Ok, sounds great. Rawr and Lucky are both extremely aware creatures. As I'm gathering some roots, setting my snares and masking them with fallen pine needles and snow, I point out to them where they are. I then pantomime instructions to the two of them to make themselves prominent in front of the fire so our enemies move to engage them there. I'll be stealthed nearby under the snowy boughs of a cottonwood tree...maybe!
[sblock]Set Snares: Nature + 19 vs DC 26. Rolled 14. 33 succeeds.
Attack vs Standard + 24 vs Fort. Rolled 9. 33 hits. Restrained (save ends).
Attack vs Minion + 24 vs Fort. Rolled 3. 27 misses. Slowed UEoNT.
Stealth + 21 vs Passive Perception 26. Rolled 13. 39 succeeds.
Surprise Round = Magic Missile on a Minion. Dead.
Initiative + 16. Rolled 11. 27.
Wood Elf Reactive Stealth on Initiative with an cover or concealment. + 21 vs 26. Rolled 6. 27 passes.[/sblock]
Here...we...go!
RELEVANT FEATURES
1) Orange outline with red fill is the Hindering Terrain of the fires. Saving Throw when FM into. Enter or start turn there = 10 OG fire (save ends)
1) Every square except for those under the cottonwood trees and w/i 2 sq of the fire are DT. Knee deep snow.
3) On the right is a partially frozen. The ice is thin and DT. Acrobatics @ medium DC if you enter. DT. Failure = attack by hazard and possibly going through the ice.
4) Cottonwood trees squares are not DT. Partial cover against ranged attacks and can be auto-climbed by anyone in this combat.
5) Glacial moraines (top right/left and bottom right) can be climbed at medium DC.
6) Green around M is slowed UEoNT (will end after their go this turn). Blue around S1 is the restrained (save ends). Those are you two snare victims.
SURPRISE ROUND
Otthor
[sblock]Action: Magic Missile. Minion at top dead.
Wood Elf Stealth at Initiative = hidden.[/sblock]
Fog, natural this time, wreathes the periphery of the barrier forest. As they ermerge from the concealment of the hanging vapor, moonlight outlines three small bipedal horrors resembling nothing from this earth. They shamble in the deep snow, seeming to be inexorably drawn to the crackle and light of the large fire across the field. Their bodies are spherical, their legs dijointed things. On their eyes "heads" is an elongated tube-like structure dripping acid on the snow before them.
Amidst their trio is a "thing" looking the part of a human that has been melted in acid. Its features are all distorted and elongated. It drags its long arms like an ape while its jaw droops down to its waist.
The four of them struggle to move through the knee deep snow. Suddenly, the "humanoid-shaped-thing" is entangled severely by one of Otthor's snares. One of the little "spouters" gets caught up momentarily, but breaks free of the bulk of the twisted root trap.
Meanwhile, one of their numbers is taken heavily in the chest by a missile of force, streaking unerringly from its point of origin near the fire. It collapses and lies very still...
INITIATIVE
S1 (Humanoid Shaped Thing)
M (Spouter)
Otthor & Rawr, Lucky (Binks to play)
ROUND 1
Humanoid Shaped Thing
[sblock]No available ranged attack for distance to targets.
Restrained Saving Throw: 12. Success.[/sblock]
Spouters
[sblock]Slowed Spouter:
Move Action: Run speed + 2 and give up CA. 2 (slowed) + 2 = 4 sq/2 (DT) = 2 sq.
Move Action: Run speed + 2 and give up CA. 2 (slowed) + 2 = 4 sq/2 (DT) = 2 sq.
Spouter at bottom:
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Standard Action: Acidic Spew (R10) + 24 - 5 (Run) = + 19 vs Ref on Lucky . Rolled 18. Hits. 10 acid damage and OG 5 acid (save ends).[/sblock]
The creatures struggle to trudge through the unforgiving snow, some having more success than eithers. One of the Spouters erects the prehensile tube on its head and lobs a disgusting ball of acid. It splashes in the snow and sizzles against Lucky's spiritual "flesh".
