her first attack and shardswarm to get out of melee. Ruby will use her second wind if she starts her turn bloodied. Borgat will use Stirring Shout at the first opportunity that he can catch both opponents. He'll use vicious mockery if not in melee or if the target is subject to the Will defense penalty of the psion's mind thrust (even if it means accepting an OA). Borgat will use War Song strike if forced to be in melee. Borgat will use majestic word on himself or Ruby if either one of them is bloodied. Borgat will use second wind on himself if both majestic words have been used and he is bloodied. Borgat will use Hobgoblin Reslience on the first effect that a save can end. No action points or dailies in this fight. The Fight Show All rolls can be found here [Prefight Locations and Initiave] Little Weights start in area 4 -- Brawk is holding long sword and heavy shield, initiative 3 -- Gloria is wielding her battle axe and a holy symbol, initiative 20 BrainSurge start in area 2 -- Ruby with Orb, initiative 19 -- Borgat with his sheild and wand, initiative 21 [Round 1] Borgat quickly moves out to try and discover his opponent's location. As he nears the middle, he realizes that they do not occupy either close start block and so moves to the side to gain some space between he and his melee opponents. -- double move to (23,19) and then (23,22) Gloria hears movement across the arena, so waits for Brawk to go first to provide cover crossing that far. Ruby hears nothing from the opponents either, so moves behind Borgat and readies Memory Hole for the first target to come out of cover. -- move to (25,22), ready Memory Hole Brawk moves out toward the middle, intending to use the cover he can find there to approach the opponents. Knowing how far they are, he makes haste into the cover of the pillars. -- move to (8,17), then to (13,17) [Note: Brawk's charge may have been called for here, but really his charge isn't an option as he'd be swinging a total of +3. I instead followed the tactics for keeping under cover.] Gloria follows her faithful companion out. -- move to (8,16), then to (13,16) Map Show ![]() Brawk 35/35 Gloria 27/27 Ruby 25/25 Borgat 30/30 [Round 2] Borgat moves to get a shot in on his opponents, but Brawk isn't affected so easily by the bard's arcane words. The battlemind's battle resilience signals that any further attacks on him will be in vain. - move to (22,26) Vicious Mockery attack 5 vs Will 15, miss - Brawk uses Battle Resilience, and gains resist 6 until EOBrNT (note it was listed as 8, but is actually 6 = 3 + WIS 3) Ruby moves out behind Borgat and distracts Brawk, preparing to attack his mind as soon as he's exposed. - move to (23,27), minor: distract Brawk, standard: ready Mind Thrust (aug 1) when Brawk is out of cover Brawk knows his job is to occupy the enemy, so he moves out - right into Ruby's readied attack. - Mind Thrust (aug 1) attack 16 vs Will 15, hit, 9 damage (3), Brawk -4 Will until end of Ruby's next turn (EORNT), Brawk is granting CA to Ruby until EORNT, initiative order doesn't change Brawk continues right up to Borgat's face and demands that Borgat know he is still the target; Gloria is to be left alone. Reaching into his battle reserves, he then takes a powerful swing at Borgat; blinding and slashing through the bard's armor. - double move to (17,21) then (21,26) and mark Borgat with Battlemind's Demand, spends an Action Point and attacks with Twisted Eye (aug 2) attack 29! vs AC 17, crit damage 13, Borgat is blind until end of Brawk's next turn (EOBrNT) - battle resilience ends Gloria sees the opportunity Brawk is providing, and moves out to attack the Bard's mind - and both Borgat and Ruby feel a sense of madness overcoming them. - move to (17,21), oath BOrgat, Shared Madness attack 25 vs Will 15, hit for 13 psychic damage on both Borgat and Ruby (Ruby resists 5 of it) Brawk 32/35, -4 Will EORNT, granting CA to Ruby EORNT, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 27/27, oath used, shared madness used Ruby 22/25, 1 PP used, Distract used Borgat 8/30, bloodied, blinded EOBrNT, battlemind's demand, oathed Map Show ![]() [Round 3] Borgat, being blinded and heavily wounded declares a majestic word on himself, both healing himself and dancing away from the battlemind. Brawk curses the wording of his Blurred Step, but Gloria vows to pursue the bard. No longer bleeding so badly, the bard stikes blindly at the battlemind's confidence and then feels his way around to the other side of the pillar. - majestic word on himself heals 7 + 4 (19), sliding to (23,26) - Vicious Mockery attack 17 vs Will 11, 5 damage, brawk has -2 attacks until end of Borgat's next turn (EOBoNT) - moves to (25,25) Ruby takes advantage of the exposed battlemind, again striking at his mind and putting more distance between them. Borgat shouts a word of encouragement to Ruby, buffering him with extra resilience. - mind thrust attack 18 vs Will 11, 11 damage, -4 Will EORNT, last PP used, move to (26,26), Ruby gains 5 THP (note it is 1+CON 4, not total 4) through Borgat's Virtue of Valor Brawk, although feeling somewhat defeated without his female counterpart nearby, gathers himself and moves into position, beckoning her to come quickly to his aid. - second wind heal 8hp, move to (25,26) Gloria wastes no time bickering with Brawk, moving quickly and attacking the Bard with near-deadly force due to her strength when pursuing her oathed target. - double move to (21,25) and then (24,26), Action Point and attack Borgat with Overwhelming Strike (18,11) vs AC 17 hit, 14 damage, but cannot shift Borgat into her square so stays put Brawk 24/35, -4 Will EORNT, +2 All Defenses EOBrNT, -2 attack EOBoNT second wind used, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 27/27, oath used, shared madness used, AP used Ruby 22+5/25, 2 PP used, Distract used Borgat 5/30, bloodied, battlemind's demand, oathed, 1 majestic word used Map Show ![]() [Round 4] Borgat bellows a triumphant note, staggering Gloria backward and giving Ruby room to escape the reach of the battlemind's weapon. He once again declares that he will be the victor, dancing out of harms way. Brawk is again unable to follow the fancy footwork, but Gloria is clearly ready to take vengence on the bard. Borgat takes one more step back, but this time Brawk is ready and follows him immediately. - majestic word heal 7 + 4 hp - Shout of Triumph against both Brawk attack 13 vs Fort 17 (15 + 2), and Gloria attack 14 vs Fort 12, 10 damage, gloria is pushed to (20,30), Ruby slid to (29,22) - Borgat shifts to (26,24) and Brawk uses Blurred Step to follow to (26,25) Ruby attempts to reduce Brawk's mental awareness but he stands defiant, and again moves to stay away from the weapon-swinging dwarven duo. - Memory Hole attack 9 vs will 13 (15 -4 + 2) - move to (29,19) Brawk attempts to pin the bard against the wall, and although the swing is accurate he is still unable to knock the bard out. His resilience is once again fortified by his successes. - shift to (27,24) - Iron Fist attack 24 vs AC 17, 6 damage, gains resist 3 all EOBrNT Still staggering from the powerful shout, Gloria closes far enough to declare a radiant vengeance on the Bard, knocking him out and bolstering her own strength. She declares a new oath on the shardmind. - move to (25,27) - radiant vengeance attack 22 vs reflex 13, 14 damage, gains 5 THP - oath Ruby Brawk 24/35, resist 3 all EOBrNT, second wind used, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 17+5/27, oath used, shared madness used, AP used Ruby 22+5/25, oathed, 2 PP used, Distract used Borgat -4/30, unconscious, bloodied, battlemind's demand, 2 majestic word used, shout of triumph used Map Show ![]() [Round 5] Borgat's blood continues to spread on the tile floor. - DST 4 Ruby again cannot tear into the memory of the battlemind, so retreats further away from the dwarves. - Memory Hole attack 10 vs Will 15, miss - move to (29,13) Brawk advances towards where the sharmind must be, and demands that the psion waste time attacking him. - move to (30,19) and then (29,14) - battlemind demand on Ruby Gloria moves for a clear shot at the psion, her radiant Vengeance striking true again. - move to (28,22) - radiant vengeance attack 18 vs ref 14, 13 damage Brawk 24/35, second wind used, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 17+5/27, oath used, shared madness used, AP used Ruby 14/25, oathed, bloodied, 2 PP used, Distract used Borgat -12/30, 1 failed DST, unconscious, bloodied, 2 majestic word used, shout of triumph used Map Show ![]() [Round 6] Borgat slips closer to death. - DST 9 Ruby's form disintegrates, to Brawk's surprise, and he reappears with a flash that cuts into Brawk's mind, and Brawk is no longer able to see the psion. Gloria yearns to pursue the shardmind. - shard swarm, teleport to (28,10) - memory hole attack 16 vs will 15 hit, 9 damage, Ruby is invisible to brawk until SORNT Brawk advances to where he swears the shardmind was, and sure enough bumps into him. A twisted eye need not be able to see, as he strikes a hard blow into the shardmind, heavily bloodying it. (Sharding it?) - move to (28,11), bump into shardmind in (28,10) - twisted eye attack 24! vs AC 14, crit 13 damage, possibly inflicting a penalty to Ruby's attacks Gloria moves to cut off the shardmind's escape plans, but her holy symbol falters in her hands as she attempts to declare her final vengeance. - move to (23,17) - radiant vengeance attack 7! vs reflex 14, miss Brawk 24/35, second wind used, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 17+5/27, oath used, shared madness used, AP used Ruby 1/25, affected by twisted eye, battlemind's demand, oathed, bloodied, 2 PP used, Distract used Borgat -12/30, 2 failed DST, unconscious, bloodied,2 majestic word used, shout of triumph used Map Show ![]() [Round 7] Borgat chokes on his own blood, and dies. - DST 6 Ruby's options have dwindled, so readies himself for the onslaught that awaits him. - Second wind, heal 6HP Brawk's twisted eye steers his sword directly through the armor, and the shard disentegrates to the ground, unconscious. - twisted eye attack 18 vs AC 16 (14 + 2), 9 damage Brawk 24/35, second wind used, battlemind demand used, 2 PP used, AP used, battle resilience used Gloria 17+5/27, oath used, shared madness used, AP used Ruby -2/25, unconscious, oathed, bloodied, 2 PP used, Distract used Borgat -12/30, DEAD, 3 failed DST, unconscious, bloodied, battlemind's demand, oathed, 2 majestic word used, shout of triumph used Map Show ![]() The fight is over, and Little Weights have come out the victors. Results Show Little Weights win the fight. Little weights: - Brawk used 1 healing surge and an Action Point - Gloria used an Action Point BrainSurge: - Borgat used 2 healing surges - Ruby used nothing Pairings: 25 August 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +2 (2 fights)
Bow And Arrow
Bow and Arrow Tactics Show Initial Actions: Assuming the North West corner, Bow starting in 4,18, Arrow starts in 3,16. Both have bows in hand. Bow double moves to 7,15, Arrow to 6,15 (each move is 2 squares from the starting postion so no penatly to Stealth) Priority Tactics 1. Attack with Split the Tree with Heroic Effort if needed as soon as possible 2. Ideally both ranger will initiate the fight with Two-Fanged Strike using Heroic Effort (If it wasn't used on Split the Tree) to help the to-hit rolls. If given a choice they will attack Borgat, otherwise whichever is first visible. General tactics: Bow will lead when possible. Stealth at every opportunity, get cover and combat advantage (from hidden) as much as possible and keep the enemy at range. Make sure to position so that each ranger can get Prime shot if it doesn’t sacrifice cover/advantageous position (ie. After attacking, move back so that the other can move in for the same shot with the attack bonus). Twin Strike is the primary At-Will attack, unless using Nimble Strike allows for better positioning and possible stealth. Conditionals 1. Arrow's Healing Word will only be used to bring up Bow from unconscious. Second Wind will only be used after reviving from unconscious, or if a situation allows a move, stealth and Second wind without much chance of retaliation. 2. Action Points will be used at first oppertunity when atacking with CA or the enemy has no cover. BrainSurge BrainSurge Tactics Show The goal here is to try to keep Ruby out of melee and both of them targeting will defense as much as possible. Ruby will delay to go after Borgat. Otherwise - Ruby attacks with Mind Thrust (aug 1) on the first available target (or if a mark is present on either character - switch both of them to that target). Once both power points are used, go for memory hole for the rest of the fight. Ruby will use distract before her first attack and shardswarm to get out of melee. Ruby will use her second wind if she starts her turn bloodied. Borgat will use Stirring Shout at the first opportunity that he can catch both opponents. He'll use vicious mockery if not in melee or if the target is subject to the Will defense penalty of the psion's mind thrust (even if it means accepting an OA). Borgat will use War Song strike if forced to be in melee. Borgat will use majestic word on himself or Ruby if either one of them is bloodied. Borgat will use second wind on himself if both majestic words have been used and he is bloodied. Borgat will use Hobgoblin Reslience on the first effect that a save can end. No action points or dailies in this fight. The Fight Show Prefight Show All rolls can be found here. Bow And Arrow, NE spawn Bow: 20, bow Arrow: 14, bow BrainSurge, NW spawn Borgat: 23, wand and shield Ruby: 2, crystal orb Bow 30/30 Arrow 30/30 Ruby 25/25 Borgat 30/30 Map: ![]() Round 1 Show Borgat listens for any sign of his opponents, and is convinced that they are still stringing their bows so he decides to move out to find them before they are ready. - minor: perception - move: to (6,12) - standard: ready Vicious Mokery for first opponent Bow and Arrow make eye contact; they both heard the opponent moving from the Northwest block heading South. Bow takes the lead, signaling to Arrow to take a defensive position so he can lead from there. - move x2: to (18,15) then to (16,14) stealth 26 [note: in your tactics you said move two squares but the diagram Bow moves 3. I'm avoiding the stealth penatly here, so 2 squares.] Even Arrow is unsure where Bow might have gone, but he moves out as well. - move x2: to (15,17) then to (15,15) stealth 25 Ruby follows Borgat out, agreeing with him that the two ranges must be asleep on the job. Humans sleep too much; so he readies an attack on their minds should they appear. - move: to (6,13) - standard: ready Mind thrust aug 1 Bow 30/30, hidden stealh 26 Arrow 30/30, hidden stealh 25 Ruby 25/25, aug 1 mind thrust readied Borgat 30/30, vicious mokery readied Map: ![]() Round 2 Show Borgat still hasn't a clue where the Rangers are, but he's becoming worried they aren't really sleeping. He decides to continue patrolling the map until contact is made. - minor: perception 16 - move: to (5,8) - standard: ready Vicious Mokery for first opponent Bow motions to Arrow that the opponents must be circling - set up an ambush when they move East. - move x2: to (16,12) then (14,12) Arrow follows silently. - move x2: to (16,13) then (15,12) Ruby chimes something about drowsy humans, and follows Borgat as he advances around the map. - move: to (6,13) - standard: ready Mind thrust aug 1 Bow 30/30, hidden stealh 26 Arrow 30/30, hidden stealh 25 Ruby 25/25, aug 1 mind thrust readied Borgat 30/30, vicious mokery readied Map: ![]() Round 3 Show Borgat listens again for signs of the two humans. He's dumbfounded that they haven't shown themselves yet and he still can't find them. So he continues with his patrol of the map, and unknowningly pauses within sight of the two stealthy rangers. - minor: perception 23 - move: to (8,5) - ready: mind thrust aug 1 Bow and Arrow continue their move to set up the ambush. - Bow move x2: to (15,10) then (16,8) - Arrow move x2: to (15,10) then (16,9) Ruby continues to follow his companion. - move: to (8,4) - standard: ready Mind thrust aug 1 Bow 30/30, hidden stealh 26 Arrow 30/30, hidden stealh 25 Ruby 25/25, aug 1 mind thrust readied Borgat 30/30, vicious mokery readied Map: ![]() Round 4 Show Borgat continues his circuit. - minor: perception 20 - move: to (12,5) - ready: mind thrust aug 1 Bow knows the opportunity is at hand, and triggers the ambush with two quick shots at Borgat. A little too quick for his own good; the first strike lands true but with his hand tangled in his belt, the second one shot goes astray. - move: to (17,7) (still has cover, hidden is still active) - minor: quarry Borgat - standard: Two-Fang Strike attack 25, 10! (I missed Prime Shot in the roller) vs AC 17, one hit 12 (5W + 2Q + 5) damage. As the first arrow lands in Borgat's arm, he has little problem spotting Bow: "Ha! Nice shot, human. What, is this your first time holding a bow? Better luck next time!" Bow winces in pain from the demeaning words. - Immediate Reaction: Vicious Mokery attack 19 vs Will 12, hit 9 damage, Bow has -2 attacks EOBoNT Arrow follows Bow's lead, far too litterally. His first arrow is lost silently into the bush in front of him, but the second pierces Borgat's neck in a fountain of blood. Borgat staggers, barely holding himself upright. Both archers were waitig in ambush! Blood pours from his wounds. - move: to (16,7) - minor: quarry Borgat - standard: Two-Fang Strike attack 10!, 21 (I missed Prime Shot in the roller) vs AC 17, one hit 17 (9W + 3Q + 5) damage Ruby, oh so aware of the pain his comrade is in, hastens to Borgat's aid. Knowing that Bow is in pain, he is able to intensify it with a mere thought; causing blood to run from Bow's ears. - move: to (11,3) - minor: distract Bow (bow grants CA to next attacker) - standard: Mind Thrust aug 1 attack 18 vs Will 12, hit 14 damage, Bow -4 will EORNT Bow 7/30, -2 attacks EOBoNT, grants CA to Ruby until EORNT, -4 Will EORNT, Two-Fanged strike used Arrow 30/30, Two-Fanged Strike used Ruby 25/25, 1 PP used Borgat 1/30, bloodied Map: ![]() Round 5 Show [NOTE: I'm not sure I'm making the right ruling here, but Borgat will go before Bow because his readied action triggered after Bow's attack resolved, but this is still before the end of Bow's last turn. According to the readied action rules, Borgat's initiative is moved 'in the initiative order to directly before the creature or the event that triggered your readied action.'] Borgat pulls the arrow from his arm, but does not pause to address the bleeding from his neck. He steps up toward both archers, and with a booming shout declares the end of their day. Bow is pummeled by the thundering words; landing against the hedge several feet away in a bloody mess.- minor: majestic word on himself, heal 11 HP - move: to (15,5) - standard: shout of triumph attack arrow 10 vs Fort 13, miss, attack bow 20 vs Fort 13, hit 10 thunder damage, push 4 squares, bow is unconscious Bow lays, stirring somewhat but still unconscious. - DST: 18 Arrow mutters a prayer that Bow hears well, and then with four determined shots is able to drop Borgat to the ground. He sneaks around the corner, hiding himself from the shardmind. - minor: healing word for Bow, heal 13 hp - standard: twin strike attack 19 (15 +4 Heroic Effort), 15 vs AC 17, hit 10 (4W + 6Q) damage, miss - action point: twin strike attack on Borgat 24 vs AC 17, 4 damage (he falls), attack on Ruby 27 vs AC 14, hit 1 damage [NOTE: I put that Borgat has cover in the roller, but looking at older fights I'm not sure this is correct. So I've removed it. This won't determine weather the attacks hit, but as per the tactics Arrow wouldn't use an action point here if there is cover, which I (also) mistakenly used too quickly - he has no CA and Borgat (might) have cover.] - move: to (15,8) stealth 27 With Bow weakened, Ruby continues the mental onslaught, causing Bow to once again lose consciousness. - move: to (14,6) - standard: Mind Thrust aug 1 attack 25! vs Will 8, 16 damage Bow -3/30, -4 Will EORNT, bloodied, unconscious, Two-Fanged strike used Arrow 30/30, hidden, Two-Fanged Strike used, action point used Ruby 24/25, 2 PP used Borgat -2/30, one majestic word used, bloodied, unconscious, one healing surge used Map: ![]() Round 6 Show Borgat's state deteriorates as blood streams heavily from his neck. - DST: 4 Bow continues to lose blood from his hears. - DST: 5 Arrow, feeling good about the situation, steps to the corner and fires two shots at Ruby and Borgat; heavily wounding the shardmind and killing Borgat. - move: to (16,7) - minor: quarry Ruby - standard: Split the Tree attack 25 vs AC 14, hit 14 (4W + 1W + 4Q + 5) damage, 23 (-2 prone) vs AC 14 (-5 helpless), hit 19 damage borgat dies [EDIT: Originally I had used twin strike here, but the prerequisites for Split the Tree are met for the first time so I re-applied the rolls to Split the Tree.] Ruby steps over Borgat's fallen corpse and attempts to tear at Arrow's mind, managing to erase the last movement he made from Arrow's memory. - move: to (15,5) - standard: memory hole attack 24 vs Will 12, hit 8 damage, Ruby is invisible to Arrow SORNT Bow -3/30, -4 Will EORNT, bloodied, unconscious, Two-Fanged strike used, 1 failed DST, 1 healing surge used Arrow 22/30, Two-Fanged Strike used, action point used, healing word used Ruby 10/25, 2 PP used, invisible to Arrow SORNT, bloodied Borgat -21/30, one majestic word used, bloodied, unconscious, one healing surge used, 1 failed DST, DEAD Map: ![]() Round 7 Show -Borgat looks even worse, the arrow must indeed have nicked a vien. - DST: 7- The blood flow from Bow's ears ebbs as his arm twitches. - DST: 11 Arrow could have sworn that there was a shardmind here a second ago, and decides to play the shardmind's game of hide and seek; moving away and preparing himself for further battle. - move: to (16,12) stealth 25 - standard: Second Wind, heal 7 hp Ruby, feeling quite exhausted decides to pick up a few crystalline shards that fell from his being. - standard: second wind - move: to (14,6) Bow -3/30, bloodied, unconscious, Two-Fanged strike used, 1 failed DST, 1 healing surge used Arrow 29/30, +2 All D SOANT, Second Wind used, 1 healing surge used, Two-Fanged Strike used, action point used, healing word used Ruby 16/25, +2 All D SORNT, 2 PP used, Second Wind used, 1 healing surge used Borgat -2/30, one majestic word used, bloodied, unconscious, one healing surge used, 2 failed DST Map: ![]() Round 8 Show Bow doesn't look so good. - DST: 9 Arrow feels quite confident about his current situation, and waits for the shardmind to advance again. - standard: ready twin strike Ruby moves to follow the ranger, where could he have - suddenly a pair of arrows pierce the shardmind's chest, and he falls. - move: to (15,9) when interrupted - arrow immediate reaction: twin strike attack 25 vs AC 14, hit 10 damage, attack 18 vs AC 14, hit 6 damage, and Ruby falls unconcsious. - ruby DST: 14 The fight is over. Bow -3/30, bloodied, unconscious, Two-Fanged strike used, 2 failed DST, 1 healing surge used Arrow 29/30, +2 All D SOANT, Second Wind used, 1 healing surge used, Two-Fanged Strike used, action point used, healing word used Ruby 0/25, 2 PP used, Second Wind used, 1 healing surge used Borgat -2/30, one majestic word used, bloodied, unconscious, one healing surge used, 2 failed DST Map: ![]() Results Show Bow And Arrow win, and gain 2 VPs- Bow used one healing surge - Arrow used Healing Word, an Action Point and Split the Tree BrainSurge lose, and gain 1 VP - Borgat used 1 healing surge - Ruby used 1 healing surge
Nil Braxis
Nil Braxis tactics Show Starting next to each other in the center of the box Both holding their melee weapons in hand with Balin holding shield in off hand, and Javelins are in stand-by on their sides. Tactics: Balin and Jax will maintain close proximity to each other in order to prevent flanking and giving CA as much as possible with this fight. Moving out of the box, they will attempt to locate their opponents fairly quickly this fight. Once spotted, if they are a distance away, Jax will charge using Goring Charge and then spend an AP and use Thunder Hawk Rage to daze and knock his target prone which ever he spots first. Balin will come up behind using On Pain of Death on Jax's(his if he acts first) target. If the opponents are very close though when first spotted (~2-3 squares away) then avalanche strike/shielding smite, and raging the next turn. Jax will use his thunder hawk rage power every turn to limit the Thera's mobility by knocking her prone. While the biggest threat is Thera and her mobility, Jax and Balin are going to first burn down Rack. Using Avalanche strike/Shielding Smite in combination, Balin will make sure Rack is focused on him by using Divine Challenge. They will then switch to their default attacks. IF Jax or his current target is bloodied, Then he will use Blood Strike for massive effect. If either are bloodied, then Balin will use Invigorating Smite to give them THP. If given a chance to charge Jax will and use Goring Charge(if it hasn't been used)/Howling Strike(if Goring charge has been used). If Balin can get a safe shot with one or both (preferably), he will use his Dragon's Breath attack at earliest use. Balin will make use of Divine Strength this fight to aid in his attacks. Biggest issue: Use Thunder Hawk Strike Power to knock Thera prone and positioning to limit her mobility, and chances at CA/flanking. Do not bother with using thunder hawk strike against Rack due to him being a dwarf, unless he is the only target left (meaning Thera had fallen.) Default attacks for this fight: Balin- Enfeebling Strike, Bolstering strike when bloodied; Jax- Howling strike, Recuperating strike when bloodied. When first blooded (after Jax uses Blood strike if he hasn't used it yet) Second wind. If it is very close to the end of the match, and it is needed for a chance to win, 1 use of lay on hands. Dirty Fighting Dirty Fighting tactics Show Rack will start off with axe and shield; Thera just her lifedrinker dagger and a magic shuriken. The name of the game here is mark and then provoke. Rack's job is to mark an opponent and once marked, Thera's going to move to provoke OAs against her. Rack has distracting shield which gives opponents a penalty to hit if they are hit with a Combat Challenge attack and of course attacking an opponent who didn't mark you carries penalties and Thera is an artful dodger and so has a higher AC versus opportunity attacks. So yes - provoke, provoke provoke. Ideally, provoke in order to move to flanking and then sneak attack, but that is actually secondary to the main plan. Until engagement, Rack will move and ready crushing blow on the first target in range. If he is able to get to a target, he can forego the ready and just move and attack. Thera will move, hide, and ready Sly Flourish on sight of an opponent with less than superior cover. Rack will attack with Crushing blow, Covering Attack and then Dizzying blow. Thereafter, it is melee basic attacks all the way. Rack will use an action point when he either makes someone bloodied or the opponent was bloodied and still standing. Thera will attack with Easy Target to start, then Positioning Strike and finally setup strike. After that it is Piercing strikes all the way. As stated - Thera wants to provoke and to flank when possible. She will probably move every action she gets. If Rack is down at least a healing surge, use second wind as a minor action. The Fight Show Start Nil Braxis starts in the east box. Dirty Fighting starts in the north box. Initiatives Thera: 20 Balin: 20 Rack: 5 Jax: 4 Round 1 Show Thera moves out and tries to hide, but does a poor job of it. She prepares a Sly Flourish attack with her shuriken against the first enemy she sees. Balin hears Thera's movements from the northwest, and begins to head that way. As he gets near the north alley, Thera fires a shot at him, but it bounces harmlessly off his mighty armor. Rack moves up to stand next to Thera and readies Crushing Blow for any enemy that gets too close. Jax catches up with Balin. Status
![]() Round 2 Show Thera moves to a better hiding spot and is more successful at hiding this time. She readies another Sly Flourish attack with her shuriken. Balin spots Rack and moves closer to attack him. As he moves, Thera executes her attack, and Balin is hit for 26 points of damage. Balin finishes moving, marks Rack with Divine Challenge, and attacks Rack with On Pain of Death, searing Rack's mind for 11 points of damage. Rack goes after Balin and attacks him with Crushing Blow, but swings wide and misses. Balin is marked by Rack. After attacking, Rack suffers a headache from On Pain of Death, causing him 3 points of damage. He takes his Second Wind, and manages to shake off the headache for good. Jax moves in and charges Rack with Goring Charge, but is well off the mark and misses Rack entirely. Jax then spends an Action Point and attacks Rack with Thunder Hawk Rage. He misses, but still does 7 points of damage to Rack. Status
![]() Round 3 Show Thera starts to move into flank with Rack, using Tumble to shift past Jax. As she gets close to Jax, he strikes out with his Thunder Hawk attack to try to knock her prone, but he fumbles the attack. Thera continues moving past Balin, and he strikes out as well, but Rack interrupts with an attack of his own, going after Balin for daring to violate his mark. Rack is unable to get through Balin's super-strong armor. Balin continues his attack against Thera, but the rogue is much too nimble. Thera finishes moving into flank position, then attacks Balin with Easy Target using her dagger, hitting him for 23 points of damage and bloodying him. Balin is also slowed and grants combat advantage to Thera. Balin thinks about shifting out of flank, but realizes that Rack will attack him for it, so decides not to. Instead, he applies his Divine Strength and attacks Rack with Invigorating Smite, hitting Rack for 18 points of damage. Balin regains 7 points, but is still bloodied. He then breathes fire at Rack with Dragon Breath, but Rack dodges out of the way of the blast. Rack attacks Balin with Covering Attack, but again, Balin's armor is just too tough. Rack then spends an Action Point and attacks Balin again, this time with Dizzying Blow, hitting him for 17 points of damage and knocking Balin down. Jax shifts to slow Thera's attempt to flank him, then attacks Rack with Howling Strike, hitting Rack for 12 points of damage and bloodying him. Status
![]() Round 4 Show Thera starts moving towars Jax, but as she gets close, he attacks her with his Thunder Hawk attack and knocks her prone. She stands back up and uses Shifty to move next to Jax. Balin slips closer to death. Rack chops at Jax with his battleaxe, hitting him for 12 points of damage and marking him. Jax attacks Rack with Blood Strike, slicing Rack right in the jugular for a critical hit. Rack suffers 46 points of damage and is unconscious. The critical hit allows Jax to trigger his Rampage, and he attacks Thera with his halberd, hitting her for 16 points of damage. Jax also receives 3 temporary hit points for felling Rack, but is too close to Thera to use Swift Charge. Status
![]() Round 5 Show Thera attacks Jax with Setup Strike using her dagger, and hits him for 8 points of damage. Jax now grants combat advantage to her. Balin slips closer to death. Rack slips closer to death. Jax first attacks Thera with his Thunder Hawk attack, and Thera is knocked prone. He then attacks her with Avalanche Strike, and pierces her femoral artery with another critical hit, doing 40 points of damage and knocking her unconscious. Status
Fight Results Show Nil Braxis wins and gains 2 VPs - Balin used On Pain of Death - Jax used Thunder Hawk Rage and an Action Point Dirty Fighting loses and gains 1 VP - Rack used Dizzying Blow, 1 healing surge, and an Action Point - Thera used Easy Target
Little Weights
Little Weights' tactics Show Brawk will start at (a relative) (3,4) and Gloria will start at a relative (4,4). If Gloria is first she will delay for Brawk. They will both use 2nd wind if they are down enough points to make full use of it and have a free minor, if they are bloodied 2nd wind becomes a priority over other minor actions. Gloria will mark Ysara first then Karax, Brawk will also try to mark Ysara first and always try to have a mark. Brawk will blurred step whenever he can. Both will OA whenever they can. Brawk will advance out ahead taking as much cover as possible from hedges and using Total defense (total defense before move so those readied actions don't obliterate him) until they attack or are in striking distance. Brawk will generally try to swing with Iron fist. Gloria will follow behind using any cover she can get including Brawk. She will keep Radiant Vengeance readied to hit the first target she can see outside of cover. After Frostbind has been used Gloria will try to keep either flank her target or if that is impossible try to keep 4 squares away from Brawk to avoid being breathed or spelled on, unless Karax is down. To gain flanking she has no issue being adjacent to Brawk and then using overwhelming strike to move herself to flanking (in fact that is her favorite option). If Gloria was attacked in the last turn she will use Radiant Vengeance, if not she will try to use Overwhelming strike but if she can't get to range or away from an OA swap to what makes sense. If either of them go down and still has a 2nd wind the other will try to bring them up. Specifics The first time she can see both of them at the same time she will use Shared Madness on the Paladin. Brawk will use his powerpoints to blind Ysara the first chance he gets unless, Karax hasn't used his frostbind yet, then he will use it on Karax. Gloria will use Divine Guidance if Brawk misses his blinding shot or if he hits with it, use divine guidance on Brawk's first miss. Judgement Day Judgement Day's tactics Show Assuming that Judgement Day starts in the southwest box, Karax starts at 3,4 with his dagger and shield. Ysara starts at 3,3 with her wand in hand. Rotate positions as necessary according to starting box. Opening Moves If Ysara has a higher initiative than Karax, she delays until after Karax's turn. Karax moves to 5,9, makes a perception check, and readies Frostbind against Gloria as soon as she is within range 10 without superior cover. Ysara moves to 5,8, makes a perception check, and readies Witchfire against Gloria as soon as Karax has attacked her with Frostbind (regardless of whether Karax hit or miss). If the enemies are coming from the south, Karax moves to 5,7 as soon as he's aware of it, and then continues readying as above. Both Karax and Ysara keep their readied actions until the readied conditions are triggered or until Brawk engages someone in melee. Ongoing Tactics As soon as Gloria is within range 5, Karax marks her with Divine Challenge. Karax wants to hit Gloria with Burning Spray. He also wants to avoid Brawk's Mind Spike, and if possible his mark penalty as well, so he will move such that he gets both Gloria and Brawk in the blast. If this is not possible, Karax will move (not shift!) so that he is not adjacent to Brawk and can get Gloria in the blast. Karax will willingly trigger OAs from Brawk and Gloria if required in order to achieve the optimal position. Karax also uses Dragon Breath as soon as possible on the same turn as Burning Spray. Ysara avoids being adjacent to any enemy. She moves to the nearest cover that allows her to see Gloria, places her Warlock's Curse on Gloria, and attacks her with Eldritch Blast, applying her Warlock's Curse damage each time. Once Gloria is down, Ysara places her Warlock's Curse on Brawk and attacks him with Eldritch Blast, spending an Action Point to attack him twice in a round if she hasn't spend it already. Karax marks Brawk with Divine Challenge and attacks with Burning Spray, spending an Action Point to attack him twice in a round if he hasn't spend it already. Conditional Actions When Karax is first bloodied, Ysara uses Majestic Word on him and slides him into position to help out with his blast tactics If Karax is bloodied after Majestic Word has been used, or if Ysara is down when Karax is bloodied, he uses Second Wind, then spends an Action Point to be able to attack or heal Ysara in the same round If Karax is reduced to 0 or less HP and has not used his Second Wind, Ysara moves to his side and use First Aid (Heal check) if Majestic Word has already been used, then spends an Action Point to be able to attack or move in the same round When Ysara is hit for the first time, she uses Infernal Wrath. On the following turn only, she uses Misdirected Mark against her attacker if it was a melee attack. When Ysara is bloodied for the first time, she uses Second Wind, then spends an Action Point to attack in the same round If Ysara is reduced to 0 or less HP and has not used her Second Wind, Karax moves to her side and use First Aid (Heal check), then spends an Action Point to be able to attack or move in the same round Notes Karax gets +1 to his attacks while he's bloodied Ysara gets +1 to her attacks when she attacks a bloodied target Ysara has Resist fire 5 Ysara has Improved Majestic Word, so her target gets 4 temporary HP as well The Fight Show [Prefight Locations and Initiative] Little Weights start in area 2. -- Brawk starts at (18,17) with sword and shield in hand. Initiative 6 -- Gloria starts at (17,17) with greataxe in hand. Initiative 13 Judgement Day starts in area 1 -- Karax starts at (4,18) with dagger and shield in hand. Initiative 2 -- Ysara starts at (3,18) with wand in hand. Initiative 18 [Round 1] Ysara delays for Karax. Gloria delays for Brawk. Brawk takes total defense and moves to (13,17) and hides [Stealth 6] Gloria follows behind Brawk to (14,17) and readies Radiant Vengeance. [Stealth 6] Karax hears movement to the east and so moves to (9,16) and readies Frostbind if Gloria approaches without superior cover. [Stealth -5] Ysara moves to (8,16) and readies witchfire against Gloria if she appears without superior cover. [Stealth 17] [Round 2] Brawk heard Karax clearly enough, but heard nothing of Ysara. He takes total defense and moves to (9,15). Now that Ysara has no cover, Brawk can spot her and uses Battlemind's demand. Gloria moves to (12,15), triggering both ready actions. Karax attacks Gloria with Frostbind, provoking an OA from Brawk [14 vs AC19, miss] [24! vs Fort 12, hit; Dmg 3d8+8=32], knocking Gloria unconscious immediately. Gloria looks terrible [1d20=2] Ysara shifts to (8,17), curses Brawk and attacks Brawk with Witchfire [6 vs Reflex 12+2, miss]. Brawk's battle resilience kicks in. Ysara uses an action point for Eldritch Blast [20 vs Reflex 12+2, hit; Dmg 1d10+4=12-6; Curse 1d6=3] Brawk 26/35, Total Defense, Battle Resilience used, Cursed (Ysara) Gloria -5/27, dying (1 black mark) Karax 26/26, Frostbind used Ysara 23/23, Witchfire used, Marked (Brawk), Action point used Map Show ![]() [Round 3] Brawk moves to (11,15), provoking an OA from Karax [11 vs AC19, miss] and tries to heal Gloria [17 vs DC10, success, 6hp healed] Karax declares a divine challenge on Brawk, attacks with burning spray [23 vs Reflex 12 (Brawk), 20 vs Reflex 13, both hit; Dmg 1d8+8=14] and Gloria is knocked unconscious. Karax then uses dragon's breath [24 vs Reflex 12 (Brawk), 22 vs Reflex 13 (Gloria), both hit; Dmg 1d6+1=6] and kills Gloria. Ysara shifts to (8,16) and attacks Brawk with Eldritch blast [5!+1 vs Reflex 12, miss] Brawk 6/35, bloodied, Battle Resilience used, Cursed (Ysara), Marked (Karax) Gloria -14/27, dead, second wind used, 1 healing surge used Karax 26/26, Frostbind used Ysara 23/23, Witchfire used, Marked (Brawk), Action point used Map Show ![]() [Round 4] Brawk moves back to (9,15) and attacks Ysara with twisted eye, augmented for 2pps [25-2 vs AC16, hit; Dmg 1d8+5=13] and Ysara is blinded. Brawk takes 4 damage from divine challenge. Brawk uses his second wind [8hp healed] Karax attacks Brawk with Burning spray [17 vs Reflex 12, hit; Dmg 1d8+8=13] and Brawk falls. Fight Result and Summary Show Judgement Day wins and gains 2VPs -- Karax used nothing -- Ysara used an action point Little Weights lose and gain 1VP -- Brawk used a healing surge -- Gloria used a healing surge In round 4, it is a difficult decision on what to do. Brawk wants to use twisted eye on Ysara but Karax has marked him and triggering divine challenge would reduce him to 2hps. After realizing that twisted eye would have no beneficial effect for Brawk against Karax (since blasts don't get a penalty against foes with total concealment), and because Brawk could use second wind as a minor action - I decided that triggering the divine challenge was closest to the intent of the tactics.
