D&D Miniatures07/26/2007


Puzzling Plastic
A Paralyzed Party



Solution

The key to this solution is realizing that it is not possible to win before the end of the round. You need to set up the Slayer of Domiel to perform a full attack in the next round by disabling the incited Mad Slashers without destroying them. (You can also download this solution for posterity if you'd like.)

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Movements to victory

1a The Standardbearer moves to G10.
1b The Lich Necromancer attempts an attack of opportunity on the Standardbearer, which misses (6 + 10 misses AC 18).
2a The Man-at-Arms moves and provokes a lethal attack of opportunity from Warduke (6 + 17 hits AC 19). Your opponent is awarded 3 victory points, totaling 123.
2b Warduke cleaves into the Justice Archon and destroys it (6+17 hits AC 19). Your opponent is awarded 32 points, totaling 155.
2c No Orc Skeletons are brought into play thanks to the Standardbearer's countersong.
3a The Slayer of Domiel moves to I12, provoking attacks of opportunity from each enemy.
3b The Lich Necromancer misses (6 + 10 + 2 [flank] misses AC 20).
3c Both Mad Slashers miss (6 + 6 + 2 [flank] misses AC 20).
3d Warduke hits the Slayer of Domiel for 15 total damage (6 + 17 hits AC 20, 6 bypasses Conceal). The Slayer of Domiel has 50 hit points remaining.
4a Ember, Human Monk moves to I10, provoking attacks of opportunity.
4b Warduke misses Ember, Human Monk (6 + 17 misses AC 24).
4c The Mad Slashers both miss (6+6+2 [flank] misses AC 24).
4d The Lich Necromancer misses (6+10 misses AC 24).
4e Ember, Human Monk hits the Mad Slasher in I11 with a Stunning Attack for 5 damage (6 + 7 + 2 [flank] hits AC 15). The Mad Slasher has 5 hit points remaining.
4f The Mad Slasher in I11 is stunned (6 + 4 misses DC 15).
5 Aramil, Adventurer moves to F4 and casts ray of enfeeblement, choosing the Githzerai Monk as the target.
6a The Githzerai Monk moves to G12 and hits the Mad Slasher in G11 with a Stunning Attack for 5 damage (6 + 9 - 2 [ray of enfeeblement] + 2 [flank] hits AC 15). The Mad Slasher has 5 hit points remaining.
6b The Mad Slasher in G11 is stunned (6 + 4 misses DC 18).

The round ends. Both players gain 10 Victory points, putting you at 66 points and your opponent at 165.

Your opponent wins initiative. The incited Mad Slashers activate but can do nothing because they're Stunned until the ends of their activations.

7a The Githerzai Monk does a full attack against Warduke. The first attack is an Unavoidable Strike and Stunning Attack combination, which hits for 15 damage, reducing Warduke to 50 hit points.
7b Warduke fails the Stun save (6 + 10 misses DC 18).
7c The Githzerai Monk's second attack hits Warduke for 5 damage (6 + 9 - 2 [ray of enfeeblement] + 2 [flank] hits AC 17 - 2 [stun]). Warduke has 45 hit points remaining.
8a The Slayer of Domiel makes a full attack against Warduke. The first attack hits for 25 damage (6 + 10 + 2 [flank] hits AC 17 - 2 [stun], 10 + 10 [sneak attack] + 5 [evil foe]). Warduke has 20 hit points remaining.
8b The Slayer of Domiel's second attack hits Warduke for 20 damage, destroying the creature (6 + 10 + 2 [flank] hits AC 17 - 2 [stun], 5 + 10 [sneak attack] + 5 [evil foe]). Thanks to Marked Target, you gain 140 victory points for a total of 206. At the end of the activation you win, 206 to 165.

Thanks to Guy Fullerton, Dwayne Stupack, and Martin Kurr for testing the puzzle!

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