Otthor
[sblock]Standard Action: Magic Missile. Minion 2 dead.
Move Action: Climb cottonwood tree 7/2 = 3 squares. 10 feet up. Cover + 2 defenses.[/sblock]
Rawr/Lucky
[sblock]Lucky takes 5 OG Acid
Move Action: Move to other side of large fire heavily obscuring line of sight. Total Concealment = enemy takes - 5 to hit.
Lucky Saving Throw vs 5 OG Acid: 11 = success.[/sblock]
ROUND 2
Humanoid Shaped Thing
[sblock]Move Action: Run 6 + 2 squares/2 (DT) = 4 sq. Gives up CA.
Move Action: Run 6 + 2 squares/2 (DT) = 4 sq.[/sblock]
Spouters
[sblock]Spouter 3
Move Action: Speed 6q/2 (DT) = 3 sq.
Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Lucky. Rolled 8. Misses.
Spouter 4
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 5
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
Lucky and Rawr put the high fires and shrouding smoke between themselves and the ranged barrage of acidic blobs coming from the disgusting creatures.
Otthor cuts another of the abominations down with the perfect flight of a deadly missle. Yet still they come. And in more numbers. A few more of the small creatures appear out of the shrouding mists. Like the others, they work their way through the snow toward our heroes.
There are many more out there as the night sky is a torrent of chirps, moans, and the terrible clacking noise of rearranged joints moving unnatural bodies through the winter-scape...
Otthor
[sblock]Standard Action: Magic Missile. Minion 4 dead.
Free Action: Drop the 10 feet from the branches of the cottonwood tree to ground.
Move Action: Move adjacent to Rawr and Lucky.[/sblock]
Rawr/Lucky
[sblock]Ready Action: If bad guy comes in melee range: MBA. * Lucky MBA + 25 (+2 CA) vs S1. Rolled 7. Hits. 2d8 (5) + 10 = 15 damage on S1.
Move Action: Rawr moves around to flanking position with Lucky.[/sblock]
Humanoid Shaped Thing Opportunity Action
[sblock]OA on Rawr due to Threatening Reach 2 with elongated arms. Slam + 25 - 5 = + 20. Rolled 14. Misses.[/sblock]
ROUND 3
Humanoid Shaped Thing
[sblock]Move Action: Run 6 + 2 squares/2 (DT) = 4 sq. Gives up CA.
Standard Action: Charge adjacent to Lucky * and MBA (Slam) + 25 (+1 charge - 5 run) = + 21 on Lucky. Rolled 11. Misses.[/sblock]
Spouters
[sblock]Spouter 3
Move Action: Speed 6q/2 (DT) = 3 sq.
Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Otthor. Rolled 14. Misses.
Spouter 5
Move Action: Speed 6q/2 (DT) = 3 sq.
Standard Action: Acidic Spew (R10) + 24 - 5 (Total Concealment) = + 19 vs Ref on Otthor. Rolled 6. Misses.
Spouter 6
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 7
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
As the "humanoid-shaped-thing" with the grotesquely elongated limbs churns through the snow toward Lucky, Otthor and Rawr move into position to engage in melee with the creature. Otthor neatly dodges a pair of acidic volleys as he fires off another life-ending Magic Missile. As Rawr flanks the stretchy abomination, he takes a backhand from the creatures elongated limbs, shrugging it off completely with a mighty rearing on his hind legs and roar!
Again, more of the abominations emerge from the silky mists. They seem to be endless!