Hide and Seek
Hide and Seek's tactics Show I just can't seem to make up my mind on tactics this week. Throw away the previous tactics for Hide and Seek and use these instead. Sorry. Assuming that Hide and Seek start in the west box, Thorn starts at 5,20 with his heavy flail in both hands. Hail starts at 5,19 with his javelin in his hands. Rotate as necessary. Opening Moves Thorn moves to 9,21 and takes Total Defense until Beauty is close enough for him to get to with a charge (moving a few squares if necessary to meet charge conditions). If Beauty's location is unknown, Thorn makes a Perception check every round until he knows her location. No readied action. On his turn, if Thorn can reach Beauty with a charge, or if she's not moving but he can move and charge, he charges with Whirlwind Charge against Beauty (apply Invigorating Pursuit bonuses if he hits), then spends an Action Point and attacks her with Sequestering Strike, teleporting both of them 5 squares directly away from Beast, and if possible against a wall such that she can't shift and avoid being adjacent from Thorn. Hail moves to 9,18 and readies Grappling Spirits against Beast as soon as Beast is within range 10. If Beast and Beauty are adjacent to each other when Beast is within range 10, Hail attacks with Possessing Spirits instead. If Beast's location is unknown, Thorn makes a Perception check every round until he knows Beast's location, and keeps his readied action. Ongoing Tactics Beauty is Thorn's target, and at all times, he moves to make sure he is not adjacent to Beast, and preferrably 2 squares or more away from Beast, while still being able to attack Beauty. Thorn continually attacks Beauty with Overwhelming Strike. Whenever the attack hits, Thorn shifts directly away from Beast and shifts Beauty into Thorn's former square. Apply the Censure of Pursuit bonus if Beauty moves away from Thorn. Thorn continues this tactic until Beauty is dead. If Beauty is killed, Thorn declares his Oath on Beast and attacks with Bond of Pursuit until Beast is dead. If Beauty and Beast are ever adjacent to each other, Hail attacks Beast with Possessing Spirits. This overrides any tactics below. Hail first attacks Beast with Winter Spirit, then spends an Action Point and attacks Beast with Grappling Spirits. From that point on, he continues to attack Beast with Grappling Spirits, moving first to stay between Beast and Thorn. If Hail has to be adjacent to Beast to keep him from Thorn, he will do so and will take Beast's OAs when Hail makes ranged attacks. Conditional Actions Any time Hail misses his target, he uses Inevitable Shot if it's available, and attacks the other opponent with Grappling Spirits The first time an enemy misses Hail with a melee attack, he uses Spirits Rebuke The first time Thorn is bloodied, he uses Razorclaw Shifting and takes his Second Wind The first time Hail is bloodied, he uses Longtooth Shifting and takes his Second Wind If Hail is reduced to 0 or less HP and has not used his Second Wind, Thorn moves to his side and use First Aid (Heal check) If Thorn is reduced to 0 or less HP and has not used his Second Wind, Hail moves to his side and use First Aid (Heal check) As soon as an enemy is bloodied, Hail uses his Bold Victory Leather Armor power to give +2 AC to the attacker Notes As long as Thorn has only his Oath enemy adjacent to him, he gets two attack rolls against that enemy every time If Thorn's oath target moves away from him, he gets a +6 to damage rolls against the target (Censure of Pursuit) When Thorn is bloodied, he gains a +2 item bonus to AC and saving throws (Bloodthread cloth armor) Beauty'n'Beast Beauty'n'Beast's tactics Show Reminders: - anyone that damages (no hit required) Beauty triggers Wrathful Hammer, and she gains +5 bonus to damage rolls against that enemy until the end of her next turn. - Beast will use Warden's Fury at any and all opportunities. If out of reach of Fury, will use Warden's Grasp to trigger Dire Radiance secondary damage (since the move occurs during the enemy's turn, it counts!) Starting: - assuming west box, Beauty is in 3,21 with dagger and rod, and Beast in 2,21 with greatsword - delay to act together, Beauty first Until contact is made: - Both make perception checks first thing on turns, and will share any locations found - Beauty will move 6 around the very outside of the map and ready Dire Radiance for Thorn with no cover - Beast will stay 3 squares behind Beauty moving along the inner side of the outer passage; try to be just visible from 2-3 squares in front of Beauty (out of sight from what Beauty can see or what can see Beauty) and ready Howling Charge for the first enemy to be within his charge range - Both will make stealth checks on their moves Thereafter: - Try and stay 3-5 squares away from eachother until Possessing Spirits is used - Then stay adjacent to eachother to negate Avenger dual rolls, especially easy in the 2 square wide passages - just stay adjacent, blocking the passage Beauty Priorities: - Use Word of the Blinding Shield at first interrupt opportunity - Curse Thorn - move adjacent to Beast for Rune of the Final Effort as soon as Beast is bloodied - User bloodcut armor when she is bloodied and oathed, or if Beast is down - Focus Thorn with Dire radiance, use Use Action Point if Thorn has no cover and is missed with Dire Radiance to attack again with Dire Radiance - Heal Beast if he's down, protection - Heal herslef if down by a surge with Rune of Destruction and beast is still up - Will gladly trigger Thorn's pursuit to shift away and use Dire Radiance - Use Necrotic Embrace if either Beast or Thorn falls Beast Priorities: - Mark Thorn, or Hail every turn - Use Wildblood Frenzy at first opportunity if beast is bloodied, otherwise use Avalanche strike first - Draw OA's from anyone to walk away and then Charge with Howling strike once encounter powers are used - AP only if Beauty misses with Dire Radiance on this turn and Thorn is bloodied Both: - Second Wind only once Thorn is dead and starting turn bloodied - No dailies this fight The Fight Show [Prefight Locations and Initiative] Hide and Seek start in area 4. -- Thorn starts at (5,20) with -- Hail starts at (5,19) with javelin in hand. Initiative 10 Beauty'n'Beast start in area 3 -- Beauty starts at (18,3) with dagger and rod in hand. Initiative 4 -- Beast starts at (18,2) with greatsword in hand. Initiative 16 Thorn doesn't have a heavy flail. His equipment lists a falchion - he'll use that instead. [Round 1] Thorn moves out to (9,21) and takes total defense. [Stealth 18] Beast is ready to go, but delays for Beauty. Hail moves to (9,18) and readies grappling spirits on Beast. [Stealth 7] Beauty moves to (14,4) and readies Dire Radiance if Thorn is in sight and in range. [Stealth 2] Beast moves to (16,2) and readies Howling Strike (charge) if an opponent appears and in range. [Stealth 17] Map Show ![]() [Round 2] Thorn heard Beauty to the south without issue. He moves to (10,19) and takes total defense. Hail moves to (10,15) and readies grappling spirits on Beast. [Stealth 10] Beauty moves to (10,6), spotting Hail briefly and readies Dire Radiance if Thorn is in sight and in range. [Stealth 11] Beast moves to (12,4) and triggers Hail's ready action [16 vs AC17, miss] and readies Howling Strike (charge) if an opponent appears and in range. Hail uses inevitable shot and attacks Beauty with Grappling Spirits [17 vs AC16, hit; Dmg 1d6+5=9] and Beauty is slowed and cannot shift. Thorn 37/37 Hail 33/33, Inevitable shot used Beauty 33/42, slowed, cannot shift Beast 40/40 Map Show ![]() [Round 3] Thorn moves to (11,13), declares an oath on Beauty and charges with Whirlwind charge. However, when he moves to (11,11), he triggers Beast's ready action [19 vs AC19, hit; Dmg 1d12+1d6+6=13] Thorn continues moving, provoking an OA from Beast [16 vs AC19+4, miss] and attacks Beauty with Whirlwind Charge [21,14 vs AC16, hit; Dmg 4d4+5=18], bloodying Beauty Thorn then uses an action point and attacks Beauty with Sequestering Strike [30,17 vs AC16, hit; Dmg 4d4+5=12] and teleports Beauty to (15,2) and himself to (15,3) Beauty uses rune of mending (destruction) [10hp healed, +2 to damage rolls] and her bloodcut armor to protect herself and then curses Thorn. Hail attacks Beast with Winter's Spirit [28 vs Fort 18, hit; Dmg 1d6+5=10] and immobilizes Beast. Hail uses an action point for Grappling Spirits [17 vs AC17, hit; Dmg 1d6+5=7] and slows Beast and makes it so he cannot shift. Hail then moves to (10,10) Thorn 24/37, Oath (Beauty), Cursed (Beauty), Whirlwind Strike used, Action point used, Sequestering Strike used Hail 33/33, Inevitable shot used, Winter's Spirit used, Action point used Beauty 13/42, bloodied, Resist 10 all, +2 damage, 1 healing surge used, 1 rune of mending used, Bloodcut Armor used Beast 23/40, Immobilized, Slowed and Cannot shift Map Show ![]() [Round 4] Beast, unable to get back to help Beauty, takes out his frustrations on Hail and attacks with Avalanche Strike [27 vs AC18, hit; Dmg 3d12+7=22]. He marks Hail with Nature's Wrath. Thorn attacks Beauty with Overwhelming Strike [24,13 vs AC16, hit; Dmg 2d4+5=10-10=0] and slides to (16,3) and slides Beauty to (15,3) Beauty moves to (11,6), provoking an OA from Thorn and triggering Thorn's censure [13,11 vs AC16, miss] and attacks Thorn with Dire Radiance [8! vs Fort 13, miss] Hail shifts to (11,9), uses longtooth shifting and takes his second wind [8hp healed] Thorn 24/37, Oath (Beauty), Cursed (Beauty), Whirlwind Strike used, Action point used, Sequestering Strike used Hail 19/33, Regen 2 (when bloodied), Inevitable shot used, Winter's Spirit used, Action point used, Longtooth shifting used, 1 healing surge used, Second Wind used Beauty 13/42, bloodied, 1 healing surge used, 1 rune of mending used, Bloodcut Armor used, Dire Radiance used Beast 23/40, Slowed and Cannot shift, Avalanche Strike used Map Show ![]() [Round 5] Beast moves away to (11,12), provoking an OA from Hail [11! vs AC17-4, miss] and then charges at Hail with Howling strike [27 vs AC18+2, hit; Dmg 1d12+1d6+6=12], Thorn moves to (11,5) and attacks Beauty with Overwhelming Strike [25,22 vs AC16, hit; Dmg 2d4+5+6=15], sliding himself to (12,4) and Beauty to (11,5) Beauty looks okay [1d20=13] Hail regenerates 2, shifts to (11,8) and attacks Beast with Grappling spirits [18 vs AC17-4, hit; Dmg 1d6+5+2=7+2] and bloodies Beast. Thorn 24/37, Oath (Beauty), Cursed (Beauty), Whirlwind Strike used, Action point used, Sequestering Strike used Hail 9/33, Bloodied, Regen 2 (when bloodied), Inevitable shot used, Winter's Spirit used, Action point used, Longtooth shifting used, 1 healing surge used, Second Wind used Beauty -2/42, dying, 1 healing surge used, 1 rune of mending used, Bloodcut Armor used, Dire Radiance used Beast 14/40, bloodied, Slowed and Cannot shift, Avalanche Strike used [Round 6] Beast moves to (10,9) and attacks Hail with Wildblood Frenzy [27 vs AC18, hit; Dmg 1d12+6=18] and Hail falls. Unable to make a second attack against Thorn, he attacks Hail again [26 vs AC18-5, hit; Dmg 1d12+6=8], killing Hail. Beast gains 1 temp hp and uses swift charge on Thorn [23 vs AC19, hit; Dmg 1d12+1d6+6=19] Thorn uses razorclaw shifting and takes his second wind [9hp healed] and declares an oath against Beast. Beauty looks terrible [1d20=2] Thorn 14/37, bloodied, Razorclaw Shifting (+1 AC/reflex, +2 speed), Oath (Beast), Cursed (Beauty), Whirlwind Strike used, Action point used, Sequestering Strike used, 1 healing surge used, Second Wind used Hail -17/33, Bloodied, Regen 2 (when bloodied), Inevitable shot used, Winter's Spirit used, Action point used, Longtooth shifting used, 1 healing surge used, Second Wind used Beauty -2/42, dying, 1 healing surge used, 1 rune of mending used, Bloodcut Armor used, Dire Radiance used Beast 14+1/40, bloodied, Slowed and Cannot shift, Avalanche Strike used, Wildblood Frenzy used, Swift charge used [Round 7] Beast moves away, triggering Thorn's censure and provoking an OA [20-4,27-4 vs AC17, hit; Dmg 2d4+5+6-4=16-4] and then charges Thorn [23 vs AC19+1, hit; Dmg 1d12+1d6+6=19] and Thorn falls. Thorn's OA was rolled with the incorrect values for an OA - the adjustments above correct that Fight Result and Summary Show Beauty'n'Beast wins and gains 2VPs -- Beauty used 1 healing surge, Bloodcut Armor -- Beast used nothing Hide and Seek lose and gain 1VP -- Thorn used an action point and a healing surge -- Hail used an action point and a healing surge Pairings: 1 September 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +2 (2 fights) TelinArtho +2 (2 fights)
Nil Braxis
Nil Braxis's tactics Show Another week another battle! I think this battle is going to be a tough one though. Nil Braxis Standing next to each other at start Both holding primary melee weapons and Balin with his shield at start. Javelins are secondary side-arms for when needed. Tactics: Regardless of where they start, both Jax and Balin will enter the tower and find a good chokepoint, with Balin taking lead to block. Once they find a chokepoint, Balin will use his utility Sacred Circle to enhance his defenses, Jax will hold behind Balin and prevent any flanking from happening using the reach of his polearm to attack enemies. If they happen to come from Jax side of the chokepoint, Jax will first use Avalanche Strike, Before retreating behind Balin. Otherwise, just use Avalanche Strike as normal. Use Blood Strike if either him or Haroun are bloodied. If it seems feasible to get a solid attack in (i.e. they are rolling well) then Jax will power attack. Otherwise, he will take accuracy over power this fight (if they aren't rolling well.) As most likely Balin and/or Jax will probably be marked at some point, we will focus on Haroun fully until down, then switch to Elanthia charging where appropriate. Balin on the other hand will be right in the front line. So, he'll probably be using invigorating strike fairly early on, and shielding smite when he gets a chance to, or if it looks like he is going to fall soon to give Jax a chance. Default attacks for this fight: Jax will use Howling Strike until bloodied, then switch to Recuperating Strike. Balin will use Enfeebling Strike, and when bloodied switch to Bolstering Strike. As options for healing in this fight is limited and time is short for them, if Balin goes under 1/2 HP then he will use second wind; if he falls to 1/4 then he will use Lay on Hands once. Since Jax should be behind Balin and access to him should be limited, Balin will not worry too much about Jax for purposes related to lay on hands. since things don't always go according to plan though, when Jax falls to under 1/2 HP he will use second wind, and bolster himself with Primal Vitality. May the best team win! Marked for Death Marked for Death's tactics Show Assuming that Marked for Death starts in the lower-left starting box, Haroun starts at 4,4 with his shield and longsword in his hands. Elanthia starts at 4,3 with her falchion in both hands. Rotate as necessary. Opening Moves If Elanthia goes first, she delays until after Haroun's turn. Haroun moves to 6,10, or if he knows the enemy is coming from the southeast, he moves to 10,6 instead. Once there, he makes a Perception check and readies Earthgrasp Strike for Jax only. If the enemy isn't coming towards him, he'll make single moves around the ruins, stopping at corners to have some cover against Jax charging him, and continuing to make Perception checks and ready Earthgrasp Strike against Jax. Haroun will not move to meet Jax in melee, preferring to stick to corners and have Jax come to him. Skip to Ongoing Tactics if Haroun is hit by Balin first. Haroun rolls twice on his first attack roll (Markings of the Victor). Elanthia follows Haroun, keeping one square behind him and against the wall. She also makes Perception checks and readies Executioner's Cloak against any enemy that is in melee range. Elanthia will not move to meet any enemy in melee until Haroun is in combat with somebody. Ongoing Tactics Haroun triggers Endure Pain as soon as he is first hit. On the turn that Endure Pain is going to end, Haroun triggers Stone's Endurance. On every turn, Haroun marks all adjacent enemies with Nature's Wrath at some point during his turn. He prefers to mark both Jax and Balin, but Jax must be marked at a minimum, so Haroun will use Nature's Wrath when it's most optimal during his turn. Haroun moves to attack Jax in melee, even if this provokes an OA or causes Divine Challenge penalties from Balin. Haroun rolls twice on his first attack roll (Markings of the Victor). He first attacks Jax with Earthgrasp Strike if he hasn't already, then Earth Spikes, and then Weight of Earth from that point on. Once Jax is down, he attacks Balin with Weight of Earth. Elanthia declares her Oath on Jax and moves to attack Jax in melee while avoiding being adjacent to Balin, even if this provokes an OA or causes Divine Challenge penalties from Balin. If Haroun missed on his Earthgrasp Strike attack, she first attacks Jax with Executioner's Cloak (unless she's used it already). She attacks Jax with Avenging Echo, then Halo of Fire, and then Bond of Retribution from that point on. Once Jax is down, Elanthia declares her Oath on Balin and attacks him with Bond of Retribution. Conditional Actions If any enemy violates Haroun's mark, he attacks with Warden's Grasp if they are not adjacent, or Warden's Fury if they are adjacent. On the first attack that Haroun makes against Elanthia's oath target, she uses Divine Guidance to give Haroun a second attack roll When Haroun is bloodied, he uses his Second Wind (add +4 to AC due to Guardian Might - Earthstrength). On the following turn, Haroun will activate his Bloodcut Hide Armor to gain resist 10 (and will spend a healing surge to refresh it at the end of combat) Elanthia will use Memory of a Thousand Lifetimes at the first opportunity that she needs it If Balin hits Elanthia with a melee attack, she uses Resonant Escape to get away from him and as close to Jax as possible. Notes Haroun has combat advantage against slowed or immobilized targets (Vicious Advantage) Haroun can roll an additional saving throw at the start of his turn (Font of Life) If an enemy other than Elanthia's oath target hits her, she adds +3 (Int mod) to her damage rolls against the oath target (Censure of Retribution) Elanthia has +1 defenses against bloodied creatures (Astral Majesty) Elanthia has resist 7 radiant (Astral Resistance), which is why she doesn't care about Balin's attacks and Divine Challenge If Haroun uses Warden's Grasp, he slides the target closer to him. Elanthia will avoid triggering OAs from Jax. She ignores OAs from Balin when trying to get to Jax and not be adjacent to Balin. The Fight Show [Prefight Locations and Initiative] Nil Braxis starts in area 3. -- Jax starts at (28,3) with magic halberd in hand. Initiative 10 -- Balin starts at (28,2) with longsword and shield in hand. Initiative 12 Marked for Death starts in area 1 -- Haroun starts at (4,27) with shield and longsword in hand. Initiative 16 -- Elanthia starts at (3,27) with falchion in hand. Initiative 4 [Round 1] Haroun moves to (6,21), makes an active perception check [autofail - opponent hasn't moved] and readies Earthgrasp Strike if Jax comes in range. [Stealth 7] Balin hears movement in the north west and double moves to (20,5). [Stealth 5] Jax follows Balin to (20,4) [Stealth 13] Elanthia moves to (6,22), and having heard Balin clearly in the far south east, readies Executioner's cloak on a target in range. [Stealth 1] Map Show ![]() [Round 2] Haroun moves to (9,15), makes an active perception check [Perception 17] and readies Earthgrasp strike for when Jax comes in range. [Stealth 0] Balin hears the movement in the north west, but doesn't see a good "chokepoint" to move to, so he uses his sacred circle [+1 AC to both Jax and Balin while in the zone] Jax stays put and readies Avalanche strike on an opponent in range. Elanthia moves to (8,16) and readies executioner's cloak on a target in range. Map Show ![]() [Round 3] Haroun moves to (14,13) and readies Balin readies invigorating strike for when Haroun comes in range. Jax readies Avalanche strike for when Haroun is in range. Elanthia moves to (13,14) and readies. Map Show ![]() [Round 4] Haroun moves to (17,10) and readies. Balin readies Jax readies Elanthia moves to (17,11) and readies. Map Show ![]() [Round 5] Haroun moves to (17,5), triggering the readies of both opponents and drawing an OA from Balin [25 vs AC21, hit; Dmg 2d8+7=16] [21 vs AC21, hit; Dmg 3d10+10=27] [OA 12 vs AC21, miss] Haroun is bloodied, so he uses his second wind [15hp healed] and uses nature's wrath on both opponents. Elanthia moves to (14,3) and declares an oath on Jax. Jax 61/61, marked by Haroun, +1 AC (sacred circle), -4 AC (avalanche strike), Avalanche strike used Balin 58/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used Haroun 34/62, Second wind used, 1 healing surge used Elanthia 50/50, Oath (Jax) Map Show ![]() [Round 6] Balin attacks Haroun with Shielding smite [27 vs AC21+2+3, hit; Dmg 2d8+7=14], triggering Haroun's Endure Pain power [Resist 8 All]. Balin issues a divine challenge on Haroun. Jax attacks Haroun with Blood Strike [12! vs AC21+2+3, miss] Haroun uses Stone's Endurance and attacks Jax with Earthgrasp strike [19-2,19-2 vs AC19+2, miss] and triggers Balin's divine challenge [8-5 radiant damage] Elanthia moves to (19,3) and attacks Jax with Executioner's cloak [29,26 vs AC19+2, hit; Dmg 4d4+7=18] and is invisible to Jax (save ends) Jax 43/61, marked by Haroun, Elanthia Invisible (save ends), +1 AC (sacred circle), +2 AC (shielding smite), Avalanche strike used, Blood strike used Balin 58/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used Haroun 17/62, bloodied, Resist 5 All, Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 50/50, Oath (Jax), Executioner's cloak used [Round 7] Balin attacks Haroun with Enfeebling strike [23 vs AC21, hit; Dmg 1d8+7=9-5] Jax attacks Haroun with Howling strike [14 vs AC21, miss]. Jax cannot see Elanthia [Save 1d20=5, failed] Haroun uses his bloodcut armor's power and attacks Jax with Earth spikes, triggering Elanthia's Divine Guidance [14-2+2,28-2+2 vs AC19+1, hit; Dmg 1d8+7=14] and triggering Balin's divine challenge [8-10=0 radiant damage] Elanthia attacks Jax with Avenging Echo [14!+2,14!+2 vs AC19+1, miss] Jax 29/61, bloodied, marked by Haroun, Elanthia Invisible (save ends), +1 AC (sacred circle), +2 AC (shielding smite), Avalanche strike used, Blood strike used Balin 58/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used Haroun 13/62, bloodied, Resist 10 All, Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 50/50, Oath (Jax), Executioner's cloak used [Round 8] Balin attacks Haroun with Enfeebling Strike [28 vs AC21, hit; Dmg 1d8+7=13-10] Jax uses his second wind [15hp healed] and primal vitality [5 temp hp]. Jax cannot see Elanthia, but is getting better [1d20=13] Haroun attacks Jax with Weight of Earth [24-2 vs AC19+1+2, hit; Dmg 1d8+7=12] and triggers Balin's divine challenge [8-10=0 radiant damage] Elanthia attacks Jax with Halo of Fire [17,35! vs AC19+1+2, hit; Dmg 4d4+7=23; Crit 2d6=6] Jax 8/61, bloodied, marked by Haroun, Elanthia Invisible, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 58/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used Haroun 10/62, bloodied, Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 50/50, Oath (Jax), Executioner's cloak used [Round 9] Balin attacks Haroun with Enfeebling Strike [18 vs AC21, miss]. Balin takes 8 fire damage from Halo of Fire Jax attacks Haroun with Recuperating Strike [30 vs AC21, hit; Dmg 1d10+7=15] and gains 3 temp hps. The hit triggers Elanthia's censure. Haroun falls, triggering swift charge (can't) and giving Jax 3 temp hps. Haroun uses font of life [1d20=14] and then makes a death saving throw [1d20=14] Elanthia attacks Jax with Bond of Retribution [20,14! vs AC19+1, hit; Dmg 2d4+7+3=15] and Jax falls. Jax -4/61, dying, marked by Haroun, Elanthia Invisible, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 50/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used Haroun -5/62, dying, Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 50/50, Oath (Jax), Executioner's cloak used [Round 10] Balin shifts to (20,4), uses lay on hands on Jax [15 hp healed] and declares a divine challenge on Elanthia. Jax stands up (into 19,4) and attacks Elanthia with Recuperating strike [27 vs AC21, hit; Dmg 1d10+7=13]. Due to bond of Retribution, he takes 3 damage which negates the temporary hit points from the attack. Haroun uses font of life [1d20=16] but looks terrible [1d20=1] Elanthia declares a new oath on Jax and attacks with bond of retribution [21,18 vs AC19+1, hit; Dmg 2d4+7=14] Jax 1/61, bloodied, marked by Haroun, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 50/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used, Lay on hands used, 1 healing surge used Haroun -5/62, dying (1 black mark), Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 37/50, Oath (Jax), Executioner's cloak used [Round 11] Balin attacks Elanthia with Enfeebling strike [30 vs AC21, hit; Dmg 1d8+7=8], dealing 3 damage to Jax due to the bond of retribution and knocking him unconscious. Jax looks okay [1d20=11] Haroun uses font of life [1d20=16] but looks terrible [1d20=5] Elanthia declares an oath on Balin and attacks with Bond of retribution [26-2,27-2 vs AC25+1, miss] but she uses Memory of a thousand lifetimes [1d8=7; hit; Dmg 2d4+7=12] Jax -2/61, dying, marked by Haroun, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 38/58, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used, Lay on hands used, 1 healing surge used Haroun -5/62, dying (2 black marks), Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 29/50, Oath (Jax), Executioner's cloak used [Round 12] Balin attacks Elanthia with Enfeebling strike [21 vs AC21, hit; Dmg 1d8+7=15] Jax looks terrible [1d20=5] Haroun uses font of life [1d20=1] and dies. Elanthia attacks with bond of retribution [30-2,29-2 vs AC25+1, hit; Dmg 2d4+7=12] Jax -2/61, dying (1 black mark), marked by Haroun, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 26/58, bloodied, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used, Lay on hands used, 1 healing surge used Haroun -5/62, dead (3 black marks), Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 14/50, bloodied, Oath (Jax), Executioner's cloak used [Round 13] Balin uses his second wind [16hp healed] Jax looks okay [1d20=18] Elanthia attacks with bond of retribution [33!,29 vs AC25+1+2, hit; Dmg 2d4+7=15; Crit 2d6=8] Jax -2/61, dying (1 black mark), marked by Haroun, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 19/58, bloodied, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used, Lay on hands used, 2 healing surges used, Second wind used Haroun -5/62, dead (3 black marks), Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 14/50, bloodied, Oath (Jax), Executioner's cloak used [Round 14] Balin attacks Elanthia with Bolstering strike [16 vs AC21, miss] Jax looks okay [1d20=19] Elanthia attacks with Bond of retribution [32,27 vs AC25+1, hit; Dmg 2d4+7=9] Jax -2/61, dying (1 black mark), marked by Haroun, +1 AC (sacred circle), Avalanche strike used, Blood strike used, Second wind used, 1 healing surge used, Primal Vitality used Balin 10/58, bloodied, marked by Haroun, +1 AC (sacred circle), Sacred Circle used, Invigorating Strike used, Shielding smite used, Lay on hands used, 2 healing surges used, Second wind used Haroun -5/62, dead (3 black marks), Second wind used, 1 healing surge used, Endure Pain used, Stone's Endurance used, Earthgrasp strike used Elanthia 14/50, bloodied, Oath (Jax), Executioner's cloak used [Round 15] Balin attacks with Bolstering strike [23 vs AC21, hit; Dmg 1d8+7=9] and gains 2 temp hps Jax looks okay [1d20=14] Elanthia attacks with bond of retribution [32,32 vs AC25+1, hit; Dmg 2d4+7=12] and Balin falls. Fight Result and Summary Show Marked for Death wins and gains 2 VPs -- Haroun used endure pain and a healing surge and the bloodcut armor power -- Elanthia used Executioner's cloak Nil Braxis loses and gains 1 VP -- Jax used a healing surge and Primal Vitality -- Balin used sacred circle, a lay on hands and 2 healing surges
Arm and Hammer
Arm and Hammer tactics Show Armalas will start in 16,5 with cloth armor, unarmed strike (main hand) and club (off hand) equipped. Hampton will start in 17,5 with the same gear equipped in the same way. Delay to act together. Move out using Dancing Cobra move technique; if the enemy is sighted engage immediately. Double move to flank the psion if reachable, stay in cover/cut off LOS if not. When they move into range double Dancing Cobra move and flank the psion, AP for Dragon's Tail with both monks. After this continue hitting the psion with Dragon's Tail, moving into flanking if possible (prokoving OA's to get flanking is fine in all cases in this fight). Second Wind if bloodied. Once the psion goes down flank the bard, using Dancing Cobra with both monks. No dailies please, but use both APs. Thanks for pitlording! Brain Surge Brain Surge tactics Show The goal here is to try to keep Ruby out of melee and both of them targeting will defense as much as possible. Ruby will delay to go after Borgat. Otherwise - Ruby attacks with Mind Thrust (aug 1) on the first available target (or if a mark is present on either character - switch both of them to that target). Once both power points are used, go for memory hole for the rest of the fight. Ruby will use distract before her first attack and shardswarm to get out of melee. Ruby will use her second wind if she starts her turn bloodied. Borgat will use Stirring Shout at the first opportunity that he can catch both opponents. He'll use vicious mockery if not in melee or if the target is subject to the Will defense penalty of the psion's mind thrust (even if it means accepting an OA). Borgat will use War Song strike if forced to be in melee. Borgat will use majestic word on himself or Ruby if either one of them is bloodied. Borgat will use second wind on himself if both majestic words have been used and he is bloodied. Borgat will use Hobgoblin Reslience on the first effect that a save can end. No action points or dailies in this fight. The Fight Show Start Arm and Hammer starts in the north box. Brain Surge starts in the west box. Initiatives Borgat: 23 Armalas: 22 Hampton: 17 Ruby 7: Round 1 Show Borgat moves out first and attacks Hampton with Vicious Mockery, hitting him for 7 points of damage and weakening his attack. Armalas and Hampton use their Dancing Cobra technique to double-move quickly around Borgat and head straight for Ruby. Armalas gets there first, spends an Action Point, and attacks Ruby with his Dragon's Tail technique, hitting Ruby for 7 points of damage, knocking her prone, and damaging Ruby with Centered Flurry of Blows for an additional 7 points. Ruby is now bloodied. Hampton arrives next, spends an Action Point, and also attacks Ruby with Dragon's Tail, but Hampton just barely misses Ruby due to being weakened by Borgat. Ruby takes her Second Wind, stands up from prone, then uses Shard Swarm to teleport out from between the two monks. The dazzling effect from the teleportation causes the monks to grant combat advantage to her. Status
![]() Round 2 Show Borgat moves in front of Ruby to protect her and blasts both monks with Shout of Triumph. Armalas resists the attack, but Hampton is hit for 5 points of damage and pushed 4 squares away. Armalas moves around the wall to get adjacent to Ruby and attacks her with Dragon's Tail again, but her Second Wind defenses shields her from being hit. Hampton uses his Dancing Cobra technique to get back into melee with Ruby, moving past Borgat and triggering an OA from him. Borgat strikes out, but is unable to hit the nimble monk. Hampton attacks Ruby with Dragon's Tail, hitting her for another 14 total damage after adding Flurry-of-Blows. Ruby is prone and bloodied again. Ruby stands up and shifts to start getting away from melee. Status
![]() Round 3 Show Borgat heals Ruby with a Majestic Word and slides her further away from melee combat. He then shifts himself between the two monks and attacks Hampton with War Song Strike, hitting Hampton for 10 points of damage and bloodying him. Armalas shifts and attacks Ruby with Dragon's Tail, but he just can't seem to focus enough to hit her. Hampton takes his Second Wind, but is still bloodied. He moves to flank Ruby to prevent her escape, triggering an OA from Borgat first. Borgat swings and misses. Ruby shifts away from Hampton, then uses Distract against Hampton to cause him to grant combat advantage to the next person that attacks him. The ranged power triggers an OA from Armalas, but he misses. Ruby then attacks Hampton with Mind Thrust Augment 1, but she misses. Status
![]() Round 4 Show Borgat attacks Hampton with Vicious Mockery, but Hampton's extra defenses from Second Wind protect him. Borgat then moves to make sure that Ruby can't be flanked without him getting an opportunity attack in first. Armalas attacks Ruby with Dragon's Tail, hitting her for 14 points total and knocking her unconscious. He then moves around to flank Borgat, triggering an OA from Borgat that hits Armalas for 3 points of damage. Hampton attacks Borgat with Dancing Cobra, hitting him for 14 points total. Ruby slips closer to death. Status
![]() Round 5 Show Borgat revives Ruby with his last Majestic Word and slides her away from melee. He then attacks Hampton with War Song Strike, but can't quite hit the monk. Borgat remains where he is to penalize the monks if they move away from him. Armalas shifts to Ruby and attacks her with Dragon's Tail, hitting her for 12 points of damage and knocking her out again. Hampton attacks Borgat with Dancing Cobra, scoring a critial hit for 21 points and knocking out Borgat. Status
![]() Fight Results Show Arm and Hammer wins and gains 2 VPs - Armalas used an Action Point - Hampton used an Action Point and 1 healing surge Brain Surge loses and gains 1 VP - Borgat used nothing - Ruby used 3 healing surges
Little Weights
Little Weights' tactics Show Brawk will start at (a relative) (3,4) and Gloria will start at a relative (4,4). If Gloria is first she will delay for Brawk. They will both use their daily if they are down enough points to make full use of it and have have a target. They will not use 2nd wind, until after they have used their daily (although if they can still make full use of the hit points they have no problem doing both in the same turn) or they are bloodied with no valid target. If they are bloodied a form of healing becomes a priority over other actions. Gloria will mark Stonebreaker first then Dirge (if stonebreaker is available), Brawk will also try to mark Stonebreaker first and always try to have a mark. Brawk will blurred step and mindspike whenever he can. Both will OA whenever they can. Brawk will advance out ahead taking as much cover as possible from hedges and using Total defense until they attack or are in striking distance. If Brawk is lucky enough to be charged by the Goliath he intends to mark him, Twisted eye with both augment points, action point, and then if he's down hit points use his daily. Brawk will generally try to swing with Iron fist. Gloria will follow behind using any cover she can get including Brawk. She will keep Radiant Vengeance readied to hit the first target she can see outside of cover. Gloria will try to flank her target. To gain flanking she has no issue being adjacent to Brawk and then using overwhelming strike to move herself to flanking. If Gloria was attacked in the last turn she will use Radiant Vengeance on Stonebreaker (assuming he's awake), if not she will try to use Overwhelming strike but if she can't get to range or away from an OA swap to what makes sense. If stone breaker is down and both dwarves are up and she was attacked last she will use radiant vengeance hoping to stay healthy while brawk beats up on the wizard. If only she is up, she will use overwhelming strike to avoid the radiant resistance of Dirge. If either of them go down and still has a 2nd wind the other will try to bring them up. Specifics If an opponent is blind both dwarves will use their action points to swing again, if that attack is used up and their target is not in cover then they will both use action points anyways. The first time Gloria can see both of them at the same time she will use Shared Madness on Dirge, unless Dirge has more cover than Stonebreaker, Dirge has superior cover, or Stonebreaker is an easier target because he's blind. After Gloria has used her daily, and goes a round without being attacked, she will trade her symbol for her Great axe. If this requires her to drop her symbol to use the axe that is not a problem. After this she will shy away from ranged attacks if both actions could be called for. Brawk will use his powerpoints to blind Stonebreaker the first chance he gets. Gloria will use Divine Guidance if Brawk misses his blinding shot or with his daily, if both of those are gone then she will use it at her first opportunity. Their goal is to take down Stonebreaker as fast as possible and have no problem Coup de Grace'ing an evil Goliath to keep him down. A few clarifications, one if Dirge is not targeted by Shared Madnes because Stonebreaker has less cover or is blind then target stonebreaker. Also if Brawk is dazed and has a chance to hit Stonebreaker, hit in favor of marking (to maximize chance of dealing with the Goliath earlier) Workhouse Workhouse's tactics Show Tactics for Workhouse, Hedge, Level 1 Spawn: - Dirge will start with Orb, prepared Flaming Sphere, in (5,3) assuming SW block - Stonebreaker will start with Maul, in (4,3) assuming SW block Opening (Skip to Tactics once contact is made): - Delay so they act together, with Dirge going first - They will move as follows, Dirge readying Ray of Frost, Stonebreaker reading a charge www.identicalsoftware.com/coco/coco.php/... Tactics in Priority order: - Stonebreaker will second wind only if the avenger is dead and starting turn bloodied (or still bloodied after Rune of Mending) - Stonebreaker will use Anvil of Battle (Destruction) on first opportunity against the avenger, Word of Diminishment (Destruction) until end of battle - Stonebreaker will Action Point after Anvil of Battle to attack with Word of Diminishment - Stonebreaker will use both Rune of Mending (Protection if Dirge is adjacent, Destruction otherwise) as soon as either is down by a surge or more, himself first - Stonebreaker will attack with any OA's provoked - Dirge will second wind only if the avenger is dead and starting turn bloodied, or if bloodied and Dirge can still put Flaming Sphere next to the Avenger - Dirge will use Flaming Sphere once the Avenger is in melee with Stonebreaker, and then will stand beside Stonebreaker to cancel the avenger's double rolls - If the battlemind is already in melee, ready Magic Missle for the avenger once the avenger isn't adjacent (the avenger will try to move so she can use Oath 2nd roll, so avoid granting her an OA by just readying the attack for when she does shift.) - Dirge will keep the Flaming Sphere next to the avenger, but not if it means putting it next to a bloodied Workhouse member - Dirge will use Magic Missile if Stonebreaker has hit with Rune of Diminishment (extra 2 damage = 9 auto damage!) - Dirge will use Chill Strike and then Ray of Frost to keep the battlemind at range (he has no range attacks), use Orb of Imposition at first opportunity to keep the Battlemind slowed for an extra turn Targetting: - Ignore the battlemind demand and attack the avenger, unless the battlemind is adjacent - if attacking will provoke an OA, do it (avoid triggering censure) Resources: - Dirge uses Flaming Sphere - Use surges freely I forgot about their racials: - Stonebreaker uses Stoneskin after Anvil of Battle resistance wears off (or as soon as he misses with it.) - Dirge uses memory on first missed attack where she rolled 9 or higher on her d20 attack The Fight Show [Prefight locations and Initiative] Workhouse starts in area 1. -- Stonebreaker starts at (3,17) with maul in hand. Initiative 12 -- Dirge starts at (3,16) with orb in hand. Initiative 16 Little Weights start in area 4. -- Brawk starts at (3,4) with sword and shield in hand. Initiative 2 -- Gloria starts at (4,4) with greataxe in hand. Initiative 11 [Round 1] Dirge delays for Stonebreaker to be ready. Stonebreaker is ready, so Dirge moves out to (5,12) and readies Ray of Frost [Stealth 10] Stonebreaker moves to (4,14) and readies a charge on an opponent in sight. [Stealth 1] Gloria is ready, but wants Brawk to go first, despite hearing movement to the north. She delays. Brawk moves to (5,8), and takes total defense. [Stealth 11] Gloria moves to (4,7) and readies radiant vengeance on a target in sight. [Stealth 13] Map Show ![]() [Round 2] Dirge moves to (8,12), triggering Gloria's Radiant Vengeace [25-2 vs Reflex 15, hit; Dmg 1d8+5=10, +5 temp hp for Gloria] and attacks Brawk with chill strike [10 vs Fort 15+2, miss] but Brawk is still slowed. Brawk's Battle Resilience triggers. Stonebreaker moves to (3,10) and then charges to (4,8) at Gloria [9! vs AC 15, miss] Brawk shifts to (4,9), marks Stonebreaker with Battlemind's Demand and attacks Stonebreaker with an Augmented Twisted Eye [29 vs AC17, hit; Dmg 1d8+5=13] and Stonebreaker is blinded and bloodied Brawk uses an action point and attacks Stonebreaker with Iron Fist [26 vs AC17, hit; Dmg 1d8+5=8] Stonebreaker 3/24, bloodied, marked by Brawk, blind Dirge 28/28, chill strike used Brawk 35/35, 2pp used, slowed, action point used Gloria 27+5/27 Map Show ![]() [Round 3] Gloria declares an oath on Stonebreaker and attacks with Shared Madness [23 vs Will 15, hit; Dmg 1d10+5=6] and Dirge also takes 6 psychic damage. Stonebreaker falls. Dirge moves to (6,10) and uses flaming sphere, placing it at (5,6) and attacks Gloria [7 vs Reflex 13, miss] Stonebreaker looks okay [1d20=17] Brawk moves to (5,9) and attacks Dirge with Iron Fist [16 vs AC15, hit; 1d8+5=9] Stonebreaker -3/24, dying, marked by Brawk, blind Dirge 13/28, bloodied, chill strike used, flaming sphere used Brawk 35/35, 2pp used, slowed, action point used Gloria 27+5/27, shared madness used Map Show ![]() [Round 4] Gloria is adjacent to the flaming sphere [1d4+5+2=8], Gloria moves to (6,9), drawing an OA from Dirge [3 vs AC15, miss], declares an oath and attacks with Overwhelming strike [13,19 vs AC15, hit; Dmg 1d12+5=9] and shifts to (7,9) and slides Dirge to (6,9) Dirge sustains and moves the flaming sphere to (4,9) and has it attack Brawk, but this provokes from both opponents [6+2,5+2 vs AC15, miss] [6+2 vs AC15, miss] [6 vs Reflex 12, miss] Stonebreaker starts next to the flaming sphere [1d4+5=6] but looks okay [1d20=19] Brawk starts adjacent to the flaming sphere [1d4+5=6-3] and attacks Dirge with Iron Fist [25+2 vs AC15, hit; Dmg 1d8+5=8] and Dirge falls. Stonebreaker -3/24, dying, marked by Brawk, blind Dirge -4/28, dying, chill strike used, flaming sphere used Brawk 35/35, 2pp used, action point used Gloria 24/27, shared madness used Fight Result and Summary Show Little Weights win and gain 2 VPs -- Brawk used an action point -- Gloria used nothing Workhouse lose and gains 1 VP -- Stonebreaker used nothing -- Dirge used flaming sphere
Bow and Arrow
Bow and Arrow tactics Show Initial Actions: Assuming the West side, Bow starting in 4,18, Arrow starts in 5,17. Both have bows in hand. Look for any sign of enemy, if an enemy is seen attack then move to cover and stealth. If no enemy is visible, arrow will double move to 8,25, bow will move to 7,24 and ready a Nimble Strike (stealthing after the attack if possible) on first visible enemy. Maintain cover and stealth until the enemy is spotted. Priority Tactics 1. Use an action point to attack as soon as the nemy is granting combat advantage or the enemy has no cover (this could mean using an action point before a regular standard action if the conditions are met) 2. Attack with Split the Tree using Heroic Effort if needed as soon as possible 3. Use Disruptive Strike at first opportunity (If I remember correctly you can not take opportunity attacks when it's your turn so there should never be danger of getting attacked when using this) 4. Use Retributive Weapon as soon as possible 5. Ideally both rangers will initiate the fight with Two-Fanged Strike using Heroic Effort (If it wasn't used on Split the Tree) to help the to-hit rolls. If given a choice they will attack Beauty before Beast. 6. If either ranger begins their turn bloodied, they will use Bloodcut Armor and Inspiring Fortitude within 3 squares of the other ranger. General tactics: Stay Close together. Stealth at every opportunity, get cover and combat advantage (from hidden) as much as possible and keep the enemy at range. Make sure to position so that each ranger can get Prime shot if it doesn’t sacrifice cover/advantageous position (ie. After attacking, move back so that the other can move in for the same shot with the attack bonus). Twin Strike is the primary At-Will attack, unless using Nimble Strike allows for better positioning and possible stealth. Beauty 'n' Beast Beauty n Beast tactics Show Beauty'n'Beast will use everything this fight to try and keep the perfect record. Hold nothing back. Start: - Beast will start with Greatsword, in the front of starting box on the same side as Beauty (e.g. 17,5) - Beauty will start with rod/dagger, against back wall in corner of start grid (e.g. 18,2) - Beast uses his Daily power first thing in the fight Opening (Skip to Tactics as soon as enemy is in sight): - delay to act together, Beast first - perception check every round - Beast will use total defense every round - Beauty will recharge her armor in first turn (I beleive this costs me a standard action) - Beast will move up to 6 squares, try to keep cover, Beauty will move to a square behind him with cover Tactics: - Delay for Beauty if she follows him immediately (no rangers in between them. this would allow her to heal him from unconscious and him still have a turn.) - Howling Strike charge into battle. He uses fearsome ram attack to help get beside the enemy if he cannot charge with Howling Strike (corners, etc.) - Beast will use Terror Greatsword power on his first hit - Beast will use Action Point as soon as possible to attack again - He will use Wildblood Frenzy then Fearsome Ram Attack if the enemy is not bloodied, but avalanche strike if opponent is bloodied - He will walk past the enemy and charge from opposite side from Beauty, Howling strike all battle after encounter powers are used (note he has 3), even provoking OAs (they have none...) - try and stay next to both enemies at all times - Mark on every turn - Beauty will use her cloak as soon as the rangers are spotted - Beauty will use her Daily by the end of second round of engagement with the enemy, try to get a clear shot, if cannot then definitely use in second round of attacks. - Beauty will use Word of the Blinding Shield at first opportunity - Beauty will use Action Point if she misses with Dire Radiance on her turn, or as soon as the enemy has no cover - She will move to flank with Beast and will attack next to the Rangers (they have no melee attack) - She will take OAs if provoked (dagger) - Use bloodcut armor as soon as she is bloodied - Use Vampiric Embrace at first opportunity (range 5) - Curse, Dire Radiance until end of encounter Targetting: - Focus on the target of Beast's Terror Weapon power, unless it means attacking with superior cover - Focus fire on Beauty's curse target, unless it means attacking with superior cover Healing: - Beauty uses Rune of Mending on herself priority, but whomever is down by a surge first - Both use Second Winds when bloody only if one enemy is dead, or if the other's healing word has been used Resources: - Use everything Reminders: - If Beast has combat advantage, use Predatory Eye (minor action) - Beast's Swift Charge if he fells an enemy - Beast has speed 8 once his Daily power is activated, and a +2 bonus to attacks when he charges - Beast uses Horn Tusk armor when he falls if he can - Beauty's Wrathful Hammer class feature gives +5 bonus to damage rolls against anyone who damaged her since the start of her last turn. this does work for secondary damage rolls like Hellish Rebuke and Dire Radiance The fight Show All rolls are here Start Bow and Arrow starts in the south box. Beauty n Beast starts in the west box. Initiatives Arrow: 26 Bow: 24 Beast: 22 Beauty: 11 Round 1 Show Arrow immediately spots Beast in the west box, quarries him, and shoots two arrows at him using Two-Fanged Strike. One shot misses, but the other pierces right into a major vein, hitting Beast for 26 points of damage. Beast is bloodied. Arrow then steathily moves into hiding, whispering to Bow where Beast is. Bow comes out next, taking the spot where Arrow was. He quarries Beast and shoots two arrows using Two-Fanged Strike. Both hit, and with Quarry, the damage total is a whopping 32 points, taking Beast down easily. Beast is stable. Beauty heals Beast with Rune of Mending, spends a healing surge to refresh her Bloodcut armor, then moves adjacent to Beast but against the wall to retain total cover against the rangers. Status
![]() Round 2 Show Arrow comes out of hiding and shoots two more arrows at Beast with a Twin Strike attack, hitting him for 14 points of damage and felling Beast again. Bow has no target at the moment, so he retreats back into hiding and readies Nimble Strike against the next target to present itself. Beast is stable. Beauty, realizing it's all up to her now, activates her Cloak of Resistance, moves out, and attacks Arrow with Flames of Phlegethos. Arrow interrupts her attack with Disruptive Strike, and hits Beauty for 10 points of damage, though Beauty's cloak absorbs part of it. Beauty winds up unable to damage Arrow directly with her attack, but he's still set on fire. Beauty then spends an Action Point and attacks Arrow again using Dire Radiance. This time, she hits Arrow for 7 points of damage. Status
![]() Round 3 Show Arrow takes 5 fire damage at the start of his turn. He steps back to gain cover, quarries Beauty, and shoots two arrows at her with Twin Strike. Both shots hit and do 15 points of damage total, but again her cloak absorbs the damage from each shot. He then spends an Action Point and shoots at her with Twin Strike again. One of the shots is a critical hit, and with Heroic Effort, the other shot is a hit as well. The total damage is 30 points, but less after Beauty's cloak absorbs some of the damage from each shot. Bow then steps in, quarries Beauty, and shoots two arrows at her, doing 17 points of damage, minus her cloak's resistance. Bow spends an Action Point and shoots at her again, hitting twice again for 18 points of damage. Although the cloak saves Beauty from some of the damage yet again, it's not enough this time, and Beauty falls. Status
![]() Fight Results Show Bow and Arrow win and gain 2 VPs - Arrow used an Action Point - Bow used an Action Point Beauty 'n' Beast lose and gain 1 VP - Beast used 1 healing surge - Beauty used 1 healing surge, Flames of Phlegethos, an Action Point, and Cloak of Resistance Pairings: 8 September 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) TelinArtho +1 (1 fight)
Arm and Hammer
Arm and Hammer tactics Show (South box reference) Start Armalas in 15, 4 and Hampton in 16, 4. Both will have cloth armor, club (off hand) and unarmed strike (main hand) equipped. Delay to act together. Move out behind the nearest cover between them and the enemy(pillar at 13,8 or 21,8 pending where the enemies are), make active perception checks, and ready Drunken Monkey with both characters on the first target to come into range. Try to position the twins so that a melee enemy can be hit by both. The overall plan is defeat the Dragonshield first, minions second, and Drake third. According to enemy tactics, the first melee enemy should be the Dragonshield (from now on noted as DS), possibly the drake. If it is the DS, hit the DS with Flurry and force the DS to attack itself on a hit, use the slides to set up the second attack. If it is the drake that triggers, Flurry the DS if you can and have the drake attack the DS, or itself if it cannot get the the DS. After engaging, use Five Storms(note: close burst 1 attack), and use the move technique (shift 2) to set up to hit as many enemies as possible until the minions are down. In a hit/miss scenario with this at will, use Flurry on the missed minion. Then if the drake is still up, ready Dragon's Tail for when it moves adjacent with both monks. Continue attacking with Dragon's Tail and Flurrying the drake. If the initial Drunken Monkeys both miss, have one monk use the Whirling Mantis Step daily power (preferably the less damaged brother). Target as many enemies as possibl; you could even ready the attack for when the Drake swoops in. Then continue with Five Storms and the rest of the above tactics. Second wind when bloodied. No AP's, only use one Daily and only if the conditions I described are met. And as always, thanks for pitlording! Kobolds Kobolds tactics Show The kobold dragonshield leads this gang of reptilian misfits, and it directs allies to focus on the same target. The kobold allies delay for the dragonshield to act first, then the kobold dragonshield moves to the front line and attacks any melee-based enemies, preferring to engage those in the heaviest armor. It uses short sword attacks to mark and relies upon Dragonshield Tactics and its Shifty ability to keep itself either adjacent to its marked foe, or else reposition its body between the enemy and the kobold minion to help protect its allies. The kobold minions will attack the same target has the dragonshield so the dragonshield can take advantage of Mob Attack. The minions use Shifty to help gain flanking positions, or else use ranged javelin attacks if there are no adjacent positions to their target. The spiretop drake hovers 4 squares high and makes Flyby Attack using its Bite attack. It will attack a target on the edge of combat, taking all precautions to avoid opportunity attacks as it swoops in. If the target wears a holy symbol or other unheld shiny object, the drake will use its Snatch attack during the Flyby. The Fight Show All rolls are here Start Arm and Hammer start in the north box. Kobolds start in the east box. Initiatives Armalas: 19 Hampton: 18 Dragonshield: 15 Drake: 14 Tunneler 2: 11 Tunneler 3: 11 Tunneler 1: 10 Round 1 Show Armalas and Hampton can't see any enemies at all, so they move out to the nearest pillar and ready the Drunken Monkey technique against the dragonshield if he shows up. The dragonshield hears Armalas and Hampton moving in the north and heads towards them, then charges Armalas. Before he's able to attack, Armalas and Hampton attack him first with their readied actions. Armalas hits the dragonshield for 14 points of damage, slides it around, and forces the dragonshield to attack itself. Somehow, the dragonshield manages to miss himself. Hampton hits the dragonshield for 17 points of damage, slides it around some more, and forces the dragonshield to attack itself again. Once again, the dragonshield misses itself, though it's now bloodied. The dragonshield finishes its attack on Armalas and hits him for 12 points of damage, and Armalas is marked. The drake flies towards Armalas, biting at him but missing, and then flying away. Tunneler 2 moves in and charges Armalas, but misses when it tries to poke him with its javelin. Tunneler 3 moves in and throws its javelin at Armalas, but throws wide and misses. Tunneler 1 moves in and throws its javelin at Armalas, but completely botches the attempt. Status
