Barandurr looks up at the flock coming at him, grimly he pulls forth his warhammer, and gives it a quick spin. Screaming something in Dwarvish his hammer begins to flame, beginning at the base and quickly moving towards the top; as if some out of control forest fire.
"Bring me anythin ta test me might keeper, but ye be not takin me this day. Nor any o' me mates ifn' I have anythin ta say about it. "
/ooc-casting flame of faith, basically makes it a plus +1 flaming burst weapon/
Norderil for the first time ha has been in your company, seems to allow his composure to slip. He grimaces, and spins around muttering somethign gutteral and ugly sounding in Orcish. He reaches into his pack and pulls a small round flask full of a viscous red material, and loads it into his sling. He winds it up,swinging the weapon swiftly over his head, preparing to let loose his ammunition as soon as the beasts reach optimum range.
((loading Alchemists Fire into my calculus, will release as soon as The Flock reaches 45' or so, aiming for whichever is closest.
Uttering a few words to herself, a small ball of flame flickers to life in Floe's palm, with the other arm she readies the round shield she carries.
OOC:
Casting Produce Flame, duration 5 minutes, can make a touch or ranged touch attack (range 120 ft.) for 1d6+5 fire damage. Each attack reduces duration by 1 minute.
The winged creatures are truly horrible to look at. Each one is different, unique in its own terrible way. Curved horns, wicked fangs, twisted limbs, and serpentine tails all made of perfectly clear ice, and all the more disturbing because of their eerie silence.
As his companions stare horrified at the oncoming horde, cunning Norderil leaps into action. The gnome prepares his ammunition and calmly takes aim, watching the gargoyles glide closer. A few feet away, Floe quietly whispers a request to the elemental spirits. Her eyes light up and she smiles as the hungry spirit of fire answers her call. She gleefully flings a handful of raw fire at one of the approaching gargoyles, creating a cloud of steam where the fire stikes the ice.
Karthak had already begun preparing his magic several moments ago. His fingertips and eyes are obscured by a translucent shimmering force. With a harsh word and gesture, he unleashes the prepared spell, launching three powerful energy missiles at one of the leading gargoyles. Even from a distance, you can hear the sound of the impact--a terrible crack that echoes like thunder--but the creature only wavers slightly before correcting its course. Karthak's eyes widen in surprise.
The winged monsters put on a sudden, surprising turn of speed and start heading closer. But as soon as the first gargoyle is in range, Norderil fires. As the tiny flask strikes the gargoyle's chipped chest, it bursts into flame. Small, semi-melted chunks of the creature drip to the ground. Although one of its wings seems badly damaged, it somehow manages to keep gliding toward your group.
Barandurr shouts his defiance and calls upon the power of his god to wreath his battlehammer in flames. Toshanharath moves to stand beside the solid Dwarf, preparing to strike out powerfully at the first creature that comes within his arm's reach. Mong narrows her eyes as she releases a volley of arrows at the flaming gargoyle. Both of her shots strike the half-melted creature in its good wing, sending it spiraling to the ground. It shatters into a thousand pieces as it crashes, but the rest of the flock keep moving forward.
Norderil readied an attack action until the gargoyles were within range. Floe cast produce flame, striking Gargoyle B (roll: 7 +5=12) for 20 points of damage (1d6: 5+5x2=20). Karthak cast magic missile, doing 11 damage to Gargoyle A (3d4: 8 +3=11). The Flock moved to within 30 feet, and Norderil fired his alchemist's fire. He hit (roll: 10 +8=18), dealing 10 points of damage (1d6: 5 x2=10) to gargoyle A and 2 points of splash damage each to gargoyles B, C, D, and E. Barandurr cast flame of faith. Toshanharath took a five-foot step to stand next to Barandurr, after which he readied an action to attack the first creature that comes within melee range. Finally, Mong fired two arrows (roll: 8 +9=17, hit. roll: 8 +9=17, hit.) and dealt a total of 22 points of damage (2d8: 12 +10=20) to gargoyle A, finishing it off.
Norderil's new initiative is 13, right before the Flock. There are 23 creatures remaining. They are within thirty feet now--most likely, they will land and attack in melee next round. Round two now begins.
[OOC: Krug] -
I may be wrong, but I believe that Rapid Shot only gives you one extra attack. You did have three shots in the previous combat, but the third shot was due to a haste spell. So I believe two shots should be Mong's maximum at the moment. Please let me know if I've made an error, and I'll edit this round to reflect that.
[OOC: Ferrix] -
I know that Floe had cast produce flame, but I wasn't sure if you had wanted her to make an attack. I didn't want to do something you might not have intended, so I didn't record an attack. If I was wrong, just let me know, and I'll edit this post to add in her attack.
[OOC: Sorrow] -
By the way, I noticed that on Norderil's character sheet, his attack bonus with his masterwork Calculus is only +4--is this correct? I think it should be +8 {+4 base, +3 dex, and +1 masterwork}, but I don't know much about the weapon and I may be totally wrong. I've gone ahead and used the more favorable bonus, let me know if I messed it up. Also, Mong can indeed understand Floe's language--they both speak Sylvan. I had tried to hint at it but I think I was probably too vague--I'll try and be more direct going forward.
"What the?" snarls Mong. Rast, excited by the melee, entwines her tighter. She aims her arrows again and fires two more, backing up to as close together to her comrades (Karthak Noderil) as possible. "Stay together! Do not have gaps!" she shouts to the others as she looses another arrow into the stoney beasts.
Floe flicks the flame from her hand towards one of the incoming creatures.
OOC:
Yeah, I had meant to put that in, you can update how you please. Also, how much about these ice gargoyles does Floe know (abilities, etc.)? Knowledge, Int or Wis check maybe? Just trying to seperate player knowledge and character knowledge.
Norderil grins fiercely, drops his calculus on the neaby sled, and draws his mace smoothly. "I do wish I had brought more ammunition. I did not expect aerial assault by winged ice beasts!" He steps back and to the right, ending up behind and to the side of Mong, positioning himself tactically and getting ready to step forward and strike whatever weak spots present themselves.
((Preparing to step in and flank... well, anything that presents a flank. ))
nonamazing:
It's an exotic weapon, and I don't have the proficiency.
This is what Floe knows about the ice gargoyles: they started appearing shortly after the Three drove the Dwarves out of their home. They are very tough to kill--they can take a lot of damage. They are vulnerable to fire, of course, and meltpowder also works well against them. They attack with their ice-cold claws, instantly flash-freezing any wounds that they make (you are somewhat resistant to the damage they cause, but these strangers may not have your innate advantages). They always fight to the death. They are not very bright, but they seem to be able to follow orders.
By the way, I have revised the combat to reflect your first attack (which was quite successful).
[OOC - Sorrow] -
Ah, I see...foolish of me not to realize that. Thank you. I will make a note of it for future reference.