Rawr/Lucky
[sblock]Standard Action: Rawr MBA + 25 (+2 CA) vs S1. Rolled 8. Hit. 2d12 (10) + 9 = 19 damage.[/sblock]
Otthor
[sblock]Move Action: Move 2 sq adjacent to S1, Rawr, and Lucky.[/sblock]
Humanoid Shaped Thing Opportunity Action
[sblock]Slam + 25 (- 5 run) vs Otthor. Rolled 11. 31 misses.[/sblock]
Otthor Cont
[sblock]Standard Action: MBA + 28 vs Ref on S1. Rolled 7. Hits. 2d8 (10) + 17 = 27 damage.
No Action: Unseen Hand Bladespell. 10 Force damage and FM 3 squares into Frozen River Hazard.[/sblock]
Frozen River Hazard Attack on S1
[sblock]OA: + 24 (+2 CA) vs Fort. Rolled 9. 35 hits. 3d10 (17) + 4 cold damage (21 damage) and the target falls prone, and it is restrained and unable to stand. Until the target escapes (see Countermeasures), it has no line of sight or line of effect to other creatures, and other creatures have no line of effect or line of sight to it. Each time the target ends its turn restrained in this way, it takes 10 cold damage.
Effect: The burst’s area becomes difficult terrain.
Countermeasures:
Avoid: Acrobatics or Nature DC 26 (part of a move action to move through the hazard's space).
Success: The character can move through the hazard’s space without triggering the attack.
Escape: Athletics or Acrobatics DC 35 (standard action by restrained character).
Success: The character escapes.
Rescue: Athletics DC 26 (standard action by a character who is not restrained).
Success: The character enables a restrained character to escape.[/sblock]
ROUND 4
Humanoid Shaped Thing
[sblock]Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 13. Fails.
10 cold damage.[/sblock]
Spouters
[sblock]Spouter 3
Standard Action: Acidic Spew (R10) + 24 vs Ref on Otthor. Rolled 14. Hits. 10 acid damage and 5 OG acid damage (SE).
Move Action: Speed 6q/2 (DT) = 3 sq.
Spouter 5
Standard Action: Acidic Spew (R10) + 24 vs Ref on Otthor. Rolled 10. 34 Misses.
Move Action: Speed 6q/2 (DT) = 3 sq.
Spouter 6
Standard Action: Acidic Spew (R10) + 24 vs Ref on Rawr. Rolled 11. Hits. 10 acid damage and 5 OG acid damage (SE).
Move Action: Speed 6q/2 (DT) = 3 sq.
Spouter 7
Standard Action: Acidic Spew (R10) + 24 vs Ref on Rawr. Rolled 18. Hits. 10 acid damage. Already suffering 5 OG acid damage (SE).
Move Action: Speed 6q/2 (DT) = 3 sq.
Spouter 8
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 9
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
As he wades into melee with the elongated horror, Otthor's uncanny reactions and deft footwork spares him a potentially lethal blow from the humanoid "thing's" wiry appendage. A flurry of steel and a clenched fist flying wide later, the creature bleeds the snow and is sent flying from its feet courtesy of force magic. It slides onto the icy bank of the fast-moving river which summarily collapses beneath it. Its long arms desperately cling to the non-collapsed portion of the ice as its head and body disappears into the depths of the unforgiving current.
Meanwhile, more aberrant creatures converge on the battlefield, filling the night with more insane chattering, clicking, and maddening noises. Spouts lob acidic blobs into the midst of Rawr and Otthor, burning through snow, armor, fur, and flesh with equal indifference.
There is no end in sight to them...
Rawr/Lucky
[sblock]5 OG Acid damage to Rawr.
Move Action: Move 2 sq adjacent to M3.
Standard Action: Rawr MBA + 25 vs M3. Rolled 10. Hit. Dead.
Saving Throw vs 5 OG Acid: 4 fails.[/sblock]
Otthor
[sblock]Minor Action: Bladesong Encounter.
Move Action: Bladesong Step - Shift 6 sq adjacent to M5, M6, M7.
Standard Action: Feral Burst Encounter. MBA + 30 vs Ref on M5, M6, M7. Rolled 1, 7, 11. M6, M7 dead.