![]() Round 2 Show Armalas attacks the dragonshield and tunneler 2 with the Five Storms technique, but misses both of them. He then uses the Five Storms movement technique to shift 2 squares out of flank and into some cover behind a pillar. As he moves, the dragonshield reacts with Dragonshield Tactics and shifts closer to Armalas. Hampton uses the Five Storms movement technique to shift 2 squares to be adjacent to the dragonshield and tunneler, then attacks them both with Five Storms. He also misses both of them. The dragonshield shifts and uses Shifty to shift again so that it's adjacent to Armalas. It then attacks Armalas with its sword, but misses. The drake flies by and tries to bite Hampton, but fails and flies away. Tunneler 2 shifts and uses Shifty to shift again, then attacks Armalas with its javelin, hitting him for 4 points of damage. The other tunnelers move in and attack Armalas, each hitting him with their javelins for another 8 points of damage total. Status
![]() Round 3 Show Armalas takes his Second Wind and shifts out of the crowd of kobolds surrounding him. Hampton shifts into the middle of the kobolds where Armalas was and attacks them all with the Five Storms technique. He hits and kills the dragonshield and tunneler 3, but misses tunneler 1 and 2. Hampton uses his Centered Furry of Blows against tunneler 1 and kills it as well. The drake flies by Armalas and bites at him, but misses and flies away. The remaining tunneler shifts and uses Shifty to be adjacent to Armalas, then attacks him and hits him for 4 points of damage. Status
![]() Round 4 Show Armalas attacks the remaining tunneler with Five Storms and kills it, then moves behind Hampton. Hampton readies the Dragon's Tail technique against the drake. The drake flies in and gets close to Armalas, but Hampton's readied attack triggers first. Hampton misses, and the drake bites at Armalas, critically hitting Armalas for 10 points of damage and knocking him out. It then flies away. Status
![]() Round 5 Show Armalas is stable this round. Hampton readies the Dragon's Tail technique against the drake. The drake flies by, and Hampton attacks it, hitting it for 14 points of damage and knocking it prone. The drake bites at Hampton but misses. It stands up from prone. Status
![]() Round 6 Show Armalas is stable this round. Hampton attacks the drake with his Dragon's Tail technique, hitting it for another 13 points of damage and knocking it prone again. The drake stands up from prone and bites Hampton for 10 points of damage. Status
Round 7 Show Armalas is stable this round. Hampton attacks the drake with his Dragon's Tail technique, but this time he misses. The drake tries to bite Hampton, but fails. It shifts away. Status
Round 8 Show Armalas slips closer to death. Hampton readies the Dragon's Tail technique against the drake. The drake flies by, and Hampton attacks it, but he misses. The drake bites at Hampton, hits him for 7 points of damage, then flies away. Status
Round 9 Show Armalas is stable this round. Hampton takes his Second Wind. The drake flies by, biting Hampton for 5 points of damage, then flies away. Status
Round 10 Show Armalas slips closer to death. Hampton readies the Dragon's Tail technique against the drake. The drake flies by, and Hampton attacks it, scoring a critical hit and killing the drake. Status
Fight Results Show Arm and Hammer win and gain 2 VPs - Armalas used 1 healing surge - Hampton used 1 healing surge
Primal Destruction
Primal Destruction's tactics Show Assuming that Primal Destruction starts in the southwest starting box, Pollori starts at 3,4 with her shield and longsword in her hands. Boravir starts at 3,3 with his falchion in both hands. Rotate as necessary. Opening Moves If Boravir goes first, he delays until after Pollori's turn. Pollori moves to 5,8, summons her Spirit Companion at 4,8, and readies Call to the Savage Elder against the first enemy to come within melee range of the Spirit Companion. If Boravir or Pollori is attacked in melee without this triggering, skip to Ongoing Tactics. Boravir double-moves to 4,9. On the following turn, if Pollori isn't in melee combat yet, he readies Howling Strike against the first enemy to come within melee range. If Pollori is attacked in melee, skip to Ongoing Tactics. If no enemies are coming any closer after a turn of nothing but readied actions, Pollori, Boravir, and the Spirit Companion single-move towards the closest enemy's location, stopping at the nearest hedge that gives cover and readying the above actions each turn. They should also stay adjacent to each other if possible. Ongoing Tactics As soon as Brawk and Gloria are both within 3 squares of Pollori, she marks both of them with Battlemind's Demand (Augment 1). The goal is to have Pollori and Boravir flank Brawk at all times. If they can't flank him, priority is for them to be adjacent to each other. Use the Companion Spirit to prevent Gloria from getting two attack rolls, as well as giving bonuses and healing to Boravir when the opportunity arises. On every turn, Pollori will move the Companion Spirit so that it's always adjacent to Gloria and Gloria's target at the same time. If possible, move the Spirit to a place that prevents Gloria from moving away from the Spirit and attacking her target. If the Spirit Companion happens to be adjacent to Brawk at any time, and Pollori hasn't already used Call to the Savage Elder, use this attack against Brawk before moving the Spirit Companion. Otherwise, Pollori attacks Brawk with Iron Fist until he's down, then goes after Gloria with Iron Fist. Boravir attacks Brawk with Symbol of Wrath Reversed (Destruction) first. Boravir takes the OA if Brawk is adjacent to him, but if not, he lets Pollori take the OA. After that, Boravir attacks Brawk with Avalanche Strike, then Howling Strike from that point on. After Brawk is down, Boravir goes after Gloria and attacks with Howling Strike. Conditional Actions (in priority order) * Pollori uses Mind Spike at every opportunity that someone is adjacent to her and hits Boravir * The first time Brawk tries to shift out of flank or away from Pollori, she uses Pursuit of the Hunter and shifts so that she's back in flank, or at least adjacent to Brawk * If Boravir takes damage that would bloody him, and Pollori isn't already bloodied, she uses Bonds of the Clan to split the damage between them * On Boravir's turn, if either Boravir or Pollori is bloodied or dying (in priority order): o If Pollori is bloodied, he uses Rune of the Final Effort on her, shifting adjacent to her if necessary. If he's already used it, then use Rune of Mending (Destruction) on her o If Pollori is dying, he uses Rune of Mending (Destruction) on her, but not First Aid o If Boravir is bloodied, he uses Rune of Mending (Destruction) if it's available, or Second Wind (minor action) if not * On Pollori's turn, if either Boravir or Pollori is bloodied or dying (in priority order): o If Boravir is bloodied or dying, she uses Healing Spirit to give him a healing surge, and she gets the 1d6 healing (moving the Spirit Companion first if necessary). If he's dying and Healing Spirit is not available, and he hasn't used his Second Wind, she shifts adjacent to him and uses First Aid (Heal check). She gives up on him if the check fails. o If Pollori is bloodied, she uses Healing Spirit to give herself a healing surge, and Boravir gets the 1d6 healing (moving the Spirit Companion first if necessary). If it's not available, she uses Second Wind Notes Boravir gets +4 to damage after enemies hit him (Wrathful Hammer) Pollori gets +1 to attack enemies adjacent to Boravir when Rune of Destruction is in effect Little Weights Little Weights' tactics Show Brawk will start at (a relative) (3,4) and Gloria will start at a relative (4,4). If Gloria is first she will delay for Brawk. Brawk will start with his longsword and shield in hand. Gloria will start with her Great axe in hand. (When she does ranged attacks if she has the ability to swap to her symbol she will, otherwise she will do the ranged attacks with the axe in hand. Also when she switches back to melee she will try to put away the symbol and draw the great axe if she believes her team has more overall health than her opponents she will drop her symbol if she thinks they have more she will switch to using her symbol. I assume her knowledge is limited to bloodied conditions. If they are equal drop the symbol. ) Brawk will blurred step and mindspike whenever he can, they will both get the other up if there is a 2nd wind to get them up with. Both will OA whenever they can. Neither of them will let Mind spike be used on them. Brawk will use 2nd wind when he would first gain full hp from it. Gloria will 2nd wind if she can gain full hp and it won't change her bloodied status. Gloria will use Divine Guidance on the first attack Brawk misses on. Gloria will try to abuse her oath as much as possible (would rather use oath than flank [note oath auto allows to attacks even on a hit, which should up my chances for a critical]). They want to take down Boravir first, if he goes unconscious and with his heal unused they attempt to finish him off before he gets back up with coup de gras. Brawk will advance out ahead taking as much cover as possible from hedges and using Total defense until they attack or are in striking distance percieving as he goes. He wants to use 2 powerpoints on Twisted eye to blind Boravir. He also will try to mark boravir first, but if he can mark both at the same time he will use the power point to do that as well. Once engaged in combat he will use Twisted Eye to blind his target unless his target is unconscious. If Brawk has an odd number of powerpoints he will use the twisted eye 2ndary attack. When he can't do the above attacks, if Gloria was attacked since the previous turn and is still concious he will attack with Mind snare, if not he will use iron fist. Gloria will follow behind using any cover she can get including Brawk and try to stealth. She will keep Whirlwind Charge (note the comment about shared damage in the description is something I forgot to delete). Gloria will try to oath and flank her target. If Gloria was attacked in the last turn she will use Radiant Vengeance on her target, if not she will try to use Overwhelming strike but if she can't get to range or away from an OA swap to what makes sense. Only healing surges I believe should be used this fight. Note: when Gloria is bloodied she gains +2 to AC and saving throws. The Fight Show [Prefight Locations and Initiative] Primal Destruction starts in area 4. -- Boravir starts at (3,3) with falchion in hands. Initiative 9 (13) + -- Pollori starts at (3,4) with shield and longsword in hand. Initiative 17 Little Weights start in area 3 -- Brawk starts at (17,3) with longsword and shield in hand. Initiative 9 (8) - -- Gloria starts at (17,4) with greataxe in hand. Initiative 10 [Round 1] Pollori moves to (5,8), calls her spirit to (4,8) and readies Call to the Savage Elder on the first opponent to come in range. [Stealth 11] Gloria delays for Brawk. Boravir moves to (4,9). [Stealth -1] Brawk hears the opponents to the west and moves to (13,5) and takes total defense. [Stealth -2] Gloria moves to (14,4) and readied Whirlwind charge on an opponent in sight and in range. [Stealth 11] [Round 2] Pollori hears movement to the east. She stays put and continues to ready. [Stealth 20] Boravir readies howling strike on the first opponent to come in melee range. [Stealth 4] Brawk continues moving closer to (9,9) and takes total defense. [Stealth 12] Gloria moves to (10,8) and readies whirlwind charge. [Stealth 7] Map Show ![]() [Round 3] Pollori continues readying. Boravir readies. Brawk moves to (5,9), drawing an OA from Pollori [23 vs AC21, hit; Dmg 1d8+3=6] and triggering Brawk's Battle Resilience. Brawk tirggers Pollori's readied action [16 vs Reflex 14, hit; Dmg 2d8+4=11-6=5] Boravir's ready action triggers for Howling strike [29 vs AC21, hit; Dmg 2d4+1d6+5+4=14-5=9] Brawk uses an augmented battlemind's demand to mark both opponents and then attacks Boravir with an augmented twisted eye [19 vs AC15, hit; Dmg 1d8+6=12] and Boravir is blinded. Gloria moves to (3,11) and declares an oath on Boravir. Boravir 29/41, blind, marked by Brawk Pollori 42/42, marked by Brawk, Call to the Savage Elder used -- Spirit Companion 11 hp to kill Brawk 27/47, 3pps used, Battle Resilience used Gloria 39/39, Oath (Boravir) [Round 4] Pollori augments battlemind's demand to mark both opponents and attacks Boravir with Iron Fist [10! vs AC21, miss]. She moves the spirit companion to (3,9) Boravir attacks Brawk with Symbol of Wrath reversed with the destruction rune and gaining a bonus to damage due to Wrathful hammer [13-5 (blind) vs AC21, miss] Brawk attacks Pollori with Iron Fist [19 vs AC21, miss] and uses his second wind [11hp healed] Gloria moves to (3,10) and attacks Boravir with Whirlwind charge [27-2 (mark) vs AC15, hit; Dmg 2d12+6=23], but Pollori uses Bonds of the Clan to split the damage [11 to each, -4 for Pollori] Boravir 18/41, bloodied, marked by Brawk Pollori 35/42, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used -- Spirit Companion 11 hp to kill Brawk 38/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used [Round 5] {Tactics call for Pollori to use healing spirit here. However, healing spirit doesn't work to give Pollori 1d6hp - it only gives that to an ally. I'll reserve the use of healing spirit for when Pollori would use the surge.} Pollori attacks Boravir with Iron Fist [16 vs AC21, miss] Boravir uses rune of mending (destruction) [10hp healed, +2 dmg for both Boravir and Pollori] and attacks with Avalanche Strike [29 vs AC21, hit; Dmg 6d4+5+2=18-4] Brawk attacks Pollori with Iron Fist [27 vs AC21, hit; Dmg 1d8+6=14-4]. He uses his second wind [11hp healed] Gloria attacks Boravir with Halo of Fire [10 vs AC15, miss] Boravir 28/41, marked by Brawk, Rune of Mending used, 1 healing surge used Pollori 25/42, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 6] Pollori shifts to (4,8) and uses healing spirit on herself [10hp healed] and heals Boravir as well [1d6=1hp healed]. Pollori then attacks Brawk with Iron Fist [11! vs AC21, miss] Boravir attacks Brawk with Howling strike [19 vs AC21, miss] Brawk attacks Pollori with Iron Fist [16 vs AC21, miss] Gloria attacks Boravir with Overwhelming strike [13 vs AC15, miss] Boravir 29/41, marked by Brawk, Rune of Mending used, 1 healing surge used Pollori 35/42, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 1 healing surge used, Healing Spirit used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 7] Pollori attacks Brawk with Iron Fist [17 vs AC21, miss] Boravir attacks Brawk with Howling strike [12 vs AC21, miss] Brawk attacks Pollori with Iron Fist [15 vs AC21, miss] Gloria attacks Boravir with Overwhelming strike [23 vs AC15, hit; Dmg 1d12+6=17] but can't slide Boravir away, so she stays put. Boravir 12/41, bloodied, marked by Brawk, Rune of Mending used, 1 healing surge used Pollori 35/42, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 1 healing surge used, Healing Spirit used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 8] Pollori attacks Brawk with Iron fist [14 vs AC21, miss] Boravir attacks Brawk with Howling Strike [11! vs AC21, miss] and uses his second wind [10hp healed] Brawk attacks Pollori with Iron Fist [28 vs AC21, hit; Dmg 1d8+6=14-4] Gloria attacks Boravir with Overwhelming strike [18 vs AC15+2, hit; Dmg 1d12+6=10], bloodying Boravir again. Boravir 12/41, bloodied, marked by Brawk, Rune of Mending used, 2 healing surges used, Second wind used Pollori 25/42, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 1 healing surge used, Healing Spirit used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 9] Pollori attacks Brawk with Iron fist [14 vs AC21, miss] Boravir attacks Brawk with Howling Strike [20 vs AC21, miss] Brawk attacks Pollori with Iron Fist [25 vs AC21, hit; Dmg 1d8+6=12-4], bloodying her. Gloria attacks Boravir with Overwhelming strike [17 vs AC15, hit; Dmg 1d12+6=11] Boravir 1/41, bloodied, marked by Brawk, Rune of Mending used, 2 healing surges used, Second wind used Pollori 17/42, bloodied, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 1 healing surge used, Healing Spirit used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 10] Pollori uses her second wind [10hp healed] Boravir attacks Brawk with Howling Strike [16 vs AC21, miss] Brawk attacks Pollori with Iron Fist [21 vs AC21+2, miss] Gloria attacks Boravir with Overwhelming strike [21 vs AC15, hit; Dmg 1d12+6=9] and drops him. Boravir -8/41, dying, marked by Brawk, Rune of Mending used, 2 healing surges used, Second wind used Pollori 27/42, bloodied, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 2 healing surges used, Healing Spirit used, Second Wind used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 11] Pollori attacks Brawk with Iron Fist [20 vs AC21, miss] Boravir looks terrible [1d20=3] Brawk attacks Pollori with Iron Fist [31! vs AC21, hit; Dmg 1d8+6=14-4; Crit 1d8=5] Gloria shifts to (2,11), declares an oath on Pollori and attacks with Radiant Vengeance [20 vs Reflex 15, hit; Dmg 1d8+5=7-4] Boravir -8/41, dying (1 black mark), marked by Brawk, Rune of Mending used, 2 healing surges used, Second wind used Pollori 9/42, bloodied, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 2 healing surges used, Healing Spirit used, Second Wind used -- Spirit Companion 11 hp to kill Brawk 35/47, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39+5/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 12] Pollori attacks Brawk with Iron Fist [29! vs AC21, hit; Dmg 1d8+5=13-4; Crit 1d6=6] Boravir looks terrible [1d20=8] Brawk attacks Pollori with Iron Fist [13 vs AC21, miss] Gloria attacks Pollori with Radiant Vengeance [20 vs Reflex 15, hit; Dmg 1d8+5=6-4] Boravir -8/41, dying (1 black mark), marked by Brawk, Rune of Mending used, 2 healing surges used, Second wind used Pollori 7/42, bloodied, Resist 4 All, marked by Brawk, 1pp used, Call to the Savage Elder used, Bonds of the Clan used, 2 healing surges used, Healing Spirit used, Second Wind used -- Spirit Companion 11 hp to kill Brawk 20/47, bloodied, Resist 4 All, marked by Pollori, 3pps used, Battle Resilience used, 1 healing surge used, Second wind used Gloria 39+5/39, marked by Pollori, Oath (Boravir), Whirlwind charge used, Halo of Fire used [Round 13] Pollori attacks Brawk with Iron Fist [16 vs AC21, miss] Boravir dies [1d20=4] Brawk attacks Pollori with Iron Fist [25 vs AC21, hit; Dmg 1d8+6=11-4] and Pollori falls. Fight Result and Summary Show Little Weights win and gain 2 VPs. -- Brawk used 1 healing surge -- Gloria used nothing Primal Destruction loses and gains 1 VP -- Boravir used 2 healing surges -- Pollori used 2 healing surges Pairings: 15 September 2011Map Feature of the Week: Blood Rock Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +2 (2 fights) diamondmine +1 (1 fight) TelinArtho +1 (1 fight)
Bow and Arrow
Bow and Arrow Tactics Show Initial Actions:Assuming the North West side, Initital moves can be seen here:[img]http://www.identicalsoftware.com/coco/coco.php/v=1/map=Tower Ruins/a=Name,M,4,27,14,25/b=Name,M,3,27,11,24/x.jpg[/img]Both bow and Arrow have bows in hand. After the initial move, both rangers with listen for the enemy, stealth, and use the walls to set up an ambush for the following rounds. Priority Tactics 1. Attack with Split the Tree using Heroic Effort if needed as soon as possible. 2. Use Disruptive Strike at first opportunity (If I remember correctly you can not take opportunity attacks when it's your turn so there should never be danger of getting attacked when using this) they will not use this against the same enemy for the same attack. 3. Ideally both rangers will initiate the fight with Two-Fanged Strike using Heroic Effort (If it wasn't used on Split the Tree) to help the to-hit rolls. 4. If either ranger begins their turn bloodied, they will use Bloodcut Armor and Inspiring Fortitude within 3 squares of the other ranger. Only one ranger will use this power in the encounter. 5. Healing Word will be used only bring one of them back from unconscious. General tactics:Stay Close together. Stealth at every opportunity, get cover and combat advantage (from hidden) as much as possible and keep the enemy at range. Boravir will always be the primary target until he is dead or forced to attack Pollori due to mark punishment (they will take the -2 to attack on it's own, but not the punishmenet) Make sure to position so that each ranger can get Prime shot if it doesn’t sacrifice cover/advantageous position (ie. After attacking, move back so that the other can move in for the same shot with the attack bonus). Twin Strike is the primary At-Will attack, unless using Nimble Strike allows for better positioning and possible stealth. Primal Destruction Primal Destruction Tactics Show Assuming that Primal Destruction starts in the southwest starting box, Pollori starts at 4,4 with her shield and longsword in her hands. Boravir starts at 4,3 with his falchion in both hands. Rotate as necessary. Opening MovesIf Boravir goes first, he delays until after Pollori's turn. Pollori moves to 6,9, makes a Perception check, and readies Summon Spirit Companion to summon it adjacent to the first enemy's location that she knows, positioning the spirit in front of the enemy to block its line-of-sight to her. readies Call to the Savage Elder against the first enemy to come within melee range of the Spirit Companion. Boravir moves to 6,8, makes a Perception check and readies a charge with Howling Strike against the first enemy to come within charging range. If no enemy locations are known after each turn, Pollori and Boravir move towards the center of the map, on each turn making a Perception check and ready as above, always ending a move against a wall to get at least partial cover for potential attacks. Ongoing TacticsThe expectation is that the ranged enemies will retreat to avoid melee, and Pollori and Boravir will follow and try to back them into a corner. If Pollori and Boravir can't reach the closest enemy with a move and a charge, but they could with two moves and a charge, they double-move, then spend the Action Point to charge. Otherwise, they should single-move towards that enemy, staying within cover if possible, and stop at the nearest cover, the more cover the better. While this is happening, Pollori will use the Spirit Companion to attack this enemy with Protecting Strike, moving it first if necessary. After Boravir has charged the enemy, Pollori uses the Spirit Companion to attack the enemy with Call to the Savage Elder. As soon as she's close enough to the enemy, she marks the enemy with Battlemind's Demand, but does not augment it. She then moves herself and moves the Spirit Companion to prevent the enemy from getting away, and attacks it with Iron Fist Augment 2, then unaugmented Iron Fist until it's down. After Boravir has charged the enemy, he moves with Pollori and the Spirit Companion to keep the enemy from getting away. He attacks the enemy with Symbol of Wrath Reversed (Destruction). Boravir takes the OA if the enemy is adjacent to him, but if not, he lets Pollori take the OA. After that, Boravir attacks the enemy with Avalanche Strike, then Howling Strike from that point on. Once the first enemy is down, apply the same strategy from all the steps above to the second enemy, minus the used resources. Conditional Actions (in priority order) Pollori uses Mind Spike at every opportunity that a marked enemy is adjacent to her and hits Boravir Any time that Pollori is bloodied by an enemy, if she can use her Longsword of Shared Wrath power to give Boravir a melee basic attack, she does The first time the enemy tries to shift away from Pollori, she uses Pursuit of the Hunter and shifts so that she's adjacent to the enemy again If Boravir takes damage that would bloody him, and Pollori isn't already bloodied, she uses Bonds of the Clan to split the damage between them On Boravir's turn (in priority order): If Pollori is bloodied, he uses Rune of the Final Effort on her, shifting adjacent to her if necessary. If he's already used it, then use Rune of Mending (Destruction) on her If Pollori is dying, he uses Rune of Mending (Destruction) on her, but not First Aid If Boravir is bloodied, he uses Rune of Mending (Destruction) if it's available, or Second Wind (minor action) if not On Pollori's turn (in priority order): If Boravir is bloodied or dying, she uses Healing Spirit to give him a healing surge, even though she can't get the 1d6 healing. If he's dying and Healing Spirit is not available, and he hasn't used his Second Wind, she shifts adjacent to him and uses First Aid (Heal check). She gives up on him if the check fails. If Pollori is bloodied, she uses Healing Spirit to give herself a healing surge, and Boravir gets the 1d6 healing (moving the Spirit Companion first if necessary). If it's not available, she uses Second Wind Notes Boravir gets +4 to damage after enemies hit him (Wrathful Hammer) Pollori gets +1 to attack enemies adjacent to Boravir when Rune of Destruction is in effect. The Fight Show All rolls are here Prefight Show Bow and Arrow start in the SE block - Arrow (27,4) with bow in hand, 20 - Bow (28,4) with bow in hand, 17 Primal Destruction starts in the NW block - Boravir (3,27) with falchion, 12 - Pollori (4,27) with shield and longsword, 11 Arrow 40/40 Bow 40/40 Boravir 41/41 Pollori 42/42 Arrow makes the first move, getting near the center of the ruins very quietly. Bow follow behind, kicking up a few stones but still not alerting the opponent of his whereabouts. Niether notice any signs of the opponents. Pollori motions to Boravir to wait on her, so she moves into the ruins. Hearing no signs of the rangers, she prepares her spirit companion to greet them when they do. Boravir follows her out, hefting his falchion in anticipation. Both rangers glance at eachother as they hear the opponent to the north - the battle begins soon. Round 1 Show Arrow: - double move: to (21,6) then (17,6), stealth 22 (27 - 5) hidden - minor: perception 20 Bow: - double move: to (24,6) then (20,7), stealth 18 (23 - 5) hidden: Pollori's passive is 8 as they are more than 10 squares away and there are many walls between - minor: perception 24 Boravir: - delays Pollori: - move: to (9,25) - minor: perception 27 vs 18 + 10 (walls) + 2 (distance) - standard: ready spirit companion between her and first ranger to appear Boravir: - move: to (8,25) - minor: perception 9 - standard: ready howling strike charge Arrow 40/40, hidden (22) Bow 40/40, hidden (18) Boravir 41/41, perception 9 Pollori 42/42, perception 27 Map: ![]() Arrow stalks quietly into his ambush position quietly, motioning for Bow to follow. Pollori starts toward the center of the ruins with her spirit companion's name on the tip of her tongue; yet the rangers are still too far for her to detect. She alerts Boravir, who takes a highly covered corner behind her, still testing his falchion. Round 2 Show NOTE: I re-rolled both rangers' stealths, but then realized you don't have to unless you move more than 2 squares, which they aren't. So I deleted those rolls. I also removed the -5 penalty to their checks because they didn't move more than 2 squares this turn. Arrow: - double move: to (16,7) then (14,8) Bow: - double move: to (19,8) then (17,8) Pollori: - move: to (14,23) - minor: perception 30 vs 23 + 10 (walls) + 2 (distance) - standard: ready spirit companion between her and first ranger to appear Boravir: - move: to (14,25) - minor: perception 18 - standard: ready howling strike charge Arrow 40/40, hidden (27) Bow 40/40, hidden (23) Boravir 41/41, perception 18 Pollori 42/42, perception 30 Map: ![]() Arrow holds position, he expects the opponent to come within range soon so draws two arrows to face them. Bow does the same; the ambush is set. Pollori continues the advance into the center of the ruins, still unaware of the rangers location. Boravir continues to follow his comrade. Round 3 Show Arrow: - standard: ready two-fanged strike for Boravir Bow: - standard: ready two-fanged strike for Boravir Pollori: - move: to (15, 19) - minor: perception 15 - standard: ready spirit companion between her and first ranger to appear Boravir: - move: to (16,19) - minor: perception 8 - standard: ready howling strike charge Arrow 40/40, hidden (27) Bow 40/40, hidden (23) Boravir 41/41, perception 18 Pollori 42/42, perception 30 Map: ![]() Both Arrow and Bow keeps their arrows drawn. Pollori steps into the center of the ruins, and Boravir follows but only partially into Arrow's sights so he waits before loosing. Round 4 Show Arrow: - standard: ready two-fanged strike for Boravir Bow: - standard: ready two-fanged strike for Boravir Pollori: - move: to (18, 14) - minor: perception 13 - standard: ready spirit companion between her and first ranger to appear Boravir: - move: to (19,15) - minor: perception 7 - standard: ready howling strike charge Arrow 40/40, hidden (27) Bow 40/40, hidden (23) Boravir 41/41, perception 18 Pollori 42/42, perception 30 Map: ![]() Arrow risks waiting a few more seconds with his arrow drawn, although his arm is starting to tire. Bow does the same. Pollori moves across the center, and suddenly spots Bow and summons her Spirit Companion to attack. She quickly tells Boravir to abmush the ranger from behind to sandwhich him with her companion, and he obliges. He moves to the east to see if he can't find the ranger to target with a charge, only to have Bow's two arrows peirce him through the chest. He quickly traces a rune in the air and some of the bleeding stops and he swears his wrath against Bow. Now that the ranger is out of hiding, he charges in with his falchion held high. Just as he gets beside the ranger to attack, he notices that Arrow was not only in hiding but is also sending two arrows his way. One goes far astray, but the other arrow nearly costs Boravir his life as his chest begins to look like a pincushion. He is able to land a solid hit with his falchion into Bow. Round 5 Show Arrow: - standard: ready two-fanged strike for Boravir Bow: - standard: ready two-fanged strike for Boravir Pollori: - move: to (14,13) - minor: perception 23 - minor: call spirit companion at (17,7) Boravir: - move: to (20,10), but at (20,11) - Bow interrupt: Two-Fanged Strike attack 21, 31 vs AC 15, two hits 15+17+1 = 33 damage - minor: Rune of Mending (destruction), heals 10 - charge: to (18,8), but at (19,9) - Arrow interrupt: Two-Fanged Strike attack 18, 11! vs AC 15, one hit 17 damage (the cover/combat advantage are incorrect in the roller, they both shouldn't exist.) - Pollori interrupt: Bonds of the Clan means Pollori and Boravir each take 8 damage - howling strike attack 28 vs AC 20, hit 19 damage (forgot rune of mending destruction bonus in roller) Arrow 40/40, Two-Fanged Strike used Bow 21/40, Two-Fanged Strike used Boravir 9/41, Rune of Mending used, 1 healing surge used Pollori 35/42, Bonds of the Clan used New Initiative order: Pollori, Bow, Arrow, Boravir Map: ![]() Pollori moves in, wispers to the spirits to heal Boravir, and calls her spirit companion to attack Bow, although he is easily able to dodge the attack. Bow smiles as he tries to take advantage of how close the two opponents are. As he draws his arrow, they each take a swing at him. Pollori isn't accurate enough and swings through to the floor, but Boravir times his swing perfectly and cuts deep into Bow's midsection. Teetering on the brink, Bow's arrow magically flies true, splitting as it leaves his bow to pierce both opponents in the eyes, outright killing Boravir and causing blood to run heavily down Pollori's face. Bow then tries to get away from Pollori, stepping past Boravir's dead body but the wilden's hunter instincts allow her to follow him closely, and with a keen eye. Arrow moves menacingly beside Pollori, knowing should she take a swing Bow will have his back. She shies away, able to block one arrow with her shield as the other draws blood on her arm. Round 6 Show Pollori: - move: to (16,9) - minor: Healing Spirit for Boravir, heal 10 hp - standard: call to the savage elder attack 16 vs Ref 18, miss Bow: - minor: quarry Boravir - standard: split the tree attack - Pollori opportunity attack: 18 (missed runestate again in roller) vs AC 20, miss - Boravir opportunity attack: 30! vs AC 20, 20 damage - split the tree attack (16, 31!) vs AC 15 (boravir), 21 (Pollori), CRIT 40 (boravir), 29 (pollori) damage - move: shift to (18,7) - Pollori reaction: Pursuit of the Hunter shift to (18,6) Arrow: - move: to (19,7) - minor: quarry pollori - standard: twin strike vs pollori attack 13, 28 vs AC 21, one hit 4 damage Boravir: - Dead Arrow 40/40, Two-Fanged Strike used, hidden Bow 1/40, Two-Fanged Strike used, Split the Tree used Boravir -21/41, Rune of Mending used, 2 healing surge used, Dead, Quarried (Bow) Pollori 2/42, Bonds of the Clan used, healing spirit used, Pursuit of the Hunter used, Call of the Savage Elder used, Quarried (Arrow), Pursuit of Hunter active on Bow Map: ![]() Pollori, confronted by the two deadly rangers takes a moment to get her defenses up, and shifts so she isn't penned by them both anymore. Bow, barely holding on to consciousness, shifts away from the melee'r and draws his bow. Just as Pollori thinks she'll be able to land the killing blow on him, Arrow disrupts her attack with a killer arrow of his own, felling Pollori. The fight is over. Round 7 Show Pollori: - standard: second wind - move: shift to (17,6) - minor: battlemind's demand Bow Bow: - minor: quarry Pollori - standard: nimble strike, shift to (19,6) - Pollori free: shift to (18,6) blurred step - Pollori opportunity attack - Arrow interrupt: Disruptive Strike attack 28 vs AC 21, hit 20 damage, Arrow 40/40, Two-Fanged Strike used, hidden Bow 21/40, Two-Fanged Strike used, Split the Tree used Boravir -21/41, Rune of Mending used, 2 healing surge used, Dead, Quarried (Bow) Pollori -4/42, Bonds of the Clan used, healing spirit used, Pursuit of the Hunter used, Call of the Savage Elder used, Quarried (Arrow), Second Wind used, 1 healing surge used, +2 All D EO Pollori NT, dying Map: ![]() Results Show Bow and Arrow win, and gain 2 VPs - Bow used Split the Tree Primal Destruction lose and gain 1 VP - Boravir used 2 healing surges - Pollori used 1 healing surge
Little Weights
Little Weights' tactics Show Brawk will start in a realtive 16,5 and Gloria 17,5 if they are in the bottom zone. Brawk will start with his heavy shield and long sword in hand. Gloria will start with her symbol and Battle Axe in hand. Brawk will use mind spike, blurred step, battle resilience, and take OA's whenever he can. If Beauty and Beast are in range he will use Telepathic challenge and use his item daily during this time if he hits. Brawk will use his daily heal on Gloria if she goes down, if that is expended and her 2nd wind is not he will use first aid on her. Gloria will keep an oath (Beast first), use Divine Guidance on the first attack Brawk misses with Powerpoints or if Brawk is below 2 powerpoints she will use Divine Guidance at Brawk's first miss, and take OA's when she can. Gloria will use first aid on Brawk if he is down. Brawk will use 2nd wind whenever he is down enough hp to use a full surge, if he is not bloodied prioitize other minors, if he is bloodied prioritize 2nd wind. Gloria will use 2nd wind when she is down a full surge and it will not change her bloodied status. The team will try to take down whoever they hit first, first, but the preference is Beast. Brawk will perception, if he can tell they are in range for an attack skip to engage, if not go full defensive and advance toward where he believes they are keeping as much cover as possible especially from beauty. Gloria will delay for Brawk then stealth and get as much cover as possible, using Brawk if need be. She will ready radiant vengeance against Beast in partial or less cover. Engage: Brawk: will use Twisted Eye with 2 powerpoints against his first target, which he prefers to be Beast although if he ends up adjacent to Beauty first, then her instead. After his first hit he will AP and iron fist, if blind if not attempt to blind again. Brawk will primarily try to stay next to his marked target, his 2nd priority will be next to both enemies, and thirdly to flank. If he has powerpoints and has not used his daily then he will try Twisted eye with 2 powerpoints. After his target has been aquired and he has either used his daily and is out of powerpoints: if he was the last one attacked he will swing with iron fist, if Gloria was he will swing with mind snare. Unless one and only of B&G is bloodied in which case he will act if that character was just attacked. If he believes he is being focused on (and can gain a full surge) and Gloria has not used a daily He will use Aspect of Elevation. Avoid extra damage from dire radiance, when possible. Gloria: Gloria's target is whoever she sees Brawk swinging at. If Brawk has used Twisted eye with power points she will use an AP to swing twice. Once in melee she will try to abuse her oath, and then 2ndarily try to flank, she will use distracting flare any time it will help her set up her position. If Gloria believes she is being focused on and can burn a full surge (if Brawk has not used his Aspect) she will use Renewing Strike, after she or Brawk have used their daily (or if she believes Brawk is being focused on)if she reaches melee range she will drop her symbol and Battle axe and pull out her Great axe. If Brawk is being focused on or her great axe is out she will swap to Great axe and charge or attack with Whirlwind Charge. After that is expended Halo of fire, and then overwhelming strikes, if she was swung at in the previous round and has no thp or mind snare is active she will use radiant vengeance to attack Avoid OA's and extra damage from dire radiance. Reminders: Gloria's AC and saving throws go up by +2 when she is bloodied. In this fight each of them are willing to spend an AP, however many healing surges happen to get used, 1 of them will spend a daily. I hope that was clear I feel like my late night posting combined with exhaustion is making this less readable than i thought so pm me if I need to clarify. PS: The duo has no issue trying to finish off Beast by coup de grace-ing him. The don't want him standing back up. if Beauty has used a rune of healing don't bother coup de grace-ing, but if she hasn't make sure she stays down. P.S. If Brawk uses his weapon daily use a powerpoint on it, or don't bother using it. If Brawk uses his daily and has no temp hp, than he can augment his attacks with his daily augment to hit harder and add temp hp. Beauty'n'Beast Beauty'n'Beast's tactics Show Tactics for Beauty'n'Beast Start: - Beast will start with Greatsword, in the front of starting box on the same side as Beauty (e.g. 17,5) - Beauty will start with rod/dagger, against back wall in corner of start grid (e.g. 18,2) Opening (Skip to Tactics as soon as enemy is in sight): - delay to act together, Beauty first - perception check every round - Beast will move to two squares behind Beauty, and ready a Howling Charge for any opponent that comes within 2 squares of Beauty (i.e. interrupt their approach to Beauty) - Beauty will ready Dire Radiance for the first opponent Tactics: - Beauty will use Word of the Blinding Shield (protection) at first opportunity - She will move to stay beside Beast to cancel the avenger dual roll and will attack next to up to one opponent (they have poor basic melee attack) - She will take OAs if provoked (dagger) - Use bloodcut armor as soon as she is bloodied - Use Vampiric Embrace at first opportunity (range 5) - Curse, Hellish Rebuke until end of encounter - Beast will delay for Beauty if she follows him immediately (i.e. no opponent turn between theirs.) This allows her to heal him should he fall without him losing a turn. - Beast will use Action Point as soon as possible to attack again - He will use Wildblood Frenzy if the enemy is not bloodied, avalanche strike if opponent is bloodied - Howling Strike until end of battle; walk away and charge if not bloodied and will not provoke more than one opportunity attack - Mark on every turn, avenger first Targetting: - Focus fire on Beauty's curse target, unless it means attacking with superior cover Healing: - Beauty uses Rune of Mending on herself priority, but whomever is down by a surge first - Both use Second Winds when bloody only if one enemy is dead Resources: - Beast should use his AP this battle - Beauty uses nothing other than bloodcut (has nothing left...) - Use surges freely Reminders: - If Beast has combat advantage, use Predatory Eye (minor action) - Beast's Swift Charge if he fells an enemy - Beast uses Horn Tusk armor when he falls if he can - Beauty's Wrathful Hammer class feature gives +5 bonus to damage rolls against anyone who damaged her since the start of her last turn. this does work for secondary damage rolls like Hellish Rebuke and Dire Radiance. It also works for melee basic attacks. The Fight Show [Prefight Locations and Initiative] Little Weights start in area 4. -- Brawk starts at (5,17) with shield and sword in hand. Initiative 18 (-) -- Gloria starts at (5,16) with battle axe and holy symbol in hand. Initiative 18 (+ 15(+)) Beauty'n'Beast start in area 3 -- Beauty starts at (18,2) with rod and dagger in hand. Initiative 11 -- Beast starts at (17,5) with greatsword in hand. Initiative 18 (+ 20(+)) [Round 1] Beast sees both opponents straight away, so he moves to (11,11) and then charges Gloria with howling strike [26 vs AC19, hit; Dmg 1d12+1d6+6=24], bloodying Gloria. Beast uses an action point to attack with Avalanche Strike [13 vs AC19+2, miss] Gloria shifts to (4,17), declares an oath on Beast and attacks with Renewing strike [21 vs Ref 14, hit; Dmg 2d10+5=24] and heals 9hp. Brawk uses battlemind's demand to mark Beast and attacks with an augmented Twisted Eye [29 vs AC17, hit; Dmg 1d8+6=9] and blinds Beast. Brawk uses an action point to attack with Iron Fist [20 vs AC17, hit; Dmg 1d8+6=10] and Beast falls. Beast's horn tusk hide power kicks in and he attacks Gloria with an MBA [11! vs AC19+2, miss] Beauty moves to (8,14) and uses Rune of Mending on Beast [10hp healed] Brawk 47/47, 2pps, action point used Gloria 24/39, Renewing strike used, 1 healing surge used Beauty 42/42, Rune of Mending used, Horn Tusk hide used Beast 10/40, bloodied, Action point used, Avalanche Strike used, 1 healing surge used Map Show ![]() [Round 2] Since Beast is blinded, he stands and uses his second wind [10 hp healed] Gloria moves to (7,16), declares an oath and attacks Beast with Overwhelming strike, however, Beauty interrupts with Word of the Blinding shield [7 vs AC19, miss]. Overwhelming strike [27,22 vs AC17+2, hit; Dmg 1d10+5=12] Gloria uses an action point to attack Beast with Overwhelming strike again [13,30! vs AC17+2, hit; Dmg 1d10+5=15] and Beast falls again. As a result of the attack, Gloria shifts to (8,15) and slides Beast to (7,16) Brawk moves to (7,13) and attacks Beauty with an augmented Twisted eye [16-2 vs AC16, miss] and uses Battlemind's demand to mark her. Beauty shifts to (9,13), triggering Brawk's blurred step (8,12), curses Brawk and attacks him with Vampiric Embrace, provoking an OA from Brawk [16 vs AC16, hit; Dmg 1d8+1=5]. Vampiric Embrace [15 vs Will 17, miss] Brawk 47/47, curse (Beauty), 4pps, action point used Gloria 24/39, Renewing strike used, 1 healing surge used, action point used Beauty 37/42, Rune of Mending used, Word of the Blinding Shield used, Vampiric Embrace used Beast -7/40, dying, Action point used, Avalanche Strike used, Second wind used, 2 healing surge used Map Show ![]() [Round 3] Beast looks okay [1d20=13] Gloria moves to (12,16), declares an oath on Beauty and charges at her with Whirlwind Charge [24,13 vs AC16, hit; Dmg 2d10+5=13] Brawk attacks Beauty with Iron Fist [22 vs AC16, hit; Dmg 1d8+6=14] Beauty uses her bloodcut armor power, shifts to (10,12), triggering Brawk's Blurred Step (9,11) and attacks Brawk with Hellish Rebuke, provoking an OA from Brawk [18 vs AC16, hit; Dmg 1d8+1=6-10=0]. Hellish Rebuke [13 vs Ref 14, miss] Brawk 47/47, curse (Beauty), 4pps, action point used Gloria 24/39, oath (Beauty), Renewing strike used, 1 healing surge used, action point used, Whirlwind Charge used Beauty 10/42, bloodied, Rune of Mending used, Word of the Blinding Shield used, Vampiric Embrace used, Bloodcut armor used Beast -7/40, dying, Action point used, Avalanche Strike used, Second wind used, 2 healing surge used [Round 4] Beast looks okay [1d20=19] Gloria drops her battle axe, draws her greataxe, shifts to flank Beauty and attacks with Halo of Fire [29,13 vs AC16, hit; Dmg 2d12+6=24-10=14] Fight Result and Summary Show Little Weights win and gain 2 VPs -- Brawk used an action point -- Gloria used renewing strike, 1 healing surge, and an action point Beauty'n'Beast lose and gain 1 VP -- Beauty used 1 healing surge -- Beast used an action point and 2 healing surges.
Master and Commander
Master and Commander tactics Show (South box reference) Aldrick will start in (19, 5) with his scale armor, bastard sword, cloak, shield, boots, bracers, and gloves equipped. Araris will start in (18, 5) with his hide armor, longspear, cloak, gloves, belt, and boots equipped. The overall plan is to take advantage of the moundÕs Large size and slow movement to keep it out of combat and focus on taking down the Woad first. Specific tactics: Delay to act together. Start by moving north with both characters to (18, 10) and stay there until engaged. Put Araris in front so he is positioned to be targeted by NatureÕs Mystery (+5 to saves vs. Charm). Ready an action for Araris to shift south 1 square when affected by a charm ability, and ready an action with Aldrick to shift north 1 square when Araris shifts. After this revert to a hit-and-run strategy. Provoking OA's from the Woad is fine, and the Mound does not have Threatening Reach. Use buffing and debuffing encounter powers first (wait to use Surround Foe to flank on a turn where you can either kill the target in 2 attacks or the mound cannot reach the team in a turn, whichever comes first). Afterwards, use all other encounter powers. Then use Brute Strike with Aldrick until a hit occurs. Once down to at-wills, if an enemy is attempting to run from Aldrick, use ViperÕs Strike with Araris. If not use CommanderÕs Strike. Default to Tide of Iron with Aldrick, to push enemies away so he can move and ready it for when enemies move adjacent. Use Cleave instead if they are trying to run from him. Whichever enemy pursues after the Woad falls, engage it. Healing Aldrick: use healing abilities in this order, once Aldrick is down a surge+10 Second Wind(once he needs a saving throw), Inspiring Word, Dwarven Scale daily power, Inspiring Reaction, Inspiring Word, Stand the Fallen. Aldrick can also take Total Defense to make a saving throw. Araris will use Shake it Off for the first save with a -2 penalty or less. Use Unbreakable and No Opening at the first opportunity. Healing Araris: If Aldrick is up, do not heal Araris unless bloodied. If Aldrick is down, heal Araris when he is down a surge+10. Use Inspiring Word, Inspiring Reaction, Second Wind If separated by the Mound or Dryads, use Fey Step to get back together. After that have the captured/lured character move back to his ally. If possible keep Aldrick between the enemies and Araris. No preference for Blood Stones; if an enemy is standing on one avoid getting into melee with it. Attempt the NatureÕs Mystery nature check on every turn if the target has an action available. Natural Enemies Natural Enemies tactics Show The Shambling Mound immediately goes after the closest, most convenient target, and tries to envelope it. Once it envelopes a target, it moves on to the next one, until it has two enveloped. The Wood Woad waits for the Shambling Mound to move, then follows it, positioning itself between the mound and enemies if possible to protect the mound. The woad attacks the mound's target, first with Nature's Mystery, then with Nature's Judgement as often as possible. The Dryad Hunters stay in cover and away from combat until the mound and woad are engaged in melee. They then target opponents that are not being attacked by the mound or the woad. They move in and attack with Luring Feint, shifting away from the target's allies. The Fight Show All rolls are here Start Master and Commander start in the north box. Natural Enemies start in the south box. Initiatives Aldrick: 20 Araris: 18 Mound: 14 Woad: 13 Dryad 2: 12 (originally 15) Dryad 1: 11 Round 1 Show Aldrick and Araris move out first and hold the line at the front of their "castle", Araris in front ready to react to the woad and perform a switcheroo with Aldrick. While the dryads run into the east castle and take cover, the mound slowly shuffles north towards the sound of Aldrick and Araris. The woad stays one step ahead of the mound to protect it from being hit. Status
![]() Round 2 Show Aldrick and Araris remain where they are and ready to act. The dryads get closer, but still stay out of the way of direct combat. The mound and woad slowly get closer. Status
![]() Round 3 Show Aldrick and Araris still remain where they are, ready. Dryad 2 delays for the mound and woad to act. The mound finally shuffles up to Araris but only moves to be near him. The woad catches up and first charms Araris with Nature's Mystery. Araris' readied action triggers, which then triggers Aldrick's readied action, and they switch places. The woad blinks in confusion, then attacks Aldrick with Nature's Judgement. The attack hits Aldrick for 16 points of damage, immobilizes him, and causes ongoing 5 damage. Dryad 2 moves into the castle from the east opening and tries to pull Araris away with Luring Feint, but it can't scratch through his armor, so it shifts away. Dryad 1 tries the same tactic, and manages to hook its sharp claws into Araris, causing 23 points of damage. It drags him away from Aldrick. Status
![]() Round 4 Show Aldrick takes 5 ongoing damage. He attacks the Woad with Griffon's Wrath, hitting it for 22 points of damage and lowering its armor defenses, and the Woad is marked. Aldrick also shrugs off the effects of the woad's earlier attack. Araris uses Fey Step to teleport back to Aldrick, then concentrates on the woad's charm that was placed on him, using a Nature check. He's not quite able to understand the specifics of the charm. Araris uses Shake it Off and removes the effects of Nature's Mystery. The mound attempts two attacks on Aldrick, but neither one can get through Aldrick's armor. The woad bashes Aldrick with its club for 14 points of damage, but Aldrick uses Unbreakable to reduce the damage to 7. Dryad 2 moves to Araris and tries another Luring Feint, hitting him for 15 points of damage and dragging him away 4 squares. Araris is now bloodied. Dryad 1 moves to Araris and attacks him with Luring Feint as well, hitting him for 13 points of damage and dragging him another 4 squares. Araris uses Inspiring Reaction to heal back 18 points, and is no longer bloodied. Status
![]() Round 5 Show Aldrick attacks the woad with Steel Serpent Strike, hitting it for 17 points of damage and slowing it down. He then moves away from the woad at full speed, triggering an opportunity attack from the woad. It smashes him with its club for 11 points of damage as he moves away. Araris shifts away from Dryad 1 and heals Aldrick with an Inspiring Word, giving Aldrick 31 hit points back. He then attacks Dryad 2 with Steel Monsoon, hitting it for 16 points of damage and allowing Aldrick to shift north. The mound tries to follow Aldrick, but is too slow to move and attack. The woad, having been slowed by Aldrick's attack, has the same problem and can only move towards Aldrick. Dryad 2 decides to attack Aldrick this time, rather than risk being flanked by Aldrick and Araris. It fails to hit Aldrick, and shifts away at full speed. Dryad 1 moves next to Araris and attacks, but also misses and shifts away. Status
![]() Round 6 Show Aldrick retreats behind a wall and readies Sweeping Blow against the woad. Araris follows Aldrick and readies Warlord's Favor against the woad. The mound moves up and attacks Aldrick with two tendrils. One of them hits Aldrick for 13 points of damage. The woad moves up, and Aldrick and Araris' readied actions trigger. Aldrick hits the woad with Sweeping Blow for 13 points of damage, bloodies it, and marks it. Araris hits the woad with Warlord's Favor for 16 point of damage. The woad attempts to club Aldrick but misses. The dryads, now positioned in the wrong place to attack, begin to move southeast to try to get at their enemies from the opposite side. Status
![]() Round 7 Show Aldrick attacks the woad with Brute Strike and hits it for 20 points of damage. He then moves away, triggering an opportunity attack from the woad. It strikes a critical hit for 14 points of damage. Araris attacks the woad with Viper's Strike, but misses. He also moves away from the woad, and it takes the opportunity attack to try to smash Araris. This time, the woad fails miserably. Araris ends his turn with his last Inspiring Word on Aldrick, healing for 25 points. The mound follows, but can't move and attack this round, so it double-moves instead. The woad follows and tries to club Aldrick, but cannot get through his armor. Dryad 2 moves in from the south hall and claws at Araris, but fumbles the attack and shifts away. Dryad 1 attemps the same action, but is also unable to hit Araris, and shifts away as well. Status
![]() Round 8 Show Aldrick attacks the woad with Tide of Iron, hitting it for 15 points of damage and killing it. He then moves away from the mound and towards the dryads. Araris attacks the mound with Viper's Strike, hitting it for 9 points of damage. He then follows Aldrick. The mound follows the two, but only double-moves. The dryads attempt to claw at Aldrick, but both miss and shift away. Status
![]() Round 9 Show Aldrick chases after the dryads, charging Dryad 2 and hitting it for 19 points of damage. Araris moves away from the mound, triggering an opportunity attack from the mound. It hits Araris for 13 points of damage as he moves away, and Araris is bloodied. Araris takes his Second Wind. The mound double-moves. Dryad 2 attacks Aldrick with its claws, misses, and shifts away, provoking a Combat Challenge from Aldrick. He hits the dryad for 15 points of damage, bloodying it. Dryad 1 attacks Aldrick with its claws, misses, and shifts away. Status
![]() Round 10 Show Now that the dryads have been scared far enough away, Aldrick moves to the mound and attacks it with Tide of Iron, hitting it for 12 points of damage, marking it, and pushing it back as he follows after it. Araris moves behind Aldrick and uses Commander's Strike to have Aldrick attack the mound again. Unfortunately, Aldrick misses. The dryads are unable to move and attack, so instead they move around behind the action. Status
![]() Round 11 Show Aldrick attacks the mound with Tide of Iron, hitting it for 11 points of damage and pushing it away. Aldrick moves adjacent to the dryads to keep them from going after Araris. Araris moves behind Aldrick and uses Commander's Strike to have Aldrick attack Dryad 2. Aldrick hits the dryad for 22 points of damage and marks it. The mound moves towards Aldrick and attacks him with two tendrils, both of them missing. Dryad 2 attacks Aldrick with a Luring Feint, hitting him for 22 points of damage. It chooses not to shift so that it doesn't trigger an attack from Aldrick. Dryad 1 also attacks Aldrick, and hits him for 17 points of damage. Aldrick is now bloodied. This dryad isn't marked, so it shifts behind the mound and drags Aldrick with it. Status
![]() Round 12 Show Aldrick uses his Dwarven Scale armor to heal himself. He then attacks Dryad 1 with Tide of Iron, hitting it for 14 points of damage and pushing it away. He then moves away from the mound, triggering an opportunity attack from the mound which misses. Araris double-moves to meet up with Aldrick. The mound double-moves to catch up with Aldrick. Dryad 2 double-moves to catch up with Araris. Dryad 1 attacks Aldrick with its claws, hitting him for 13 points of damage and bloodying him. It chooses not to shift away, so that it doesn't provoke an attack from Aldrick. Status
![]() Round 13 Show Aldrick attacks Dryad 1 with Tide of Iron and hits for 8 points of damage, knocking it back. Araris attacks Dryad 2 with Stand the Fallen, hitting it for 23 points and killing it. Aldrick is healed for 21 points. The mound makes two attacks on Aldrick. One hits for 11 points of damage. Dryad 1 moves in and attacks Aldrick, but misses. It chooses not to shift away. Status
![]() Round 14 Show Aldrick attacks the remaining dryad with Tide of Iron, hitting it for 12 points of damage and knocking it back. He then moves away from the mound, triggering an attack from the mound that misses. Araris moves next to Aldrick and readies Commander's Strike against the dryad. The mound double-moves to catch up to Aldrick. The dryad moves in, and Araris' readied action triggers. Aldrick attacks the dryad and hits it for 20 points of damage, bloodying it. The dryad then attacks Aldrick, and misses. It doesn't shift away. Status
![]() Round 15 Show Aldrick attacks the dryad with Tide of Iron, hitting it for 12 points of damage and knocking it back. He then shifts to follow the dryad. Araris uses Commander's Strike to have Aldrick attack the dryad again. Aldrick hits the dryad for 17 points of damage, killing it. The mound makes two attacks on Aldrick, but both miss. Status
![]() Round 16 Show Aldrick attacks the mound with Tide of Iron but misses. Araris attacks the mound with Surround Foe but misses. The mound makes two attacks on Aldrick. One attack hits Aldrick for 12 points of damage. Status
Round 17 Show Aldrick attacks the mound with Tide of Iron and scores a critical hit for 25 points of damage, knocking the mound back. He then moves away from the mound. Araris moves behind Aldrick and readies Commander's Strike against the mound. The mound double-moves to Aldrick, and Araris' readied action triggers. Aldrick hits the mound for 16 points of damage and bloodies it. Status
![]() Round 18 Show Aldrick attacks the mound with Tide of Iron and hits it for 17 points of damage, knocking the mound back. He then moves away from the mound. Araris moves behind Aldrick and readies Commander's Strike against the mound. The mound double-moves to Aldrick, and Araris' readied action triggers. Aldrick hits the mound for 18 points of damage. Status
![]() Round 19 Show Aldrick attacks the mound with Tide of Iron and hits it for 13 points of damage, killing it. Fight Results Show Master and Commander win and gain 2 VPs - Aldrick used his Dwarven Scale armor power, Brute Strike, and 4 healing surges - Araris used Stand the Fallen and 1 healing surge
Nil Braxis
Nil Braxis tactics Show Starting side-by-side Equipped with Arms (halberd,sword+shield in hands, javelins at side) Tactics: This is going to be a short and bloody mess. Opening, both will advance together until they find their opponents. Once found, Jax will charge Ranitor with Goring Charge knocking him prone. Balin will also charge, opening with a basic attack, and marking him. On next round, Jax will use Avalanche Strike, and Balin will back him up with Shielding Smite. Being the easier of the two to hit (I hope), Jax and Balin will focus on Ranitor, and get that big axe of his out of the way quickly. Jax will use Blood Strike on Ranitor once he (or if Jax is if it comes to that) is bloodied. Once down, they will then quickly focus on downing Greth. If Balin can get one or both of them in an attack, he will use his dragonbreath attack at earliest possibility, and divine strength on shielding smite. Jax will Power Attack with Avalanche Strike, and stop using PA afterwards to focus on hitting. Utilizing Howling Strike and Enfeebling Strike as their default attacks. They will not change default attacks during this match. No LoH or other daily powers will be used this match. If/Once Balin becomes bloodied, then he will use second wind the first time, and invigorating smite the second time. Jax will use second wind if he drops to 1/4 hp. Mossmen Mossmen tactics Show Start off adjacent to each other at the exit point for the starting area. Greth with mace and shield; Ranitor with his greataxe. Move out clockwise if no sign of the enemy. If visible straight away, Ranitor should move, charge with howling charge (if able to move straight to melee, go for avalanche strike instead); Greth would move to melee (if unable to move and attack, go for a move and charge). Focus, as best as possible, on one target at a time. In melee, Ranitor will attack with avalanche strike (with furious assualt if it hits) and, immediately action point for howling strike. After that, use hammer fall and then use pressing strike to set up flanking and otherwise use howling strike. Use Furious assault on the first hit after Avalanche Strike if Avalanche strike misses. Greth will attack with Divine rune of Thunder (Protection) and action point for Symbol of Wrath Reversed (Protection), then Word of Diminishment (Protection) until the end of the combat. Whenever one or the other is down at least a healing surge, use Rune of Mending (Protection). Note the Rune Master benefits in addition to the benefits of the power used. Greth will use Longtooth shifting when he is first bloodied. Greth will use rune of the final effort on the first opportunity and Ranitor will use combat sprint if he needs the extra movement to get to melee due to a really good perception roll (or a really bad stealth check). Note Greth's benefit to damage if he is missed by a target via Runic Artistry and Ranitor's benefits for Half-orc resilience, feral might, rampage and swift charge. Neither character will use second wind until both Runes of Mending have been used, and then only if no target is available for melee. The Fight Show All rolls are here Start Nil Braxis start in the north box. Mossmen start in the east box. Initiatives Balin: 20 Greth: 15 Ranitor: 12 Jax: 8 Round 1 Show Balin spots the Mossmen right away and heads towards them. His heavy armor doesn't allow him the speed to reach them in melee, but he does get close enough to blast both of them with his Dragon Breath. Greth dodges the attack, but Ranitor is hit for 8 points of damage. Greth moves adjacent to Balin and attacks him with Divine Rune of Thunder (Protection), hitting him for 18 points of damage and dazing him. Greth chooses not to push Balin, but instead spends an Action Point and attacks him with Symbol of Wrath Reversed (Protection), hitting him for 12 points of damage. Balin is now bloodied. Ranitor moves out next to Greth and attacks Balin with Avalanche Strike, hitting Balin for 28 points of damage and knocking him unconscous. Ranitor gains 13 temporary hit points, but is unable to use Swift Charge. Jax moves and charges Ranitor with Goring Charge, hitting Ranitor for 9 points of damage, though Greth's Rune of Protection helps Ranitor resist a little of the damage. The attack also knocks Ranitor prone. Status
![]() Round 2 Show Balin slips closer to death. Greth moves around to flank Jax, then attacks him with Word of Diminishment (Protection), hitting Jax for 14 points of damage and lowering his damage. Ranitor stands from prone and attacks Jax with Hammer Fall, hitting him for 31 points of damage after adding Furious Assault. Jax is knocked prone. Ranitor spends an Action Point and attacks Jax with Howling Strike, hitting him for 22 points of damage and felling Jax. Status
![]() Fight Results Show Mossmen win and gain 2 VPs - Greth used an Action Point - Ranitor used an Action Point Nil Braxis lose and gain 1 VP - Balin used nothing - Jax used nothing Pairings: 22 September 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +2 (2 fights) diamondmine +1 (1 fight) TelinArtho +2 (2 fights)
Arm and Hammer Tactics
Show
(South box reference) Armalas will start in (15, 4) with cloth armor, club (off hand) and unarmed strike (main hand) equipped. Hampton will start in (16, 4) with identical equipment. Delay to act together. Make active perception checks if needed, and move in the direction the enemies are using Dancing Cobra move technique, ending moves behind cover if possible. Once close, wait for them to come within the monks striking distance, moving back to 'lure' them if necessary. Once within striking distance, move in with one monk on the paladin and ready Dancing Cobra for when flanking is established. Have the other monk move in, and once within 6 squares of flanking use Whirling Mantis Step. Shift into flanking position, and forgo the slide. Hit the bard too if you can, but it isn't vital to do so. If both attacks hit the paladin and it is unconcious: AP for a CDG with one monk, use Dancing Cobra, or both if the first misses. If one hits or both miss: AP for Dancing Cobra, on a miss or if it doesn't drop him have the other monk do the same. Focus on the paladin until he is dead (not unconcious). Then have both monks go after the bard, using Dragon's Tail exclusively and setting up flanking if possible. Flurry on every hit, same target as the triggering attack. Only slide to maintain flanking. Second Wind if bloodied, but not before the initial attack. Drunken Monkey will not be used. Judgement Day Tactics Show Assuming that Judgement Day starts in the south box, Karax starts at 15,4 with his dagger and shield. Ysara starts at 18,4 with her wand in hand. Rotate positions as necessary according to starting box. Opening MovesIf Ysara has a higher initiative than Karax, she delays until after Karax's turn. While the enemy location is unknown, Karax stays where he is, makes a Perception check every turn, and readies Frostbind against the first enemy he can see within range 10. Ysara stays where she is, makes a Perception check every turn, and readies Witchfire against the first enemy that Karax attacks. Once Karax knows the location of the opponents, he moves to within 5 squares of the closest enemy, marks it with Divine Challenge, and attacks it with On Pain of Death. He then spends an Action Point and attacks it with Frostbind, unless he used it already on the triggered action above, in which case he attacks with Burning Spray. Ysara moves to within range 10 of the same enemy that Karax is attacking, curses it with Warlock's Curse, and attacks it with Stirring Shout, then spends an Action Point and attacks it with Witchfire (applying Warlock's Curse damage). If she already used Witchfire from the triggered action above, she attacks with Eldritch Blast (applying Warlock's Curse damage). Ongoing TacticsKarax continues attacking the same target with Burning Spray until it's down, also attacking with Dragon Breath if he can. If he can move or shift and get both opponents in the blast, he will, but he will not trigger opportunity attacks. Ysara continues attacking Karax's target with Eldritch Blast until it's down, applying Warlock's Curse damage every time. She moves to be 9-10 squares away from the target, and also at least 9-10 squares away from the other opponent if possible. Ysara will trigger opportunity attacks from Karax's target to move, not shift, away from it, but will not do so for the non-marked opponent. Once that target is down, switch to the other opponent. Karax marks it with Divine Challenge and attacks with Burning Spray until it's down. Ysara curses it and attacks with Eldritch Blast (applying Warlock's Curse damage) until it's down. Conditional Actions When Karax is first bloodied or is dying, Ysara uses Majestic Word on him and slides him into position to help out with his blast tactics If Karax is bloodied after Majestic Word has been used, or if Ysara is down when Karax is bloodied, he uses Second Wind If Karax is dying and has not used his Second Wind, Ysara moves to his side and use First Aid (Heal check) if Majestic Word has already been used When Ysara is hit for the first time, she uses Infernal Wrath. On the following turn only, she uses Misdirected Mark against her attacker if it was a melee attack. When Ysara is bloodied for the first time, she uses Second Wind If Ysara is dying and has not used her Second Wind, Karax moves to her side and use First Aid (Heal check) Notes Karax gets +1 to his attacks while he's bloodied Ysara gets +1 to her attacks when she attacks a bloodied target Ysara has Resist fire 5 Ysara has Improved Majestic Word, so her target gets 4 temporary HP as well All rolls are here. The Fight Show Prefight Show Armalas: club off-hand, initiative 19 Hampton: club off-hand, initiative 17 Karax: Dagger and shield, initiative 5 Ysara: wand, initiative 7 Armalas looks to Hampton, allowing him to make the first move. Unaware of their enemy's location, they begin stalking the arena. Hampton motions back that he has found nothing, so Armalas advances a little further than his twin to see if the enemy is in the East box, but just as he steps out from behind the pillar he sees Karax in the south box, and before Karax can notice him he ducks back behind the pillar, informing Hampton. Ysara waits for Karax, who, unaware of the monk's position nor that he's been spotted, readies a frosty attack for the first monk to appear. Ysara is similarly unaware, and so prepares a deadly fire attack of her own for Karax's target. Round 1 Show Armalas delays (now 17) Hampton: - minor: perception 16 - move: dancing cobra to 24/26, stealth 9 (+5, +2 walls, hidden) - standard: total defence Armalas: - minor: perception 9 - move: dancing cobra to 25,26, stealth 21 (hidden) - move: dancing cobra to 25,25 through 25,27, stealth 16 (hidden) Ysara delays (now 5) Karax: - minor: perception 11 (-5 wall, -2 distance, fail vs 9) - standard: Ready Frostbind for first monk to appear Ysara: - minor: perception 8 (-5 wall, -2 distance, fail vs 9) - standard: ready witchfire for a monk that karax targets with frostbind Armalas 25/25, hidden 9 Hampton 25/25, hidden 16 Karax 26/26, frostbind readied Ysara 23/23, witchfire readied Map: ![]() Hampton and Armalas whisper, and agree that since the enemy didn't move out they should engage from the West to hit the paladin first. Karax and Ysara hold their ground, prepared to blast some monk. Round 2 Show Hampton: - minor: perception 16 - move: dancing cobra to 17,21, stealth 22 - move: dancing cobra to 13,16, stealth 14 (+5 walls, +2 distance, hidden) Armalas: - minor: perception 17 - move: dancing cobra to 19,22, stealth 15 - move: dancing cobra to 13,17, stealth 16 Karax: - minor: perception 15 (-5, -2, vs 14 fail) - standard: Ready Frostbind for first monk to appear Ysara: - minor: perception 18 (-5 wall, -2 distance, fail vs 14) - standard: ready witchfire for a monk that karax targets with frostbind Armalas 25/25, hidden 14 Hampton 25/25, hidden 16 Karax 26/26, frostbind readied Ysara 23/23, witchfire readied Map: ![]() Still unaware of the bardlock's position, Hampton continues with the plan of engaging the paladin. As he moves out of the center, he spots the bardlock but not without losing the stealth advantage he had. Their ambush blown, he takes cover behind the south west pillar, setting up a defensive position. Armalas follows. Karax, unable to get close enough to challenge the monks, takes an open position toward them where he'll have a clear shot with his Frostbind. Ysara follows him out, and, listnening closely is able to hear Armalas' rushed breathing behind his twin. She again prepares her deadly witchfire. Round 3 Show Hampton: - minor: perception 28 - move: dancing cobra to 8,10, stealth 5 (+5 walls, fail vs 10 karax) - standard: total defense Armalas: - move: dancing cobra to 7,10, stealth 15 (hidden) - standard: total defense Karax: - move: to 16,9 - minor: perception 2 - standard: Ready Frostbind for first monk to appear Ysara: - move: to 20,8 - minor: perception 24 (armalas is no longer hidden to ysara) - standard: ready witchfire for a monk that karax targets with frostbind Armalas 25/25, +2 Ds SONT Hampton 25/25, +2 Ds SONT Karax 26/26, frostbind readied Ysara 23/23, witchfire readied Map: ![]() Now that the enemy is close enough, Hampton edges out to set up an attack on the paladin. With his brother's unique Mantis skills, he'll be able to flank for an attack. However, as Hampton advances out, he is blasted first by a binding frost attack from Karax, and then burned to the ground by Ysara's witchfire. Armalas takes matters into his own hands, dancing out and then deftly maneuvering to draw both opponents within reach. In a flurry of kicks, punches, and head butts he manages to injure both enemies, and his followup club strike lands hard on Karax. Spinning again, he manages to land a kick under Karax' shield and draws blood, but Ysara deftly dodges out of the roundhouse followup. Round 4 Show Hampton: - move: dancing cobra to 15,10, but at 10,11 Karax Interrupt (initiative now 17.2): - Frostbind: attack 23 vs fort 14, hit 20 damage, -2 reflex until EO K NT Ysara Interrupt (initiative now 17.1: - Witchfire: attack 23 vs reflex 16-2, hit 8 damage, -6 penalty to attack rolls EO Y NT Hampton: - DST: 16 Armalas: - move: dancing cobra to 14,10 - Action Point: Whirling Manta Step, shift through 16,10 (slide Karax to 17,8), through 19,8 (slide Ysara to 19,7), then to 18,8. Attack karax 6 vs fort 14 miss, 5 damage and slowed EONT, attack ysara 5! miss, 9 damage and slowed EONT - Free: Centered Flurry of Blows on Karax, 7 damage - Standard: five storms vs Karax, attack 23 vs reflex 13, hit 6 damage, five storms vs Ysara, attack 8 vs reflex 15, miss NOTE: The way I interpret the rules, because Armalas used an action point, he can use five storms to target both enemies after having used the movement technique for dancing cobra. Armalas 25/25, action point used, dancing manta used Hampton -3/25, dying, -2 reflex EO K NT, -6 attack rolls EN Y NT Karax 8/26, slowed EO A NT Ysara 14/23, slowed EO A NT Map: ![]() Karax swears a divine challenge on Armalas, steps back and calls Armalas to justice on pain of death, killing Armalas straight out. Round 5 Show Karax: - minor: divine challenge armalas - move: shift to (16,8) - standard: on pain of death, attack 24! vs will 13, crit 28 damage Armalas -3/25, action point used, dancing manta used, dying Hampton -3/25, dying Karax 15+4/26, slowed EO A NT Ysara 14/23, slowed EO A NT Map: ![]() Results Show Judgment Day win, and gain 2 VPs: - Karax used On Pain of Death - Ysara used nothing Arm and Hammer lose, and gain 1 VP: - Hampton used nothing - Armalas used Whirling Mantis Step, and an Action Point
Master and Commander
Master and Commander tactics Show (South box reference) Aldrick will start in (15, 1) with scale armor, cloak, shield, boots, bracers, gloves, and javelin equipped. Araris will start in (16, 1) with hide armor, cloak, gloves, belt, boots, and javelin equipped. Delay to act together. Move up 4 squares with both characters. If no enemies are in range: Ready an action with Aldrick to throw the javelin at the first shield bearing enemy that moves into range that is not in cover. Ready an action with Araris to throw the javelin at the first shield bearing enemy to move within 7 squares that is not in cover. Continue this until triggered. If the enemies are in range: have Aldrick attack one minion with a javelin throw. On a hit have Araris target a different one, on a miss have Araris throw his javelin at the same one. Once the trogs enter melee, move away. Provoking OA's is fine until the minions are down. Continue javelin throwing until the minions are down. Then have them drop the javelins, draw sword and longspear, and move in on the Deepscourge. Have Aldrick move then delay and have Araris use Iron Dragon Charge on it. Save Shake It Off for this save to remove the blinded effect. Aldrick will take the granted charge if he can. Have both characters target the scourge; use APs with both, encounter powers (Steel Serpent-->Griffon's Wrath-->Cleave) with Aldrick and Viper's Strike with Araris. Use Ironskin belt, Unbreakable, and No Opening as soon as you have a spare action or they are triggered. Hit it till it's dead, shift to stay adjacent, use Sweeping Blow if both trogs are ever adjacent. Once the scourge is down, have Aldrick confront the champion and Araris right behind him. Use any unused encounter powers and then MBAs with Aldrick and Commander's Strike with Araris. Use Fey Step to set up flanking, put Araris adjacent to the champion Healing: Heal Aldrick in this order when down a surge+10 (30) or more-->Inspiring Word, Inspiring Reaction, Victorious Surge, Second Wind (use earlier if saving throw is needed), Inspiring Word If the enemy targets Araris, save Inspiring Reaction and one Inspiring Word for him. Important notes: Both characters can stand as a minor action at will (Acrobat Boots) and will do so every time it is required. Try not to use Victorious Surge on a minion; attack with it until a hit occurs (reliable power). Aldrick with mark with every attack. There are no map feature squares as far as I can tell, so no Tide of Iron-push shenanigans Smells Like Trouble Smells Like Trouble tactics Show The temple champion attacks the closest front-line enemy. If it can't get into melee range with a move and charge, it will move and use its javelins if it still has any. Once it's in melee, it will use Whirlwind Attack if there are multiple adjacent opponents. Otherwise, it will alternate between attacking with Sweeping Trip and attacking with Flail. The warriors will delay until the champion takes its turn, then the first warrior to take its turn will move with the champion, flanking with it if possible. The remaining warriors will go after the next-closest opponent, flanking if possible. The deepscourge will delay until after the champion and warriors have moved, and then will move to ensure that the range of its Dizzying Stench aura affects as many allies as possible, at minimum including the temple champion. It will use Rancid Cloud as often as it can if it can get multiple opponents in the burst. Otherwise, it attacks the temple champion's target with Debilitating Ray. If attacked in melee, it uses Blinding Stench to incapacitate the enemy and cover its retreat. The Fight Show All rolls are here Start Master and Commander start in the east box. Smells Like Trouble start in the south box. Initiatives Champion: 22 Araris: 21 Aldrick: 20 Warrior 3: 19 Warrior 1: 17 Warrior 2: 12 Deepscourge: 11 Round 1 Show The champion doesn't see any enemies, so it draws a javelin and moves out to the center of the arena. Araris and Aldrick see the champion appear from the south and moving northward, but no other opponents. They move just out of the starting box and ready javelins for the warrior minions. The warriors hear their opponents move. Warrior 3 catches up to the champion and stays by his side, while the other two warriors begin moving towards Aldrick and Araris. The arena pillars provide cover, so Aldrick and Araris wait for their turn. The deepscourge moves last, finding a safe place in the back but close enough to its allies to increase their aura. It casts a Rancid Cloud near Aldrick and Araris, and Aldrick is overcome by the stench, taking 16 points of damage and feeling rather weak from the noxious fumes. Aldrick uses Unbreakable to reduce the damage. Status
![]() Round 2 Show The champion moves east, then throws a javelin at Aldrick, scoring a critical hit for 17 points of damage. Araris moves south and hurls a javelin at Warrior 2, hitting it and killing it. Aldrick moves south and hurls a javelin at Warrior 1, but it's armor deflects the attack just enough to keep it from harm. The warrior is marked. Warrior 3 follows the champion, staying behind it for protection. Warrior 1 moves in and attacks Aldrick with its club, hitting him for 7 damage. The deepscourge recharges Rancid Cloud and casts it again. This time, it's Araris who winds up being affected by the cloud, taking 12 points of damage and being weakened. Status
![]() Round 3 Show The champion moves in, draws its flail, and attacks both Aldrick and Araris with Whirlwind Attack. It misses Aldrick but scores a solid hit on Araris for 14 points of damage. Araris uses Inspiring Reaction to heal himself for 18 points. Araris heals Aldrick with an Inspiring Word for 24 points, then moves away, provoking attacks from the champion and warrior 1. Warrior 1 is marked, and chooses not to attack, but the champion takes the opportunity to strike at Araris. Luckily, Araris is able to deflect the attack. Araris then hurls his javelin at warrior 1, but misses. Aldrick also moves away, provoking attacks from both the champion and the warrior. Both hit, for 12 damage and 7 damage respectively. Aldrick hurls his javelin at warrior 1 and misses. Warrior 3 moves up to attack Aldrick with its club, but can't get through Aldrick's armor. Warrior 1 moves up to flank Aldrick and attacks with its club, and Aldrick uses No Opening to prevent it from getting combat advantage. It misses him. The deepscourge moves and shoots a Debilitating Ray at Aldrick and hits. Aldrick takes 7 points of damage and is weakened. Status
![]() Round 4 Show The champion moves in and attacks Aldrick with a Sweeping Trip, hitting him for 14 points of damage and knocking him prone. Araris heals Aldrick with his remaining Inspiring Word for 24 points. He then moves north, triggering an opportunity attack from warrior 3, who misses. Araris then throws his javelin at warrior 3, hitting it and killing it. Aldrick stands up with his Acrobat Boots and moves north, triggering opportunity attacks from the champion and warrior 1. The champion hits Aldrick for 14 points of damage, but the warrior misses. Aldrick then throws his javelin at the warrior, hitting it and killing it. The deepscourge fires another Debilitating Ray at Aldrick, hitting him for 8 points of damage and weakening him again. Aldrick is now bloodied. Status
![]() Round 5 Show The champion heads for Aldrick again, attacking him with its Flail and hitting for 13 points of damage. Araris drops his javelin and draws his longspear. He moves towards the deepscourge, then charges it and attacks with Iron Dragon Charge, hitting it for 23 points of damage. The Deepscourge immediately emits a cloud of stench around it that blinds Araris. Araris rubs his eyes and clears them of the blinding effect. Aldrick drops his javelin and draws his sword. He strikes the champion with Victorious Surge, but misses. The champion is now marked. Aldrick shifts to get a little closer to Araris. The deepscourge shifts away from Araris and attacks Aldrick with Debilitating Ray, but Aldrick resists the attack. Status
![]() Round 6 Show The champion attacks Aldrick with Sweeping Trip, hitting for 11 points of damage and knocking Aldrick prone. Araris moves around to the other side of the deepscourge and attacks it with Viper's Strike, hitting it for 13 points of damage. Aldrick stands up with his Acrobat Boots, takes his Second Wind, and moves away from the champion, incurring an opportunity attack from it. It hits Aldrick for 10 points of damage. The deepscourge shifts away from Araris and attacks Aldrick with Debilitating Ray, but Aldrick's boosted defenses protect him. Status
![]() Round 7 Show The champion follows Aldrick and attacks with its flail, and once again, Aldrick's boosted defenses protect him. Araris moves back, then charges the deepscourge, but his aim is a bit off and he misses. However, this move allows Aldrick to charge the deepscourge, though first the champion gets in an opportunity attack. It hits Aldrick for 10 points of damage. Aldrick charges the deepscourge and hits it for 10 points of damage. The deepscourge is now bloodied and marked. On Aldrick's turn, he attacks the deepscourge with Steel Serpent Strike, hitting it for 22 points of damage and slowing it. The deepscourge emits another blinding stench, but both Aldrick and Araris shield their eyes in time to avoid being affected. Aldrick then spends an Action Point and attacks the deepscourge with Victorious Surge, hitting it for 15 points and killing it. Aldrick heals himself for 20 points with the attack. Status
![]() Round 8 Show The champion moves to Aldrick and attacks him with Sweeping Trip, but completely fumbles the attack. Araris moves to flank the champion and attacks it with Steel Monsoon, hitting it for 17 points of damage. He then spends an Action Point and attacks it with Warlord's Favor, but misses. Aldrick attacks the champion with Griffon's Wrath but misses. Status
![]() Round 9 Show The champion attacks Aldrick with its flail, hitting him for 15 points of damage. Araris attacks the champion with Surround Foe and misses. Aldrick attacks the champion with his sword, hitting it for 19 points of damage. He then shifts away. Status
Round 10 Show The champion, unable to shift or move away from Araris to attack Aldrick without getting hit first, attacks Araris instead with Sweeping Trip, but misses Araris delays for Aldrick. Aldrick shifts back adjacent to the champion and attacks the champion with his sword, hitting it for 14 points of damage. Araris uses Commander's Strike, and Aldrick attacks the champion again, but misses this time. Status
Round 11 Show The champion attacks Aldrick with its flail, hitting Aldrick for 14 points of damage. Aldrick delays for Araris. Araris uses Commander's Strike, and Aldrick attacks the champion, but fumbles the attack. Aldrick attacks the champion, misses, and shifts away. Status
Round 12 Show The champion attacks Araris this time with its flail, hitting him for 8 points of damage. Araris delays for Aldrick. Aldrick shifts in and attacks the champion, but misses. Araris uses Commander's Strike, and Aldrick attacks the champion, hitting for 19 points of damage. The champion is now bloodied. Status
Round 13 Show The champion attacks Aldrick with its flail, hitting him for 8 points of damage and knocking him unconscious. Aldrick is stable this round. Araris activates his Ironskin Belt and attacks the champion with Viper's Strike, barely missing. Status
Round 14 Show The champion attacks Araris with its flail, fumbling the attack. Aldrick slips closer to death. Araris attacks the champion with Viper's Strike and misses. Status
Round 15 Show The champion attacks Araris with its flail, hitting him for 15 points of damage. Aldrick makes a miraculous recovery and is now conscious! Araris attacks the champion with Viper's Strike and misses. Status
Round 16 Show The champion turns around and attacks Aldrick with its flail, hitting him for 16 points of damage. Aldrick picks up his sword, stands up with his boots, and attacks the champion, hitting it for 15 points of damage. Araris uses Commander's Strike, and Aldrick attacks the champion again, hitting it for another 16 points. Status
Round 17 Show The champion attacks Aldrick with its flail, hitting him for 8 points of damage and knocking him unconscious again. Aldrick slips closer to death. Araris attacks with Viper's Strike and hits the champion, killing it. Fight Results Show Master and Commander win and gain 2 VPs - Aldrick used 5 healing surges, an Action Point, and Victorious Surge - Araris used 1 healing surge, his Ironskin Belt power, and Iron Dragon Charge
Little Weights
Little Weights tactics Show Prefight Brawk will start at a relative 3,4 and Gloria will start at a relative 4,4 assuming they start in the southwest corner. Brawk will start with his sword and shield in hand. Gloria will start with Greataxe in hand and holy symbol equipped however you equip that. Search Brawk will perception to find them if he sees and can reach them he will advance and attack otherwise he will total defense before moving and try to advance toward them with as much cover as possible. If Borgat is attackable that is his first target Gloria will wait for Brawk to advance first and advance as stealthily as possible, while trying to keep her distance from Brawk, letting him draw them out before she strikes. Basics Their first priority target is Borgat unless for some reason Ruby is the only one available and then once targeted she will become the new priority. If everything else is in place they will flank their target when they can. Brawk will try to stay adjacent to both as much as possible (preference adjacent over flanking). He will Battle Resilience when he can. He will blurred step when he can, and he will mind spike whenever possible. He will 2nd wind when he can use a surge after his daily is used, when bloodied 2nd wind becomes a priority over other minors. If Gloria goes unconcious use first aid to get her up if she has a 2nd wind, and it won't provoke OAs, if first aid isn't being used and Gloria is unconcious use healing word to get her up. Gloria will take any OA she can. Gloria will try abuse her oath at any opportunity, if she can use her oath and flank she will or can flank but has no way to use her oath then she will flank. She will use Divine Guidance on Brawk's first miss. She wants to keep an oath out and Brawks target is her first oath if she doesn't know Brawk's target she will preference Borgat. She will use a 2nd when she can use a surge. She will use First Aid on Brawk if he goes uncouncious and has a 2nd wind to burn. Gloria will use an AP if its available and her target is blind. Gloria will use Distracting Flare if it helps her get to a better/preferred position. Engagement: Brawk will start with Twisted Eye and 2 augment points. Then he will mark his target. The first moment he is adjacent to both he will Telepathic Challenge to mark both at the same time. After that if he can use a surge he will use his daily attack (after using the daily if he has no temp hp augment the attack). Otherwise he will use a melee based on which of them was focused on the last round if he was he will use iron fist if Gloria was he will use mind snare. If they were both attacked he will use an attack based on which one of them he thinks is closer to passing out (iron fist if he is, mind snare if Gloria is), since Brawk is a protector if he is uncertain he will use mind snare. Gloria will start if she can by charging in with Whirlwind Charge (even if she's already in melee). After Whirlwind Charge she will use Halo of Fire. Then she will swap to using Overwhelming strike if she can not reach her target then she will use Radiant Vengeance to reach her target. If Brawk mind snared and hit she'll use Radiant Vengeance to keep or gain invisibility(she will shift away to gain invisibility if need be). Note: Gloria gets +2AC and saves when bloody Brain Surge Brain Surge tactics Show The goal here is to try to keep Ruby out of melee and both of them targeting will defense as much as possible. Ruby will delay to go after Borgat. Otherwise - Ruby attacks with Mind Thrust (aug 1) on the first available target (or if a mark is present on either character - switch both of them to that target). Once all power points are used, go for memory hole for the rest of the fight. Ruby will use distract before her first attack and shardswarm to get out of melee. Ruby will use her second wind if she starts her turn bloodied. Borgat will use Shout of Triumph at the first opportunity that he can catch both opponents and Dissonant Strain at the first opportunity otherwise. He'll use vicious mockery if not in melee or if the target is subject to the Will defense penalty of the psion's mind thrust (even if it means accepting an OA). Borgat will use War Song strike if forced to be in melee. Borgat will use majestic word on himself or Ruby if either one of them is bloodied. Borgat will use second wind on himself if both majestic words have been used and he is bloodied. Borgat will use Hobgoblin Reslience on the first effect that a save can end. No action points or dailies in this fight. The Fight Show All rolls are here Start Brain Surge start in the northeast box. Little Weights start in the southeast box. Initiatives Ruby: 7 (originally 21) Brawk: 19 Gloria: 16 Borgat: 8 Round 1 Show Ruby delays until after Borgat's turn. Brawk takes Total Defense and moves out towards the center of the hedge. Gloria gives Brawk some space and follows slowly behind, moving stealthily and staying hidden. Borgat hears movement in the south and heads towards it. Ruby follows behind Borgat. Status
![]() Round 2 Show Brawk knows his opponents are close, but not close enough to attack, and not their exact location, so he retreats to cover and continues to take Total Defense. Gloria follows Brawk's lead and stays hidden, finding her own cover a little farther away. Borgat continues to move south, spots Brawk, and attacks him with Dissonant Strain, but Borgat's mind is too strong to be affected. Ruby follows Borgat and also sees Brawk. She uses Distract to gain combat advantage, then attacks Borgat with Mind Thrust Augment 1, but also fails to penetrate his tough will. Status
![]() Round 3 Show Brawk moves up to Borgat and attacks with Twisted Eye Augment 2, hitting Borgat for 13 points of damage and blinding him. Brawk then marks Borgat. Gloria declares her Oath on Borgat and charges him with Whirlwind Charge, hitting him for 27 points of damage and knocking him out. Borgat slips closer to death. Ruby backs away from her enemies and attacks Brawk with Mind Thrust Augment 1, but still can't seem to get the attack through. Status
![]() Round 4 Show Brawk moves up to Ruby and attacks her with Iron Fist, and just barely misses, but Gloria gives Brawk another chance with Divine Guidance, and Brawk hits Ruby for 14 points of damage. Gloria declares her Oath on Ruby, then moves up and past her, triggering an opportunity attack from Ruby, who pokes at Gloria with her spear but gets nowhere with the attack. Gloria then attacks Ruby with Halo of Fire, hitting her for 18 points of damage, and Ruby is bloodied. Borgat is stable this round. Ruby takes her Second Wind and uses Shard Swarm to escape her opponents. Status
![]() Round 5 Show Brawk catches up to Ruby and attacks her with Iron Fist again, hitting her for 13 points of damage, and Ruby is down. Fight Results Show Little Weights win and gain 2 VPs - Brawk used nothing - Gloria used nothing Brain Surge lose and gain 1 VP - Borgat used nothing - Ruby used 1 healing surge
Nil Braxis
Nil Braxis's tactics Show Well aren't I in a predicament? :P Anyways here are my tactics! Nil Braxis Both start next to each other near the front of the starting area Balin is hold his frost Javelin +1 and his shield, Jax is holding his Magic Halberd +2 Tactics: Balin and Jax move to the nearest pillar for cover right off of the bat. Jax standing behind the pillar for cover, and Balin is the "bait" to lure the enemies to them. Balin will activate his frost ability on the javelin at first opportunity, and ready himself to attack as soon as he sees the enemy. After the initial attack, Balin will Switch to his Magic Longsword +2 to prepare for the melee phase of this fight. Once a few enemies are within range, he'll open up with Dragon's Breath, and if there are more than a few within melee range (I believe there will be by now) then he'll finish up with Hallowed Circle. Jax meanwhile will be waiting for an ettercap to try to circle around Balin. If he sees one try to circle around to flank, he'll charge with goring charge and moving into a position to prevent flanking. Jax will go into Macetail Rage after this point. Balin and Jax pairing up now, will attack the nearest ettercap, Balin marking and using shielding smite, while Jax uses Avalanche strike. Once, either Jax or his target becomes bloodied, he will use Blood strike for maximum effect. If either become stunned or immobilized, they will do their best to shake it off, with Balin using Divine Mettle on himself to aid in shaking it off. They will maintain position next to the pillar to provide them cover on one side and to prevent flanking from that side also. Once they finish off the ettercaps, they will then will then go after the webspinner, with Jax charging if able to. If it is staying out of melee range for either of them, then both will switch to their Frost Javelins +1 activate their frost abilities, and utilizing those to attack. Default attacks for both will be enfeebling strike/howling strike. If there is an enemy in range, and Balin is bloodied, he will use invigorating smite. Both utilizing their second wind first, Balin once he hits 1/2 and Jax 1/3 HP. If Jax falls, and there is only one or two enemies left, then Balin will use his LoH on Jax to bring him back into the fight, otherwise, Balin will use his LoH on himself if/when he hits 1/4 HP. Use their AP freely when it would seem it most advantageous/makes sense to use. Utilize Balin's Frost weapon daily if it hits right away against whomever he hits first, otherwise, if they have to switch to their Javelins later, both will use their weapon dailies then. That is all I can think of off of the top of my head for now. Good night! Good Fight! May the dice favor me! Sticky Situation Sticky Situation's tactics Show Tactics: The ettercap webspinner will hide from foes at the start of combat and wait for the fang guards to enter combat. It uses Webbed Terrain as often as possible and then attacks the closest enemy with Web Net. It will move within reach to attack a restrained or immobilized foe with its longspear, preferring to attack enemies within difficult terrain if it can. It uses Spider Bite if it find itself in the position to do so, but it will not go out of its way to get into position to use Spider Bite. The ettercap fang guards work together to flank an immobilized or restrained target, using Web Tangle if their target is not already immobilized. They alternate with Greataxe and Spider Bite attacks, depending if the target is already taking ongoing poison damage. The spiderlings enter combat after the ettercap fang guards. The spiderlings all attack the same target and prefer to attack targets with lighter armor. The Fight Show [Prefight Locations and Initiative] Nil Braxis start in area 4. -- Jax starts at (4,17) with magic halberd +2 in hand. Initiative 17 -- Balin starts at (4,18) with frost javelin +1 and shield in hand. Initiative 3 Sticky Situation start in 2. -- Webspinner starts at (32,17). Initiative 24 (-) -- Fang guard 1 starts at (30,17). Initiative 13 -- Fang guard 2 starts at (30,16). Initiative 9 -- Spiderling 1 starts at (31,17). Initiative 16 -- Spiderling 2 starts at (31,16). Initiative 24 (+) -- Spiderling 3 starts at (31,18). Initiative 21 [Round 1] Spiderling 2 delays Webspinner delays Spiderling 3 delays Jax moves to (6,17) and readies for an ettercap to try to flank and will use goring charge. Spiderling 1 delays Fang Guard 1 moves to (20,22) Fang Guard 2 moves to (20,12) Spiderling 2 moves to (19,16) Spiderling 3 moves to (19,18) Spiderling 1 moves to (19,17) Webspinner moves to (23,15) Balin moves to (6,18) and readies to throw the javelin when a target gets in range. Map Show ![]() [Round 2] Jax readies. Fang Guard 1 moves to (15,23), triggering Balin's ready action [21 vs AC20, hit; Dmg 1d6+2=5] and activates the frost power on it [1d8=1] and slows the ettercap. Fang guard readies to charge a target in range. Fang Guard 2 moves to (13,15). Spiderling 2 moves to (13,14) Spiderling 3 moves to (13,19) Spiderling 1 moves to (13,20) Webspinner moves to (18,15) and uses webbed terrain at (8,18) [13 vs Reflex 16 (Balin), 9 vs Reflex 15 (Jax), both miss] and makes the terrain difficult and covered in webs. Jax 61/61 Balin 58/58, frost weapon daily power used Webspinner 64/64 Fang Guard 1 50/56, Immobilized (EONT-Balin) Fang Guard 2 56/56 Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 Map Show ![]() [Round 3] Jax readies Balin drops the javelin and draws his sword and readies to use dragon's breath when multiple opponents are in range. Fang Guard 1 moves to (10,20) and then charges to (7,19) and attacks Balin [16 vs AC25, miss] Fang Guard 2 moves to (8,14), triggering Jax's ready action for Goring charge [17 vs AC20, miss] Fang Guard 2 then uses web tangle on Jax [15 vs Reflex 15, hit; Jax is immobilized (save ends) Spiderling 2 moves to (7,16) and attacks Jax [26 vs AC19, hit; Dmg 2 and Jax gains vulnerability 5 versus poison] Spiderling 3 moves to (8,15) and attacks Jax [15 vs AC19, miss] Spiderling 1 moves to (8,16) and attacks Jax [25 vs AC19, hit; Dmg 2+5 vul and Jax's vulnerability increases to 7] Webspinner does not recharge, moves to (13,13) and then charges to (9,13) [23 vs AC19, hit; Dmg 1d10+3=8] Jax 44/61, Immobilized (save ends), Vulnerability Poison 7 (EONT-spiderling 1), Goring charge used Balin 58/58, frost weapon daily power used Webspinner 64/64 Fang Guard 1 50/56 Fang Guard 2 56/56 Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 Map Show ![]() [Round 4] Balin moves to (7,14), drawing an OA from Fang Guard 1 [21 vs AC25, miss] and then breathes over fang guard 2, spiderling 3 and spiderling 1 [25! vs Reflex 16 (FG2), 18,24 vs Reflex 16 (Spiderlings 3 and 1); all hit; Dmg 1d6+2=4 (8 vs FG2)], killing both spiderlings. Balin then attacks FG2 with Shielding smite [28 vs AC20, hit; Dmg 2d8+7=20] and boosts Jax's defenses. Jax attacks Fang guard 2 and spiderling 2 with Macetail rage [13 vs Reflex 16 (FG2), 17 vs Reflex 16 (Spiderling 2), 1 hit; Dmg 1d10+7=13 (6 to FG2) and enters the rage of the macetail. Jax is still immobilized [1d20=1] Fang Guard 1 moves to (6,16) and attacks Jax with bite [17 vs AC19+2, miss] Fang Guard 2 stands and attacks Jax with bite [24 vs AC19+2, hit; Dmg 1d6+4+2+7=19; Secondary 17 vs Fort 20, miss] [Vulnerability ends] Webspinner does not recharge [1d6=3] and uses web net on Balin [21 vs Reflex 16, hit; restrained (save ends)] and then attacks Jax with longspear [15 vs AC19+2, miss] Jax 25/61, bloodied, Immobilized (save ends), Raging (+5 temp hp when Jax hits), Vulnerability Poison 7 (EONT-spiderling 1), Goring charge used, Macetail rage used, Balin 58/58, Restrained (save ends), frost weapon daily power used, breath weapon used, shielding smite used Webspinner 64/64 Fang Guard 1 50/56 Fang Guard 2 22/56, bloodied Spiderling 2 1/1 Spiderling 3 1/1 [Round 5] Balin uses divine mettle [1d20+5=21] and throws off the web net, attacks Fang Guard 1,2 and Webspinner with Hallowed circle [19,21 vs Reflex 16 (FG1, FG2), 15 vs Reflex 16 (Webspinner); Dmg 2d6+5=13] Jax attacks Fang Guard 2 with avalanche strike [29 vs AC20, hit; Dmg 3d10+10+3=29] and kills the ettercap. He can't swift charge, but gains 5 temp hp for the hit. Jax saves versus the webs [1d20=14] Fang guard 1 attacks Jax with greataxe [25 vs AC19+1-4, hit; Dmg 1d12+5=12] Webspinner does not recharge [1d6=5] and uses a web net on Jax [28 vs Reflex 16, hit] and Jax is restrained. Webspinner then stabs him with longspear [14 vs AC19+1-4, miss] Jax 18/61, bloodied, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used Balin 58/58, frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 64/64 Fang Guard 1 37/56 Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 6] Balin shifts to (6,15), uses divine challenge and attacks Fang guard 1 with enfeebling strike [31 vs AC20, hit; Dmg 1d8+7=12] Jax uses second wind [15hp recovered]. Jax throws off the web net [1d20=17] Fang Guard 1 attacks Jax with bite [14-2-2 vs AC19+1+2, miss] Webspinner does not recharge [1d6=3] and uses a web net on Jax [26 vs Reflex 16, hit] and Jax is restrained. Webspinner then stabs him with longspear [19 vs AC19+1+2, miss] Jax 33/61, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 64/64 Fang Guard 1 25/56, bloodied, marked by Balin Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 7] Balin attacks Fang Guard 1 with Enfeebling strike [26 vs AC20, hit; Dmg 1d8+7=10] Jax attacks Fang guard 1 with howling strike [20 vs AC20, hit; Dmg 1d10+1d6+7=23] and gains 5 temp hps when Fang guard 1 hits the ground. Jax can't disentangle himself [1d20=3] Webspinner recharges [1d6=6] attacks them with webbed terrain [21 vs Reflex 16 (Balin), 12 vs Reflex 15 (Jax)] and immobilizes Balin (save ends). It then attacks Balin with web net [19 vs Reflex 16, hit] and restrains him. Jax 33+5/61, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, Immobilized (save ends), Restrained (save ends), frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 64/64 Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 8] Balin stows his sword, draws his javelin and throws it at the webspinner [14 vs AC18, miss] [Save vs immobilize 1d20=14, success; Save vs restrained 1d20=1, fail] Jax attacks Webspinner with his halberd [16 vs AC18, miss]. [Save vs restrained 1d20=6, fail] Webspinner does not recharge [1d6=5], attacks Jax with longspear [31 vs AC19+1; hit; Dmg 1d10+3=6] Jax 32/61, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, Restrained (save ends), frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 64/64 Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 9] Balin throws his javelin again [5! vs AC18, miss]. [Save vs restrained 1d20=18, success] Jax attacks Webspinner with his halberd [18 vs AC18, hit; Dmg 1d10+1d6+7=19] and gains 5 temp hp. Jax throws off the net [1d20=18, success] Webspinner does not recharge [1d6=5], attacks Jax with web net [16 vs Reflex 16, hit] and then attacks with the longspear [14 vs AC19, miss] Jax 32+5/61, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 45/64 Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 10] Balin moves to (9,12), drops the javelin, draws his sword and attacks Webspinner with Enfeebling strike [23 vs AC18, hit; Dmg 1d8+7=9] Jax attacks Webspinner with his halberd [15 vs AC18, miss]. [Save vs restrained 1d20=7, fail] Webspinner does not recharge [1d6=3] and attacks Balin with bite [17 vs AC25, miss], shifts to (10,14) and attacks Balin with Web net [14 vs Reflex 16, miss] Jax 32+5/61, Restrained (save ends), Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 36/64 Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 11] Balin shifts next to the webspinner, challenges it and attacks with enfeebling strike [15 vs AC18, miss] Jax draws his javelin and throws it [17 vs AC18, miss]. [Save vs Restrained 1d20=9, fail] Webspinner does not recharge [1d6=3] and attacks Balin with bite [21 vs AC25, miss] and shifts and attacks with web net [15 vs Reflex 16, miss] [Round 12] Balin attacks the webspinner with enfeebling strike [24 vs AC18, hit; Dmg 1d8+7=11] Jax throws his javelin [13 vs AC18, miss] [1d20=11, success] Webspinner does not recharge [1d6=5] and attacks Balin with bite [12 vs AC25, miss] and shifts and attacks with web net [11 vs Reflex 16, miss] Jax 32+5/61, Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 58/58, frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 25/64, bloodied Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 13] Balin attacks the webspinner with enfeebling strike [20 vs AC18, hit; Dmg 1d8+7=15] Jax drops the javelin, moves and attacks the webspinner with howling strike [16 vs AC18, miss] Webspinner attacks Balin with a bite [30-2! vs AC25, hit; Dmg 1d6+3=9; Secondary 17 vs Fort 16, hit; Ongoing poison 5 (save ends)] Jax 32+5/61, Raging (+5 temp hp when Jax hits), Goring charge used, Macetail rage used, Avalanche strike used, Second wind used, 1 healing surge used Balin 49/58, Ongoing 5 poison (save ends), frost weapon daily power used, breath weapon used, shielding smite used, hallowed circle used Webspinner 10/64, bloodied Fang Guard 2 -20/56, dead Spiderling 1 1/1 Spiderling 2 1/1 Spiderling 3 1/1 [Round 14] Balin attacks the webspinner with enfeebling strike [17 vs AC18, miss] Jax attacks with Blood strike [25 vs AC18, hit; Dmg 2d10+7+1d10=21] and the webspinner falls. Fight Result and Summary Show Nil Braxis wins and gains 2 VPs -- Jax used Macetail rage and 1 healing surge -- Balin used the frost weapon daily power and hallowed circle
Beauty'n'Beast's tactics
Show