No Action: Unerring Bladespell with miss and 2 Bladespells with 2 hits. M7, M8, M9 dead.
Free Action: Breaching. Teleport 5 sq 10 feet up into nearby tree and Stealth + 21 (- 5 = + 16) with Partial Cover. Rolled 14. Beats Passive Perception of 26.
Saving Throw vs 5 OG Acid: 17 passes.[/sblock]
ROUND 5
Humanoid Shaped Thing
[sblock]Humanoid Shaped Thing 1
Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 15. Fails.
10 cold damage.
Humanoid Shaped Thing 2
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
Spouters
[sblock]Spouter 10
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 11
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
Their enemies beginning to enclose them like cornered lions, Otthor and Rawr come out fighting with like ferocity. The mighy bear tears across the few paces separating him from one of the small, spouting abominations and mauls it viciously until the snow is soaked in blood and its torn form stops moving.
Simultaneously, Otthor falls into the mystical trance of the bladesong as he cuts across the snowy battlefield as if walking on air. A whirlwind of steel and magic later and the remaining five enemies litter the winter-blanketed earth with their corpses. Teleportation magic takes him into the branches of a nearby cottonwood tree. He lies in wait like a stalking snow leopard as three new enemies emerge from the obscuring fog.
Otthor
[sblock]Free Action: Drop 10 ft to ground.
Move Action: Bladesong Step - Shift 3 sq adjacent to M10 and S2.
Standard Action: MBA + 30 vs Ref on S2. Rolled 20. 2d8 (16) + 27 + 4d8 (16) = 59 damage.
No Action: Lightning Ring Bladespell. 10 Lightning damage and 10 more if moves from sq.
Minor Action: Recover Bladesong Daily.
Action Point: Choir of Swords. MBA + 30 vs Ref on S2 and M10. 4 and 11. Both hit. M10 dead.
Free Action: Breaching. Teleport 5 sq back toward fire.
No Action: Unseen Hand Bladespell on S2. 10 Force damage and slides 3 squares back the way he came. Triggeres Lightning Ring. 10 more Lightning damage.
No Action: Any Bladespell on M11. Dead.
Free Action: Breaching. Teleport 5 sq back to other side of fire and adjacent to Lucky.[/sblock]
Rawr/Lucky
[sblock]5 OG Acid damage to Rawr
Move Action: Move 4 (3 + 1 DT) sq back to fire and adjacent to Lucky.
Standard Action: Lucky Heal + 12 (DC 15) Rawr to grant + 2 ST.
Saving Throw vs 5 OG Acid: 9 + 2 = 11 succeeds.[/sblock]
ROUND 6
Humanoid Shaped Thing
[sblock]Humanoid Shaped Thing 1
Standard Action: Escape Frozen River Hazard. Athletics + 18. Rolled 2. Fails.
10 cold damage.
Humanoid Shaped Thing 2
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
Spouters
[sblock]Spouter 12
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 13
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 14
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Spouter 15
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.
Move Action: Run speed + 2 and give up CA. 6 + 2 = 8 sq/2 (DT) = 4 sq.[/sblock]
Otthor drops softly and silently onto the snow from his perch in the tree. A dervish of steel and magic, he explodes across the thick snow as a weightless air elemental might. His sword wets the ground with his enemies' blood. Lightning and Force magic bound across the battlefield, throwing enemies this way and that and wreathing them with elemental destruction. When the exchange is over, his teleportation magic has taken him back to his allies' rallying point behind the fire where Lucky licks Rawr's beafy flank upon his arrival, revitalizing his spirits.
Several more aberrant horrors arrive on the snow-drenched ground of the forest. All they can do is haplessly trudge through the thick snows toward the heroes. The first of the "humanoid shaped creatures" still clings to the failing ice but is showing no signs of being able to emerge from the torrents watery grip.