Reminders: - anyone that damages (no hit required) Beauty triggers Wrathful Hammer, and she gains +5 bonus to damage rolls against that enemy until the end of her next turn. Starting: - assuming west box, Beauty is in 3,21 with dagger and rod, and Beast in 2,21 with greatsword - delay to act together, Beauty first Until contact is made: - Both make perception checks first thing on turns, and will share any locations found - Beauty will move 6 around the very outside of the map and ready Dire Radiance for the first enemy with no cover, try and stay 3 squares from the next corner in front of her - Beast will stay 3 squares behind Beauty moving along the inner side of the outer passage; try to be just visible from 2-3 squares in front of Beauty (out of sight from what Beauty can see or what can see Beauty) and ready Howling Charge for the first enemy to be within 2 squares of beauty - Both will make stealth checks on their moves Thereafter: - stay adjacent to eachother to try and prevent the enemy from flanking, especially easy in the 2 square wide passages - just stay adjacent, blocking the passage - focus fire, try to kill the controller first if possible (note neither hero will be able to discern the different enemies, so will find out after a range attack is made) Beauty Priorities: - Use Word of the Blinding Shield at first interrupt opportunity - move adjacent to Beast for Rune of the Final Effort as soon as Beast is bloodied - User bloodcut armor when she is bloodied - Focus with Dire radiance, use an Action Point as soon as she misses once with Dire Radiance and has no penalty to attack rolls - Heal Beast if he's down, protection - Heal herslef if down by a surge, with Rune of Destruction if beast is still up, protection if he's not - Curse - Use Necrotic Embrace once bloody - Will accept up to 2 OAs to make ranged attacks if Beast has one marked and will be able to Warden's Fury the target, otherwise accept no attacks and shift away to Dire Radiance - Use Hellish Rebuke if stuck in melee Beast Priorities: - use Form of the Fearsome Ram first action of the encounter - use endure pain if likely that 2 or more enemies will get attacks on beast, and definitely use on first ranged attack (it interrupts, so he won't yet be helpless from the attack and can use the action) - Mark every turn - Use Wildblood Frenzy at first opportunity, save Avalanche strike for the last opponent standing - Draw OA's from up to one enemy to walk away and then Charge with Howling strike - AP only if Beauty misses with Dire Radiance on her turn - Use terror weapon on first hit on last opponent standing Both: - Second Wind only if there are fewer than 3 enemies remaining Jackalweres Everywhere Jackalweres Everywhere Tactics Show Tactics: The jackalweres start combat in jackal form, making themselves indistinguishable from each other. A DC 26 Insight check allows enemies to discern the particular jackal type before any tell-tale powers are used. The harriers move to flank each target, preferring to flank with the bravo or deceiver when possible, or else positioning themselves to flank the lesser armored target if two of the harriers drop. They remain in jackal form and attack with bite each round. They will focus on any target under the deceiver's Gaze of Sleep. The bravo prefers to attack targets susceptible to Bravo's Fury (such as any target under the deceiver's Gaze of Sleep), or else it positions itself to flank lesser armored targets, and it attacks with Howling Frenzy as often as it can. The deceiver waits for the other jackalwere to engage in melee before it approaches to use Gaze of Sleep on the toughest-looking melee opponent. It shifts away to use Gaze of Sleep as often as it recharges, and uses Viscious Howl against as many foes as possible until it recharges. The Fight Show Beauty'n'Beast starts in area 1 -- Beauty starts at (21,36) with dagger and rod. Initiative 19 -- Beast starts at (21,37) with greatsword. Initiative 11 (-) Jackalweres Everywhere start in area 4 -- Bravo starts at (4,20). Initiative 7 -- Deceiver starts at (3,20). Initiative 23 -- Harriers start at (4,19), (3,19), (4,21), (3,21). Initiatives 11 (+),13,23,13 [Round 1] Deceiver delays for the Bravo to move. Harrier C moves to (16,20) [Stealth 7] Beauty hears movement to the south and delays for Beast. Harrier B moves to (15,19) Harrier D moves to (15,20) Harrier A moves to (16,19) Beast is ready, but they want to engage in or near the corridor, so Beauty stays put and readies dire radiance. Beast uses form of the fearsome ram and readies to charge an opponent within 2 squares of Beauty. Bravo moves to (16,21) Deceiver moves to (14,20) [Round 2] Harrier C moves to (20,26), where it triggers Beauty's ready action [16 vs Fort 16, hit; killed] Harrier B moves to (25,28) Harrier D moves to (24,29) Harrier A moves to (21,28) Beast readies again. Bravo moves to (16,31) Deceiver moves to (15,31) [Round 3] Beauty shifts to (22,36) and readies dire radiance again. Harrier B moves to (24,36), triggering Beauty's ready [12 vs Fort 16, miss] and Beast's ready [27 vs AC19, hit; killed] Harrier D moves and charges to (21,35) [18 vs AC16, hit; Dmg 5] Harrier A moves and charges to (21,36) [23 vs AC16, hit; Dmg 5] Bravo moves and charges to (21,37) [26 vs AC16, hit; Dmg 2d6+2=10] and Beauty is knocked prone. Deceiver moves to (18,34) and uses Gaze of Sleep on Beast [22 vs Will 13, hit; Beast is asleep. Beauty 22/42, prone Beast 40/40, unconscious (save ends) Bravo 56/56 Deceiver 54/54 Harrier A Harrier C Harrier D Map Show ![]() [Round 4] Beauty stands, curses the bravo and uses a rune of mending (protection) on herself [10hp healed] {Is Beast "down" if he's unconscious. Instincts say yes - so that's what I went with} Beast is unconscious [Save 1d20=4, fail] Harrier D attacks Beauty [29-2 (no CA)-2 (cover) vs AC16+1, hit; Dmg 5] Harrier A shifts to (22,37) and attacks Beauty [22 vs AC16+1, hit; Dmg 5] Bravo attacks Beauty with howling frenzy [28!,16 vs AC16+1, 1 hit; Dmg 2d6+2=14] and Beauty is knocked prone again. Deceiver recharges [1d6=6] Gaze of Sleep and attacks Beauty with it [13 vs Will 14, miss] Beauty 8/42, bloodied, prone, Rune of Mending used, 1 healing surge used Beast 40/40, unconscious (save ends) Bravo 56/56, curse (Beauty) Deceiver 54/54 Harrier A Harrier C Harrier D [Round 5] Beauty stands, uses her bloodcut armor and attacks Bravo with hellish rebuke, drawing an OA from the harriers [15, 21 vs AC16, hit; Dmg 5-10, prone] and the bravo [15 vs AC16, miss] Hellish rebuke [18-2 vs Reflex 15, hit; Dmg 1d6+6+1d6+5=14] Beast wakes up [Save 1d20=12, success] Harrier D shifts to (21,36) and bites at Beauty [11+2 vs AC16, miss] Harrier A shifts to (23,36) and bites at Beauty [21 vs AC16, Dmg 5-10] Bravo shifts to (22,37) and attacks Beast with a bite [29 vs AC17, hit; Dmg 2d6+2+1d6=15] Deceiver recharges [1d6=6] Gaze of sleep and attacks Beast with it [19 vs Will 13, hit; Beast is unconscious] Beauty 8/42, bloodied, prone, Bloodcut armor used Beast 25/40, unconscious (save ends), prone Bravo 42/56, curse (Beauty) Deceiver 54/54 Harrier A Harrier C Harrier D [Round 6] Beauty stands and attacks Bravo with hellish rebuke, drawing an OA from the opponents around her [21,23 vs AC16, hit; Dmg 5-10, 5-10] [11! vs AC16, miss] Hellish Rebuke [10-2! vs Reflex 15, miss] and is prone again. Beast wakes up [Save 1d20=14, success] Harrier D attacks Beauty [14 vs AC16, miss] Harrier A attacks Beauty [14 vs AC16, miss] Bravo attacks Beauty with bite [25 vs AC16, hit; Dmg 2d6+2+1d6=9] and Beauty is unconscious. Deceiver does not recharge [1d6=3] Gaze of Sleep and moves to (21,35) and attacks with Vicious Howl [25 vs Fort 18-5 (Beauty), 13 vs Fort 18 (Beast); Dmg 1d6+3=4] Beauty -5/42, dying, prone, Bloodcut armor used Beast 25/40, prone Bravo 42/56, curse (Beauty) Deceiver 54/54 Harrier A Harrier C Harrier D [Round 7] Beauty looks terrible [1d20=9, fail] Beast stands, and attacks the bravo with wildblood frenzy [19,29 vs AC15, 2 hits; Dmg 1d12+6=8,12], bloodying the bravo. Harrier D shifts to (22,36) and attacks Beast with bite [16 vs AC17, miss] Harrier A shifts to (24,37) and attacks Beast [15 vs AC17, miss] Bravo attacks Beast with howling frenzy [29,22 vs AC17, 2 hits; Dmg 2d6+2+1d6=12,9] and Beast is prone and dazed. Deceiver recharges Gaze of sleep [1d6=6] and attacks Beast with it [20 vs Will 13, hit] and Beast is unconscious. Beauty -5/42, dying (1 black mark), prone, Bloodcut armor used Beast 4/40, bloodied, prone, dazed, unconscious (save ends) Bravo 22/56, bloodied, curse (Beauty) Deceiver 54/54 Harrier A Harrier C Harrier D [Round 8] Beauty looks terrible [1d20=2, fail] Beast is unconscious [1d20=1, fail] Harrier D attacks Beast [15 vs AC17-5, hit; Dmg 5] and Beast is dying. Fight Result and Summary Show Beauty'n'Beast lose and gain 1 VP -- Beauty used bloodcut armor -- Beast used Form of the Fearsome Ram {Let me know if I missed something - I feel like I must have since this was so one-sided - but that's the way the rolls were. Tough when the opponent gets so many unconsciousness attacks against you (and it doesn't help when you fail those saves either} Pairings: 29 September 2011Map Feature of the Week: Spiderweb Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fights) diamondmine +1 (1 fight) TelinArtho +1 (1 fight)
Judgement Day
Judgement Day's tactics Show Assuming that Judgement Day starts in the southwest box, Karax starts at 2,5 with his dagger and shield. Ysara starts at 2,4 with both of her daggers in her hands. Rotate positions as necessary according to starting box. Opening Moves If Ysara has a higher initiative than Karax, she delays until after Karax's turn. Karax opens the door, moves to 2,7, and readies On Pain of Death against Beauty as soon as she comes into line-of-sight. He will not move and will take attacks from Beast (even skipping Karax's Conditional Actions!) until Beauty triggers this readied action. Ysara moves to 2,6 and readies Witchfire against Beast as soon as he is within range and has no cover. If the enemy doesn't come to them after 3 turns of readied actions, Karax seeks out Beauty and attacks her with On Pain of Death. Ysara seeks out Beast and attacks him with Witchfire. Ongoing Tactics Karax marks Beast with Divine Challenge, then attempts to position himself such that he can attack both Beast and Beauty with Burning Spray. If that's not possible, he will attack Beast only, first with Frostbind (shifting to avoid OA if possible) and then with Burning Spray until Beast is down. As soon as he can, Karax also uses Dragon Breath, again attacking both if possible, but Beast at a minimum. Once Beast is down, Karax marks Beauty and attacks her with Frostbind if he hasn't used it yet, then Burning Spray until she's down. Ysara curses Beauty with Warlock's Curse, then uses Ethereal Stride to teleport away from Beast and near (but not adjacent to) Beauty. She will try to put Beauty in between her and Beast if possible. She then attacks Beauty with Eldritch Blast (applying Warlock's Curse damage) until she's down. Once Beauty is down, Ysara curses Beast and attacks with Eldritch Blast (applying Warlock's Curse damage) until he's down. At the end of battle, if Karax used his Bloodcut Hide armor, he will recharge it with a surge. Conditional Actions * When Karax is hit for the first time, he uses Dragonflame Mantle * When Karax is bloodied: o The first time, he triggers his Bloodcut Hide armor power and attacks Beast (or Beauty if Beast is down) with Invigorating Smite o The second time, Ysara uses Majestic Word on him and slides him into position to help out with his blast tactics o After Majestic Word has been used, or if Ysara is down, he uses Second Wind * When Karax is dying: o Ysara uses Majestic Word on him and slides him into position to help out with his blast tactics o If Majestic Word has already been used and Karax has not used his Second Wind, Ysara moves to his side and uses First Aid (Heal check) * When Ysara is hit for the first time, she uses Infernal Wrath * When Ysara is bloodied: o The first time, she uses Majestic Word o The second time, she uses Second Wind * If Ysara is dying and has not used her Second Wind, Karax moves to her side and use First Aid (Heal check) * If Karax has a condition that he can save against, Ysara attacks her current target with Dissonant Strain Notes * Karax gets +1 to his attacks while he's bloodied * Ysara gets +1 to her attacks when she attacks a bloodied target * Ysara has Resist fire 5 * Ysara has Improved Majestic Word, so her target gets 4 temporary HP as well Beauty'n'Beast Beauty'n'Beast's tactics Show delay to act together, Beauty will act first. The opponent will ready the deadly duo of range attacks (I assume.) Let beauty trigger them, hopefully only one of them, and only if she will have cover (don't be opening any doors directly in front of them.) no action points, no dailies this fight. try to set up as follows. they will have readied first, so will need to come out first. beauty will have dire radiance readied (and will use it all fight long, even if shifting away from karax as that will trigger her bonus damage - more than his.) try to separate beauty and beast, or else burning spray will destroy them. if you can get to opposite sides of the center pillar and engage separately, do so. Beauty will take on karax no hesitation, and beast should have no trouble with ysara. beauty will save mending for when things look bad. remember beast's horned tusk armor. remember beauty's curse and bonus damage. beast will only use avalanche strike if only one opponent remains, and beauty is still standing. use wildblood at first opportunity. swift charge if possible. mark every turn, take nature's wrath at every first oppportunity. beauty uses blinding shield at first opportunity, and same with final effort. always use destruction state for her powers. use bloodcut when bloodied. dont bother with necrotic embrace (dire radiance and shift away all fight long.) stay away from burning spray. beast will sit out the fight until beauty falls instead of taking hits from spray with her. should be an interesting fight on this map, thanks for pitlording!! The Fight Show [Starting Locations and Initiative] Judgement Day starts in area 2. -- Karax starts at (11,8) with dagger and shield. Initiative 10 -- Ysara starts at (11,9) with both of her daggers. Initiative 21 Beauty'n'Beast starts in area 3 -- Beauty starts at (8,2) with rod in hand. Initiative 8 -- Beast starts at (9,2) with greatsword in hand. Initiative 5 [Round 1] Ysara delays for Karax. Karax opens the door and moves to (11,6) and readies on Pain of Death on sight of Beauty. Ysara moves to (11,7) and readies witchfire against Beast once he is in range and sight. Beauty delays for Beast, but finds he is ready. She opens the door and moves to (7,5), triggering On Pain of Death from Karax [10 vs Will 14, miss; Dmg 3d8+5=15/2=7] and Beauty takes damage from attacking on her turn (save ends). Beauty attacks Karax with dire radiance [15 vs Fort 15, hit; Dmg 1d6+6+5=9+5]. Beauty suffers from on pain of death [1d4=2]. She doesn't get rid of the effect [Save 1d20=2, fail] Beast moves to (8,8) (around the back of the pillar, triggering Ysara's ready for witchfire, which also trigger's Beauty's Word of the Blinding Shield [14 vs Fort 11, hit; Dmg 5 and blinds Ysara] [22!-5 vs Reflex 14, hit; Dmg 2d6+5=17; Crit 1d6=1]. Beast now takes a penalty to hit. Karax 22/36, On pain of death used Ysara 33/33, Witchfire used Beauty 33/42, On pain of death (1d4 damage when she makes an attack, save ends), Word of the Blinding Shield used Beast 22/40, -6 to attacks (EONT) [Round 2] Karax attacks Beast with Frostbind [24 vs Fort 18, hit; Dmg 3d6+9=21] and Beast takes a -2 penalty to Reflex defense. He then uses Dragon's Breath on Beast [23 vs Reflex 14-2, hit; Dmg 1d6+1=3] and Beast falls. Beauty uses Rune of Mending on Beast [10hp healed], curses Karax and attacks with Dire Radiance [23 vs Fort 15, hit; Dmg 1d6+6=12; Curse 1d6=5], triggering Karax's dragonflame mantle, and suffers from On Pain of Death [1d4=2] and still doesn't get rid of the effect [Save 1d20=6, fail] Ysara curses Beauty and attacks with Eldritch blast [22 vs Reflex 16, hit; Dmg 1d10+5=14; Curse 1d6=5] Beast stands and moves to (10,7) Karax 5/36, bloodied, cursed (Beauty), On pain of death used, Frostbind used, Dragonflame mantle used Ysara 33/33, Witchfire used Beauty 12/42, bloodied, cursed (Ysara), On pain of death (1d4 damage when she makes an attack, save ends), Word of the Blinding Shield used, Rune of Mending used Beast 10/40, bloodied, 1 healing surge used [Round 3] Karax uses his bloodcut armor and attacks Beast with Invigorating smite [25 vs Will 13, hit; Dmg 2d4+5=10] and heals himself slightly [5hp healed]. Beast falls. Beast's armor ability triggers and he attacks Ysara [25 vs AC18, hit; Dmg 1d12+6+1=11] Beauty attacks Karax with Dire Radiance [28 vs Fort 15, hit; Dmg 1d6+6=12-10; Curse 1d6=2], suffering damage from On Pain of Death [1d4=3] and is still unable to throw off the effect [Save 1d20=5, fail] Ysara attacks Beauty with Eldritch Blast [16 vs Reflex 16, hit; Dmg 1d10+5=9; Curse 1d6=4] and Beauty falls. Karax 6/36, bloodied, cursed (Beauty), On pain of death used, Frostbind used, Dragonflame mantle used, Bloodcut armor used Ysara 22/33, Witchfire used Beauty -4/42, dying, cursed (Ysara), On pain of death (1d4 damage when she makes an attack, save ends), Word of the Blinding Shield used, Rune of Mending used Beast 0/40, dying, 1 healing surge used Fight Result and Summary Show Judgement Day wins and gains 2 VPs. -- Karax used 1 healing surge (to regain the Bloodcut armor power), and On Pain of Death -- Ysara used nothing Beauty'n'Beast loses and gains 1 VP. -- Beauty used nothing -- Beast used 1 healing surge
King and Queen
King and Queen tactics Show Tactics here is to try and whittle down the orcs before melee combat is engaged. Start with Javelin's equipped. Ranged attacks and retreat until 3 of the orcs fall, then grab the morning stars and get busy. If forced into melee, kill the orcs first. Once in melee, use Righteous Brand. Use executioner's call in destruction as soon as you have +3 from partner's righteous brand. If either is down by a surge, heal with rune of mending destruction. always stay in destruction for the +1 attacks (since both will be in melee vs yeti.) If bloodied, heal with healing word for the extra d6. Remember all the bonuses to attacks, when both are in destruction state this should be hard to miss. This team should not need to use second winds, but if all healing is exhausted can second wind if the orcs are dead. Oh one last thing: delay to act together, and use shift-ready tactics to get flanks on. This team can reach +6 bonus on their attacks round after round. Drudged Yeti Drudged Yeti tactics Show The yeti will not charge its enemies; it closes upon the enemies where it can use Call for Blood. It will use Howl of Challenge as it approaches, until it has at least two enemies within range for Call for Blood. If it's engaged in melee, thus preventing it from getting closer to backline targets, it will use Fearsome Howl to push away melee combatants and then try to maneuver where it can use Call for Blood. While Call for Blood recharges, the yeti seeks soft targets to use Twin Claw Grab and will use Howl of Challenge until it is able to attack in melee. The orc savages delay until the yeti enters combat, using the fearsome presence of the yeti to distract their foes. They will charge and attack any enemy that the yeti has marked. The Fight Show All rolls are here Start King and Queen start in the south box Drudged Yeti start in the east box Initiatives Queen: 14 King: 13 Yeti: 12 Orc 3: 11 (Originally 21) Orc 1: 10 (Originally 18) Orc 2: 5 Orc 4: 4 Round 1 Show Orcs 1 and 3 wait for the yeti to make its move. King and Queen move out towards the center of the arena and ready their javelins for the orcs to come into range. The yeti double-moves and gets close to King and Queen, but not close enough to attack. Orc 3 follows the yeti, and Queen's readied action triggers. She hurls her javelin at it and kills it. It looks like it wants to make one last move before dying, but there's nothing for it to do. Orc 1 follows the yeti, and King's readied action triggers. He hurls her javelin just like Queen, and kills his target as well. Once again, there's nothing the orc can do but die. Orcs 2 and 4 move towards the yeti in the same way, and make it to a point of relative safety behind the yeti. Status
![]() Round 2 Show Queen draws another javelin, moves north, and hurls it at Orc 4, but she nearly drops the weapon and completely misses. King draws a javelin, moves north, and attacks the same orc. His attack finds its mark, and the orc staggers. Before it dies, it charges King with its handaxe, but isn't able to connect with the weapon before dying. The yeti issues its Call for Blood at King and Queen. Queen resists the call, but King is affected for 6 points of damage, and is marked by the yeti. The yeti then moves carefully around so that it is adjacent to both King and Queen. The remaining orc charges King and hits him for 12 points of damage. King is now bloodied. Status
![]() Round 3 Show Queen draws her morningstar, shifts to flank the yeti, then attacks it with Righteous Brand, but misses. King heals himself with Healing Word for 14 points, draws his morningstar, and attacks the yeti with Righteous Brand. He also misses. King removes the mark from the yeti. The yeti attacks King with two claws. One of them hits for 4 points of damage. The orc flanks with the yeti and attacks King with its handaxe, hitting King for 8 points of damage. King is bloodied again. Status
![]() Round 4 Show Queen heals King with a Healing Word for 13 points, then attacks the yeti with Righteous Brand again, but misses yet again. She then shifts towards King. King shifts out of flank and attacks the orc with Righteous Brand, but is unable to hit it. The yeti shifts and attacks Queen with two claws this time. Both claws hit for a total of 16 points of damage, and Queen is both bloodied and grabbed by the yeti. The orc shifts to flank with the yeti and attacks Queen with its handaxe. It hits Queen for 8 points of damage, and Queen is down. Status
![]() Round 5 Show Queen is stable this round. King revives Queen with a Rune of Mending (Destruction), then moves to flank the orc and attacks it with Righteous Brand, killing it. The orc makes a final attack on Queen as it dies, hitting her for 8 points of damage, and she falls as well, again. The yeti closes in on King and attacks with two claws, both hitting for a total of 13 points of damage, and King is grabbed by the yeti and is bloodied. Status
![]() Round 6 Show Queen is stable this round. King takes his Second Wind and tries to escape the yeti's grasp. He succeeds in wriggling free. The yeti attacks King with two claws again, hitting both times for 8 total damage. King is bloodied and grabbed again. Status
![]() Round 7 Show Queen slips closer to death. King attacks the yeti with Righteous Brand, and continues to miss. The yeti attacks King with two claws, hitting both times again for 11 points of damage total, and King falls. Fight Results Show King and Queen lose and gain 1 VP: - King used 3 healing surges - Queen used 1 healing surge Little Weights Tactics Show Pairings: 13 October 2011Map Feature of the Week: Mirror Crystal Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) Fight October 13, 2011
Master and Commander
Master and Commander tactics Show (south box reference) Aldrick will start in (19,5) with sword, shield, scale armor, cloak, boots, bracers, gloves, and belt equipped. Araris will start in (20,5) with longspear, hide armor, cloak, gloves, boots, and belt equipped. Delay to act together; make active perception checks and move to the 1 square opening closest to the enemy. Put Aldrick just below the opening against the wall (14, 9 or 25, 9) and Araris adjacent to the south. In the next turns ready actions to attack the first enemy in range without cover (Viper's Strike and an MBA) and move Aldrick as necessary to keep him between Araris and the enemy. Once engaged have Araris go first: Use Fey Step to flank the harpy (put Araris 1 square away, use Polearm Flanker feat) and keep Aldrick's back against the wall. shift before/after all attacks to maintain flanking or stay in attack range if necessary. Attack with Commander's Strike. Have Aldrick attack with Griffon's Wrath, then AP for Brute Strike. The following turn attack with Lead the Attack, then AP for Commander's Strike; Aldrick will use Brute Strike if he missed or Steel Serpent's Strike if he did not. Continue attacking the harpy with Commander's Strike and MBAs until it drops. If Aldrick is blinded, have him take Total Defense (grants a saving throw) and use Viper's Strike instead. Once the harpy is down charge+flank one of the demons, focus him down with Commander's Strike and MBA's. Charge after it once it uses Burst Skyward, avoid provoking OA's. Use utilities at the first opportunity. Daily Powers to use: Brute Strike, Lead the Attack (both in tactics), Aldrick's Cloak of Resistance (first turn the demons get in range to use Path of Pain), Aldricks Dwarven Armor (when bloodied) Healing for Aldrick (use powers in this order, if down a surge +10) Second Wind (once saving throw is needed), Dwarven Scale, Inspiring Word, Inspiring Word, Inspiring Reaction Heal Araris if bloodied, use whatever healing is available. Burning Song Burning Song tactics Show The harpy flies towards the front-line opponent, lands, and attacks it with Cloud of Ash as often as possible, and will attempt to make sure multiple opponents are in the blast if possible before using it. When Cloud of Ash isn't available, the harpy uses its Claw attack on the front-line opponent. The harpy continuously sings its Burning Song that affects all opponents in the range of its aura on their turn. The harpy never attacks while flying. Each wrathborn delays until after the harpy moves, then flies near the harpy's target, lands 2-3 squares away, and attacks with Path of Pain, shifting past the target and making the attack at the point that it flanks with the harpy. It makes sure never to start or end the shift adjacent to any opponent, if possible. The first time a wrathborn is bloodied, it uses Burst Skyward to get away and reposition itself in a safer spot. The wrathborns never attack while flying. The Fight Show All rolls are here Start Master and Commander start in the south box Burning Song start in the north box Initiatives Harpy: 14 Wrathborn 1: 13 (originally 28) Wrathborn 2: 12 (originally 22) Araris: 11 Aldrick: 9 Round 1 Show The harpy moves to the center of the arena and flies around the center counter-clockwise, looking for enemies but not spotting any before the end of her turn. The wrathborns follow the harpy. Aldrick and Araris hear movement in the north. After making Perception checks, they determine that the opponents are west of the center, so they double-move and take up positions at the northwest opening of their starting castle. Status
![]() Round 2 Show The harpy hears Aldrick and Araris move, and flies towards them. She makes it to just outside the other side of the wall that they are behind, and blasts a Cloud of Ash at them, but both manage to resist the attack. The wrathborns fly after the harpy, but aren't quite close enough to attack anyone without ending up adjacent to their target, so they remain behind the wall. Aldrick and Araris both take 5 fire damage as the harpy's Burning Song sears them. Araris readies Viper's Strike, while Aldrick activates his Cloak of Resistance and readies a melee basic attack. Status
![]() Round 3 Show The harpy moves into the castle opening, and readied actions are triggered. Araris attacks the harpy with Viper's Strike, but misses. Aldrick attacks the harpy with a melee basic attack and hits her for 17 points of damage (NOTE: I rolled with the wrong attack bonus, but it was still a hit), and the harpy is marked. The harpy claws at Aldrick, hitting him for 10 physical damage and 6 fire damage, though his cloak reduces both damage types significantly. Wrathborn 1 moves to just outside the opening, then shifts and attacks Aldrick with Path of Pain, but misses. Wrathborn 2 executes the same move, but this one hits Aldrick for 13 points of damage, minus the damage reduction from his cloak. Aldrick now grants combat advantage. Araris takes 5 fire damage from the harpy's Burning Song. He teleports to the opposite side of the harpy with Fey Step and uses Commander's Strike. Aldrick attacks the harpy and hits her for 21 points of damage. Aldrick takes 5 fire damage from the harpy's Burning Song, but his cloak resists all the damage. Aldrick attacks the harpy with Griffon's Wrath, hitting her for 18 points of damage and reducing her armor defense. The harpy is now bloodied. Aldrick then spends an Action Point and attacks her with Brute Strike, hitting her for 30 points of damage. Status
![]() Round 4 Show The harpy claws at Aldrick again, hitting him for 4 physical damage and 7 fire damage. Aldrick uses Unbreakable to block some of the damage. Wrathborn 1 shifts and attacks Aldrick with Path of Pain, hitting him for 13 points of damage. Wrathborn 2 shifts and attacks Aldrick with Path of Pain, hitting him for 21 points of damage. Araris takes 5 fire damage from the harpy's Burning Song. He heals Aldrick for 29 points with an Inspiring Word, then attacks the harpy with Lead the Attack, which unfortunately misses. Araris spends an Action Point and uses Commander's Strike, allowing Aldrick to attack the harpy. He hits it for 18 points of damage, killing it. Aldrick charges wrathborn 1 and hits it for 13 points of damage, marking it. Status
![]() Round 5 Show Wrathborn 1 attacks Aldrick with its Pain Blade, rather than using Path of Pain and shifting away, so that it doesn't trigger an attack from Aldrick. It misses on the attack. Wrathborn 2 attacks Aldrick with Path of Pain, hitting Aldrick for 18 points of damage and shifting away. Araris moves to flank wrathborn 1, then uses Commander's Strike. Aldrick attacks the wrathborn and hits it for 20 points of damage. Aldrick activates the healing power on his dwarven scale armor, then attacks the same wrathborn again, hitting it for 15 points of damage. Status
![]() Round 6 Show Wrathborn 1 attacks Aldrick with its Pain Blade and misses. Wrathborn 2 shifts by Aldrick and attacks with Path of Pain, but it also misses. Araris uses Commander's Strike, and Aldrick attacks wrathborn 1 and hits it for another 20 points of damage, bloodying it. Aldrick attacks the same wrathborn and hits it for 11 points of damage. He takes 5 fire damage from ending his turn in the wrathborn's Burning Anger aura. Status
![]() Round 7 Show Wrathborn 1 tries to escape from Aldrick with Burst Skyward. It fails to hit either Aldrick or Araris, and can't fly away as a result. Wrathborn 2 shifts by Aldrick and attacks with Path of Pain but misses. Araris uses Commander's Strike, and Aldrick attacks wrathborn 1 and hits it for 19 points of damage. Aldrick attacks the same wrathborn and hits it for 19 points of damage, killing it. Status
Round 8 Show Wrathborn 2 shifts by Aldrick and attacks with Path of Pain, hitting him for 14 points of damage. It then flies away. Araris heals Aldrick for 27 points with his last Inpsiring Word. He chases after the wrathborn and attacks it with Viper's Strike, hitting it for 9 points of damage and preventing it from shifting without consequences. Aldrick moves and charges the wrathborn, hitting it for 18 points of damage and marking it. Status
![]() Round 9 Show Wrathborn 2 attacks Aldrick with Path of Pain and hits for 16 points of damage. Araris heals Aldrick for 21 points with Inpsiring Reaction. Araris moves to the opposite site of the wrathborn and uses Commander's Strike. Aldrick attacks and scores a critical hit for 36 points of damage, bloodying the wrathborn. Aldrick attacks the wrathborn again, but misses. He takes 5 fire damage from ending his turn in the wrathborn's Burning Anger aura. Status
![]() Round 10 Show Wrathborn 2 attemps to use Burst Skyward to escape. It hits Aldrick for 19 points of damage, and is able to fly away unscathed. Araris and Aldrick chase after the wrathborn, but can't catch up. Status
![]() Round 11 Show The wrathborn flies back towards Aldrick, then attacks with Path of Pain, hitting Aldrick for 20 points of damage. Araris moves towards the wrathborn and attacks with Viper's Strike, hitting it for 15 points of damage. Aldrick moves to the wrathborn and attacks it, hitting it for 14 points of damage. He takes 5 fire damage from ending his turn in the wrathborn's Burning Anger aura. Status
![]() Round 12 Show The wrathborn attacks Aldrick with its Pain Blade, hitting Aldrick for 18 points of damage. Araris uses Commander's Strike, and Aldrick attacks the wrathborn, hitting it for 18 points of damage and killing it. Status
Fight Results Show Master and Commander win and gain 2 VPs - Aldrick used 4 healing surges, an Action Point, Brute Strike, Cloak of Resistance, and Dwarven Scale armor - Araris used Lead the Attack and an Action Point Pairings: 20 October 2011Map Feature of the Week: Mirror Crystal Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +1 (1 fight)
{Level 5 Fight} {October 20 pairing} {Rolls}
Marked for Death Tactics Show Assuming that Marked for Death starts in the west box, Haroun starts at 4,17 with his shield and longsword in his hands. Elanthia starts at 3,17 with her falchion in both hands. Rotate as necessary. Opening Moves If Elanthia goes first, she delays until after Haroun's turn. Haroun moves to 6, 17, activates Form of Winter's Herald, then readies Weight of Earth against the first Dust Devil that attacks him. Elanthia stays where she is and readies Radiant Vengence against the first Dust Devil that attacks Haroun. Ongoing Tactics Haroun marks all adjacent enemies with Nature's Wrath every turn. Haroun uses the difficult terrain of Form of Winter's Herald to slow the dust devils down. He attacks a different dust devil each turn with Weight of Earth and moves to the nearest cover against the duergar, until two dust devils are slowed after his attack. At that point, instead of moving to cover, he moves adjacent to both of the slowed devils, spends an Action Point, and attacks with Form of Winter's Herald Attack. If Haroun cannot get two dust devils in the burst, he attacks the closest one. Elanthia declares her Oath on the first dust devil that attacked Haroun, and attacks it with Bond of Retribution until it's down. She then moves on to the next closest devil, declaring her Oath on it and doing the same thing, then the remaining devil (apply Censure of Retribution if any enemy aside from her Oath target hits her, and Bond of Retribution if any other enemy even attacks her). After all dust devils are down, Haroun goes after the duergar and attacks with powers in this order: Earthgrasp Strike, Earth Spikes, and Weight of Earth. Elanthia declares her Oath on the duergar, flanks it with Haroun, and attacks with Halo of Fire, Action Point, then Avenging Echo. After that, she attacks with Bond of Retribution. Conditional Actions The first time Haroun is hit, he will activate Stone's Endurance on his next turn The first time Elanthia is hit, she will activate her Cloak of Resistance on her next turn If any enemy violates Haroun's mark, he triggers Warden's Grasp and slides the enemy closer to him. On the first attack that Haroun makes against Elanthia's oath target, she uses Divine Guidance to give Haroun a second attack roll When Haroun is bloodied, he uses his Second Wind (add +4 to AC due to Guardian Might - Earthstrength). On the following turn, Haroun will activate his Bloodcut Hide Armor to gain resist 10 (and will spend a healing surge to refresh it at the end of combat) Elanthia will use Memory of a Thousand Lifetimes at the first opportunity that she needs it The first time Elanthia is hit with a melee attack, she uses Resonant Escape to get away. Elanthia will not use her Second Wind Notes Haroun has combat advantage against slowed or immobilized targets (Vicious Advantage) Haroun can roll an additional saving throw at the start of his turn (Font of Life) If an enemy other than Elanthia's oath target hits her, she adds +3 (Int mod) to her damage rolls against the oath target (Censure of Retribution) Elanthia has +1 defenses against bloodied creatures (Astral Majesty) Elanthia has resist 7 radiant (Astral Resistance) Fire and Brimstone Tactics Show The Duergar Theurge has summoned forth three dust devils to aid him in the fight. It delays initial actions until the dust devils move into melee combat, then it stays safely at a range of 10 squares away from combat (or closer depening upon line of sight/effect to the enemies). It uses Vile Fumes as often as it can, knowing that the dust devils are immune to the poison attack. The duergar switches to Brimstone Hail until Vile Fumes recharges, and it aims the burst attack so that it does not harm the dust devils. It relies upon Hellbolt attacks until Brimstone Hail recharges. The duergar does not want to be in melee, and if attacked in melee, it will use Wave of Despair and Infernal Quills against the same melee combatant before moving away. The dust devils close to melee and attack all enemies with Gale Blast, then they use Grasping Winds on prone targets and slide targets close to each other, keeping them off the duergar and easier to attack with Stinging Sands. The dust devils take turns using Stinging Sands, each using it in different rounds, and opting to use it when both enemies and no allies are in the blast area. The Fight Show Prefight Show Haroun: 5 Elanthia: 3 Duergar: 19 Dust Devil 1: 26 Dust Devil 2: 8 Dust Devil 3: 11 The Dust Devil's quickly move across the arena at the Duergar's call. The first notices that the opponent is directly across the arena so they move swiftly in that direction, taking up some cover behind a pillar. The Duergar carefully follows his summoned beasts into the battlefield. Haroun calls for primal spirits of winter, causing a flurry of snow and wind to circle around him and hamper his enemies movement. Elanthia opts to stay put, ready to call down radiant vengeance on any devil that attacks Haroun. Round 1 Show Dust Devil 1 - move: to 22,20 then 14,20 Dust Devil 3 - move: to 22,21 then 14,21 Dust Devil 2 - move: to 22,18 then 14,19 Duergar - move: to 26,20 then 21,20 Haroun - move: to 6,17 - minor: Form of Winter's Herald - standard: ready Weight of Earth against first Dust Devil that attacks him Elanthia - standard: ready Radiant Vengeance against first Dust Devil to attack Haroun
Map: ![]() The first dust devil decides not to test the wintery torrent that surrounds the goliath, and attempts to penerate it with a burst of stinging sand but is unable to hit the opponents. As it does, Elanthia's attack sears it and bolster's her strength. The next dust devil sees the attack fail, and engages the goliath, pulling him to the ground to put him at the mercy of the next devil. The final swirl of dust and wind rushes in on the goliath and shoves him 10 feet back toward his ally. The Duergar smiles as his creations are having perfect effect, and calls vile fumes that fill the starting area, causing both the opponents to cough heavily as they inhale the fumes, and their eyes burn so that they cannot see. Round 2 Show Dust Devil 1 - move: to 8,19 - move: gale blast to 7,18, attack Haroun - Haroun interrupt: weight of earth 19 vs AC 18 hit, 13 damage and DD1 is slowed EOHNT - Elanthia interrupt: radiant vengeance 21 vs Ref 16-2 hit, 11 damage and Elanthia gains 5 THP - DD1 attack: gale blast 19 vs fort 20 miss - move: to 6, 20 - standard: stinging sands - Elanthia interrupt: radiant vengeance 21 vs Ref 16 hit, 11 damage and Elanthia gains 5 THP - dd1 stinging sands: on haroun 19 vs fort 20 miss, on elanthia 11 vs Fort 15 miss Dust Devil 3 - move: to 7,14 - move: gale blast to 6,16 against haroun - Haroun interrupt: weight of earth 19 vs AC 18 hit, 13 damage and DD1 is slowed EOHNT - dd3 attack: gale blast on haroun, 25-2 vs fort 20 hit, haroun is prone (I had to remove the CA after changing DD1's actions) Dust Devil 2 - move: 6,22 - standard: charge to 6,18 against haroun, 30! vs ref 16, 13 damage and slides Haroun to 4,17 Duergar - move: to 16,21 - standard: Vile Fumes at 2,17, attack 21 vs haroun fort 20 hit, attack 15 vs elanthia fort 15 hit, 15 poison damage and both are blinded EODNT
Map: ![]() Elanthia, in a dire position, invokes her cloak to keep her safe for the time. She attempts to call vengeance upon the same devil again, and even with her memory of past lives she cannot affect it. She stumbles next to Haroun in hope for protection there. Haroun stands, and listnening closely finds that no devil is within his reach. His stony hide strengthens, reading for the incoming attacks. He holds his blade ready to swipe at any foe. The next swirl of dust moves to an advantageous position before a gush of sand and increased wind rush around it, scoring skin off Elanthia's hands and filling her eyes with blinding granules. The other two dust devils close on the helpless foes, knocking them down and bloodying Haroun. Elanthia calls on her god to aid, and teleports a short distance away where she might still be able to strike at the devils. The Duergar's satisfaction is peaking, and a hail of brimstone down upon his enemies, failing to see that one of the dust devils is also under the hail. Elanthia now bleeds from the burning gashes on her arms and legs. Round 3 Show Haroun - move: stand up - minor: stone's endurance - standard: Weight of Earth against dd2 20-5 vs AC 18 miss Elanthia - minor: cloak of resistance (cannot oath - she is blinded!) - move: to 4,18 - standard: bond of retribution against dd2 23-5 vs AC 18 hit, 13 damage, bond active on dd2 NOTE: I had to rework the dustdevils last turn after realizing that stinging sands is a close burst (in my skim through I read close blast; made it pretty hard to use when they are all 3 engaged.) Elanthia NOTE: I'm at a loss for what to do. Haroun is prone beside me, and I'm blind (so cannot oath anybody.) Tactics don't cover this at all; yet every enemy has a power with a blind effect. So I guess I'll radiant vengeance to try and get the THP back up. - minor: cloak of resistance - move: beside Haroun at 4,18 - standard: radiant vengeance on dd2 10+9-5+1 vs ref 16 miss (this was an entry for bond of retribution in the roller before I had to redo, also forgot memory until later but still missed by 1) dd1 - delay: to not get hit by stinging sands by dd3 Haroun NOTE: Again, I'm at a complete loss for what to do. Prone, blind, and no enemies adjacent. - move: stand up - minor: stone's endurance - standard: ready weight of earth on next enemy to come adjacent. dd3 - recharge gale blast: 2 (fail) - move: 1,15 - standard: stinging sands on haroun 11 vs Fort 20 miss, on elanthia 26 vs fort 15 hit, 14-5 damage (31/50) and elanthia is blind EODD3NT dd1 - move: gale blast to 5,18, on elanthia 13 vs fort 15 miss, - haroun interrupt: weight of earth on dd1 20-5 vs AC 18 miss - continue move: gale blast on haroun 11! vs fort 20 miss - standard: grasping winds on haroun 11! vs ref 16 miss dd2 - move: gale blast to 5,16 on elanthia 20 vs fort 15 hit, and haroun 28! vs fort 20 hit, both are prone - elanthia reaction: resonant escape to 6,19 I had no idea where to teleport to. Tactics dont cover what you want to accomplish with the teleport. nowhere do you want to stay away from area attacks either. This would be a great chance for her to go engage the duergar alone and shut him down, perhaps. - standard: grasping winds on haroun 15+2(CA) vs Ref 16 hit, 9-5 damage (30/62) slide to 2,19 Duergar - move: 14,20 - standard: brimstone hail centered 4,19 on elanthia 23 vs ref 17 hit, and haroun 15 ref 16 miss, and dd1 7+9 vs Ref 16 hit, 14-5 fire damage (26/50)
Map: ![]() Elanthia picks herself off the ground, and slashes at the nearest devil. Blinded, she is unable to connect on the devil. The next devil sends a wash of sand and air over Elanthia, drawing more blood and forcing her back toward Haroun. Haroun is only able to stand and steady himself; after scraping the burning sand out of his wounds he is ready to face them again. One dust devils falters as it sends a grasping wind at Elanthia, but the other moves aside the flailing snow and wind and sends a wave of sand at Haroun and Elanthia, who is caught off guard and is only just able to keep on her feet, swaying as blood pours from her eyes. Cackling in delight, the dust devil is able to call another wave of destructive brimestone, felling Elanthia. Round 4 Show Elanthia (blind, prone) - move: stand - standard: bond of retribution on dd1 22-5 vs ac 18 miss dd3 - recharge gale: 1 - move: 6,18 - standard: grasping winds on elanthia 29 vs ref 17 hit, 8 damage (18/50) slide to 4,19 Haroun (bloody, prone) - move: stand - standard: second wind (45/62) dd1 (bloody, prone) - recharge gale: 6 - move: stand - standard: grapsing winds on elanthia 14 vs ref 17 miss dd2 - recharge gale: 5 - move: to 1,16 - standard: stinging sands on haroun 11 vs fort 20+2 miss, and elanthia 17 vs fort 15 hit, 16 damage (2/50) and elanthia is blinded EODD2NT Duergar - recharge brimstone: 5 - standard: brimstone hail at 2,19 on haroun 16 vs ref 16+2 miss, and elanthia 22 vs ref 17 hit, 14 damage and elanthia falls
Map: ![]() The first devil attempts to push Haroun over, but is unable. The next wave of wind scoures him though, and he is near to shedding blood. Haroun marches in to face the devils, and swings valiantly with his longsword in a huge arc flowing with the snow and driving wind around him, imparing the dust devils and keeping them locked where they are. The dust devils manage a few gusty hits of their own, once again drawing blood from Haroun. The Duergar nonchalantly fires a bolt of pure hell at Haroun, but he is able to block it with his shield. Round 5 Show Elanthia - DST: 3 dd3 - recharge gale: 5 - move: gale blast to 3,18 attack on haroun 14 vs fort 20+2 miss - standard: grasping winds on haroun 26 vs ref 16 hit, 10 damage (35/62) slide to 4,18 haroun - move: 5,17 - free: mark dd1 and dd3 - standard: weight of earth on dd3 32 vs ac 18 hit, 10 damage (24/47) and dd3 is slowed - action point: form of winter herald's attack on dd1 25 vs AC 18 hit, on dd3 17 vs AC 18-2, 9 damage and dd1 (13/47) and dd3 (15/47) are immobolized (save ends) dd1 (bloody) - standard: grasping winds on haroun 28! vs ref 16 hit, 13 damage (22/62) slide to 4,17 - save vs immobolized: 16 dd2 - move: gale blast to 4,16 on haroun 17+2(CA) vs fort 20 miss - standard: grasping winds on haroun 20 vs ref 16 hit, 13 damage (9/62), leave put Duergar - recharge brimstone: 3 - move: 12,23 - standard: hellbolt on haroun 15 vs ref 16 miss
Map: ![]() The sand finally clears from Elanthia's eyes as they twich instinctively. Haroun is finally able to fell a dust devil with his sword, and attemps to move to a position with more cover. His hide armor fortifies to resist incoming attacks. The dust devils are barely able to penetrate his resistance, but one is able to both knock him down and slide him back into a favrourable position for the Duergar. Round 6 Show Elanthia - DST: 17 dd3 - recharge gale: 2 - standard: grasping winds on haroun 14 vs ref 16 miss - save: vs immobolized 18 Haroun - standard: weight of earth on dd3 23 vs ac 18-2 hit, 15 damage and dd3 falls - move: shift to 6,17 - minor: activate bloodcut armor dd1 - move: gale blast to 6,18 on haroun 23 vs fort 20 hit, haroun is prone - standard: grasping winds on haroun 17 vs ref 16 hit, 11-10 damage (8/62), slide back to 5,17 dd2 - recharge gale: 6 - standard: grasping winds on haroun 14 vs ref 16 miss Duergar - recharge brimstone: 2 - standard: hellbolt on haroun 22 vs ref 16 hit, 6-10 damage
Map: ![]() Haroun stands, and with a final effort is able to fell another dust devil. It would not be enough though, as the final dust devil once again pulls him to the ground and manages a killing blow in a gust of sand and wind. Round 7 Show Elanthia - DST: 10 dd3 - recharge gale: 4 - move: to 4,18 - standard: grasping winds on haroun 26 vs ref 16 hit, 6-10 damage and leave put Haroun - move: stand - standard: weight of earth on dd1 30 vs ac 18-2 hit, 14 damage and dd1 falls - free: mark dd2 dd1 - move: gale blast to 6,18 on haroun 21 vs fort 20 hit, haroun is prone - standard: grasping winds on haroun 29 vs ref 16, 8 damage and haroun falls dd2 - move: gale blast to 6,18 on haroun 21 vs fort 20 hit, haroun is prone - standard: grasping winds on haroun 29 vs ref 16, 8 damage and haroun falls Duergar
Map: ![]() Results Show Marked for Death lose, and gain 1 VP. - Haround: 2 healing surges, action point, form of winter herald, bloodcut armor (not recharged) - Elanthia: cloak of protection Comments Show I'm not sure I like the tactics you chose in this fight. Leaving both your characters at the mercy of the blinding cb3 seems like a poor choice, knowing that haroun can easily entertain the dust devils while Elanthia would have been able to get to the Duergar. I think if you could have had her next to the Duergar quickly, he might not have been able to use the disabling powers to such deadly effect. Also - I find it very interesting how readied actions sometimes win fights, and other times seem to cost fights. I think here they ended up being a mistake (then again, losing initiative battle means you are already behind.) I think you needed to spread out to avoid both being targetted with the same area attacks. A very tough opponent either way - I wouldn't want to have to take this fight with Beauty'n'Beast, anyway!
Little Weights
Little Weights tactics Show Brawk will start with sword and shield in hand. Gloria will start with great axe in hands (and holy symbol) They will start adajcent to each other if in the south 16,2 and 17,2. Conditional & constants (prioritize by order): Both will attempt to kill(coup de gras) Ranitor before swapping to Greth After Ranitor is dead replace Ranitor for Greth IF Ranitor is unreachable or Greth becomes bloodied knock Greth unconscious before attacking Ranitor Brawk will keep a mark his first choice is Ranitor. He will use Telepathic challenge when he can mark both at the same time (and isn't using his minor) Brawk will use Battle Resilience the first time he is attacked. Brawk will use Aspect of Elevated Harmony if he is down a surge (and Gloria has not used a daily) Brawk will use 2nd wind if he is down a surge. Brawk will use Dwarven Armor if he is down a surge Brawk will use healing word if Gloria is bloodied or down and it most likely won't change her bloodied status or if Brawk is bloodied and Gloria is not Brawk will use first aid on Gloria if she is down Brawk will stay adjacent to Ranitor and use blurred step, mind spike and any OA's he gets against his target. Brawk will avoid OA's Brawk will stay adjacent to both Brawk will flank his target Gloria will oath Ranitor Gloria will Divine Guidance the first time Brawk misses Gloria will use Renewing Strike (shift away from OA) if she is down a surge and Brawk hasn't used Aspect. Gloria will use 2nd wind if she is bloodied and it won't change her bloodied status or she is bloodied and healing word has been used Gloria will Distracting flare if it improves her position Gloria will stay adjacent to Ranitor Gloria will avoid OA's Gloria will keep only one opponent adjacent to her Gloria will flank her target Early fight (Search): Brawk will go on the defensive (if he is not in range to attack). Then advance toward his opponents (or if he can't find them the center) with as much cover as possible. Gloria will stay adjacent to Brawk using him for cover and staying on the far side of him (relative to his opponents) until someone engages. Gloria will attack with appropriately ranged attack or ready Radiant vengeance. Mid fight (Engage) Brawk will attack with Augmented Twisted Eye to blind his target. If he is down a surge he will AP and use Aspect of Elevated Harmony (if not down a surge don't use AP) IF the Aspect is active and Brawk has no temp hp augment his attacks with the aspect Gloria will attack with (in this order): Whirlwind Charge Halo of Fire Late fight (till the End!) If Gloria is bloodied use mind snare if Brawk is the only one bloodied use iron fist If neither are bloodied use iron fist if Brawk was hit in the last round. Reminders: Dwarves get a save vs prone Acrobatic boots allows both of them to stand up as a minor When Brawk uses Total defense adjacent allies get +2 to AC and reflex If one gets knocked out the other one will do first aid (or any before mentioned way) to get them back up, if there is a way. Mossmen Mossmen tactics Show Start off adjacent to each other at the exit point for the starting area. Greth with mace and shield; Ranitor with his greataxe. In the first round, Ranitor will activate the gloves of piercing power to allow him to ignore resistance of 10 or lower for the encounter. Move out clockwise if no sign of the enemy. If visible straight away, Ranitor should move, charge with howling charge (if able to move straight to melee, go for avalanche strike instead); Greth would move to melee (if unable to move and attack, go for a move and charge). Focus, as best as possible, on one target at a time. Also, in general, the two should stay adjacent to each other so Ranitor can use the benefit from Greth's protection rune. In melee, Ranitor will attack with silver pheonix rage, avalanche strike, hammer fall and then use pressing strike to set up flanking and otherwise use howling strike. Use Furious assault on the first hit. Greth will attack with Divine rune of Thunder (Protection), Symbol of Wrath Reversed (Protection), then Word of Diminishment (Protection) until the end of the combat. Whenever one or the other is down at least a healing surge, use Rune of Mending (Protection). Note the Rune Master benefits in addition to the benefits of the power used. Greth will use Longtooth shifting when he is first bloodied. Greth will use rune of the final effort on the first opportunity and Ranitor will use combat sprint if he needs the extra movement to get to melee due to a really good perception roll (or a really bad stealth check). Note Greth's benefit to damage if he is missed by a target via Runic Artistry and Ranitor's benefits for Half-orc resilience, feral might, rampage and swift charge. Neither character will use second wind until both Runes of Mending have been used, and then only if no target is available for melee. The Fight Show All rolls are here Start Little Weights start in the south box Mossmen start in the east box Initiatives Greth: 16 Brawk: 15 Gloria: 14 Ranitor: 14 (Gloria has higher Dex) Round 1 Show Greth doesn't see any opponents, so he begins to move clockwise around the arena. As he reaches the south side, he sees Brawk and Gloria to the south. Brawk sees Greth coming around the arena, but he's too far away to get in a decent attack, so Brawk moves slightly closer and against the wall, and takes Total Defense. Gloria moves up behind Brawk and casts Radiant Vengeance at Greth, hitting him for 11 points of damage and giving Gloria 5 temporary hit points. Ranitor activates his Gloves of Piercing, then moves and charges Brawk, attacking him with Howling Strike. Ranitor swings wide and misses, and Brawk activates Battle Resilience to protect him from harm. Status
![]() Round 2 Show Greth moves closer, heals himself with a Rune of Mending (Protection), and charges Brawk, but Greth is also having trouble hitting the battlemind. Brawk marks both of his opponents with Telepathic Challenge, then attacks Ranitor with Twisted Eye Augment 2, hitting him for 13 point of damage and blinding him. Greth's protection runes help Ranitor absorb a little of the damage. Gloria declares her Oath on Ranitor, moves around to the other side of the wall, and then charges Ranitor with Whirlwind Charge, hitting him for 29 points of damage and bloodying him. Ranitor gains 5 temporary hit points. Ranitor attempts to attack Brawk with Silver Phoenix Rage, but his blindness prevents a direct hit. Even so, he manages to damage Brawk for 6 points of damage. Ranitor is now raging. Status
![]() Round 3 Show Greth protects Ranitor with Rune of the Final Effort, and heals Ranitor with his last Rune of Mending (Protection). He then attacks Brawk with Divine Rune of Thunder (Protection), but misses. Brawk marks Ranitor with Battlemind's Demand, then attacks Ranitor with Iron Fist. Even with Gloria's Divine Guidance, he is unable to penetrate the extra protection given by Greth, but he still gets the benefit of damage resistance. Gloria shifts to flank with Ranitor, then attacks him with Halo of Fire. She scores a critical hit, and accumulates a total of 63 points of damage! Ranitor resists a little of it, but it's still more than enough to put him down. However, Ranitor is able to revive himself with a surge, thanks to being in Silver Phoenix Rage. Ranitor regenerates 3 hit points. He stands up from prone and attacks Brawk with Avalanche Strike, hitting for 26 points of damage after adding Furious Assault damage and ignoring Brawk's damage resistance. Brawk is bloodied. Status
![]() Round 4 Show Greth attacks Brawk with Symbol of Wrath Reversed and fumbles the attack. He takes 5 fire damage from the Halo of Fire surrounding Ranitor. Brawk attacks Ranitor with Aspect of Elevated Harmony, hitting for 14 points of damage and healing himself. Gloria attacks Ranitor with Overwhelming Strike, hitting him for 8 points of damage. He absorbs some of the damage, but it's still enough to fell him again. Ranitor is stable this round. Status
Round 5 Show Greth attacks Brawk with Word of Diminishment (Protection) and fumbles yet again! Brawk marks Greth, but then attempts a coup-de-grace on Ranitor using Iron Fist, scoring a critical hit on the fallen barbarian for 16 points of damage. Gloria also attempts a coup-de-grace on Ranitor with Overwhelming Strike, scoring a critical hit for 36 points of damage and killing Ranitor. She then declares her Oath on Greth and moves to flank him. Status
![]() Round 6 Show Greth shifts out of flank, and Brawk uses Blurred Step to stay adjacent. Greth attacks Brawk with Word of Diminishment (Protection) and hits him for 11 points of damage, though Brawk resists some of it. Brawk attacks Greth with Twisted Eye Augment 2 and fumbles the attack, but still gains temporary hit points from the Aspect of Elevated Harmony. Gloria moves to flank Greth and attacks him with Overwhelming Strike, hitting him for 19 points of damage. Greth is bloodied. Status
![]() Round 7 Show Greth activates Longtooth Shifting and shifts out of flank again, and again Brawk uses Blurred Step to stay adjacent. Greth attacks Brawk with Word of Diminishment (Protection) but is unable to get through Brawk's armor. Brawk attacks Greth with Iron Fist and hits him for 14 points of damage. Gloria shifts into flank and attacks Greth with Overwhelming Strike, but even with her Oath, she still misses. Status
![]() Round 8 Show Greth regenerates 2 hit points, shifts out of flank (Brawk follows) and attacks Brawk with Word of Diminishment (Protection), hitting Brawk for 13 points of damage, though Brawk resists some of it. Brawk attacks Greth with Iron Fist, hitting him for 10 points of damage and felling Greth. Status
![]() Fight Results Show Little Weights win and gain 2 VPs: - Brawk used Aspect of Elevated Harmony and 1 healing surge - Gloria used nothing Mossmen lose and gain 1 VP: - Greth used 1 healing surge - Ranitor used Gloves of Piercing, Silver Phoenix Rage, and 2 healing surges
Nailed It
Nailed It's tactics Show Assuming that the team starts in the west box, Kelra starts at 5,17 with her longsword and shield in hand, and Jarun starts at 4,18 with his crossbow in hand. Rotate as necessary depending on starting box. Opening Moves Kelra double-moves to 12,19. On the following turn, she takes Total Defense every round until Beauty is within range 10. She then moves 5 towards Beauty and attacks Beauty with Thunder Step, teleporting the rest of the way to be in melee range. Jarun moves to 4,19 and makes a Stealth check to hide, then uses Fleeting Ghost to move to 8,23 and make a Stealth check to remain hidden. On the following turn, Jarun stays put and readies Sly Flourish against Beauty as soon as she comes within range 10 with no cover, applying Sneak Attack damage if he hits. Ongoing Tactics Kelra uses Nature's Wrath every turn to mark all adjacent enemies. She uses Warden's Grasp on any violation of her mark. If she needs to save out of a condition, she uses Font of Life to get a saving throw at the beginning of her turn. Kelra focuses on Beauty, attacking her with Earthgrasp Strike, then Weight of Earth until Beauty is down. If Beauty is ever 1 square away and Kelra can't move, she'll attack with Thorn Strike and pull Beauty adjacent to her. Kelra tries to avoid being adjacent to Beast and ignores his marks. She will move to include him in blast attacks if possible. After Beauty is down, Kelra attacks Beast with Weight of Earth every turn until he's down. She will switch back to Beauty if Beauty revives. Jarun continues to attack Beauty with Sly Flourish and make Stealth checks to hide again, until Beauty and Beast are within 3 squares of each other. Then he moves in and attacks both with Blinding Barrage, then spends an Action Point and attacks Beauty with Trickster's Blade. On the following turn, Jarun goes back to using Sly Flourish against Beauty and hiding with Fleeting Ghost and a Stealth check. Once Beauty is down, Jarun attacks Beast with Sly Flourish and hiding with Stealth. Conditional Actions When Kelra is bloodied for the first time, she uses her Second Wind (minor action) and also activates her Bloodcut Hide Armor power (minor action). If Jarun is ever bloodied, he will use his Second Wind, activate Cloud of Darkness, and use Fleeting Ghost to move away and hide. If he's being pursued, he will continue to use Fleeting Ghost to move and hide as much as possible, and will activate his Bloodcut armor for protection. Notes Both Kelra and Jarun have Vicious Advantage, which gives them combat advantage against slowed targets. This should allow Jarun to apply his Sneak Attack damage, assuming Kelra is consistently hitting. If Kelra takes her Second Wind, be sure to add +4 to AC from Guardian Might (Earthstrength) and +4 to damage from Crushing Earthstrength. Beauty'n'Beast Beauty'n'Beast's tactics Show Start beauty at 16,2 and beast at 17,2 Both wait for eachother, with Beauty acting first (skip if contact is already made to hero tactics below). Beauty will use Gloves of Peircing, Beast will use Form of the Fearsome Ram during their first turns. If enemy position is known, try and go around the center and engage from behind (we are trying to catch the striker alone, we will be avoiding the defender.) Beauty (if main target has great than -2 penalty to attacks, switch to next target): - use blinding sheild at first opportunity against striker (destruction) - rune of the final effort if beast is conscious and bloodied - use bloodcut armor if bloodied (recharge at end of fight) - use rune of mending on self if bloodcut used, and still bloody (destruction) - use rune of mending to revive beast (unless he is stuck prone, in which case wait until next turn) - curse the striker, then defender - try to block defender from being beside beast - if defender focuses on beauty, just hellish rebuke him while beast deals with the striker - try to get flanking with beast on the striker, provoke OAs from striker, don't provoke OA/warden fury from defender (warden's grasp is fine) - necrotic embrace the striker - dire radiance the striker - hellish rebuke the defender Beast actions: - use cloak of resistance if pinned by both enemies, and cannot shift away to attack striker. then attack striker anyway. otherwise dont use cloak. - attack striker with Fearsome Ram attack - mark the defender if adjacent - mark striker if adjacent - use warden's fury at every oppportunity - use warden's grasp to slide defender beside beauty but not beast, or else to slide striker into flank - shift away from defender and attack the striker - if penalty to attacks or target has buffed AC/resistance (i.e. they look stronger than normal), skip to an at-will, otherwise action point - avalanche strike - wildblood frenzy - shift/move away if possible - howling strike (charge if possible, draw OA from striker to do so, but not defender) Notes: - beast has +1 attacks vs bloodied creatures - beauty's wrathful hammer (+5 to damage rolls against anyone who damages her) - Beast's horned helm - beast's horn tusk armor - beast's swift charge (try and attack from 2 squares from other enemy to account for this) - form of fearsome ram gives +2 bonus to speed and charge attacks if you haven't started yet, i'd like to add one thing to my tactics beast will use swift panther if the striker is still standing after he's used avalanche and wildblood frenzy. this will allow for shift 2 chargespam to take advantage of the +2 bonus to his charge attacks. i didn't mention it specifically, but i will only use second winds if there is only one opponent remaining and i'm down by at least a surge (either character.) The Fight Show [Prefight Locations and Initiative] Nailed It starts in area 1. -- Kelra starts at (17,28) with longsword and shield in hand. Initiative 4 -- Jarun starts at (18,29) with crossbow in hand. Initiative 16 Beauty'n'Beast starts in area 2 -- Beauty starts at (31,16) with rod in hand. Initiative 8 -- Beast starts at (31,17) with heavy flail in hand. Initiative 7 [Round 1] Jarun moves to (19,29) [Stealth 33] and uses fleeting ghost to move to (23,25) [Stealth 27] Beauty delays, but finds Beast is ready to go, and so uses her gloves of piercing and then moves to (27,22) and hasn't spotted anyone. She continues to (26,25), spots Kelra and retreats to (26,24) Beast uses form of the fearsome ram and follows after Beauty to (26,25). He continues moving to (24,27), where he spots Jarun. He finishes moving to (23,26) and marks Jarun with Nature's Wrath. Kelra moves to (21,27) and uses Thunder Step. She teleports to (26,25) and attacks [33! vs Reflex 17, hit; Dmg 2d8+7=23; Crit 2d6=5] and Beauty is dazed (save ends). Kelra also marks Beauty with Nature's Wrath. Kelra 63/63, Thunder step used Jarun 44/44, marked by Jarun Beauty 25/53, bloodied, dazed (save ends), marked by Kelra, Gloves of piercing used Beast 52/52, Form of the Fearsome Ram used Map Show ![]() [Round 2] Jarun moves to (25,20), provoking an opportunity attack from Beast [16 vs AC20+4, miss] and attacks Beauty with Sly Flourish [16 vs AC17, miss] Beauty uses her bloodcut armor. She is unable to shake the daze [1d20=5, fail] Beast uses Fearsome Ram attack and shifts to (24,21) and attacks [20 vs AC20, hit; Dmg 4d8+7=36], pushing Jarun to (25,17) and shifting to (25,18). Jarun is knocked prone. Beast renews his mark. Kelra attacks Beauty with Earthgrasp Strike [34 vs AC17, hit; Dmg 1d8+5=13-10=3] and knocks Beauty prone. She renews her mark. Kelra 63/63, Thunder step used, Earthgrasp Strike used Jarun 8/44, bloodied, prone, marked by Jarun Beauty 22/53, bloodied, dazed (save ends), prone (unable to stand in round 3, takes 1d10+5 damage when standing), marked by Kelra, Gloves of piercing used, Bloodcut armor used Beast 52/52, Form of the Fearsome Ram used, Fearsome ram attack used Map Show ![]() [Round 3] Jarun uses cloud of darkness, stands and uses second wind [11hp healed] Beauty uses rune of mending (destruction) on herself [13hp healed]. She recovers from the daze effect [1d20=11, success] Beast attacks Jarun with Howling strike [9! vs AC20+2, miss]. He renews his mark. Kelra attacks Beauty with Weight of Earth [28 vs AC17+2, hit; Dmg 1d8+7=9] and renews her mark. Kelra 63/63, Thunder step used, Earthgrasp Strike used Jarun 19/44, bloodied, marked by Jarun, second wind used, 1 healing surge used, cloud of darkness used Beauty 26/53, bloodied, slowed, prone (takes 1d10+5 damage when standing), marked by Kelra, Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 1 healing surge used Beast 52/52, Form of the Fearsome Ram used, Fearsome ram attack used [Round 4] Jarun attacks Beauty with sly flourish [21 vs AC17+2, hit; Dmg 1d6+11+2d6=21] and uses Fleeting Ghost to move to (29,13) and hides. Beauty curses Beast and attacks with Hellish Rebuke, provoking an OA from Kelra [29 vs AC17, hit; Dmg 1d8+7=8] and Beauty is knocked out. [Death Save 20!, 13 hp healed] Beast moves to (28,13) and attacks Jarun with avalanche strike [23 vs AC20, hit; Dmg 6d8+8=38] and Jarun is knocked unconscious. He cannot swift charge. Kelra attacks Beauty with weight of earth [23 vs AC17, hit; Dmg 1d8+7=15] and Beauty is knocked unconscious again. Kelra 63/63, cursed (Beauty), Thunder step used, Earthgrasp Strike used Jarun -19/44, dying, prone, second wind used, 1 healing surge used, cloud of darkness used Beauty -2/53, dying, prone (takes 1d10+5 damage when standing), marked by Kelra, Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 2 healing surges used Beast 52/52, Form of the Fearsome Ram used, Fearsome ram attack used Map Show ![]() [Round 5] Jarun looks terrible [1d20=4] Beauty looks terrible [1d20=5] Beast moves to (27,19) and charges to (27,24) with howling strike [22 vs AC22, hit; Dmg 2d8+7+1d6=16; Horned Helm 1d6=2] and marks him. Kelra attacks Beast with Weight of Earth [22 vs AC19, hit; Dmg 1d8+7=8] and slows Beast. She also renews her mark. Kelra 45/63, cursed (Beauty), marked by Beast, Thunder step used, Earthgrasp Strike used Jarun -19/44, dying (1 black mark), prone, second wind used, 1 healing surge used, cloud of darkness used Beauty -2/53, dying (1 black mark), prone (takes 1d10+5 damage when standing), Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 2 healing surges used Beast 44/52, slowed, marked by Kelra, Form of the Fearsome Ram used, Fearsome ram attack used [Round 6] Jarun looks okay [1d20=12] Beauty looks terrible [1d20=6] Beast attacks with Wildblood frenzy [20,26 vs AC22, 1 hit; Dmg 2d8+7=19] Kelra activates her bloodcut armor and uses second wind [15hp healed, +4 AC, +4 to damage for attacks] and attacks with Weight of Earth [28 vs AC19, hit; Dmg 1d8+7+4=19] and slows Beast. Kelra 41/63, cursed (Beauty), marked by Beast, Thunder step used, Earthgrasp Strike used, second wind used, 1 healing surge used, bloodcut armor used Jarun -19/44, dying (1 black mark), prone, second wind used, 1 healing surge used, cloud of darkness used Beauty -2/53, dying (2 black mark), prone (takes 1d10+5 damage when standing), Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 2 healing surges used Beast 25/52, bloodied, slowed, marked by Kelra, Form of the Fearsome Ram used, Fearsome ram attack used [Round 7] Jarun looks okay [1d20=13] Beauty dies [1d20=9] Beast uses his second wind [13 hp healed] Kelra attacks with Weight of Earth [27 vs AC17+2, hit; Dmg 1d8+7+4=14] and Beast remains slowed. Kelra 41/63, cursed (Beauty), marked by Beast, Thunder step used, Earthgrasp Strike used, second wind used, 1 healing surge used, bloodcut armor used Jarun -19/44, dying (1 black mark), prone, second wind used, 1 healing surge used, cloud of darkness used Beauty -2/53, dying (2 black mark), prone (takes 1d10+5 damage when standing), Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 2 healing surges used Beast 24/52, bloodied, slowed, marked by Kelra, Form of the Fearsome Ram used, Fearsome ram attack used, Second wind used, 1 healing surge used [Round 8] Jarun looks okay [1d20=16] Beast attacks with howling strike [17 vs AC22, miss] Kelra attacks with Weight of Earth [32 vs AC17, hit; Dmg 1d8+7=12] and Beast remains slowed Kelra 41/63, cursed (Beauty), marked by Beast, Thunder step used, Earthgrasp Strike used, second wind used, 1 healing surge used, bloodcut armor used Jarun -19/44, dying (1 black mark), prone, second wind used, 1 healing surge used, cloud of darkness used Beauty -2/53, dying (2 black mark), prone (takes 1d10+5 damage when standing), Gloves of piercing used, Bloodcut armor used, Rune of Mending used, 2 healing surges used Beast 12/52, bloodied, slowed, marked by Kelra, Form of the Fearsome Ram used, Fearsome ram attack used, Second wind used, 1 healing surge used [Round 9] Jarun looks okay [1d20=18] Beast attacks with howling strike [27 vs AC22, hit; Dmg 2d8+7+1d6=17] Kelra attacks with Weight of earth [31 vs AC17, hit; Dmg 1d8+7=13] and Beast falls. As Beast falls, he makes an attack due to his armor's power [32 vs AC22, hit; Dmg 2d8+7+1=19] but it is not enough to fell the other warrior. Fight Result and Summary Show Nailed It wins and gains 2 VPs -- Kelra used Thunder Step and 2 healing surges (1 to recharge Bloodcut armor) -- Jarun used 1 healing surge Beauty'n'Beast lose and gain 1 VP. -- Beauty used her gloves of piercing and 3 healing surges (1 to recharge Bloodcut armor) -- Beast used Form of the Fearsome Ram and 1 healing surge Pairings: 27 October 2011Map Feature of the Week: Mirror Crystal Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +1 (1 fight) {Sagaris Fight Level 5} {2011 10 27} {rolls} Assuming that the team starts in the southwest box, Kelra starts at 3,4 with her longsword and shield in hand, and Jarun starts at 4,4 with his crossbow in hand. Rotate as necessary depending on starting box. Opening Moves Kelra activates Form of Winter's Herald and double-moves to 5,9. On every turn thereafter until combat is engaged, she makes a Perception check, tells Jarun what she finds, and readies a charge against the first opponent within charging range. Jarun uses Fleeting Ghost to move to 5,8 and make a Stealth check to hide. On every turn thereafter until Ragi's location is known, Jarun makes a Perception check and readies Sly Flourish against Ragi as soon as he comes within range 10 (apply Sneak Attack damage if applicable). Ongoing Tactics Kelra uses Nature's Wrath every turn to mark Ragi at a minimum, and Tender as well if possible or if she can't get to Ragi. She will also use Font of Life at the start of her turn if necessary to save against any conditions. She uses Warden's Grasp on any enemy who violates her mark, sliding Tender away from both her and Jarun, and sliding Ragi towards her. The primary target is Ragi. Kelra will move (not shift) away from Tender to get to Ragi, willingly taking Opportunity Attacks from Tender and ignoring his mark. If she doesn't know where Ragi is, she will make Perception checks to find out. As long as Tender isn't adjacent to Kelra at the end of her move, she attacks Ragi with powers in this order: Form of Winter's Herald Attack, Earthgrasp Strike, Weight of Earth, or charge if Ragi can't be reached in a single move. If Tender is adjacent or is the only enemy whose location is known, she attacks Tender with Weight of Earth only. After Ragi is down, Kelra attacks Tender with Weight of Earth every turn until he's down. She will switch back to Ragi if Ragi revives. After Jarun's initial attack on Ragi, he uses Fleeting Ghost to stay hidden and double-move around the hedges to flank Ragi. Once he's close enough, Jarun moves into melee with Ragi and attacks with Blinding Barrage. He then drops his crossbow, spends an Action Point, and draws his dagger (Quick Draw) and attacks with Sly Flourish. Jarun will try to flank with Kelra against Ragi whenever possible. After Ragi is down, Jarun flanks with Kelra against Tender and attacks with Sly Flourish until Tender is down. Conditional Actions When Kelra is bloodied for the first time, she uses her Second Wind (minor action) and also activates her Bloodcut Hide Armor power. If Jarun is ever bloodied, he will use his Second Wind, activate Cloud of Darkness, and use Fleeting Ghost to move away and hide. On the following turn, he will attack his attacker with Trickster's Blade, then go back to Sly Flourish after that. If he's being pursued, he will continue to use Fleeting Ghost to move and hide as much as possible. Notes Both Kelra and Jarun have Vicious Advantage, which gives them combat advantage against slowed and immobilized targets. This should allow Jarun to apply his Sneak Attack damage most of the time, assuming Kelra is consistently hitting. If Kelra takes her Second Wind, be sure to add +4 to AC from Guardian Might (Earthstrength) and +4 to damage from Crushing Earthstrength. Mind Over Matter Tactics Show Start adjacent in the starting area, prepared to head clockwise around the arena with Tender in the lead. Tender will have his sword and shield; Ragi will have his bow in hand. Move out and ready until opponents are found. Tender will also use Psychic Vigor in round 1. Tender will ready Bull's Strength on an opponent reaching a threatened square. Ragi will ready Biting Swarm for the first target in sight without improved cover. After the readies trigger, Tender will mark with Battlemind's demand and attack with Iron Fist in melee. If an opponent is bloodied, Tender will use action point and augment 2 on his next iron fist attack. He will also augment 2 on the next attack after that. Tender will use Pursuit of the Hunter on the first opportunity to do so and his battlemind reaction powers as needed (opportunity attacks, reactions, etc). Ragi will attack with Flickering arrow, action point and hunter's bear trap and then twin strike for the rest of the fight. Quarry targets with minor actions as needed. Use inevitable shot if either seeker attack misses (biting swarm or flickering arrow). Ragi will use Iron Mind at the first opportunity (when someone hits him). He will also use disruptive strike at the first opportunity. He will also shift away if bloodied (feat). If cornered, use Stag's Grace to move away safely. I think that's about it - have fun running the fight. The Fight Show Prefight Show Nailed It start in the southwest block - Kelra: 17, longsword and shield - Jarun: 25, crossbow Mind Over Matter start in the northwest block - Tender: 14, sword and shield - Ragi: 20, bow in hand Round 1 Show Jarun 44/44; - move: fleeting ghost to 5,8, stealth 24 - minor: perception 27 - standard: ready sly flourish against Ragi
- minor: activate Form of Winter's Herald - move: to 4,8, stealth -2 then again to 5,9, stealth 3
- minor: Psionic Vigor (+5 THP) - move: to 5,13, stealth 6 - standard: charge kelra [ 23-2 vs AC 22+1 miss; (forgot cover in the roller) ]
- move: to 6,12 (couldn't stealth, so that roll applied to his next attack) Trigger Jarun sly flourish on Ragi [ 33-2 (again forgot cover) vs AC 19 hit; 1d6+11+2d6 = 19 damage ] - minor: quarry Kelra - standard: Flickering Arrow on Kelra [ 12+11-2=21 vs AC 22+1 miss ] - free: Inevitable Shot on Jarun [ 16-5 vs AC 20 miss ] - action point: Hunter's Bear Trap on Kelra [ 12+11-2=21 vs AC 23 miss; 28/2=14 damage ]
Round 2 Show Kelra 49/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), slowed EORNT Tender Opportunity Attack: [ 11 vs AC 22+1 miss ] - move: to 7,10 Reaction Tender: Pursuit of the Hunter, shift to 6,11, 1d6 extra damage on Kelra until EOTNT Ragi Interrupt: Disruptive Strike on Kelra [ 22 vs AC 22+1 miss ] - standard: thorn strike on Ragi [ 29 vs AC 19 hit; 11 damage but cannot pull Ragi (blocked by Tender) - free: mark tender
- minor: battlemind's demand on Kelra - standard: Iron fist on kelra [ 17 vs AC 22+1 miss; Tender has resist all 4 ]
- move: fleeting ghost to 3,10; stealth 20 (hidden) - standard: deft strike to 3,12 on ragi [ 23 vs AC 19 hit; 15 damage Ragi falls ]
- DST: 11 Map:
Round 3 Show Kelra 49/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), marked by tender - move: shift to 7,11 - standard: Form of Winter Heralds attack cb1 [CDG on Ragi 19 vs AC 19-5 crit, 23 damage ragi dead; on tender 32 vs AC 23 hit, 8-4 damage and tender immobolized (save ends) ] - free: mark tender
- standard: iron fist on kelra [ 13 vs AC 22+1 miss; tender resist 4 all EONT ] - save: 11
- move: to 4,9 - standard: deft strike to 6,9 [ 13 vs AC 23 miss ]
Round 4 Show Kelra 49/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender - move: shift to 6,10 - standard: weight of earth [ 17 miss ]
- standard: iron fist on kelra [ 25 vs ac 22+1 hit; 11 damage ]
- minor: stow crossbow - free: draw dagger - move: to 3,11; stealth 20 (hidden) - move: to 6,12
Round 5 Show Kelra 38/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender - standard: earthgrasp strike on tender [ 23+2CA vs AC 23 hit; 9-4 damage and Tender is prone, and cannot stand up until EOKNT ] - mark tender Tender 54/58; psionic vigor, marked by Kelra, resist all 4, prone and cannot stand - standard: iron fist on kelra [ 17-2(prone) vs ac 22+1 miss; resist 4 all EONT ]
- standard: sly flourish on tender [ 28 vs ac 23 hit; 15 - 4 damage ]
Round 6 Show Kelra 38/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender, earthgrasp strike - standard: weight of earth [ 21 vs AC 23 miss ] - mark tender Tender 41/58; psionic vigor, marked by Kelra, resist all 4, prone - move: stand (take 1d10+5 6 - 4 damage) - standard: iron fist on kelra [ 16 vs ac 22+1 miss; resist 4 all ]
- standard: sly flourish on tender [ 20 vs AC 23 miss ] Round 7 Show Kelra 38/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender, earthgrasp strike - standard: weight of earth [ 25 vs AC 23 hit; 15-4 damage and tender is slowed EOKNT ] - mark tender
- standard: iron fist on kelra [ 14 vs ac 22+1 miss; resist 4 all ]
- standard: sly flourish on tender [ 28 vs AC 23 hit; 20 - 4 damage ] Round 8 Show Kelra 38/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender, earthgrasp strike - standard: weight of earth [ 29 vs AC 23 hit; 9-4 damage ] - mark tender
- standard: second wind (15 HP and +2 Ds)
- standard: sly flourish on tender [ 25 vs AC 23+2 hit; 18 damage ]
Kelra 38/63; Form of Winter Herald's (+1 AC, resist 5 cold, cb2 is difficult terrain for enemies), Form of Winter Herald's Attack, marked by tender, earthgrasp strike - standard: weight of earth [ 24 vs AC 23+2 miss; ] - mark tender
- standard: iron fist on kelra [ 20 vs ac 22+1 miss; resist 4 all ]
- standard: sly flourish on tender [ 25 vs AC 23 hit; 19-4 damage and Tender falls ] Results Show Nailed It wins, and gains 2 VPs - Jarun used nothing - Kelra used Form of Winter Herald Mind Over Matter loses, and gains 1 VP - Tender used 1 healing surge - Ragi used Hunter's Bear trap, and an Action Point
Little Weights
Little Weights tactics Show Quick notes: Abjure Undead should be +8 to hit (I missed updating it, will do after fight) Prefight: Brawk will start with shield and sword in hand. Gloria will start with Great axe in hand and holy symbol equipped. Assuming they start on bottom rotate as needed: Brawk will start at 17,4. Gloria will start at 17,3. GENERAL(priroity to the higher tactic): Both will first aid a downed ally with a 2nd wind remaining Brawk will keep a mark (preference for mad Wraith) Brawk will use Battle Resilience Brawk will mind spike when he can Brawk will blurred step Brawk will take OA's Brawk will avoid OA's against himself Brawk will stay adjacent to as many foes as possible Brawk will flank when he can Brawk will 2nd wind when down a surge value Brawk will Dwarven armor when down a surge value Brawk will healing word when down a surge value, or Gloria is bloodied and has used her 2nd wind or is unconcious. Brawk will avoid being flanked Gloria will keep an oath (her first oath will be mad wraith, 2nd target will be most damaged, or if she can't tell closest) Gloria will OA when she can Gloria will avoid OA's against herself Gloria will keep only one foe adjacent to her (unless using radiant vengeance) Gloria will flank Gloria will use 2nd wind if down a surge. Gloria will use distracting flare if it helps get her to a better position Gloria will use Cloak of resistance if she is bloodied. Early fight (Search): Brawk will use Perception to try to find foes. If he sees them and they are in range move to Midfight (engage) If he doesn't see them he will advance to 18,8 then total defense (unless he can now engage) If he does see them he will advance to 18,8 or 16,8 so as to be closer to the mad wraith or ghouls then take total defense or if now in range jump to engage If Gloria is in position use a free action to challenge (give away position) the ghouls to draw them over Gloria will oath mad wraith if visible. Gloria will advance to one square behind Brawk (stealth). If mad wraith is in range with no more than partial cover attack with radiant vengeance. SKip to engage If not then ready radiant vengeance for mad wraith to be in range with no more than partial cover. Engage Midfight (Engage): Brawk will use telepathic challenge when he can mark all foes Brawk will use aspect of living stone when he is adjacent to multiple foes and from now on he will use daily augment. Brawk will use Twisted eye augment 2 to blind his target, if his target is not insubstantial then he will AP and swing again (iron fist if Gloria is adjacent, mind snare if she's not) Brawk will use AP(if he hasn't already) after mad wraith loses insubstantial. If Brawk has still not used daily after AP then augment 2 his first attack in Late fight (destroy) If Brawk is unable to reach his target he will attack but can reach a different foe he will attack the most damaged foe he can. If Brawk is in his aspect and he is augmenting he will not use iron fist, (when he would use iron fist replace it with twisted eye) Gloria will use radiant vengeance on mad wraith until mad wraith reaches melee or it would provoke an OA. Then Gloria will use abjure undead on mad wraith, then AP Gloria will use Halo of Fire Gloria will use Whirlwind Charge Late fight (Re-dead-ify) Brawk will use mind snare if Gloria's oath is not adjacent to her. If not Brawk will use iron fist Brawk will total defense if he can not reach an enemy. If all enemies are at least 8 away and he can't reach them he will pull out a dagger and throw it. Gloria will use radiant vengence if her she can with out gettin OA'ed and her target is insubstantial or her target is a ghoul and her or Brawk is immobilized If Gloria is in melee she will use Overwhelming strike (last step takes priority over this one). IF Brawk is dead, she is bloodied and there is only one foe left (not counting minion) use Executioner's Cloak NOTES: Standing up is a minor-Acrobatic boots Gloria gets +2AC and SAVES when bloodied-Bloodthread Cloth 2nd winds are minors-DWARF I actually forgot dwarves had this ability but I can slide one less when slid, so they will resist the wraiths slide (as much as they can). Allowed/expected USED: Both APs Aspect of Living Stone-Brawk Healing Word-Brawk All item powers Ghoulish Wraith Ghoulish Wraith tactics Show Tactics: The ghouls move stealthily into combat until they spot their prey, at which time they charge the nearest target using their Claws attack. They use Ghoulish Bite whenever they can against an immobilized, restrained, stunned or unconscious target, even attacking unconscious and dying targets until they are dead. The Mad Wraith approaches its enemies to enclose as many as possible within its Mad Whispers aura, preferring to use the slide to manuever enemies away from it and engage with the ghouls. It uses Touch of Chaos as often as possible, relying upon Touch of Madness until it recharges. If the wraith still has a ghoul ally present, then it will attack an unconscious and dying enemy to attempt to spawn a Wraith Figment. The Fight Show All rolls are here Start Little Weights start in the north box Ghoulish Wraith start in the south box Initiatives Ghoul 2: 28 Ghoul 1: 27 Gloria: 20 Wraith: 18 Brawk: 13 Round 1 Show The ghouls move out and hide themselves, looking for enemies but finding none. Gloria waits for Brawk to take his turn. The wraith moves to the center of the arena, also not able to find any enemies. Brawk listens carefully and hears the faint whisper of one of the ghouls. He moves north in the direction of the ghoul that he heard, and establishes Total Defense. Gloria follows behind Brawk steathily, completely hidden from the monsters, and readies Radiant Vengeance for the wraith. Status
![]() Round 2 Show The ghouls come out of hiding behind the large central pillar and charge Brawk, attacking him with their claws. His fortified defenses withstand the first ghoul, and he triggers Battle Resilience to resist any damage from the second. It turns out not to be necessary, as the second ghoul is unable to hit him either. The wraith moves around the pillar, and as soon as Gloria as a direct shot at it, she casts Radiant Vengeance, hitting it for 4 points of damage and gaining 5 temporary hit points. The wraith screams as its form becomes solid. It moves close enough for its aura to affect both Brawk and Gloria, but is unable to charge Brawk. Brawk marks all foes with Telepathic Challenge, then attacks both ghouls with Aspect of Living Stone, hitting both ghouls for 12 points of damage each and knocking them prone. As Brawk ends his turn, he takes 5 damage from the wraith's aura, but resists all of it. The wraith chooses to keep Brawk where he is rather than trying to slide him. Gloria declares her Oath on the wraith, moves out to get a better shot at it, then attacks it with another Radiant Vengence. The wraith is hit for 9 points of damage. Status
![]() Round 3 Show The ghouls stand up from prone and attempt to claw at Brawk, but again are unable to harm him. The wraith becomes insubstantial again. It moves around and flanks Brawk, then attacks him with Touch of Chaos. It misses, but Brawk still takes 7 points of damage. The wraith tries to slide Brawk 2 squares, but Brawk is able to cut it down to 1 square. Brawk shifts back towards the wraith, marks it, and attacks it with Twisted Eye Augment 2. He hits the wraith for 5 points of damage and blinds it, and also gains 8 temporary hit points from Aspect of Living Stone. At the end of his turn, Brawk takes 5 damage from the wraith's aura, but only slides 1 square instead of 2. Gloria casts Abjure Undead at the wraith. The attack misses, but the wraith still takes 5 points of damage and becomes solid, and Gloria slides it 1 square closer to her. She then moves to flank the wraith with Brawk, spends an Action Point, and attacks it with Halo of Fire. Gloria scores a critical hit for 55 points of damage, and the wraith's lifeforce is extinguished. Status
![]() Round 4 Show Ghoul 2 moves around Brawk and flanks him, then attacks with its claw, hitting Brawk for 13 points of damage and immobilizing him. It takes 5 fire damage from the Halo of Fire surrounding the wraith's body. While Brawk is immobilized, Ghoul 1 bites him for 14 points of damage and stuns him. Brawk is now bloodied. The ghoul takes 5 fire damage from the Halo of Fire surrounding the wraith's body. Brawk is unable to do anything on his turn. He shakes off the stun effect, but is still immobilized. Gloria declares her Oath on Ghoul 2, then attacks it with Radiant Vengeance, hitting it for 12 points of damage. Brawk is able to save against the immobilization effect. She moves to flank Ghoul 2. Status
![]() Round 5 Show Ghoul 2 attacks Brawk with a claw, but misses. It then shifts out of being flanked. Ghoul 1 shifts into flank against Brawk and attacks with a claw, but also misses. Brawk heals himself with a Healing Word for 17 points. He shifts out of flank, marks Ghoul 2, and attacks it with Twisted Eye Augment 2, but misses. He then spends an Action Point and attacks it with Twisted Eye again, this time hitting it for 11 points of damage. Brawk gains 8 temporary hit points from Aspect of Living Stone. Gloria flanks the ghoul and attacks it with Whirlwind Charge, hitting it for 18 points of damage. Status
![]() Round 6 Show Ghoul 2 shifts out of flank, and Brawk shifts with it. It attacks Brawk with a claw and misses. Ghoul 1 moves into flank and attacks Brawk with claw, also missing. Brawk attacks Ghoul 2 with Mind Snare, hitting it for 12 point of damage and killing it. He then marks Ghoul 1 and shifts to allow Gloria better position to flank it. Gloria declares her Oath on Ghoul 1, flanks it, and attacks with Overwhelming Strike. Even with her Oath, she still misses. Status
![]() Round 7 Show The remaining ghoul shifts out of flank, and Brawk shifts with it. It attacks Brawk with a claw and misses. Brawk attacks the ghoul with Mind Snare but misses. Gloria flanks the ghoul and attacks with Overwhelming Strike, hitting it for 18 points of damage. Status
![]() Round 8 Show The ghoul shifts out of flank, and Brawk shifts with it. It attacks Brawk with a claw, hitting him for 9 points of damage and immobilizing him. Brawk attacks the ghoul with Mind Snare, and scores a critical hit for 26 points of damage. Gloria is invisible to the ghoul. Brawk gains 8 temporary hit points. Gloria flanks the ghoul and attacks with Overwhelming Strike, hitting it for 15 points of damage and killing it. Status
![]() Fight Results Show Little Weights win and gain 2 VPs: - Brawk used Aspect of Living Stone, Healing Word, 1 healing surge, and an Action Point - Gloria used an Action Point Pairings: 3 November 2011Map Feature of the Week: Grasping Slime Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits diamondmine +1 (1 fight)
Marked for Death
Marked for Death's tactics Show Assuming that Marked for Death starts in the southwest starting box, Haroun starts at 4,4 with his shield and longsword in his hands. Elanthia starts at 4,3 with her falchion in both hands. Rotate as necessary. Opening Moves If Elanthia goes first, she delays until after Haroun's turn. Haroun double-moves to 3,13. On the following turn, he readies Weight of Earth when Beast comes into melee range. Elanthia double-moves to 4,14. On the following turn, she readies Radiant Vengence against the first target to come into visual range without cover. If the enemy isn't coming any closer after two full turns of readied actions, single-move clockwise around the inner edge of the tower and ready the actions above after each move, until engaged in combat. Ongoing Tactics Haroun will use Nature's Wrath every turn that he can. If he can get close enough to Beauty to mark her, he will save Nature's Wrath until he can mark her, but will mark Beast if that's his only option. Haroun will also use Font of Life to make saving throws at the beginning of this turn when necessary. If anyone violates his mark, Haroun uses Warden's Grasp, sliding Beast away from himself and Elanthia, and sliding Beauty closer to Haroun. Haroun first attacks Beast with Earthgrasp Strike. If the attack is successful, Haroun then shifts away from Beast, and on the following turn, Haroun moves adjacent to Beauty, marks her, and attacks her with Weight of Earth. Once Beast is adjacent again, Haroun attacks with Earth Spikes, then Weight of Earth until Beast is down. Elanthia declares her Oath on Beauty, moves to be adjacent to Beauty and not adjacent to Beast, and attacks her (two attack rolls each time) with powers in this order: Temple of Light + Action Point + Avenging Echo, Halo of Fire, and then Bond of Retribution until Beauty is down. Elanthia will move past Beast if necessary to get adjacent to Beauty and not Beast (apply Censure of Retribution if Beast hits her). After Beauty is down, Elanthia declares her Oath on Beast and attacks him with Bond of Retribution. Conditional Actions The first time Haroun is hit, he will activate Stone's Endurance on his next turn On the first attack that Haroun makes against Elanthia's oath target, she uses Divine Guidance to give Haroun a second attack roll When Haroun is bloodied, he uses his Second Wind (add +4 to AC due to Guardian Might - Earthstrength). On the following turn, Haroun will activate his Bloodcut Hide Armor to gain resist 10 (and will spend a healing surge to refresh it at the end of combat) Elanthia will use Memory of a Thousand Lifetimes at the first opportunity that she needs it If Beast hits Elanthia on his turn with a melee attack, she uses Resonant Escape to get away from him and as close to Beauty as possible Elanthia will not use her Second Wind Notes Haroun has combat advantage against slowed or immobilized targets (Vicious Advantage) If an enemy other than Elanthia's oath target hits her, she adds +3 (Int mod) to her damage rolls against the oath target (Censure of Retribution), and if Bond of Retribution is active, her oath target takes +3 (Int mod) damage immediately Elanthia has +1 defenses against bloodied creatures (Astral Majesty) Elanthia has resist 7 radiant (Astral Resistance) Beauty'n'Beast Beauty'n'Beast's tactics Show Telin, thanks for pitlording! Hopefully this is a fun fight. Beauty'n'Beast will use all their remaining daily powers, and both have action points to use as well. Let's see what they can do! PS I'd be happy to have separate thread fight this week if that is possible. Wait for both to act together, with beast first. They will keep to the outside of the map, in the small corridors. Beast will ready swift panther against the first adjacent enemy, beauty will Dire radiance against first enemy without cover. They will not go to the center of the map, but will make noise and draw to the small corridors. They will move as shown (rotate as necessary to move towards the spawn of enemy.) If enemy is unknown, move one way, and if wrong, just mirror and move the other way. move one turn, then not the next, so it takes longer to move around the edge and enemy will definitely close inside the corridor. Sample Map Show ![]() If the enemy is less than 10 squares away, they will keep readied actions and wait, unless beauty can get an attack in without cover, in which case beast goes in front of her and readies. Beauty will shift away from the goliath and curse the avenger, use flames of phelethegos on the avenger, action point and use dire radiance on avenger. She will use cage of light if she can catch all 3 in it (Beast will try and stay inside the cage.) - keep the above positioning, unless elanthia gets behind beauty and has her oathed, then go adjacent to eachother to block the dual roll Beauty will shift away and use dire radiance on avenger. Once avenger falls, use hellish rebuke on the defender. Note: if defender is marked by beast, and beast can hit him, provoke OA from him, but not from both, and shift back after attacking. - She uses word of the blinding shield (protection) at first opportunity (so turn after her readied action triggers, unless she was able to attack during her first turn of engagement.) - use rune of final effort on beast when beast is first bloody - second wind if prone, or if she is oathed and down a surge and used the daily powers already - beauty uses rune of mending on beast after rune of final effort wears off if he is being targetted (he's oathed), otherwise use on self as soon as she is down a surge (protection both cases - note it stacks with Rune of Final Effort) - use bloodcut armor when first bloodied (and she is oathed, or beast is down) - beauty's wrathful hammer class feature when someone damages her (elanthia's auto-damage spells would trigger this.) - curse, and apply curse damage Beast will mark the goliath, attack him with avalanche strike, AP and wildblood frenzy (target the avenger with secondary attack if that doesn't provoke and avalanche missed or if goliath isn't bloody.) - Once encounters are gone, use the shift 2 from the rage to charge-spam with howling strike, targetting defender if marked. - Do not violate defender's mark. - Mark the defender. - mark the striker - beast uses primal eye if he can (should be able to early - with cage of light providing CA. try to use on wildblood frenzy turn, so that he can apply 1d6 to both enemies on hits.) - beast uses horn tusk when he can - use second wind if he's bloody and the opponents are not, and beauty is still up - use second wind if one opponent is down, and beauty is still up - use second wind if down a surge, but not bloody and only one opponent is left standing - use endure pain if oathed - use cloak of resistance once endure pain wears off (if oathed) - beast gets +1 attack vs bloodied enemies - horned helm +1d6 damage on charge attacks - swift charge (and gain 1 THP) when felling opponents 2 things i forgot: - beauty's Battle Caster Defense - +4 defense vs OAs - Beauty's acrobat boots - she can stand up on a minor action The Fight Show [Prefight Locations and Initiative] Marked for Death starts in area 3. -- Haroun starts at (27,4) with shield and longsword. Initiative 22 -- Elanthia starts at (28,4) with falchion. Initiative 6 Beauty'n'Beast starts in area 1 -- Beauty starts at (3,27) with rod and dagger in hand. Initiative 19 -- Beast starts at (4,27) with flail in hand. Initiative 7 [Round 1] Haroun double moves to (18,3). [Stealth -5] Beauty delays for Beast. Beast moves to (5,23) and readies swift panther rage against a target in range. He starts bandying on about the relative intelligence of goliaths to rocks... Beauty moves to (5,24) and readies dire radiance against the first target without cover in range. Elanthia double moves to (17,4) [Round 2] Haroun readies weight of earth when Beast comes in range. Beast moves to (3,17) and readies swift panther rage Beauty moves to (3,18) and readies dire radiance. Elanthia readies radiant vengeance on the first target in range. [Round 3] Haroun readies weight of earth Beast moves to (4,11) and readies swift panther rage. Beauty moves to (3,12) and readies dire radiance. Elanthia readies radiant vengeance. Map Show ![]() [Round 4] Haroun moves to (14,3) and readies weight of earth Beast moves to (7,5) and readies swift panther rage. Beauty moves to (6,6), curses Haroun and attacks with dire radiance [27 vs Fort 20, hit; Dmg 1d6+7=12; Curse 1d6=3] Elanthia moves to (15,3) and attacks Beauty with radiant vengeance [20 vs Ref 17, hit; Dmg 1d8+6=11] and gains 5 temporary hit points. Haroun 47/62, cursed (Beauty) Elanthia 50+5/50 Beauty 42/53 Beast 52/52 [Round 5] Haroun stays in position, uses stone's endurance and readies weight of earth Beast moves to (13,3), triggering Haroun's ready, which in turn triggers Beauty's word of the blinding shield [8! vs Fort 20, miss] [16,22 vs AC19, hit; Dmg 1d8+7=14] and Beast is slowed. Beast attacks with swift panther rage [30 vs AC21, hit; Dmg 6d8+7=37-5] and then uses an action point for avalanche strike [20 vs AC21, miss] Beauty moves to (12,4) and attacks with cage of light [25 vs Will 17 (Haroun), 18 vs Will 19 (Elanthia); Dmg 2d4+1=9-5 (haroun) (4-7 (elanthia)) radiant damage; Curse 1d6=2] Beauty then uses an action point for Flames of Phlegethos on Elanthia [16 vs Reflex 17, miss; Ongoing 5 fire damage (save ends)] Elanthia takes 5 fire damage, declares her oath on Beauty and moves to (11,4), provoking an OA from Beast [24 vs AC21, hit; Dmg 2d8+7=11] and Beauty [16 vs AC21, miss] Elanthia then attacks Beauty with Temple of Light [17,22 vs AC17, hit; Dmg 4d4+7+3=19] and uses an action point for Avenging Echo [25,28 vs AC17, hit; Dmg 2d4+7+3+1d6=22]. She puts out the flames [1d20=11, success] Haroun 9/62, bloodied, cursed (Beauty), Stone's Endurance used Elanthia 39/50, oath (Beauty), Action point used, Temple of Light used, Avenging Echo used Beauty 1/53, bloodied, cage of light used, Action point used, Flames of Phlegethos used, Word of the Blinding Shield used Beast 38/52, slowed, Swift Panther Rage used, Action point used, Avalanche Strike used [Round 6] Haroun uses his second wind [+15 hp, +2 defenses, +3 AC] and marks Beast with Nature's wrath Beast attacks Haroun with wildblood frenzy [20 vs AC21+2+3, miss; 19 vs AC21+2+3, miss] and marks him with Nature's wrath Beauty uses rune of mending on herself (protection) [13hp healed, +1 to all defenses for Beast and Beauty], uses her bloodcut armor and shifts to (13,4) Elanthia shifts to (12,3) and attacks Beauty with Halo of Fire [25 vs AC17+1, hit; Dmg 4d4+7+1d6=19-10]. Haroun 24/62, bloodied, cursed (Beauty), Stone's Endurance used, Second Wind used, 1 healing surge used Elanthia 39/50, oath (Beauty), Action point used, Temple of Light used, Avenging Echo used, Halo of Fire used Beauty 5/53, bloodied, cage of light used, Action point used, Flames of Phlegethos used, Word of the Blinding Shield used, Bloodcut armor used, Rune of Mending used, 1 healing surge used Beast 38/52, Swift Panther Rage used, Action point used, Avalanche Strike used [Round 7] Halroun uses his bloodcut armor and attacks Beast with Earthgrasp strike [17 vs AC19, miss] Beast shifts away with Swift panther rage to (11,4), then charges Halroun, but provokes from Elanthia first [14 vs AC19, miss] [33! vs AC21, hit; Dmg 2d8+7+1d6+1d6=35-10; Crit 2d6=3] and Halroun falls. Beast gains 1 temp hp but cannot use swift charge. Beast rampages and attacks Elanthia [25 vs AC21, hit; Dmg 2d8+7=19]. Beast takes 8 fire damage from Halo of Fire. Beauty shifts to (14,3), curses Elanthia and attacks Elanthia with Dire radiance [14 vs Fort 15, miss] Elanthia shifts to (13,4) and attacks Beauty with Bond of Retribution, but triggers Beast's Warden's Fury [31 vs AC21, hit; Dmg 2d8+7=14] [18 vs AC17, hit; Dmg 2d4+7+3=14] and Beauty falls. Elanthia declares an oath on Beast. Haroun -4/62, dying, cursed (Beauty), Stone's Endurance used, Second Wind used, 1 healing surge used, bloodcut armor used, Earthgrasp strike used Elanthia 6/50, bloodied, cursed (Beauty), oath (Beast), Action point used, Temple of Light used, Avenging Echo used, Halo of Fire used Beauty -9/53, dying, cage of light used, Action point used, Flames of Phlegethos used, Word of the Blinding Shield used, Bloodcut armor used, Rune of Mending used, 1 healing surge used Beast 31/52, Swift Panther Rage used, Action point used, Avalanche Strike used [Round 8] Halroun looks okay [1d20=14] Beast shifts after with Swift panther rage to (12,4) and attacks with howling strike [22 vs AC17, hit; Dmg 2d8+7+1d6=17] and Elanthia falls. Fight Result and Summary Show Beauty'n'Beast wins and gains 2VPs -- Beauty used Cage of Light, Flames of Phlegethos, 1 healing surge and an action point -- Beast used Swift Panther Rage, an action point Marked for Death loses and gains 1 VP -- Halroun used 2 healing surges (one to recharge bloodcut armor) -- Elanthia used temple of light and an action point {2011/11/03 Pairs}{Level 7 Fight}{Rolls} Assuming that the team starts in the southwest box, Kelra starts at 4,4 with her longsword and shield in hand, and Jarun starts at 4,3 with his crossbow in hand. Rotate as necessary depending on starting box. Opening Moves Kelra double-moves to 4,12. On every turn thereafter until combat is engaged, she makes a Perception check, tells Jarun what she finds, and readies a charge against the first opponent within charging range. Jarun activates his Gloves of Piercing power, then uses Fleeting Ghost to move to 5,9 and again to 4,13, making Stealth checks at each point to hide and stay hidden. On every turn thereafter until combat is engaged, Jarun makes a Perception check and readies Rogue's Luck against the first opponent to come within range 10. If none of the opponents are coming any closer after 2 rounds of readied actions, single-move (Jarun uses Fleeting Ghost to stay hidden) around the inner edge of the tower ruins either clockwise or counter-clockise, whichever is in the last-known direction of any opponent, and continue to make Perception checks and readied actions as above. Ongoing Tactics Kelra uses Nature's Wrath every turn to mark as many adjacent enemies as possible. She will also use Font of Life at the start of her turn if necessary to save against any conditions. She uses Warden's Grasp on any enemy who violates her mark, sliding them closer to her. Both Kelra and Jarun avoid the special Grasping Slime squares if possible. The primary target is whichever enemy Kelra attacked first. If Kelra hasn't already charged someone, she moves and charges the closest enemy. After that, she attacks the enemy with powers in the following order: * Use Terror Longsword power the first time Kelra hits her target * Earthgrasp Strike + Action Point + Mountain Hammer * Hungry Earth * Weight of Earth if she can be adjacent to the enemy * Thorn Strike if she's 1 square away from the enemy after moving towards it * Charge if the enemy can't be reached after a single move After Jarun's initial attack with Rogue's Luck, he moves to flank the same target as Kelra and attack it, delaying if she hasn't attacked anyone yet. Once flanked, he attempts to retain flank, moving as necessary and triggering OAs if necessary. After his move, use powers in the following order: * If more than 2 squares away, Sly Flourish with crossbow * If 2 squares or less, Blinding Barrage + drop crossbow + Action Point + draw dagger (Quick Draw) + Deft Strike * Cloud of Darkness + Clever Riposte * Sly Flourish with dagger Once the primary target is down, go after the other target with any powers remaining as above. Conditional Actions (in priority order) * The first time Kelra is hit, she activates Endure Pain * When Kelra is bloodied for the first time, she uses her Second Wind (minor action) and also activates her Bloodcut Hide Armor power * When Kelra is bloodied for the second time, she uses Inspiring Word if she still has it * When Jarun is bloodied for the first time, Kelra heals him with Inspiring Word if she still has it * Jarun never uses his Second Wind Notes * Both Kelra and Jarun have Vicious Advantage, which gives them combat advantage against slowed and immobilized targets * Jarun always applies Sneak Attack damage when he has combat advantage, and it's 2d8 due to the Backstabber feat * If Kelra takes her Second Wind, be sure to add +4 to AC from Guardian Might (Earthstrength) and +4 to damage from Crushing Earthstrength. * If Kelra is forced to move, she moves 1 less (Stand Your Ground) Elemental Insurgence Tactics Show General plan - Mordred keeps moving at least 3 squares and will use an action point but no dailies; Mordrum will try to stay out of melee and will use Acid Arrow. As a rule try to stay out of the feature of the week squares. Start off at the corner closest to the center. Mordred with his rod of reaving and Mordrum with his Orb of Inevitable Continuance. Move out and hide and ready Chill Strike (Mordrum) and Vampiric Embrace (Mordred) on the first target in sight, in range. Mordrum will also use Fiendish Resilience at the start of the fight. After finding the opponents, try to catch both with area attacks, but don't hesitate to continue the assault. Mordred will use his action point at the first opportunity to get a second attack in. Mordred will curse his target (and curse the second one once he has the opportunity), and attack with Vampiric Embrace, Fiery Bolt, and then Hellish Rebuke. If the opportunity exists to catch both with Howl of Doom, do so. If not, but he is in melee, use it in order to keep up Shadowwalk - just use it as a way to get out of melee. If Mordred can hit both targets at the same time, use the shadowfell gloves on that attack. Mordrum will use Acid Arrow as soon as he can, especially if he can catch both of them, then Shock Sphere and Fire Burst and Scorching Burst (if I can catch both) or Magic Missile (if I can't) thereafter. Mordred should use Hobgoblin Resilience on the first opportunity to do so and will use his Bloodcut armor on his first action after being bloodied, followed by his second wind. In all cases, he is to maintain his shadowwalk, but make a ranged attack first (due to Battle Caster Defense's +4 to AC vs OAs), then move. Mordrum will use Shield at the first time it would make a hit into a miss, and use his orb of inevitable continuance if he hits with Chill Strike in order to continue the effect. If he doesn't use the orb's power, he'll use his deathcut armor at the first opportunity after that. Mordrum also has Battle Caster Defense, so if in melee and unable to shift, he'll attack then move (or if only able to do one - just attack). He will also use his Orb mastery on the first save against his Acid Arrow. Mordrum will use his Second wind when first bloodied. The Fight Show Nailed it starts in the Southeast box, Elemental Insurgence in the Southwest. Kelra: 27,4; longsword and shield; 22 initiative Jarun: 28,4; crossbow; 14 initiative Mordred: 4,4; rod; initiative 20 Mordrum: 4,3; orb + shield; initiative 15 Kelra moves carefully around the grasping slime squares to the roar of the crowd as the battle begins. Not carefully enough, however, as in doing so she knocks her shield loudly off the wall, alerting the opponent of her whereabouts. Focusing herself, she manages to then step quietly further into the arena, hidden from the middle. Mordred invokes the power of the fiendish being with which he has made his pact, bolstering his reserves. He clumsily moves to the corner, awaiting where his opponent was last heard and reading an embrace for their mind. Mordrum takes position on the other side of the corridor, no less quietly. His orb flares blue as he readies to leash a chilling strike on his opponents. Jarun reacts the slowest to the start whistle; perhaps it was the pretty drow in the front row of the crowd that had him distracted. He moves stealthily ahead of Kelra, confident in his ability to hide before his opponents will spot him. Round 1 Show Kelra 77/77 - move: 21,4 stealth -4; 19,4 stealth 17 (hidden) Mordred 67/67 - minor: fiendish resilience - move: 6,4; stealth 4 - standard: ready necrotic embrace Mordrum 46/46 - move: 6,7; stealth 13 - minor: perception 13 - standard: ready chill strike Jarun 54/54; - minor: gloves of piercing - move: 22,5 steatlh 29; 18,4 stealth 21 (hidden) Map: ![]() After several moments pass, and nothing more happening than mordred pacing around to keep up his shadowy presence, the crowd begins to grow restless. The heroes realize that neither team will be giving up ground here, nor will any of them walk out unscathed if they sit around any longer. Rounds 2 and 3 Show Kelra 77/77; stealth 17 (hidden) - minors: perception 18, 18 - standard: ready charge Mordred 67+10/67; fiendish resilience - move: 5,7, then back to 6,4 in round 3, stealth 16 vs 18-5-2, 19-5-2 hidden - minor: perception 1, 13 (finds no one) - standard: ready necrotic embrace Mordrum 46/46; - minors: perception 9, 24 vs 17+5+2 finds Kelra - moves: stealth 12 vs 18-5-2 hidden - standard: ready chill strike Jarun 54/54; gloves of piercing - minors: perception 19, 21 vs 16+5+2, 12+5+2 (finds mordrum) - standard: ready rogue’s luck Map: ![]() Kelra decides to end the stand-still, and moves out to engage the enemy. Mordrum takes advantage of her stepping out first as his chilling strike sears deeply into Kelra, her blood slowing in her veins. She manages to finish moving towards the opponent in an attempt to charge in, but finds the chilling effect too strong and tries to hide beside the wall. Mordred loses sight of Kelra, but Mordrum urges him forward. He finds Kelra near paralyzed in the corridor, crooks a finger causing her to twitch, and viciously attacks her mind. Kelra begins to bleed from her ears from the onslaught. Feeding off her pain, mordred sends a fiery bolt into Kelra’s chest, and she nearly falls to the floor in flames. Jarun comes to attempt to aid, only to find that he cannot approach the enemy unseen. He fires two crossbow bolts in succession at the warlock, and only barely manages to graze mordred’s arm with the second bolt. Round 4 Show Kelra 77/77; hidden from mordred - minor: perception 14 - move: 13,4 through 16,2 Mordrum interrupt: chill strike [ 31! vs Fort 21 crit; 23+6 damage, Kelra is dazed until EONT ] - move: finish move to 13,4; stealth 13 vs Mordred (hidden) Mordred 67+10/67; fiendish resilience - move: to 11,5 - minor: curse Kelra (1 damage) - standard: necrotic embrace on kelra [ 28 vs will 17 hit; 22 damage, mordred cannot gain more THP ] - action point: fiery bolt on kelra [ 18 vs Reflex 17 hit; 22 damage ] Jarun 54/54; gloves of piercing - move: 13,3 - standard: rogue’s luck [ 12! vs AC 19+2, secondary 25 vs AC 19+2 hit; 8 damage (forgot concealment from shadowwalk) ] Map: ![]() Mordrum continues the assault on the dwarf with a globe of pure acid, and kelra is knocked unconscious and suffering from a deadly acid effect. Jarun barely manages to dodge the splash from the attack. Kelra manages to cough up the acid stuck in her throat, temporarily relieving her from imminent death. Mordred crooks another finger, laying the wrath of his cursed being on Jarun and fires another bolt of fire which Jarun dodges. Mordred moves away from the rogue, concealing himself in his own shadows. Jarun realizes this is up to him now, so moves in to engage with his dagger. A cloud of darkness forms around him, and Mordrum finds he cannot see anymore. In reaction, mordred summons magic to enhance the size of his shield – just in time to block a large strike from Jarun. Jarun slashes again, catching mordrum on the neck and bloodying him. Round 5 Show Mordrum 46/46; chill strike - move: 8,5 - standard: acid arrow on Kelra [ 29 vs ref 17 hit; free: kelra remains dazed until EONT (orb of inevitable continuance); 17 damage and 5 ongoing acid damage, kelra falls ] secondary on jarun [ 16 vs ref 22 miss ] - free: Orb of Imposition (kelra takes -2 to next save) Kelra -14/77; dazed, ongoing 5 acid damage - ongoing 5 damage - DST: 16 - save: 18-2 saved Mordred 67+10/67; fiendish resilience, necrotic embrace - minor: curse jarun (1 damage) - standard: hellish rebuke on jarun [ 18 vs ref 22 miss ] - move: 12,8 shadowwalk Jarun 53/54; gloves of piercing, rogue’s luck - move: 9,5 - minor: cloud of darkness Mordrum interrupt: shield - standard: draw dagger (quick draw) and clever riposte on mordrum [ 24 vs ac 22+4 miss; mordrum is affected by clever riposte ] - action point: sly flourish on mordrum [ 28 vs ac 22+4 hit; 24 damage (used crit dice from clever riposte) ] Map: ![]() Mordrum shifts out of the impairing cloud, and tends to the fresh dagger wounds on his arm. Mordred, hearing his ally in pain and unable to locate Jarun, moves adjacent to Kelra and in a moment of pure ecstasy burns her dead. Jarun seems mentally affected by the hobgoblin’s laughter, as his next slash at mordrum falls well short. He retreats toward the center of the ruins, hiding himself amongst rubble beside the crumbling walls. Round 6 Show Mordrum 22/46; chill strike, acid arrow, orb of inevitable continuance, affected by clever riposte - move: shift to 7,5 [s]- standard: scorching burst on jarun [ take 5 damage from riposte; 30 vs ref 22 hit; 13 damage ] Jarun reaction: shift to 8,6 stealth 36 - standard: second wind Kelra -19/77; - DST: 15 Mordred 67+10/67; fiendish resilience, necrotic embrace, shadowwalk - move: 12,4 - minor: curse kelra (it ends if target falls to zero hitpoints?) - standard: CDG hellish rebuke kelra [ 20 vs ref 17-5 crit; 25 damage kelra dies ] Jarun 53/54; gloves of piercing, rogue’s luck, cloud of darkness, clever riposte, - standard: sly flourish on mordrum [ 19 vs ac 22 miss ] - move: 11,9 stealth 34 (hidden) Map: ![]() Mordrum, unsure where jarun has gone, moves toward the center. Perplexed as to where jarun is; he readies a magic bolt of force to destroy him. Mordred moves out and, with a toothy grin, tells mordrum exactly where the rogue is. First the bolt of force strikes jarun, and Mordred explodes flames on him just as jarun is reacting to the pain of the bolt, bloodying him. Jarun sends a flurry of daggers at his foes, blinding both of them and nearly felling mordrum. He flees into the center of the map, trying to take refuge next to the huge central pillar. Round 7 Show Mordrum 34/46; chill strike, acid arrow, orb of inevitable continuance, affected by clever riposte - move: 13,7 - standard: ready magic missle should jarun’s location be known Kelra -45/77; dead Mordred 67+10/67; fiendish resilience, necrotic embrace, shadowwalk - move: 13,9 Jarun Interrupt: chameleon 25 (still hidden) - minor: perception 20 Mordrum triggers: magic missile 9 damage, mordrum takes 5 damage (clever riposte) - standard: hellish rebuke on jarun [ 30! Vs ref 22 crit; 25 damage, hellish rebuke ] Jarun 21/54; gloves of piercing, rogue’s luck, cloud of darkness, clever riposte - standard: blinding barrage on mordred [ 29 vs ac 19+2 hit; 14 damage and mordred is blinded ] and on mordrum [ 27 vs ac 22 hit; 22 damage and mordrum is blinded ] and jarun takes 8 damage (hellish rebuke) - move: 14,14 stealth 36 Map: ![]() Mordrum and Mordred follow where the rogue went, and as jarun cannot stay hidden in plain sight from both of them, mordrum finishes him off with a bolt of pure energy. Round 8 Show Mordrum 7/46; chill strike, acid arrow, orb of inevitable continuance, affected by clever riposte, blind - minor: perception (not rolled, doesn’t matter) - move: to 16,12 Jarun interrupt: chameleon - standard: ready magic missle Kelra -45/77; dead Mordred 63/67; fiendish resilience, necrotic embrace, shadowwalk, blinded - move: 16,3 Mordrum triggers: take 5 damage, magic missle jarun 9 damage - standard: howl of doom on jarun [ 16+10 vs ref 22 hit; 17 damage and jarun falls ] Jarun -13/54; gloves of piercing, rogue’s luck, cloud of darkness, clever riposte, blinding barrage Map: ![]() Results Show Nailed it loses, and gains 1 VP: - kelra used nothing - jarun used gloves of piercing, an action point, clever riposte and blinding barrage Elemental Insurgence wins, and gains 2 VPs: - mordred used fiendish resilience, action point - mordrum used orb of inevitable continuance, acid arrow Pairings: 10 November 2011Map Feature of the Week: Blood Rock Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +2 (2 fights) TelinArtho +1 (1 fight)
Dead Man's Hand
Dead Man's Hand's tactics Show Assuming that the team starts in the southwest box, Ayzez starts at 3,4 with his rod in his hand, and Aytz starts at 3,3 with her rod in her hand. Rotate as necessary depending on starting box. Opening Moves Ayzez moves to 5,9 and readies Hellish Rebuke for the first enemy to come within range 10 without cover. He should have concealment due to Shadow Walk (see Notes below). If no enemy appears by his next turn, he moves to 6,11 and readies the same action, or attacks with it if the enemy is already within 10 without cover. He continues to move back and forth between 5,9 and 6,11 until he attacks, maintaing concealment with Shadow Walk. Aytz moves to 5,8 and readies Witchfire for the first enemy to come within range 10 without cover. She should have concealment due to Shadow Walk (see Notes below). Similar to Ayzez, if no enemy appears by her next turn, she moves back and forth between 5,8 and 6,10, readying or attacking with Witchfire, and maintaing concealment with Shadow Walk. Ongoing Tactics Label the enemy hit by either Ayzez or Aytz as "enemy 1", and the other one "enemy 2". As soon as she can, Aytz places a Warlock's Curse on "enemy 1". Ayzez places his curse on "enemy 2" as soon as "enemy 2" is the closest enemy. Ayzez stays in front of Aytz relative to the enemies, and continues to use Hellish Rebuke against "enemy 1", moving 3 squares away from both enemies after each attack, or before the attack if he's adjacent to any of them, in order to maintain concealment with Shadow Walk. He will willingly take OAs when he moves, so that if he takes damage, so will the target of Hellish Rebuke. Aytz stays behind Ayzez relative to the enemies, and uses Eldritch Blast against "enemy 1", moving 3 squares away from both enemies after each attack, or before the attack if she's adjacent to any of them, in order to maintain concealment with Shadow Walk. She will not willingly take OAs, but will try to escape with powers (see Conditional Actions), or shift away if she has nothing else. Once "enemy 1" is down, switch to "enemy 2" with the tactics above. Neither will ever use their Second Wind. Conditional Actions (in priority order) The first time Aytz is adjacent to an enemy, she uses Fey Step to teleport 3 squares away When "enemy 1" is reduced to 0 or less hit points, Aytz teleports 3 squares rather than moving normally (Misty Step) Notes Any time Ayzez or Aytz move at least 3 squares away from their starting point, they get concealment until the end of their next turn (Shadow Walk) Either Ayzez or Aytz should get +1 to attack rolls from Prime Shot, whichever one is closer to the current target King and Queen King and Queen's tactics Show Delay to act together, and pace the outside of the map moving 2 squares at a time looking for opponents (make perception checks, and try stealthing.) Ready charges, but if map prevents charge to any reasonable square take total defense instead (this is more likely the case, this map is near impossible to charge more than two squares on.) Target Aytz first, drawing OAs at any time no problem (they have no weapon even.) Both will use Executioner's Call (destruction) first. Queen will use Rune of Endless Fire after King hits with Executioner's Call or righteous brand. Use righteous brand by default. Ready all attacks for when partner has established flank if reasonable. Both will action point on their first miss to try again, or after charging if that triggered. Use Rune of Mending (destruction) on partner only as soon as they are down by a surge or more. Use Healing Word to revive unconscious partner only (unless partner is dead, then use when self is bloodied.) King will not second wind, Queen will if one opponent is down and she is bloodied and King's Mending is used. Use Stone's Endurance on turn after targetted by an attack. Remember the +1 to attacks from Destruction Runestate when in play. Level 1, so simple! Ha! Have fun running the fight, and thanks. The Fight Show [Prefight Locations and Initiative] Dead Man's Hand starts in area 2 -- Ayzez starts at (17,3) with rod in hand. Initiative 18 -- Aytz starts at (18,3) with rod in hand. Initiative 16 King and Queen start in area 3 -- King starts at (4,3) with morningstar in hand. Initiative 19 -- Queen starts at (4,2) with morningstar in hand. Initiative 5 [Round 1] King delays for Queen. Ayzez moves to (12,5) and readies hellish rebuke for the first target in sight and in range without cover. [Stealth 12] Aytz moves to (13,5) and readies witchfire for the first target in sight and in range without cover. [Stealth 10] Queen says she is ready and has heard some movement to the east. She moves to (6,3) and can charge a number of locations, so she readies to charge on sight of a target. [Stealth 1] King moves as well, but since Queen stopped where he wanted to go, he stops at (5,3) and also readies to charge. [Stealth 7] Map Show ![]() [Round 2] Ayzez moves to (11,7), triggering Queen's ready action. Queen charges, but as soon as she gets to (9,6), Aytz's ready action triggers. Aytz uses Witchfire on Queen [14 vs Reflex 11, hit; Dmg 2d6+4=10] and Queen takes a -6 penalty to attack rolls until the end of Aytz's next turn. Queen finishes charging to (10,6) [24-2-6 vs AC16, hit; Dmg 1d10+5=13] Ayzez finishes moving to (11,8), drawing an OA from Queen [0! vs AC16, miss] Ayzez attacks Queen with hellish rebuke [22 vs Reflex 11, hit; Dmg 1d6+4=6] King moves to (8,6), uses rune of mending (destruction) on Queen [6hp healed] and then charges Aytz to (12,6) [24! vs AC16, hit; Dmg 1d10+5=15] King then uses an action point to attack Aytz with Executioner's Call [24-2 (cover)-2 (concealment) vs Fort 10, hit; Dmg 1d10+5+2=13] and Aytz falls. {Missed the action point when initially going through and also didn't note King's initial hit on the summary.} Ayzez 18/31, Shadowwalk Aytz -5/23, dying, Shadowwalk, Witchfire used King 24/24, Rune of Destruction in effect, Rune of Mending used, Action point used, Executioner's call used Queen 14/24, -6 to hit (end of Aytz's next turn), Hellish rebuke in effect, 1 healing surge used Map Show ![]() [Round 3] Aytz looks terrible [1d20=4] Queen uses Stone's Endurance, moves to (11,9), drawing an OA from Ayzez [18 vs AC16, hit; Dmg 1d4=1-5] Queen then attacks Queen uses an action point for righteous brand [20 vs AC16, hit; Dmg 1d10+5=9] and gives King a +2 bonus to hit on his next attack. Ayzez curses Queen, attacks Queen with Hellish Rebuke, provoking an OA [14 vs AC16, miss] [24 vs Reflex 11, hit; Dmg 1d6+4=5-5; Curse 1d6=2]. Ayzez then moves to (6,9) King moves to (9,11) and charges at Ayzez to (7,10) [23 vs AC16, hit; Dmg 1d10+5=8] Ayzez 1/31, Shadowwalk Aytz -5/23, dying (1 black mark), Shadowwalk, Witchfire used King 24/24, Rune of Destruction in effect, Rune of Mending used, Action point used, Executioner's call used Queen 12/24, Hellish rebuke in effect, 1 healing surge used, Stone's endurance used, Executioner's call used, Action point used Map Show ![]() [Round 4] Aytz looks okay [1d20=15] Queen moves to (9,11) and readies to charge when able. Ayzez moves away from King, provoking an OA from him [18 vs AC16, hit; Dmg 1d10+5=12] and Ayzez falls. Fight Result and Summary Show King and Queen win and gain 2 VPs -- King used an action point -- Queen used an action point and a healing surge Dead Man's Hand lost and gains 1 VP -- Ayzez used nothing -- Aytz used nothing Marked For Death Tactics Show Assuming that Marked for Death starts in the southwest starting box, Haroun starts at 19,5 with his shield and longsword in his hands. Elanthia starts at 18,5 with her falchion in both hands. Rotate as necessary. Opening Moves Haroun moves to 19,11 and readies a charge against the Ankheg as soon as it's within charging range. Haroun gets two attack rolls from Markings of the Victor. Elanthia moves to 19,10 and readies Radiant Vengence against the first Broodling to come into range 10 without cover. Ongoing Tactics Haroun attacks the Ankheg with powers in the following order: Earthgrasp Strike, Earth Spikes, Weight of Earth Elanthia declares her Oath on the Ankheg and moves to flank it with Haroun, avoiding being adjacent to any other enemy so that she gets two attack rolls from her Oath. She attacks it with powers in the following order: Halo of Fire, Avenging Echo, Bond of Retribution After the Ankheg is down, Haroun and Elanthia flank the closest enemy, going for Hive Warriors first, then any Broodlings left. Elanthia declares her Oath on each target before attacking. Conditional Actions
Any time Haroun has a condition that a save can end, he rolls a saving throw at the beginning of his turn as well (Font of Life) The first time Haroun is hit, he will activate Stone's Endurance on his next turn On the first attack that Haroun makes against Elanthia's oath target, she uses Divine Guidance to give Haroun a second attack roll The first time an enemy attacks Elanthia with a melee attack, she uses Resonant Escape to get away from it and as close to the Ankheg as possible Elanthia will use Memory of a Thousand Lifetimes at the first opportunity that she needs it When Haroun is bloodied, he uses his Second Wind (add +4 to AC due to Guardian Might - Earthstrength). On the following turn, Haroun will activate his Bloodcut Hide Armor to gain resist 10 (and will spend a healing surge to refresh it at the end of combat) Elanthia will not use her Second Wind Notes
If an enemy other than Elanthia's oath target hits her, she adds +3 (Int mod) to her damage rolls against the oath target (Censure of Retribution), and if Bond of Retribution is active, her oath target takes +3 (Int mod) damage immediately Elanthia has +1 defenses against bloodied creatures (Astral Majesty) Elanthia has resist 7 radiant (Astral Resistance) The Fight Show rolls Marked For Death starts in the South box - Haroun with sword and shield, initiative 13 - Elanthia with falchion, initiative 11 Insect Invasion starts in the East box - Ankheg, 18 - warrior 1, 23 (delay to 18) - warrior 2, 26 (delay to 18) - broodling 1, 16 - broodling 2, 4 The Ankheg and most of its hivemates move very quickly, deciding to search south first (luckily) and the hive warriors are able to find the opponents still in their starting box. They pose eerily on the wall, waiting to feast. Haroun ignores the warriors; his target is the Ankheg. He finds it as soon as he steps into the center area and charges into battle, managing to hack a claw off on his first swing. Elanthia moves to his side, not wanting to stay away and be an easy target for the devious warriors. Ankheg 100/100 - move: 26,19 then 24,12; stealth 17 vs 22-5-2 (hidden), 26 (hidden) Warrior 2 36/36 Warrior 1 36/36 Broodling 1 Haroun 62/62 Elanthia 50/50 Broodling 2 Map: The Ankheg lets a terrible spray of acid towards the two heroes, although it is only able to hit elanthia with the blast and it's follow-up mandible attack on Haroun is easily blocked by his shield. The poison clings to elanthia, and this brings the warriors into battle in a frenzy. They take up flanking positions and attempt to bite her, the first warrior forcing the acid further into her arm. However, just as this happens she evades the second bite by teleporting to the other side of Ankheg, intending to take advantage of it's exposed backside. The warrior merely climbs along the wall following her, waiting above her head for another chance to bite. The broodlings move around toward the Ankheg's target, trying to rip at him as well. Haroun calls the fury of the earth to pull the ankheg prone, and elanthia continues the onslaught with a fire-embued swing that leaves the entire creature aflame, which kills one broodling. She manages to shrug the burning acid off her tunic. Round 2 Show Ankheg 89/100; marked, oathed - standard: acid spray [ 15 vs Ref 16 miss; 26 vs Ref 17 hit; 11 damage (39), elanthia is slowed and takes ongoing 5 acid ] - action point: mandible grab on Haroun [ 14 vs AC 21 miss ] Warrior 2 36/36; Warrior 1 36/36; Broodling 1, marked Haroun 56/62 Elanthia 27/50; slowed and ongoing 5 acid damage, Broodling 2 Map: Unable to stand, the Ankheg attempts to grab haroun again, but once again can't even pull the shield out of his hands. The warriors continue trying to feast on the heroes, one managing to land a bite on elanthia. Haroun swings his weapon up, and the earth around the Ankheg juts up in spikes reaching for his enemies and punishing the Ankheg. Elanthia swings her falchion in an arc, striking the ankheg and challenging any enemy to approach her. Round 3 Show Ankheg 68/100; marked, oathed, prone and cannot stand, halo of fire - standard: madible grab on haroun [ 18-2(prone) vs AC 21 miss ] Warrior 2 36/36; Warrior 1 36/36; Broodling 1, marked Haroun 56/62; earthgrasp strike, stone's endurance, resist 5 all Elanthia 14/50; halo of fire Map: The bloodied ankheg lets another acid spray, although this time elanthia knew it was coming and in dodging the spray it lands directly on the warrior behind her. Haroun laughs at the display, but this lack of attention allows the warrior to close directly behind him and takes a bite into the back of his neck. Gritting his teeth, he swings again at the ankheg, chopping off several limbs and slowing the creature. Now it is Elanthia's turn to laugh histerically, so that her swing at the ankheg lands surely on the ground in front of her. Round 4 Show Ankheg 38/100; marked, oathed, earthspikes, prone, bloodied - take 5 damage from earthspikes (33) - move: stand [ 14 damage (19) ] - standard: acid spray toward elanthia and warrior 1 [ 12 vs ref 17 miss; 19 vs ref 15 hit; 12 damage to warrior 1 and ongoing 5 damage and slowed ] Warrior 2 36/36; marked Warrior 1 19/36; ongoing 5 and slowed Broodling 1, marked Haroun 44/62; earthgrasp strike, stone's endurance, earth spikes Elanthia 14/50; halo of fire, avenging echo The ankheg, as if it understood the exchange between the two, takes vengeance. It finally manages to grab haround in its mandible, gnawing at his body while pulling him along with it. Despite being grabbed, neither broodling nor warrior manage to get an attack past Haroun's shield; he is focused now. In pain from the acid injected into his body, Haroun manages to free himself from the mandibles and then takes a second to recover. Elanthia catches the ankheg with it's head outstretched as it tries to hang onto Haroun, and chops it cleanly off. Round 5 Show Ankheg 9/100; marked, oathed, bloodied, slowed - standard: mandible on haroun [ 19+2(flank) vs ac 21 hit; 8 damage (36, bloodied) and haroun is grabbed ] - minor: gnaw and scuttle on haround [ 19+2(flank) vs ac 21 hit; 9 damage (27) and ongoing 5 damage, and shift to 26,13 and haroun to 25,12 ] Warrior 2 36/36; marked Warrior 1 6/36; ongoing 5 and slowed Broodling 1, marked Haroun 27/62; earthgrasp strike, stone's endurance, bloodied, grabbed by ankheg, ongoing 5 acid Elanthia 14/50; halo of fire, avenging echo Map: Seeing the broodmother die, the warriors and broodlings attack frantically against the reinforced Haroun, not managing to land any blows. Haroun and Elanthia repeat their calculated swings and movements until the remaining hive members are dead. Round 6 Show [s]Ankheg -2/100; marked, oathed, bloodied, slowed Warrior 2 36/36; marked Warrior 1 1/36 Broodling 1, marked Haroun 42/62; earthgrasp strike, stone's endurance, second wind, crushing earthstrength, ongoing 5 acid Elanthia 14/50; halo of fire, avenging echo Round 7 Show Warrior 2 24/36; marked, oathed - standard: bite haroun [ 24 vs ac 21 hit; 15 damage (27) ] Broodling 1, marked Haroun 27/62; earthgrasp strike, stone's endurance, second wind, ongoing 5 acid Elanthia 14/50; halo of fire, avenging echo Round 8 Show Warrior 2 3/36; marked, oathed, slowed - move: shift to 24,12 - standard: bite haroun [ 15 vs ac 21 miss ] Broodling 1, marked Haroun 27/62; earthgrasp strike, stone's endurance, second wind Elanthia 14/50; halo of fire, avenging echo Results Show Marked For Death win, and gain 2 VPs - Haroun used a healing surge - elanthia used nothing
Beauty 'N' Beast
Beauty N Beast tactics Show Wow! a tough team i'm going up against. So sorry in advance for long tactics. Greth is scary, and has all his scary resources remaining. I'm going to try to take advantage of the only weakness on the team to try and break this duo... basically target greth to draw out the healing powers, then switch to ranitor as soon as he uses avalanche strike and put all effort into killing him outright before greth can use rune of final effort and heals on ranitor. start beast at the door with flail, beauty right behind him with rod and dagger. delay to act together, beast first. beast will open the door, move out two squares from the back wall (i.e. 7,4) to prevent a charge against him, and take total defense. beauty will move one square behind him against the same wall (7,3), and take total defense. if the enemy is already in my hallway (and charges might trigger) just sit inside my prison, forcing them to focus beast in the doorway with beauty right behind him. they will wait there in total defense for the enemy to approach, as both will use interrupts other than attacks in first engagement. beauty will use rune of the blinding shield (destruction) at first opportunity (note challenge seeking dagger gives +1d6 damage on a hit as target will be uninjured), beast will use Endure pain on first hit against him. beast will mark ranitor, failing that, greth. As stated, target greth first will at-wills. Beast will use howling strike against greth if he can get to him; he won't provoke OAs. if one shift past ranitor won't put him within reach, use thorn strike on greth and pull him in beside him. beauty curses as she can, and uses hellish rebuke. Beast will use cloak of protection on the turn when endure pain is ending (if he is being targetted.) When ranitor uses avalanche strike: Beast will Use avalanche strike on Ranitor (for the +4 to attack roll) and action point to wildblood frenzy on him, as that damage should be able to kill him. Beauty will use necrotic embrace on him as well on this turn and action point for hellish rebuke. attack him even if he's unconscious - he must be dead (CDG on him if possible.) if i must move toward enemy first, pick a choke where only beast can be attacked and beauty right behind him. beast will total defense while beauty range attacks them. Some details/conditionals/notes: beauty will stay adjacent to beast and his target if possible (but not both enemies.) beauty uses rune of the final effort as soon as beast is bloodied. she will use rune of mending (destruction, +2 bonus to damage rolls including beauty's secondary damage on hellish) on herself as soon as she is down by a surge if she is being targetted. she will use bloodcut armor and second wind if she is bloodied (recharge at end of fight.) beauty will use standard actions to renew bloodcut armor if the ranitor focus turn hasn't happened (unless beast is targetted.) beauty will shift to avoid opportunity attacks if beast does not have the OA'r marked. Otherwise provoke (she has +4 AC vs OAs and beast will use warden's fury, and beast would have +1 to attack from beauty's runestate if active.) if she doesn't start her turn adjacent, she will shift towards beast's target to give him +1 attacks with her runestate. If beast has the target marked, then shift before attacking. otherwise shift after. she will curse both if not healing or using bloodcut and a move. beast has +1 to attacks against bloodied foes. beauty's runestate will give beast +1 attacks when active. beauty can stand from prone as a minor action. beauty's wrathful hammer feature gives +5 bonus to damage rolls against enemies that hit her since the start of her last turn, including secondary damage roll from hellish rebuke triggered when she is hit by someone. Thanks so much for running the fight!! Mossmen Mossmen tactics Show Start off adjacent to each other at the exit point for the starting area, Ranitor at the door. If Greth acts first, he'll delay for Ranitor. Greth with mace and shield; Ranitor with his greataxe. Move out clockwise if no sign of the enemy. If visible straight away, Ranitor should move, charge with howling charge (if able to move straight to melee, go for avalanche strike instead); Greth would move to melee (if unable to move and attack, go for a move and charge). Focus, as best as possible, on one target at a time. Also, in general, the two should stay adjacent to each other so Ranitor can use the benefit from Greth's protection rune. In melee, Ranitor will attack with avalanche strike, hammer fall and then use howling strike. Use Furious assault on the first hit. Greth will attack with Divine rune of Thunder (Protection), Rune of Iron's Rebuke, Symbol of Wrath Reversed (Protection), then Word of Diminishment (Protection) until the end of the combat. Whenever one or the other is down at least a healing surge, use Rune of Mending (Protection). Note the Rune Master benefits in addition to the benefits of the power used. Greth will use Longtooth shifting when he is first bloodied. Greth will use endure pain and rune of the final effort on the first opportunities that come up for them and Ranitor will use combat sprint if he needs the extra movement to get to melee due to a really good perception roll (or a really bad stealth check). Note Greth's benefit to damage if he is missed by a target via Runic Artistry and Ranitor's benefits for Half-orc resilience, feral might, rampage and swift charge. Neither character will use second wind until both Runes of Mending have been used, and then only if no target is available for melee. The Fight Show All rolls are here Start Beauty N Beast start in the southeast box Mossmen start in the northeast box Initiatives Beast: 17 Ranitor: 17 Beauty: 17 Greth: 8 Round 1 Show Beast delays until he and Beauty can act one after the other. Ranitor opens his prison door and steps out. He starts walking around the prison center clockwise, looking for opponents but only seeing closed doors all the way around. Beast hears Ranitor clomping around. He opens his prison door, peers out and doesn't see anybody, so he moves towards the center of the prison and takes Total Defense. Beauty follows behind Beast and also takes Total Defense. Greth hears movement to the south, so he comes out and follows Beast's path clockwise. He spots Beast along the way, but is unable to move and charge, so he stays put, ready for Ranitor to come join him. Status
![]() Round 2 Show Ranitor comes back around the center and attacks Beast with Avalanche Strike, and in response, Beauty casts Word of the Blinding Shield (Destruction), which blinds Ranitor and causes 8 points of damage. Ranitor completes his attack and misses Beast. Beast marks Ranitor, then attacks him with Avalanche Strike, hitting him for 33 points of damage and bloodying him. Ranitor gains 5 temporary hit points. Beast then spends an Action Point and attacks again with Wildblood Frenzy, hitting Ranitor twice more for 37 more points of damage. Ranitor goes down, but not before making one final attack on Beast. He hits Beast for 21 points of damage, and Beast activates Endure Pain to resist some of it. Ranitor then falls to the ground, unconscious. Beauty curses Ranitor and attacks him with Vampiric Embrace, doing 22 points of damage and killing Ranitor outright. Beauty gains 7 temporary hit points. Greth moves to melee and attacks Beast with Divine Rune of Thunder (Protection), hitting Beast for 13 points of damage, some of which is absorbed. Beast is pushed back 2 squares and is dazed. Status
![]() Round 3 Show Beast charges Greth and attacks with Howling Strike, hitting him for 20 points of damage. Greth invokes Endure Pain and absorbs some of the damage. Beauty moves to get a better shot at Greth, curses him, and attacks him with Hellish Rebuke, hitting him for 11 points of damage. He absorbs some of the damage. Greth heals himself with Rune of Mending (Protection), then attacks Beast with Rune of Iron's Rebuke, missing Beast but still causing 6 points of damage. Beast is now bloodied, as well as slowed and unable to shift. Status
![]() Round 4 Show Beast invokes his Cloak of Resistance, then marks Greth and attacks with Howling Strike, hitting Greth for 26 points of damage. Greth is now bloodied. Beauty uses Rune of the Final Effort on Beast to protect him, then moves adjacent to Greth and attacks him with Hellish Rebuke again, hitting him for 16 points of damage. Greth falls. Status
Fight Results Show Beauty 'n' Beast win and gain 2 VPs: - Beauty used nothing - Beast used an Action Point, Endure Pain, and Cloak of Resistance Mossmen lose and gain 1 VP: - Greth used Rune of Iron's Rebuke, Endure Pain, and 1 healing surge - Ranitor used nothing Assuming that the team starts in the south box, Kelra starts at 19,5 with her longsword and shield in hand, and Jarun starts at 18,5 with his crossbow in hand. Rotate as necessary depending on starting box. Opening Moves Jarun uses Fleeting Ghost to double-move to 15,10, making Stealth checks at each point to hide and stay hidden. On every turn thereafter until combat is engaged, Jarun makes a Perception check and readies Rogue's Luck specifically against Gloria as soon as she comes within range 10. If none of the opponents are coming any closer after 2 rounds of readied actions, single-move (Jarun uses Fleeting Ghost to stay hidden) clockwise around center, and continue to make Perception checks and readied actions as above. Kelra stays in the center of the hallway, while Jarun stays against the wall. If Kelra or Jarun can occupy the special Blood Rock squares during their tactics, they will. If they can't, they move the battle away from the squares so that the enemy can't use the squares. Kelra engages combat with Brawk, attacking him with Weight of Earth, until Gloria is within 5 squares and Kelra is not blinded. At that point, Kelra uses Thunder Step to teleport adjacent to Gloria and attack her, while not being adjacent to Brawk, and marks Gloria. She then spends an Action Point and attacks Gloria again with Mountain Hammer. After that, Kelra goes back to attacking Brawk with Weight of Earth. If Kelra ever has both Brawk and Gloria adjacent to her, she attacks both with Earthgrasp Strike, then on the next turn with Hungry Earth. She will shift out of flank when possible. After Jarun's initial attack with Rogue's Luck, he hides behind the nearest wall with Fleeting Ghost and shoots at Gloria with Sly Flourish. The idea is to maintain stealth and get his Sneak Attack bonus in. Use his Chameleon power if an enemy discovers him. Once Gloria is down, attack Brawk with the same tactics. Conditional Actions (in priority order)
When Kelra is bloodied for the first time, she uses her Second Wind (minor action) and also activates her Bloodcut Hide Armor power When Kelra is bloodied for the second time, she uses Inspiring Word if she still has it When Jarun is hit for the first time, he uses Cloud of Darkness, attacks his attacker with Trickster's Blade, and moves with Fleeting Ghost to hide When Jarun is bloodied for the first time, Kelra heals him with Inspiring Word if she still has it Jarun never uses his Second Wind Notes
Jarun always applies Sneak Attack damage when he has combat advantage, and it's 2d8 due to the Backstabber feat If Kelra takes her Second Wind, be sure to add +4 to AC from Guardian Might (Earthstrength) and +4 to damage from Crushing Earthstrength. If Kelra is forced to move, she moves 1 less (Stand Your Ground) If an attack makes Kelra prone, she gets a saving throw to avoid being prone Little Weights Tactics Show Quick note: The Vicious under melee basic should say guarding. Gloria will keep an oath first Kelra.
If Gloria can engage the enemy she will skip to midfight
Gloria will AP if her target can not see her and she can see and has no penalty to attack her target.
Gloria will use overwhelming strike to get a better position or can use this attack from a blood rock. Notes: The Fight Show rolls Prefight Show Nailed it start in the North box: - Jarun initiative 22 - Kelra initiative 22 Little Weights start in the West box: - Gloria initiative 24 - Brawk initiative 5 Round 1 Show Gloria 63/63 - standard: ready radiant vengeance Jarun 54/54 - move: to 24,29; stealth 28 then 21 (hidden) Kelra 77/77 - move: to 24,27 - minor: perception 14 Brawk 72/72 - standard: total defense - move: 9,23 Map: ![]() Round 2 Show Gloria 63/63 - move: 8,23 stealth 18 vs 19-5-2 (hidden) - standard: ready radiant vengeance Jarun 54/54; stealth 21 (hidden) Kelra 77/77 Brawk 72/72 Map: Round 3 Show Gloria 63/63; stealth 18 (hidden) - move: 12,25 stealth 17 vs 19-2, 18-2 hidden from jarun Jarun 54/54; stealth 33 (hidden) Kelra 77/77 Brawk 72/72; total defense Map: Round 4 Show Gloria 63/63; stealth 17 (hidden from Jarun) - move: 18,26 - interrupted by Jarun's attack [ 31 vs AC 22+1 hit; 22 damage ] - minor: oath Kelra - standard: Whirlwind charge kelra to 23,26 [ 16,18 vs AC 24 miss ] Jarun 54/54;[s] stealth 33 (hidden) - initiative changes to first in round Kelra 77/77 - standard: thunder step vs gloria [ 30 vs Ref 17 hit; 9 damage and Gloria is dazed save ends ] - action point: Mountain hammer vs gloria [ 18 vs Fort 16 hit; 16 damage and gloria takes a -5 penalty to attack rolls until EOKNT ] - free: mark gloria Brawk 72/72 - move: to 20,27 then 23,28 - minor: telepathic challenge (mark both Kelra and Jarun until EOBNT) Map: ![]() Round 5 Show Jarun 54/54; marked - move: shift to 24,30 - brawk blurred step to 23,27 - standard: sly flourish on Gloria [ 28 vs AC 23+1+2 hit; 15 damage ] Gloria 1/63; dazed (save ends), -5 penalty to melee attacks until EOKNT, marked by Kelra Kelra 77/77; marked Brawk 58/72; battle resilience, resist 6 all, marked Map: Round 6 Show Jarun 54/54; - standard: sly flourish on Gloria [ 17 vs AC 23+1+2 miss ] - move: fleeting ghost to 21,30 [ stealth 28 ] Gloria 2/63; dazed (save ends), marked by Kelra, +2 defenses Kelra 36/77; marked, blind EOBNT, bloodied, gloria is invisible (save ends) Brawk 58/72; marked Map: Round 7 Show Jarun 54/54; stealth 28 (hidden) - move: to 23,30 (2 squares, no stealth required) - standard: sly flourish on gloria [ 14! vs ac 23+2 miss ] Gloria 2/63; marked by Kelra Kelra 16/77; marked, +6 AC +2 NADs, +4 damage EOT, resist 10 Brawk 58/72; marked
Round 8 Show Jarun 54/54; - standard: sly flourish on gloria [ 25 vs AC 23+2+1 miss ] - interrupt kelra: guiding shot [ 25 vs reflex 16 hit; 13 damage gloria falls ] - move: to 21,32 [ stealth 35 (hidden) ] Gloria -9/63; marked Kelra 37/77; marked, resist 10 all EOT Brawk 58/72; marked Map: Round 9 Show Jarun 54/54; stealth 35 (hidden) - move: 20,29 - standard: sly flourish on gloria [ 28-2prone vs AC 23+2 hit; 16+7 damage and gloria falls ] Gloria -8/63; Kelra 37/77; marked brawk 43/72; marked, slowed Map: Round 10 Show Jarun 54/54; - move: 24,28 - minor: stow crossbow - free: draw dagger (+1 attacks...not sure why this wasn't in the tactics if you weren't using the crossbow power...but it was getting long so I did it for you) - standard: sly flourish on brawk [ 21 vs ac 25 miss ] Gloria -8/63; Kelra 37/77; marked brawk 36/72; marked, resist 3 all, bloodied, slowed Round 11 Show Jarun 54/54; - standard: sly flourish on brawk [ 29 vs AC 25+2 hit; 15+11-3 damage ] Gloria -8/63; 1 failed DST Kelra 37/77; marked brawk 49/72; marked, resist 3 all, +2 defenses, bloodied Round 12 Show Jarun 54/54; - standard: sly flourish on gloria [ 34 vs ac 23+2 hit; 23 damage gloria falls again... ] Gloria -8/63; Kelra 37/77; marked brawk 41/72; marked, resist 3 all
Jarun 54/54; - standard: sly flourish on brawk [ 24 vs ac 25 miss ] Gloria -8/63; Kelra 23/77; marked brawk 41/72; marked, resist 3 all Round 14 Show Jarun 54/54; - standard: sly flourish on brawk [ 30 vs ac 25 hit; 23-3 damage ] Gloria -8/63; dead Kelra 23/77; marked brawk 12/72; marked, resist 3 all, bloodied
Jarun 54/54; - standard: sly flourish on brawk [ 19 vs ac 25 miss ] Gloria -8/63; dead Kelra 23/77; marked brawk 7/72; marked, resist 3 all
Jarun 54/54; - standard: sly flourish on brawk [ 34 vs ac 25 hit; 21-3 damage brawk falls ] Gloria -8/63; dead Kelra 12/77; brawk -11/72; marked, resist 3 all Results Show Nailed It wins, and gains 2 VPs: - Kelra used Thunder Step, an action point, inspiring word and four healing surges (to recharge bloodcut armor) - Jarun used nothing Little Weights lose, and gain 1 VP: - Brawk used 1 healing surge, and dwarven armor - Gloria used Executioner's Cloak, an action point, and 3 healing surges Pairings: 17 November 2011Map Feature of the Week: Loadstone Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +1 (1 fight)
Song and Dance
Song and Dance's tactics Show Assuming that the team starts in the southwest corner, Melthan starts at 4,4 with his Harsh Songblade and light shield in his hands. Sturm starts at 4,3 with his longbow in his hands. Opening Moves Melthan double-moves to 8,14. On the following turn, he makes a Perception check and readies Song of Discord against Beast as soon as Beast is within range 10 without cover and Beauty is adjacent to Beast. Sturm double-moves to 9,13 and makes a Stealth check. On the following turn, he makes a Perception check and readies Two-Fanged Strike against Beauty as soon as she is within range 20 without cover. If he hits, he applies Furious Assault damage. If the enemy isn't coming any closer after two full turns of readied actions, Melthan single-moves through the center of the tower and towards 23,17, readying as above each turn, and Sturm single-moves through the center of the tower and towards 22,18, readying as above each turn. Ongoing Tactics If Melthan's readied Song of Discord is triggered, he has Beast attack Beauty with a melee basic attack. If Song of Discord succeeded and Beast is dominated, Melthan also has Beast attack Beauty with Howling Strike, charging her if necessary. If Melthan isn't marked by Beast yet, he moves to melee with Beauty and attacks her with Demoralizing Strike. As long as he continues to stay unmarked, Melthan attacks Beauty with Guiding Strike (-2 penalty applied to AC). Once Melthan is marked, he switches to Beast and attacks with Inspiring Refrain, then Guiding Strike (-2 penalty applied to AC) until Beast is down. Sturm moves so that he's closer to Beauty than to Beast, while still being as far away from her as possible, quarries her, and attacks her with Shadow Wasp Strike, then Twin Strike until she's down. He applies Furious Assault damage as soon as he hits, if he hasn't used it yet. Once she's down, Sturm quarries Beast and attacks with Twin Strike until Beast is down. If Sturm can't quarry Beauty because he's closer to Beast even after moving, he attacks Beauty anyway without quarry damage, only using Twin Strike. Conditional Actions Whenever Melthan is bloodied, he will use Majestic Word (with Improved Majestic Word) to heal himself, or Second Wind if he's out of Majestic Words. The first time Sturm is hit with a melee attack, he uses Yield Ground to shift away from the attacker Notes Sturm gets +1 to ranged attacks if he's closer to his target than Melthan is (Prime Shot) Sturm gets 5 temp HP (Half-Orc Resilience) and +2 attack for 1 round (Anger Unleashed) the first time he's bloodied Please note diamondmine's prison report for Song and Dance. I will fix these items after the fight, but go ahead and apply the following fixes for the fight: Twin Strike: 1d6+1 damage (short sword) or 1d10+2 damage (longbow) All attack powers: +10 with short sword, +11 with longbow Versatile experise feat: +1 attacks with bows and wands Beauty'n'Beast Beauty'n'Beast's tactics Show Ahhh!! A dominate power! Yikes. Beast is a pretty prime target for such a thing. Then again, so is Beauty. I think I'm going to do the unthinkable - split the party. Delay to act together, Beast first. Assuming Southeast spawn, Beast will double move (note the second is only 2 squares for better stealth.) He will then take Total Defense until enemy engages him or forced to move. Beauty will move and ready Hellish Rebuke for either enemy to appear with cover or less. Both will make perception checks after moving. The opening two rounds will look like: Map Show ![]() Beauty will stay at 11,5 until her ready triggers, unless the enemy hasn't moved for two rounds. If having to search, keep a corner in between Beast and Beauty so that 1) Beast would not be able to charge her and 2) she would not be able to attack him. If necessary, Beauty will just act as a punching bag using surges and standards for her bloodcut armor continuously. Otherwise, curse and attack with necrotic embrace if they are in range (don't move toward them) otherwish hellish rebuke. She will use her action point (the only resource I have remaining) once Beast is engaged in melee if she misses with hellish rebuke. She will second wind and take cover as soon as she is down by a surge. She will try to save her Rune of Mending to bring Beast up if they happen to be waiting to attack him, but if she is very bloody and beast still isn't ready to engage, use it on herself (destruction). Beast will only engage if Beauty is targetted by both enemies, otherwise he will just stealth around, making it seem like he's going to approach from behind. Once Beast engages, he marks preference Strum but other will do. He will attack whoever Beauty has cursed, preference bard. At this point, if Beauty is bloody she will use rune of mending on herself. She will then move in and flank with him so he can use predatory eye (last fight of level 5, and he's still never used it...) and so she can use Rune of the Blinding Shield once they attack him. If she's below her healing surge value in hitpoints, she will use any resource she has left for healing and use bloodcut armor instead of attacking (punching bag.) She will still stay in flank with him (+3 attacks for him; CA and rune master.) Beast will only use avalanche strike if one opponent is down. Wildblood frenzy then default to howling strike. Note Beauty's Battle Caster feat, and Beast's Horn Tusk armor and Impending Victory. Also note Beauty's Wrathful Hammer feature, it is going to come into play this battle I would hope. Beauty has 7 healing surges remaining! That's 1 second wind, 2 rune of mending, 3 bloodcut, 4+5 bloodcut, 5+6 bloodcut, and 1 to spare (if rune is used on Beast, this is an extra bloodcut use.) Try to focus the bard first if possible. I think that does it! Have fun running the fight. The Fight Show [Prefight Locations and Initiative] Beauty'n'Beast start in area 1. -- Beauty starts at (3,27) with rod and dagger in hand. Initiative 9 -- Beast starts at (4,27) with heavy flail in hand. Initiative 21 Song and Dance start in area 3 -- Sturm starts at (27,4) with longbow in hand. Initiative 26 -- Melthan starts at (26,4) with songblade and shield in hand. Initiative 17 [Round 1] Sturm double moves to (18,9) [Stealth 11, 17] Beast delays for Beauty. Melthan moves to (17,8) [Stealth 10, 14] Beauty is ready, so Beast moves out to (12,27) [Stealth 6, 16] Beauty moves to (5,20) [Stealth 13, 19] Map Show ![]() [Round 2-3] Everybody stays put and wastes some time. The crowd boos. Each of them ready an action, but of course, they have no chance of triggering them. [Round 4] Sturm moves to (16,14) and while Beauty spots him, her ready is for cover or less and this is very much superior cover. Beauty is not spotted in turn. Sturm readies two-fanged strike against Beauty if she is in sight without cover. Melthan moves to (15,12) and readies song of discord on Beast if he has no cover and is adjacent to Beauty. Beast takes total defense and moves to (18,27) Beauty moves to (8,17) and is spotted by Sturm. Sturm wants to wait until she has no cover though, so he doesn't take his ready action. Beauty curses Sturm and attacks him with Hellish rebuke [20 vs Ref 19, hit; Dmg 1d6+7=13; Curse 1d6=6] Beauty 53/53 Beast 52/52, total defense Sturm 31/50, cursed (beauty) Melthan 51/51 Map Show ![]() [Round 5] Sturm wants to stay as far away from Beauty as possible but also negate cover. There is no way for him to negate cover with a single action, so he'll keep at range and continue readying. Sturm quarries Beauty and moves to (12,11) Melthan moves to (11,15) and then charges Beauty [16 vs AC17] Beast hears the sound of battle and takes total defense while moving to (18,23) I got through round 6 before I remembered that you can only use the bloodcut armor power when bloodied... Beauty shifts to (7,17), curses Melthan and attacks him with Vampiric Embrace [18 vs Will 18, hit; Dmg 2d8+7=12; Curse 1d6=4] and gains 7 temp hps. Beauty 53+7/53, vampiric embrace used Beast 52/52, total defense Sturm 31/50, cursed (beauty), quarry (beauty) Melthan 35/51, cursed (beauty) Map Show ![]() [Round 6] Sturm moves to (9,11) and attacks Beauty with two-fanged strike [31!,16 vs AC17, 1 hit; Dmg 1d10+6=16; Quarry 1d6=6; Crit 2d6=11]. He activates Furious Assault as well [1d10=8] Melthan shifts to (8,16) and attacks Beauty with demoralizing strike [30 vs AC17, hit; Dmg 1d8+5=12] Beast hears Beauty calling for him since both enemies are engaged with her and double moves to (10,14) Beauty shifts to (7,18), uses her bloodcut armor, uses her second wind [13hp healed, +2 defenses] Beauty 20/53, bloodied, Resist 10 all, -2 to all defenses, +2 to all defenses, 1 healing surge used, second wind used Beast 52/52 Sturm 31/50, cursed (beauty), quarry (beauty), two fanged strike used Melthan 35/51, cursed (beauty), demoralizing strike used Map Show ![]() [Round 7] Sturm moves to (7,16), declares quarry on Beauty and uses Shadow wasp strike [25+1 vs Reflex 17-2+2, hit; Dmg 2d10+6=23-10; Quarry 1d6=6] Melthan shifts to (7,17) and attacks Beauty with Guiding Strike [15 vs AC17-2+5, miss] Beast moves to (8,16) and attacks Melthan with wildblood frenzy [31,30 vs AC22, 2 hits; Dmg 2d8+7=18,16]. He marks Sturm. Beauty refreshes her bloodcut armor with a healing surge and uses it and then uses rune of mending on herself (destruction) [13hp healed] Beauty 14/53, bloodied, Destruction rune state, Resist 10 all, 3 healing surges used, second wind used, rune of mending used Beast 52/52, wildblood frenzy used Sturm 31/50, cursed (beauty), quarry (beauty), two fanged strike used, shadow wasp strike used Melthan 1/51, bloodied, cursed (beauty), demoralizing strike used Map Show ![]() [Round 8] Sturm moves to (9,19) (via 10,16), triggering an OA from Beast [21 vs AC20, hit; Dmg 2d8+7=16], bloodying him. This triggers half-orc resilience and anger unleased [5 temp hp, +2 to attack rolls] Sturm finishes moving, quarries Beauty and attacks with twin strike [31!,22 vs AC17, 2 hits; Dmg 1d10+2=12-10,5-10; Quarry 1d6=6; Crit 2d6=4] Melthan uses majestic word on himself [16hp+4 temp hp] and slides to (6,18) and shifts to (6,19) and then attacks Beauty with Guiding Strike [31! vs AC17, hit; Dmg 1d8+5=13-10; Crit 1d8=1] and Beauty falls. Beast charges to (6,18) with howling strike [25 vs AC22, hit; Dmg 2d8+7+1d6+1d6=16+2] and marks Melthan. Beauty looks terrible [1d20=5] Beauty -2/53, dying (1 black mark), Destruction rune state, Resist 10 all, 3 healing surges used, second wind used, rune of mending used Beast 52/52, wildblood frenzy used Sturm 15/50, bloodied, cursed (beauty), two fanged strike used, shadow wasp strike used Melthan 3/51, bloodied, cursed (beauty), demoralizing strike used, 1 healing surge used, 1 majestic word used [Round 9] Sturm quarries Beast and attacks with twin strike [25,25 vs AC19, 2 hits; Dmg 1d10+2=7,5; Quarry 1d6=2] Melthan attacks with inspiring refrain [15 vs AC19, miss] and then uses a majestic word [16hp+4 temp hp] Beast attacks Melthan with howling strike [32! vs AC22, hit; Dmg 2d8+7+1d6=29; Crit 2d6=9], rampages [13! vs AC22-5, miss] Beast swift charges at Melthan [33! vs AC20, hit; Dmg 2d8+7+1d6+1d6=35; Crit 2d6=6] and Sturm goes down as well. Fight Result and Summary Show Beauty'n'Beast win and gain 2 VPs -- Beauty used 3 healing surges -- Beast used nothing Song and Dance lose and gain 1 VP. -- Sturm used nothing -- Melthan used 1 healing surge
The Claw and The Bow
The Claw and The Bow tactics Show This is the exact type of opponent this team should (hopefully) win against. With no ranged options, if my team is able to keep distance - that should be money. As such - always move away when able and target them with pushes and slow effects as much as possible. Dragon starts with dagger and shield in hand; Granik with bow. Start both of them 1 square back from the front squares. Fire at opposite opponents until Dragon uses his encounter power, then concentrate on the same opponent. Dragon will use Dragonfrost until an opponent moves to within 5 squares. Then he'll use divine challenge and attack with thunder slam. After that - continue with dragonfrost. Redo divine challenge as needed. Dragon will use Dragon's breath if there is ever a time when both opponents are in range and he has a spare minor action (it is the lowest priority though) Granik will use grappling spirits until an opponent has been marked with divine challenge and then use spider spirits before returning back to grappling spirits. Use inevitable shot at the first opportunity. Always use pushes when able and move away each round (Dragon will provoke; Granik will not). Granik will use iron mind on the first opportunity where it will make a difference and encaging spirits the first time he is in melee and unable to move away without provoking. Granik will use second wind if in melee and after encaging spirits and if he is down at least a healing surge worth of damage. Dragon will use second wind if bloodied and in melee. No action points or dailies in this fight. King and Queen King and Queen tactics Show Going to have a tough time against this team. Let queen move first. Start with javelins, move toward the centre + ready range basic attacks. Stay 3 squares apart to avoid the area attack. Have Queen engage at range combat while king circles around to engage melee. Queen will second wind as soon as down a surge. She will use stone's endurance before showing if she knows the enemy location (expecting readied attacks). She will use rune of mending if not bloodied, healing word if bloodied, but not both on herself. King uses rune of endless fire as soon as he can and action points for word of exchange (destruction.) Executioner's call and Righteous brand only if queen will make it into melee. He will use rune of mending (destruction) as soon as down a surge on himself, if queen used a heal on herself. Otherwise save both to bring her back up. He'll use stone's endurance if he feels threatened (I.e. First turn after attacked by both opponents, or if bloody and partner is not, or if engaging and partner is down for good). Queen will delay for after King's turn to benefit from his Rune Master +1 to attacks. The Fight Show All rolls are here Start King and Queen start in the north box The Claw and The Bow start in the south box Initiatives Queen: 17 Dragon: 14 Granik: 9 King: 7 Round 1 Show Queen moves towards the center of the arena and readies a ranged basic attack with her javelin. Dragon has no idea where the enemy is, so he moves north a little and readies Dragonfrost against the first target not already being attacked by Granik. Granik clearly hears Queen moving around the north side of the arena, so he moves next to Dragon and readies Grappling Spirits against the first target not already being attacked by Dragon. King moves to the side of the center box and readies a ranged basic attack with his javelin. Status
![]() Round 2 Show Queen isn't sure how close she is to her opponents, so she continues to move through the arena center, still readying with her javelin. Dragon and Granik hear their opponents coming closer, so they wait and continue to ready their actions. Status
![]() Round 3 Show Queen feels like it's likely that she will be attacked as soon as she passes an opening in the central wall, so she activates Stone's Endurance and continues to move south. As soon as she rounds the south wall, Dragon's readied action triggers, and he launches a bolt of Dragonfrost at her. He scores a critical hit for 15 points of damage, though she's not pushed back because she's already against a wall. She absorbs some of the damage and takes her Second Wind. Granik continues to ready his attack. King moves south, and as soon as he is within sight, Granik's readied action triggers, and he attacks King with Grappling Spirits. He misses, and can't use Inevitable Shot to attack Queen from King's position, as there is a wall in between. King hurls his javelin at Granik and misses. He draws another javelin. Status
![]() Round 4 Show Dragon attacks Queen with Dragonfrost and hits her for 13 points of damage, some of which she absorbs. Queen is now bloodied. Queen heals herself to full strength with Healing Word. She moves south and hurls her javelin at Granik, hitting him for 9 points of damage. Granik attacks King with Grappling Spirits and misses again. This time, he uses Inevitable Shot to attack Queen with Grappling Spirits from King's position, hitting her for 10 points of damage. Queen is slowed and cannot shift. He then moves behind Dragon for protection. King drops his javelin, draws his morningstar, moves closer, then charges Dragon, hitting him for 8 points of damage. Status
![]() Round 5 Show Dragon marks King with Divine Challenge, then attacks him with Thunder Slam, triggering an opportunity attack from King. King misses, and Dragon continues his attack, but King easily resists it. Dragon then moves away from King. Queen draws another javelin and hurls it at Granik, hitting him for 8 points of damage. Granik is now bloodied. She takes a few steps closer, but can't move very far due to being slowed. Granik attacks King with Spider Spirits, hitting him for 11 points of damage. King is slowed and has lowered defenses. Granik then moves behind Dragon. King heals himself 6 points with Rune of Mending (Destruction), then activates Stone's Endurance. He moves closer to his opponents, although not very quickly since he is slowed as well. Status
![]() Round 6 Show Dragon moves further away and attacks King with Dragonfrost (NOTE: this shows in the dice roller as Granik, but it was meant to be Dragon), hitting King thanks to his reduced defenses. King takes 10 points of damage, absorbing some of it, and Dragon pushes King back 1 square. Queen heals King with a Rune of Mending (Destruction), then draws another javelin and hurls it at Granik, but misses. Granik moves and hides behind Dragon, then attacks King with Grappling Spirits, hitting him for 9 points of damage, some of which is absorbed. King is now slowed and cannot shift. King moves slowly closer to Dragon. Status
![]() Round 7 Show Dragon attacks King with Dragonfrost, hitting him for 10 points of damage and pushing him back 1 square. King is bloodied. Dragon then moves away again. Queen draws another javelin, moves closer, and hurls it at Granik, missing again. Granik attacks King with Grappling Spirits, hitting him for 11 points of damage and knocking King out. He then follows Dragon. King is stable this round. Status
![]() Round 8 Show Dragon moves northeast and attacks Queen with Dragonfrost, hitting her for 15 points of damage and felling her. Status
Fight Results Show The Claw and The Bow win and gain 2 VPs: - Dragon used nothing - Granik used nothing King and Queen lose and gain 1 VP: - King used 2 healing surges - Queen used 2 healing surges Dragonslayers Tactics Show Dragonslayers vs Pyromania I think I've got this, but I guess we'll see. Loadstone is not likely to be an issue in this fight since it is pretty much a melee fight other than the tiefling. In general, position to protect from the tiefling if possible if it comes up, but otherwise, don't worry about it. Waltin starts with vicious warhammer and shield in hand. Urgood starts with warhammer. Move out together. Waltin uses boundless endurance in round one (regen 5 when bloodied, stance), and readies crushing blow when an opponent gets in range. Urgood will ready daunting light on a target without cover and in range. After that - focus fire on one opponent at a time. Waltin will always mark his opponent; if an opponent is marked, Urgood will always try to provoke from that opponent (preferably with ranged attacks in melee since he has battle caster defense) so that Waltin can use combat challenge. Waltin will use crushing blow, dizzying blow (until it hits), steel serpent strike, iron bulwark and then melee basic attacks Urgood will use daunting light, searing light, sacred flame (if Waltin doesn't have temp HP) and then lance of faith. If able to catch Waltin and at least 2 enemies, use divine glow as a top priority. Urgood will use an action point in the first round after his ready triggers or when the first attacks are made. Both dwarves will use second wind as a minor action when they are each down a surge or more. After that, Urgood will use healing word any time either one is down a surge and Bastion of Health after both healing words are gone. If either dwarf starts a turn bloodied and they have a spare minor action, they will use their amulet of false life. Waltin will use unbreakable on the first hit that deals at least 8 damage to him. I think that's about it - have fun running the fight. The Fight Show Prefight Show rolls Dragonslayers start in the East box: Both teams move out, the dragonslayers reading attacks for their opponents. Round 1 Show Flamespiker 66/66 - move: 12,20 then 18,24 Waltin 68/68 - minor: boundless endurance - move: 29,19 - standard: ready crushing blow Urgood 58/58 - move: 29,20 - standard: ready daunting light (I took loadstone == cover, so didn't attack yet) Hellhound 96/96 - move: 12,19 then 18,21 Occultist 87/87 - move: 11,20 then 13,25 Map: ![]() Round 2 Show Flamespiker 66/66 - move: 25,20 - interrupt urgood: daunting light [ 14 vs ref 16 miss ] - standard: charge waltin at 27,19 [ 27 vs AC 26 hit; 1 damage, 6 fire damage, Waltin has vulnerable 5 fire and is marked ] Waltin 61/68; vul 5 fire, marked - move: 28,20 - standard: crushing blow on flamespiker [ 33 vs AC 21 hit; 22 damage, flamespiker is marked ] Hellhound 96/96 - move: 25,19 - standard: fiery breath on waltin [ 21 vs Ref 17 hit; 13+5 damage (43) ] Occultist 87/87 - move: 23,21 - standard: soul fire on both heroes [ 13 vs Will 18 miss; 24 vs Will 21 hit; Waltin has ongoing 5 fire damage, Urgood has ongoing 10 fire damage and is affecte by soul fire ] Map: ![]() Round 3 Show Urgood 58/58; ongoing 10 fire damage, affected by soul fire - take 10 fire damage - standard: searing light on flamespiker [ 12 vs Ref 16 miss ] - action point: sacred flame on flamespiker [ 13 vs ref 16 miss ] - save: 17 Flamespiker 44/66, marked - interrupt: waltin combat challenge [ 27 vs AC 21 hit; 12 damage (32), flamespiker has -2 to attacks ] - move: shift to 28,19 - standard: ready stonespike for flank Waltin 43/68; ongoing 5 fire damage - take 5 ongoing fire (38) - standard: dizzying blow on flamespiker [ 32 vs AC 21 hit; 32 damage, flamespiker falls ] - minor: second wind [ 18 hp (56), +2 all defenses ] - save: 10 Hellhound 96/96; - recharge: 1 - move: 27,20 - standard: bite on waltin [ 28 vs AC 26+2 hit; 13 damage (43) ] Occultist 87/87 - move: 24,21 - standard: soul fire [ 12! vs Will 18 miss; 21 vs Will 21 hit; waltin has ongoing 5 fire, urgood has ongoing 10 fire and affected by soul fire ] Map: ![]() Round 4 Show Urgood 48/58; ongoing 10 fire, affected by soul fire - take 10 fire damage (38) - standard: sacred flame on hellhound [ 29 vs Ref 17 hit; 11 radiant damage and Waltin gains 5 THP (43+5) ] - minor: second wind [ +15 HP (53), +2 defenses) - save: 5 [s]Flamespiker 0/66; marked Waltin 43+5/68; ongoing 5 fire - take 5 fire damage (43) - standard: steel serpent strike [ 27 vs AC 20 hit; 19 damage (77) and Hellhound is slowed and cannot shift ] - move: shift to 29,19 - save: 13 Hellhound 77/96; slowed, cannot shift, marked - recharge: 6 - move: to 28,19 - standard: fiery breath [ 12 vs waltin ref 17 miss; 26 vs urgood ref 17+2 hit; 8 fire damage (45) ] Occultist 87/87 - standard: soul fire [ 16 vs will 18 miss; 31! vs Will 21+2 hit; Urgood has ongoing 10 fire and affected by soul fire, Waltin has ongoing 5 fire ] Map: ![]() Round 5 Show Urgood 45/58; ongoing 10 fire, affected by soul fire - take 10 fire damage (35) - interrupt: waltin combat challenge [ 33! vs AC 20 crit; 20+13 damage (44) ] - interrupt: Hellhound bite [ 19 vs AC 22+4+2 miss ] - standard: sacred flame [ 23 vs ref 17 hit; 14 damage (30), Waltin gains 5 THP ] - save: 4 Waltin 43+5/68; ongoing 5 fire - take ongoing 5 fire (43) - standard: iron bulwark [ 25 vs AC 20 hit; 19 damage (11), waltin gains +2 AC ] - save: 15 Hellhound 11/96; marked - recharge: 4 - standard: fiery breath [ 18 vs Waltin Ref 17 hit; 12 vs urgood ref 17 miss; 12-8 unbreakable damage (39) ] Occultist 87/87 - standard: soul fire [ 31! vs Will 18 hit; 28 vs will 21 hit; both have ongoing 10 fire damage, and affected by soul fire ] Round 6 Show Urgood 35/58; ongoing 10 fire, affected by soul fire - take 10 fire damage (25) - minor: healing word on self [ 13+15 HP (53) ] - interrupt: waltin combat challenge [ 25 vs AC 20 hit; 12 damage (-1) hellhound dies ] - standard: sacred flame on occultist [ 28! vs ref 20 crit; 14+11 damage (62), Waltin gains 5 THP ] - save: 10 Waltin 39+5/68; ongoing 10 fire, affected by soul fire, +2 AC - take 10 fire damage (34) - regen 5 (39) - move: 24,20 [ take 10 psychic damage (29) ] - standard: mba [ 21 vs AC 20 miss ] - save: 10 [s]Hellhound -1/96; marked Occultist 62/87; marked - move: baleful teleport to 16,28, attack on waltin [ 17 vs will 18 miss ] - standard: soul fire [ 24 vs Will 18 hit; Waltin has ongoing 10 fire damage and affected by soul fire ] Map: ![]() Round 7 Show Urgood 53/58; - move: 25,20 - minor: healing word for Waltin [ 18+13 HP (60) ] - standard: sacred flame [ 25 vs Ref 20 hit; 9 damage (53), waltin gains 5 THP (60+5) ] Waltin 60+5/68; ongoing 10 fire, affected by soul fire - take 10 fire damage (55) - move: to 20,25 [ take 10 psychic damage (45) ] - standard: charge 17,27 [ 23 vs AC 22 hit; 14 damage (39, bloody) ] - interrupt: waltin takes 5 fire damage (40), and they swap positions - save: 9 Occultist 39/87; marked, bloody - recharge: 2 - standard: hell rod [ 19 vs AC 26 miss ] Map: ![]() Round 8 Show Urgood 53/58 - move: 21,24 - minor: bastion of health [ 20 HP (60) ] - standard: sacred flame [ 15 miss ] Waltin 60/68; ongoing 10 fire - take 10 fire damage (50) - standard: mba [ 33! vs AC 22 crit; 20+17 damage (2) ] - save: 15 Occultist 2/87; marked, bloody - recharge: 4 - standard: hell rod [ 16 vs AC 26 miss ] Round 9 Show Urgood 53/58 - move: 18,26 - standard: sacred flame [ 22 vs Ref 20 hit; 9 damage and occultist falls ] Results Show Dragonslayers win and gain 2 VPs: - Urgood used an action point, 2 healing surges - Waltin used boundless endurance, dizzying blow, and 3 healing surges Notes: Urgood's Healing Word should be 2d6+4, as he is level 7 (it goes up to 2d6 at level 6.) Pairings: 24 November 2011Map Feature of the Week: Blood Rock Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits diamondmine +1 (1 fight) TelinArtho +1 (1 fight) Dead Man's Hand Tactics Show Assuming that the team starts in the south box, Ayzez starts at 16,2 with his rod in his hand, and Aytz starts at 15,4 with her rod in her hand. Rotate as necessary depending on starting box. Opening Moves Aytz follows behind Ayzez wherever he goes and readies Witchfire for the first enemy to come within range 10 without cover. She should have concealment due to Shadow Walk (see Notes below). Similar to Ayzez, if no enemy appears by her next turn, she follows behind Ayzez, readying or attacking with Witchfire, and maintaing concealment with Shadow Walk. As soon as she can, Aytz places a Warlock's Curse on "enemy 1". Ayzez places his curse on "enemy 2" as soon as "enemy 2" is the closest enemy. Remember that Warlock's Curse damage applies whenever either Ayzez or Aytz hits a cursed enemy. Ayzez stays in front of Aytz relative to the enemies, and as soon as he can attack "enemy 1", he will attack with Vampiric Embrace + Action Point + Hellish Rebuke. After that, continue to attack with Hellish Rebuke until the enemy is down, then go after the remaining enemy with Hellish Rebuke. Aytz stays behind Ayzez relative to the enemies, and as soon as she can attack "enemy 1", she will attack with Eyebite + Action Point + Eldritch Blast. After that, continue to attack with Eldritch Blast until the enemy is down, then go after the remaining enemy with Eldritch Blast. Neither will ever use their Second Wind. Conditional Actions (in priority order) Notes
Either Ayzez or Aytz should get +1 to attack rolls from Prime Shot, whichever one is closer to the current target The Claw and The Bow Tactics Show I think this will be a tough fight, but it has chances. I'm planning on using action points for both and the Elemental Dragon's daily in this fight. Start off at the front squares of the starting area. The dragon will have dagger and shield in hand. Granik will have his bow. If opponents are seen, dragon will attack with dragonfang bolt and then action point for thunder slam. If not, dragon will move towards the center and ready dragonfrost. After the action point and daily/encounter has been used, attack with dragonfrost. Dragon will use dragon's breath if a target is in range and he has a spare minor action. For Granik, if he sees a target, attack it with Spider Spirits and then action point for biting swarm. Thereafter use biting swarm. Special: Granik will use iron mind the first time it would turn a hit into a miss. Granik will use inevitable shot the first time he misses and the other target is in range. In general - focus fire on one target, but don't give up on attacking if a different target is available. My preference is to take down Ayzez first, but if he hits someone with hellish rebuke, and Aytz is still an available target - switch to him until hellish rebuke ends. The Fight Show rolls Prefight Show Dead Man's Hand start in the East box - Ayzez 20; 31,16 - Aytz 17; 29,15 The Claw and The Bow start in the North box - Dragon 4; 16,28 - Granik 11; 17,28 The two warlocks start in the East box, each with rod in hand and eyes alight with bloodlust. Aytz sees the opponents in the North box, so Ayzez moves into a preferable cover position, places a curse on Granik, and prepares an excrusciating attack for the first opponent he can affect. Aytz takes up an equally protected position and prepares a taste of her own magic after cursing the Dragon. Granik sees his opponents, draws an arrow and fires it infused with spirits of spiders that penetrates well through Ayzez' arm, nearly bloodying him as the spirits attack his body making him less able to defend himself. Granik quickly draws another arrow and fires a swarm of biting insects along with it at Ayzez, this time landing the arrow into his chest. Dragon moves menacingly out toward the opponents, keeping good cover from Aytz as he does. Ayzez, however, casts a hellish rebuke on the dragon that burns up from his feet. Undaunted, the dragon lets loose venemous fangs that shoot toward both opponents, dropping Ayzez and bloodying Aytz with the onslaught. With an effort, he calls down a peal of thunder that erupts through Aytz' chest, killing her outright. The warlocks have both fallen. Round 1 Show Ayzez 31/31 - move: 28,17 (shadowwalk) - minor: curse Granik - standard: ready hellish rebuke for either enemy within 10 and no cover Aytz 23/23 - move: 28,13 - minor: curse Dragon - standard: ready witchfire for the first enemy within 10 and no cover Granik 25/25; cursed - standard: spider spirits on ayzez [ 20 vs AC 16 hit, 15 damage (16) and ayzez is slowed and takes a -2 penalty to defenses ] - action point: biting swarm on ayzez [ 17 vs AC 16-2 hit, 7 damage (9) and ayzez takes -2 penalty to attack rolls ] Dragon 23/23; cursed - move: 18,23 - trigger: ayzez hellish rebuke [ 23-2 vs Ref 13 hit; 9 damage (14), affected by hellish rebuke ] - standard: Dragon Fang Bolt on both Ayzez and Aytz [ 17 vs Ayzes Ref 15-2 hit; 1! vs Ayzt Ref 15 miss; 13 damage (-2, 10) and ongoing 5 poison damage for ayzez ] - trigger: ayzez hellish rebuke secondary damage [ 8 fire damage (6) ] - action point: thunder slam on aytz [ 11 vs Fort 10 hit; 22 damage (-12) dead ] Map: ![]() Round 2 Show Ayzez -2/31; unconscious Aytz -12/23; dead Granik 25/25; cursed Dragon 6/23; cursed Results Show The Claw and The Bow win and gain 2 VPs - Granik used an action point - Dragon used an actoin point and Dragonfang Bolt Dead Man's Hand lose and gain 1 VP - ayzez used nothing - aytz used nothing @dgallaty: range 10 was the emphasis here, but I'm not sure why - you are overpowered by the other team at that range. In round 1, I didn't think they'd want to give up the advantageous position that they had (cover and concealment.) Since there was no way for Ayzez to get within range for his action point sequence, I stayed put. {Note: Necrotic Embrace is range 5, not 10.}
Beauty'n'Beast
Beauty'n'Beast's tactics Show Hey, thanks for running! start beast at the door with flail, beauty right behind him with rod and dagger. delay to act together, beast first. beast will open the door, move out two squares from the back wall (i.e. 7,4) to prevent a charge against him, and take total defense. beauty will move one square behind him against the same wall (7,3), and ready infernal moon curse for Haroun with less than superior cover. Focus avenger while haroun is immobolized, if beauty misses then focus haroun first. if the enemy is already in my hallway (and charges might trigger etc) just sit inside my prison, forcing them to focus beast in the doorway with beauty right behind him, same total D and mooncurse ready. beast will react with Curtain of steel on first melee attack against him. Do not move after this so that it is impossible for the avenger to get two rolls. beauty will provoke OAs no problem (note the +6 AC from two feats). beast will mark Haroun so that he can punish with warden's fury for taking OAs against beauty. not worried about elanthia's oas. Beast uses wildblood then howling until first target falls. Use avalanche on second target if beauty is still up or if beast is not bloodied. Beauty uses word of the blinding shield (destruction) at first opportunity against avenger - so after her second turn as the readied attack will be first interrupt. necrotic embrace if she hit haroun with mooncurse or if beast is oathed (targetted), hellish rebuke otherwise and thereafter. Beauty will use rune of the final effort on beast when she can, followed by swift recovery (+7 defenses). She will use rune of mending (destruction) on Beast if he is targetted and bloody. She will use on herself if she is bloodied. If beauty is oathed, bloodied and beast is still up, she will use her armor on the next attack by avenger to target haroun. Beauty will action point to use second wind if she is bloodied and she is targetted. Beast mark every turn, preference haroun, and will attack with nature's wrath at every opportunity. once one opponent falls, beast will shift with windborne into flank and use predatory eye for an extra d6 damage on his next hit. if elanthia hits with splinter the formation, make every effort to get back into formation (but try and counter their OA's with beast's mark and windborne step if necessary.) reminders: Beast's Horn Tusk armor beast's impending victory +1 to at-will attacks vs bloody creatures beast's horned helm (unlikely this fight) beauty's +6 AC vs. OAs provoked by attacks beauty's rod of resurgent valor gives +1 attacks against creatures that attack her both - acrobat boots stand up as minor beauty's wrathful hammer gives +5 damage against enemies that damage her (note that avenging echo and halo of fire triggers this and also triggers hellish rebuke extra damage! same with bond of retribution.) I find it really interesting to see who they choose to attack first with that list! wow! also i see dgallaty finally realized how weak the falchion is. beast will welcome elanthia to the friends-of-flails circle with a howl, and beauty will make a comment that his is bigger. have fun! Marked for Death Marked for Death's tactics Show Assuming that Marked for Death starts in the southwest starting box, Haroun starts at 2,5 with his shield and longsword in his hands. Elanthia starts at 2,4 with her heavy flail in both hands. Rotate as necessary. Opening Moves If Elanthia goes first, she delays until after Haroun's turn. Haroun opens the door, moves to 4,6, and if Beauty is in sight, attacks her with Thunder Step, teleporting adjacent to Beauty and as far away from Beast as possible before the attack. He then spends an Action Point and attacks her with Earthgrasp Strike. He applies his Terror Longsword power on the first time he hits with it. If Beauty is not in sight, he takes Total Defense instead. Elanthia moves to 4,7 and if Beauty is in sight, declares her Oath on Beauty and attacks her with Radiant Vengeance. If Beauty is not in sight, she takes Total Defense instead. If the enemy isn't coming any closer after two full turns of readied actions, single-move clockwise around the inner edge of the tower into similar positions as above and execute the actions above. Ongoing Tactics Haroun will use Nature's Wrath every turn that he can. If he can get close enough to Beauty to mark her, he will save Nature's Wrath until he can mark her, but will mark Beast if that's his only option. Haroun will also use Font of Life to make saving throws at the beginning of this turn when necessary. If anyone violates his mark, Haroun uses Warden's Grasp, sliding Beast away from himself and Elanthia, and sliding Beauty closer to Haroun. Neither Haroun nor Elanthia will ever attack Beast until Beauty is down, even if Beast triggers opportunity attacks. After Haroun attacks Beauty with Thunder Step and Earthgrasp Strike, attack her with Mountain Hammer, then Weight of Earth until she's down. After that, switch to Beast and attack him with any remaining encounter powers, then Weight of Earth until he's down. Elanthia tries to get to melee range with Beauty, using Aspect of Agility to shift past Beast if necessary (apply Censure of Retribution if Beast hits her). Elanthia attacks Beauty with melee powers in the following order: Splinter the Formation (teleport Beast as far away from the action as possible) + Action Point + Avenging Echo, Halo of Fire, then Bond of Retribution until Beauty is down. After that, switch to Beast, declare an Oath against him, and attack him with any remaining encounter powers, then Weight of Earth until he's down. Conditional Actions The first time Haroun is hit, he will activate Stone's Endurance on his next turn The first time Elanthia misses a melee attack with both attack rolls against Beauty, Haroun uses Guided Shot to make the attack against Reflex instead of AC On the first attack that Haroun makes against Elanthia's oath target, she uses Divine Guidance to give Haroun a second attack roll When Haroun is bloodied, he uses his Second Wind (add +4 to AC due to Guardian Might - Earthstrength). On the following turn, Haroun will activate his Bloodcut Hide Armor to gain resist 10 (and will spend a healing surge to refresh it at the end of combat) Elanthia will use Memory of a Thousand Lifetimes at the first opportunity that she needs it If Beast hits Elanthia on his turn with a melee attack, she uses Resonant Escape to get away from him and as close to Beauty as possible Elanthia will not use her Second Wind Notes Haroun has combat advantage against slowed or immobilized targets (Vicious Advantage) If an enemy other than Elanthia's oath target hits her, she adds +3 (Int mod) to her damage rolls against the oath target (Censure of Retribution), and if Bond of Retribution is active, her oath target takes +3 (Int mod) damage immediately Elanthia has +1 defenses against bloodied creatures (Astral Majesty) Elanthia has resist 7 radiant (Astral Resistance) Elanthia's Fireburst armor allows her to automatically save against ongoing fire damage The Fight Show [Prefight Locations and Initiative] Beauty'n'Beast starts in area 3 -- Beauty starts at (9,2) with rod and dagger. Initiative 22 -- Beast starts at (8,2) with flail. Initiative 8 Marked for Death starts in area 4 -- Haroun starts at (2,5) with shield and longsword. Initiative 9 -- Elanthia starts at (2,4) with heavy flail. Initiative 6 [Round 1] Beauty delays for Beast to be ready Haroun opens the door, moves to (4,6) and takes total defense. Beast opens the door and moves to (7,4), spotting Haroun, and takes total defense. Beauty moves to (7,3), curses Haroun and attacks with Infernal moon curse [17 vs Fort 21+2, miss] Elanthia moves to (4,7), declares an oath on Beauty and attacks with Radiant Vengeance [20 vs Ref 19, hit; Dmg 1d8+6=9] Elanthia gains 5 temp hps. Beauty 54/63, Infernal moon curse used Beast 62/62, total defense Haroun 76/76, total defense, cursed (Beauty) Elanthia 62+5/62, Oath (Beauty) Map Show ![]() [Round 2] Haroun moves to (5,5) and uses Thunder step to teleport to (7,2) and attacks Beauty [21,26 vs Ref 19, hit; Dmg 2d8+7=17], dazing Beauty (save ends). Haroun uses the terror power of his weapon to decrease her defenses by 2 points (save ends) Haroun then uses an action point for Earthgrasp strike, triggering an immediate action from Elanthia for Divine Guidance [27,31 vs AC 19-2, hit; Dmg 1d8+7=13] and Beauty is knocked prone. Haroun marks Beauty. Beast shifts to (6,3), marks Haroun and attacks with Wildblood Frenzy [18,17 vs AC23, miss] Beauty attacks Haroun with Hellish Rebuke from prone, provoking an OA from Haroun, but is subsequently interrupted by Beast's Warden's Fury [28 vs AC23, hit; Dmg 2d8+8=18] and Haroun grants Combat Advantage. -- Haroun's OA [31 vs AC19-2+4+2, hit; Dmg 1d8+7=8] -- Beauty's attack [16+1 (rod) vs Ref 17, hit; Dmg 1d6+7+5 (wrath)=13+5; Curse 1d6=1] and uses an action point for second wind [15hp healed] Beauty is still dazed [1d20=6, fail], but is not terrified [1d20=12] Elanthia moves to (6,4) and attacks Beauty with Split the formation [18+2 (CA) vs AC19+2, miss]. She uses Memory of a thousand lifetimes [1d8=6, Hit; Dmg 2d6+7=16]. She teleports Beast to (8,2). This triggers Beauty's Hellish Rebuke rider [1d6+7=8] Elanthia uses an action point for Avenging Echo [25,17 vs AC19+2, hit; Dmg 2d6+7=12]. Beauty 3/63, bloodied, marked (Haroun), dazed (save ends), prone (can't stand until end of Haroun's next turn; 1d10+5 after that), Infernal moon curse used, second wind used, action point used Beast 62/62, Wildblood Frenzy used Haroun 31/76, bloodied, cursed (Beauty), marked (Beast), Thunder step used, Action point used, Earthgrasp strike used Elanthia 62+5/62, Oath (Beauty), Divine Guidance used, Split the formation used, Avenging Echo used, action point used [Round 3] Haroun uses stone's endurance and uses second wind [19hp healed, +4 AC] Beast attacks Haroun with Howling Strike [18 vs AC23, miss]. He marks Haroun. Beauty attacks Haroun with Hellish Rebuke from prone, provoking an OA from Elanthia and Haroun and is interrupted by Beast's Warden's Fury [23 vs AC23+2+4, miss] -- Haroun's OA [20 vs AC19, hit; Dmg 1d8+7=8], knocking her unconscious This misses due to OA AC bonuses -- Elanthia's OA [11!,17 vs AC19, miss] -- Beauty's Hellish Rebuke [28+1 vs Ref 17+2, hit; Dmg 1d6+7+5=8+5-5; Curse 1d6=2] Beauty throws off the daze effect [1d20=19, success]. Beauty takes 8 radiant damage from avenging echo. Beauty looks okay [1d20=16] Beauty falls unconscious here and then triggers the rebuke follow up damage (11) to Haroun - which is reduced to 6 from Stone's Endurance Elanthia shifts to (7,3), declares an oath on Beast and attacks with Halo of Fire [19,30 vs AC21, hit; Dmg 4d6+7=25] This triggers Curtain of Steel from Beast, which in turn triggers Warden's Fury from Haroun. They both miss however Beauty -13/63, dying, marked (Haroun), dazed (save ends), prone (can't stand until end of Haroun's next turn; 1d10+5 after that), Infernal moon curse used, second wind used, action point used, 1 healing surge used Beast 37/62, marked (Haroun), Wildblood Frenzy used Haroun 50/76, cursed (Beauty), marked (Beast), Thunder step used, Action point used, Earthgrasp strike used, Stone's endurance used, Second wind used, 1 healing surge used Elanthia 62+5/62, Oath (Beast), Divine Guidance used, Split the formation used, Avenging Echo used, action point used, Halo of Fire used [Round 4] Haroun attacks Beast with Mountain Hammer [22 (no combat advantage, but no marked penalty) vs Fort 21, hit; Dmg 2d8+7=13] Beast attacks Haroun with Howling Strike [14!-4 vs AC23, miss]. He marks Haroun. Beauty looks terrible [1d20=3, fail]. Beauty takes 8 fire damage from the halo. Elanthia attacks Beast with Bond of Retribution [14,18 vs AC21, miss]. Haroun uses Guiding shot to retarget the attack against Reflex, making it a hit [2d6+7=12] Beauty -21/63, dying (1 black mark), marked (Haroun), dazed (save ends), prone (can't stand until end of Haroun's next turn; 1d10+5 after that), Infernal moon curse used, second wind used, action point used, 1 healing surge used Beast 12/62, bloodied, marked (Haroun), Wildblood Frenzy used Haroun 50/76, cursed (Beauty), marked (Beast), Thunder step used, Action point used, Earthgrasp strike used, Stone's endurance used, Second wind used, 1 healing surge used, Guided shot used Elanthia 62+5/62, Oath (Beast), Divine Guidance used, Split the formation used, Avenging Echo used, action point used, Halo of Fire used [Round 5] Haroun attacks Beast with Weight of Earth [20 vs AC21, miss] Beast attacks Haroun with Howling Strike [15 vs AC23, miss] Beauty looks terrible [1d20=6, fail] Elanthia attacks Beast with Bond of Retribution [20,19 vs AC21, miss] Beauty -21/63, dying (2 black mark), marked (Haroun), dazed (save ends), prone (can't stand until end of Haroun's next turn; 1d10+5 after that), Infernal moon curse used, second wind used, action point used, 1 healing surge used Beast 12/62, bloodied, marked (Haroun), Wildblood Frenzy used Haroun 50/76, cursed (Beauty), marked (Beast), Thunder step used, Action point used, Earthgrasp strike used, Stone's endurance used, Second wind used, 1 healing surge used, Guided shot used Elanthia 62+5/62, Oath (Beast), Divine Guidance used, Split the formation used, Avenging Echo used, action point used, Halo of Fire used [Round 6] Haroun attacks Beast with Weight of Earth [30 vs AC21, hit; Dmg 1d8+7=12] and Beast falls. Fight Result and Summary Show Marked for Death wins and gains 2VPs -- Haroun used thunder step, an action point and a healing surge -- Elanthia used an action point Beauty'n'Beast loses and gains 1VP -- Beauty used a healing surge and an action point -- Beast used nothing. Pairings: 1 December 2011Map Feature of the Week: Ember Moss (Fire) Remember, map features are only for level 7+ fights on some maps Characters on Quests & Missions:
BATTLES OF SAGARIS
LEVEL 3 FIGHTS
LEVEL 5 FIGHTS
LEVEL 7 FIGHTS
LEVEL 9 FIGHTS
Pairings done by TelinArtho. Credits dgallaty +1 (1 fight) diamondmine +1 (1 fight) TelinArtho +1 (1 fight)
Beauty'n'Beast
Beauty'n'Beast's tactics Show the team will start at the back of their box (ie. beast 18,3 and beauty in 18,2.) They will move around the outside corridor of the map, staying adjacent to block the path as it is only 2 squares wide. beast will take total defense, and use Curtain of Steel on the first Gargoyle to attack him. beauty will ready necrotic embrace for the first cultist to come within range and no cover. keep at least 2 squares from corners in front of them, so that no enemy will reach the square beside beauty before she attacks them. beast will mark gargoyles. beauty will use blinding shield on a gargoyle as soon as she can. she also uses cage of light as soon as the battle comes into melee and she can target at least 3 enemies. she uses hellish rebuke thereafter, targetting gargoyles first and provoking up to two OAs at once, or three if it means beast will get to use warden's fury. if too many enemies, do not shift away - instead try to aid ally for beast's attacks against a gargoyle. beauty will heal beast with rune of mending (destruction) as soon as beast is down by 25hp, or use swift healing and rune of the final effort in the same round on beast if he is bloodied. beast uses avalanche strike on a gargoyle right after beauty uses rune of the final effort on him. he will action point for wildblood frenzy then as well. default to howling strike after this. do not attack gargoyles in stone form unless that's the only enemy available. beauty will second wind as soon as she is bloodied. beast will ready attacks for when gargoyles are adjacent if there are none. clean up the two remaining cultists at the end if cage of light didn't do the trick. strange enemies; hopefully beauty's vs will attacks can take out the minions, and beast can hit the gargoyles as they are melee only. thanks for the run! Statuesque Statuesque Show The cultists immediately head to the most-heavily-armored front-line opponent, charging if necessary, and setting up flanking positions. The gargoyles stay on the edge of the battlefield, coming out of Stone Form, flying, then going back to Stone Form, until the cultists are engaged in melee or are all dead. At that point, 2 of the gargoyles attack the same target as the cultists, alternating between claw attacks (Swoop Attack if necessary to reach the target) or going to Stone Form, while the remaining gargoyle alternates on the opposite cycle, Stone Form first, then Swoop Attack, so that there's always at least one gargoyle attacking in a given round. The Fight Show [Prefight Location and Initiative] Beauty'n'Beast starts in area 2 --Beauty starts at (37,18) with her rod and dagger in hand. Initiative 13 (-) --Beast starts at (36,18) with heavy flail in hand. Initiative 7 Statuesque starts in area 1 --Gargoyle A starts at (20,37). Initiative 13 (+) --Gargoyle B starts at (19,37). Initiative 19 --Gargoyle C starts at (21,37). Initiative 15 --Earth Cultist A starts at (20,34). Initiative 21 --Earth Cultist B starts at (19,34). Initiative 8 --Earth Cultist C starts at (21,34). Initiative 11 [Round 1] Earth Cultist A double moves to (20,24) [Stealth 20-5] Gargoyle B flies to (11,34) and turns to stone form [Stealth 16] Gargoyle C flies to (29,33) and turns to stone form [Stealth 13] Gargoyle A flies to (20,29) and turns to stone form [Stealth 16] Beauty moves to (37,22) and readies vampiric embrace on the first cultist in range without cover. [Stealth 11] Earth Cultist C double moves to (26,26) [Stealth 19] Earth Cultist B double moves to (13,26) [Stealth 12] Beast takes total defense and moves to (36,24) [Stealth 12] Map Show ![]() [Round 2] Earth Cultist A hasn't heard or seen anyone so he moves to (21,19), where he spots Beauty. He moves to (26,19). He calls out to everyone as loud as he can. Gargoyle B gains 5 temp HPs, reverts and flies to (14,26) and turns to stone form. Gargoyle C gains 5 temp HPs, reverts, flies to (33,28), spotting Beast. It uses swoop attack and moves to (35,25) and claws at Beast [15 vs AC21+2, miss] Not using Word of the Blinding shield since Beauty is readied. Gargoyle A gains 5 temp HPs, reverts, flies to (27,25), and turns to stone form. Beauty moves to (37,25) and readies vampiric embrace on the first cultist in range without cover. Earth Cultist C moves to (35,26). Earth Cultist B double run to (27,26) Beast marks and attacks gargoyle C with howling strike [23 vs AC19, hit; Dmg 2d8+1d6+8=22] Beauty 63/63 Beast 64/64 Gargoyle A 52+5/52 Gargoyle B 52+5/52 Gargoyle C 35/52 Earth Cultist A 1/1 Earth Cultist B 1/1, ran Earth Cultist C 1/1 Map Show ![]() [Round 3] Earth Cultist A double moves to (36,21), triggering Beauty's ready action [31 vs Will 18, hit; dead] and Beauty gains 7 temp hps. Gargoyle B reverts, flies to (22,26) and turns to stone form. Gargoyle C shifts to (34,26) and reverts to stone form. Gargoyle A reverts, flies to (33,21) and uses swoop attack to fly to (37,23) and attacks Beast [16 vs AC21, miss] Earth Cultist C shifts to (35,25) and attacks Beast [29 vs AC21, hit; Dmg 8] Earth Cultist B moves to (34,25) Beast marks and attacks gargoyle A with howling strike [18 vs AC19, miss] Beauty 63+7/63, vampiric embrace used Beast 56/64 Gargoyle A 52+5/52 Gargoyle B 52+5/52 Gargoyle C 35/52 Earth Cultist B 1/1 Earth Cultist C 1/1 Map Show ![]() [Round 4] Beauty attacks with Cage of Light [10 vs Will 18 (Cultist B), 10 vs Will 18 (Cultist C), 20 vs Will 15 (Gargoyle C), hit; Dmg 2d4+1+1d6-20=0] Gargoyle B reverts, flies to (30,28) and turns to stone form. Gargoyle C gains 5 temp HPs, reverts uses swoop attack to move to (35,24) and attacks, but Beauty interrupts with Word of the Blinding shield (destruction) [26 vs Fort 17, hit, Dmg 1d6+5=6]. Gargoyle attacks [29-5 vs AC21, hit; Dmg 1d10+4+4+15=33]. It grants Combat advantage [Save 1d20=7, fail] Gargoyle A shifts to (37,22) and reverts to stone form. Earth Cultist C shifts to (36,25) and attacks Beast [14 vs AC21, miss]. It grants combat advantage, but throws the effect off [1d20=16, success] Earth Cultist B shifts to (35,25) and attacks Beast [17 vs AC21, miss]. It grants combat advantage [Save 1d20=9, fail] Beast attacks Gargoyle C with howling strike [33+2! vs AC19, hit; Dmg 2d8+1d6+8=30; Crit 2d6=8], bloodying it Beauty 63+7/63, vampiric embrace used, cage of light used, word of the blinding shield used Beast 23/64, bloodied Gargoyle A 52+5/52 Gargoyle B 52+5/52 Gargoyle C 3/52, bloodied, grants combat advantage (save ends) Earth Cultist B 1/1, grants combat advantage (save ends) Earth Cultist C 1/1 [Round 5] Beauty attacks Cultist B with Hellish Rebuke, provoking an OA from Cultist C [13 vs AC19+4, miss] [20+2 vs Ref 21, hit; dead] and uses rune of the final effort [+5 power to all defenses] and swift recovery on Beast [16hp healed] Gargoyle B reverts, uses swoop attack to fly to (35,25) and attacks Beast [12 vs AC19+5, miss] Gargoyle C shifts to (34,25) and turns to stone form. [Save 1d20=15, success] Gargoyle A reverts, uses swoop attack to fly to (36,23) and attacks [28 vs AC19+5, hit; Dmg 1d10+4+4+15=24], bloodying Beast again. Earth Cultist C attacks Beast [26 vs AC19+5, hit; Dmg 8] Beast attacks Gargoyle A with Avalanche Strike [23 vs AC19, hit; Dmg 6d8+9=36] and uses an action point for wildblood frenzy [14! vs AC19] and attacks again [26 vs AC19, hit; Dmg 2d8+8=10] Beauty 63+7/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used Beast 7/64, bloodied, second wind used, 1 healing surge used, avalanche strike used, action point used, wildblood frenzy used Gargoyle A 11/52, bloodied Gargoyle B 52+5/52 Gargoyle C 3/52, bloodied Earth Cultist C 1/1 [Round 6] Beauty uses rune of mending (destruction) on Beast [16hp healed] and attacks Cultist C with hellish rebuke, provoking an OA from him [16 vs AC19+4, miss] [27 vs Ref 21, hit; dead] Gargoyle B reverts to stone form. Gargoyle C gains 5 temp HPs, reverts, swoop attack to (36,25) and attacks Beast [22 vs AC19-4, hit; Dmg 1d10+4+4+15=31] and Beast falls Gargoyle A changes to stone form Beast makes a miraculous recovery [1d20=20, 16hp healed] Beauty 63+7/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used Beast 16/64, bloodied, second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle A 11/52, bloodied Gargoyle B 52+5/52 Gargoyle C 3+5/52, bloodied [Round 7] Beauty curses Gargoyle C and attacks it with Hellish rebuke, provoking an OA from it [22 vs AC19+4, miss] [13! vs Ref15, miss] Gargoyle B reverts and attacks Beast with a claw [16 vs AC19, miss] Gargoyle C turns to stone form. Gargoyle A gains 5 temp HPs, reverts and attacks Beast [15 vs AC19, miss] Beast stands and attacks Gargoyle A [22 vs AC19, hit; Dmg 2d8+1d6+8=15] Beauty 63+7/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used Beast 16/64, bloodied, second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle A 1/52, bloodied Gargoyle B 52+5/52 Gargoyle C 3+5/52, bloodied, cursed (Beauty) [Round 8] Beauty attacks Gargoyle A with hellish rebuke [25 vs Ref 15, hit; Dmg 1d6+7=8] and it goes down. Gargoyle B changes to stone form. Gargoyle C reverts and uses swoop attack to flank Beast and attacks [19 vs AC19, hit; Dmg 1d10+4+2+15=23] and Beast falls. Beast looks okay [1d20=13] Beauty 63+7/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used Beast -7/64, dying, second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 52+5/52 Gargoyle C 3+5/52, bloodied, cursed (Beauty) [Round 9] Beauty attacks Gargoyle C with hellish rebuke, provoking an OA [26 vs AC19+4, hit; Dmg 1d10+4=13] [22 vs Ref 15, hit; Dmg 1d6+7+1d6=12] and Gargoyle C falls. Gargoyle B reverts, moves and attacks Beauty [19 vs AC19, hit; Dmg 1d10+4+15=25] Beast looks okay [1d20=11] Beauty 32/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used Beast -7/64, dying, second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 52+5/52 [Round 10] Beauty curses Gargoyle B, and attacks with Hellish rebuke, provoking an OA [26 vs AC19+4, hit; Dmg 1d10+4=9] [13! vs Ref 15, miss] Gargoyle B reverts to stone form. Beauty 23/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used Beast -7/64, dying, second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 52+5/52, cursed (Beauty) [Round 11] Beauty takes second wind [15hp healed] and moves away so she won't provoke. Gargoyle B gains 5 temp HPs, reverts and attacks [24 vs AC19+2, hit; Dmg 1d10+4+15=22] Beast looks terrible [1d20=9, fail] Beauty 16/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used, second wind used, 1 healing surge used Beast -7/64, dying (1 black mark), second wind used, 3 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 52+5/52, cursed (Beauty) [Round 12] Beauty steps away and attacks with hellish rebuke [14 vs Ref 15, miss] Gargoyle B reverts to stone form. Beast makes a miraculous recovery [1d20=20, success; 16hp healed] Beauty 16/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used, second wind used, 1 healing surge used Beast 16/64, bloodied (1 black mark), second wind used, 4 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 52+5/52, cursed (Beauty) [Round 13] Beauty shifts away and readies to attack with Hellish Rebuke Gargoyle B reverts, provoking the readied action [24 vs Ref 15, hit; Dmg 1d6+7+1d6=18]. Gargoyle swoops in and attacks Beauty [15 vs AC19, miss] Beast stands and moves adjacent to the gargoyle. Beauty 16/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used, second wind used, 1 healing surge used Beast 16/64, bloodied (1 black mark), second wind used, 4 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 39/52, cursed (Beauty) [Round 14] Beauty shifts away and attacks with Hellish Rebuke again [23 vs Ref 15, hit; Dmg 1d6+7+1d6=13] Gargoyle shifts to stone form. Beast marks the gargoyle and readies to attack when it reverts Beauty 16/63, vampiric embrace used, cage of light used, word of the blinding shield used, rune of the final effort used, swift recovery used, rune of mending used, second wind used, 1 healing surge used Beast 16/64, bloodied (1 black mark), second wind used, 4 healing surges used, avalanche strike used, action point used, wildblood frenzy used Gargoyle B 26/52, cursed (Beauty) [Round 15] Beauty readies to attack when the gargoyle shifts. Gargoyle gains 5 temp HPs, shifts, triggering the two readies [19 vs AC19, hit; Dmg 2d8+1d6+8=23] [20 vs Ref 15, hit; Dmg 1d6+7+1d6=17] and the gargoyle falls. Fight Summary and Result Show Beauty'n'Beast win and gain 2VPs -- Beauty used 1 healing surge, cage of light -- Beast used 4 healing surges and an action point Elven Bouncers Tactics Show Assuming that the team starts in the south box, Fiora starts at 17,4 with her halberd in both hands, and Fillian starts at 17,1 with his heavy flail in both hands. Rotate as necessary. Opening Moves Fillian moves to 17,4, then moves to 17,6 and makes a Stealth check to hide. He remains there, and every round makes Perception checks and takes Total Defense, until Fiora has attacked the Fire Elemental. The first target is the Fire Elemental. Fiora marks it with Divine Challenge, then attacks it with Enfeebling Strike until it's down. Fillian declares his Oath against the Fire Elemental, then attacks it with Overwhelming Strike until it's down, shifting and sliding the Fire Elemental away from Fiora only if the Fire Elemental is currently adjacent to Fiora. The second target is the Earth Elemental. Fiora marks it with Divine Challenge, then attacks it with Shielding Smite only after Fillian has declared his Oath against it (Fillian applies Divine Guidance if Fiora rolls less than 11). Otherwise Enfeebling Strike until it's down. Fillian declares his Oath against the Earth Elemental, then attacks it with Angelic Alacrity (re-roll the second attack roll with Elven Accuracy if he misses on both rolls), then Overwhelming Strike until it's down, using the same shifting and sliding tactics as he did with the Fire Elemental. The final target is the Air Elemental. Same tactics as with the Fire Elemental. If Fiora is grabbed by the Air Elemental, Fillian will not attack it, and instead will Aid Another to help Fiora's Athletics check to escape the grab. Conditional Actions (in priority order) Notes The Fight Show rolls The Elven Bouncers start in the South box, Fillian ready for battle and Fiona checking her halberd shaft for integrity. The elementals start within sight, in the West box and are all nearly as fast as Fillian to ready as the gong marks the start of battle. Prefight Show Elven Bouncers start in the South box: - Fillian 17,1 : 20 - Fiona 17,4 : 9 Earth, Wind and Fire start in the West box: - Earth 4,18 : 12 - Air 2,17 : 10 - Fire 4,16 : 19 Fillian quietly moves ahead, managing to stay hidden from the elementals. The elementals act quickly however, as Fire closes directly onto Fiona. Fillian manages to get a swing at Fire as it passes, but isn't able to deter the advance and the Fire elemental manages to set fire to Fiona's hair. Earth moves solemnly through the columns in its advance towards the enemy. Air disipates into an invisible mist, and follows closely behind. Fiona issues the divine word of (no god specified) on the Fire elemental, and with a hefty swing manages to snuff a lot of the fire elemental's presence. Another word to her god quickly extinguishes the fire in her hair. Round 1 Show Fillian 25/25 - move: 16,4 [ stealth 9+9-5=13 hidden ] - move: 17,6 [ no need to reroll ] Fire 27/27 - move: 12,11 - standard: charge Fiona 16,5; Fillian gets an OA [ 8+2 vs AC 14 miss ]; charge [ 11 vs Ref 11 hit; Fiona takes ongoing 5 fire damage ] and Fillian is no longer hidden Earth 42/42 - move: 8,13 then 13,8 Air 23/23 - phantom: invisible - move: 8,15 then 12,9 Fiona 31/31 - take 5 fire damage (26) - minor: divine challenge on Fire - minor: divine mettle [ 6+4 saved ] - standard: enfeebling strike on fire [ 15+6 vs AC 14 hit; 14 damage (13) and Fire is bloodied, takes -2 to attacks ] Map: ![]() Fillian swears an oath on the Fire elemental, and with a swift manuver mauls through the elemental with her flail, pulling it backward with her and away from Fiona. The fire elemental flickers away though, and swings around behind Fiona to surround her in response to her challenge. As earth engages fiona with a slam that hits the ground in front of her feet, the fire elemental manages to set fire to her hair again with the distraction. Air, now feeling safe that both the other elementals have closed on the enemy, most in and grabs a deathgrip on Fiona's throat, suffocating her. Fiona, burning and unable to get a breath, is suddenly very near unconsciousness. She deftly tends to the wounds opening on her neck, but cannot escape the death grip of the air elemental and so takes a second to steady herself; if calm she won't feel the effects of the suffocation so badly. In her concentration, she is unable to put out the flames buring into her scalp now. Round 2 Show Fillian 25/25; - minor: oath Fire - standard: Overwhelming strike on Fire [ 15,17 vs AC 14 hit; 9 damage (4), Fillian shifts to 18,7, and pulls Fire to 17,6 ] Fire 4/27; marked by Fiona, bloodied, -2 to attacks - minor: flickering flame to 16,6 - move: around Fiona to 18,3 - standard: ready Slam on Fiona for flank [ 23 vs Ref 11 hit; Fiona takes ongoing 5 fire damage ] Earth 42/42; - move: 16,5 - standard: slam on Fiona [ 10! vs AC 18 miss ] Air 23/23; invisible - phantom: invisible - move: 16,4 - standard: grasp of storms on Fiona [ 12 vs Ref 11 hit; 14 damage (12) and Fiona is grabbed, takes ongoing 5 damage ] Fiona 12/31; ongoing 5 fire damage, ongoing 5 damage, grabbed by Air - take 5 ongoing fire, and 5 ongoing damage (2) - minor: Lay on Hands self (9) - move: escape attempt [ 1 vs DC 12 fail ] - standard: second wind (16) - save [ 6 fail ] Map: ![]() Fillian strikes heavily on the fire elemental with his flail, punishing it for fleeing under his censure. He strikes a new oath on the Earth elemental, who once again hits the floor at fiona's feet. The air elemental, content with its grasp, attempts to lash out at fiona but cannot pierce her heavy platemail. Fiona pains from the burning and lack of oxygen, but manages to challenge earth none-the-less. She fails to loose air's grasp yet again, but with the help of Fillian's divine guidance is able to strike true into the earth elemental, jarring stones loose from it's form and in return bolstering Fillian's armor. The flames burn out, as fiona has no hair left to burn. Round 3 Show Fillian 25/25; - move: 18,4 - standard: overwhelming strike on Fire [ 8!,15 vs AC 14 hit; 7+5 damage and Fire falls ] - minor: oath Earth Fire -8/27; dead Earth 42/42; - standard: slam on fiona [ 10 vs AC 18 miss ] Air 23/23; grabbing fiona - standard: slam on fiona [ 11 vs AC 18 miss ] Fiona 16/31; ongoing 5 fire damage, ongoing 5 damage, grabbed by Air - take 5 ongoing fire and 5 ongoing (6) - minor: challenge earth - move: escape attempt [ 4-2 fail ] - standard: shielding smite on earth [ 13 vs AC 17 miss, divine guidance 16+6 vs AC 17 hit; 14 damage (28) and Fillian gains +2 power bonus to AC ] - save: [ 17 saved! ] Map: ![]() Fillian moves deftly around the pillar to strike at earth from behind with a mighty swing, only to miss by the slightest fraction. His elven reflexes allow for another swing before earth can react, and this time he knocks the elemental into several pieces, however it still stands. Nearly incapaticated, earth's slam bounces off Fiona's armor, followed swiftly by a foiled attack of Air's. Fiona strikes one more time at earth, crumbling the rest of the elemental. Her face turns blue though as she fails to slip from the deadly grip of Air. Round 4 Show Fillian 25/25; +2 AC power bonus - move: 15,6 - standard: angelic alacrity on Earth [ 12,16 miss, elven accuracy 17,17 hit; 23 damage (5) and earth is bloodied ] Earth 5/42; bloodied, oathed - standard: slam on fiona [ 14 vs AC 18 miss ] Air 23/23; grabbing fiona - standard: slam on fiona [ 13 vs AC 18 miss ] Fiona 6/31; ongoing 5 damage, grabbed by Air - take 5 ongoing damage (1) - standard: enfeebling strike on earth [ 21 vs AC 17 hit; 8 damage and earth dies ] - minor: challenge air - move: escape attempt [ 3 fail ] Fillian swings frantically at the misty form, trying to save his partner, but it is too late. A gust of air shoots harmlessly past Fiona, but her eyes roll up into her head as she collapses in the deathgrip. Round 5 Show Fillian 25/25; - move: 15,5 - standard: overwhelming strike on air [ 11,13 vs AC 15 miss ] Air 23/23; grabbing fiona - standard: slam on fiona [ 5! vs AC 18 miss ] Fiona 1/31; ongoing 5 damage, grabbed by air - take 5 damage (-4) - DST 18 Left alone against the ghostly elemental, Fillian takes a calculated swing, dispersing some of the elemental. Unable to affect Fillian directly, Air floats up out of harms way - but not before Fillian manages another weak swing through it. Round 6 Show Fillian 25/25; - standard: overwhelming strike on air [ 21,23 vs AC 15 hit; 12 damage (11), air is bloodied ] Air 11/23; - standard: slam on fillian [ 16 vs AC 17 miss ] - move: fly up 6 squares, trigger Fillian OA [ 18,16 vs AC 15 hit; 7 damage (4) ], censure is active Fiona -4/31; - DST 18, 17 Fillian readies himself for the elemental to attack him. Air disappears, only to attempt to grab Fillian's neck from above. Feeling the rush of wind in his hair, Fillian ducks his head just in time and lets his flail swing down beside him, then carries the swing up into the exposed elemental in a windmill motion - completely obliterating it's existance. The momentum of the swing brings his arms back down in front of him, flail at the ready as the crowd cheers the elven victory. Round 7 Show Fillian 25/25; - standard: ready overwhelming strike on air Air 4/23; - phantom: invisible - move: to 15,5,1 - standard: grasp of storms on fillian [ 9 vs Ref 15 miss ] triggers Fillian's overwhelming strike [ 27!,23 vs AC 15 crit; 21 damage and air dies ] Fiona -4/31; - DST 18, 17 Results Show Elven Bouncers win, and gain 2 VPs: - Fiona used one lay on hands, and two healing surges - Fillian used nothing
The Claw and The Bow vs Wolfriders
Fight Results Show Wolfriders win and gain 2 VPs: - Gradak used Form of Relentless Panther, an Action Point, and 1 healing surge - Hardak used nothing The Claw and The Bow lose and gain 1 VP: - Dragon used nothing - Granik used 1 healing surge |