[Eberron] Beneath the Ice!

Barandurr steels himself against the oncoming assault. Ready at a second to react to the nearest of the creatures.
/ooc-setting myself against a charge, and holding action until they land./
 

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Floe continues tossing fire at the oncoming creatures, causing another gargoyle to steam up and melt slightly. She is slightly surprised to see Karthak appearantly casting the same spell: a small sphere of flame materializes in the tall stranger's hand. But Karthak's spell has a significantly different effect. He tosses the fireball into the center of the Flock, where it explodes with a terrible flash that temporarily blinds all of you. There is a sound like rain, and when your eyes clear--after a few seconds of furious blinking--you notice that five of the gargoyles have vanished, obliterated by the half-elf's powerful magic.

The dogs whine and bark nervously, huddling closer to the sled. The flock begins to pass overhead--to your surprise, about half of the gargoyles increase their speed and keep heading north. Are they planning on circling back? The rest drop down all around you, their icy limbs creaking. Three of the creature land just in front of Floe and begin menacingly advancing toward her, while three others crowd around Barandurr and Toshanharath. The remaining three land on the other side of the sled, next to Mong, Norderil and Karthak.

Norderil, having retrieved his weapon as the creatures made their final approach, strikes out as the first creature lands next to him, but his blow does little more than make a few fine cracks in the creature's frozen body. Barandurr and Toshanharath, standing back to back, have a bit better luck--Barandurr's mighty hammer blow melts and shatters a gargoyle's head, while Toshanharath's strike neatly cleaves away one of his foe's arms. The arm lands, still writing and grasping, near the dogs, who bark at it fearfully.

Barandurr smiles with satisfaction at his headless opponent, but recoils in surprise a moment later as the decapitated monster lurches at him, it's claws piercing through steel and leather to tear at the dwarf's breast. Barandurr winces slightly in pain, then shakes his head vigorously, ignoring the bitter cold that seeps into the wound. Another gargoyle takes a swipe at Toshanharath, but the clever warrior easily brings his shield to bear, deflecting the terrible blow. The one armed gargoyle grabs Toshanharath's sword, forcing him slightly off balance. It maintains a surprisingly tight hold on the crystal blade, which begins to show signs of freezing.

Norderil ducks under the flailing claws, bumping into the sled as he backs up. One of the other creatures gets a lucky blow across Karthak's brow, sending blood spiraling into the air. The wound instantly freezes, and the wizard cries out in pain.

Mong stands her ground, staring down a severely disfigured gargoyle that limps toward her on a half-melted leg. She nimbly moves back out of it's grasp, stepping up onto the sled's runners. Then, from only a few feet away, she sends a pair of arrows thudding into and through the creature's head, one into each eye socket.

I will post the mechanical breakdown of the combat in about an hour (I have a brief appointment to keep). There are nine gargoyles in the sky, and nine on the ground (all of the ones on the ground are damaged in some way. More details soon--hang on.
 

Sorry about the wait, here's the wrap-up for round two:

Floe tossed another bit of flame from her produce fire spell, easily hitting Gargoyle B (roll: 19 +5=24) and dealing 18 points of damage (1d6: 4+5 x2=18), which is enough to evaporate it. Karthak casts fireball, dealing 40 (5d6: 20 x2=40) points of damage to Gargoyles C, D, E, F, and G, destroying all of them. (technically, three of those would have had about two hit points left, but to make things easier on all of us, I went ahead and killed those monsters off). So at this point, Gargoyles A through G have been finished off (leaving H through Y). Gargoyles H, I, and J land in the squares near Floe (one in front of her, and one to each side), but aren't able to get an attack this round (they had to move further than the other gargoyles did, in order to reach Floe). Gargoyles K, L, and M land on the right (west) side of the sled, and Gargoyles N, O, and P land on the left (east) side. The remaining Gargoyles (nine of them; R through Y) are still in the air, heading north. One Gargoyle landed next to each character; two landed next to Toshanharath.

Norderil takes a move action to draw his mace, then readies an attack for the first creature to approach. Barandurr and Toshanharath also readied attacks. Norderil struck Gargoyle K (roll: 10 +8=18), but only dealt 2 points of damage (1d4: 1 +1=2). Barandurr had no trouble hitting his target, Gargoyle N (roll: 15 +5=20) and dealing maximum damage with his currently flaming warhammer (1d8: 8 +1d6x2=20). Toshanharath expended his psionic focus to gain +2d6 damage and hit Gargoyle P (roll: 11 +6=17) for 13 points of damage (3d6: 11 +2=12).

Then the Gargoyles attacked. (actually, Barandurr's attack should have happened right after the Gargoyles, but I bumped him up slightly for simplicity). Gargoyle K attacked Norderil and missed, Gargoyle L hit Karthak for 7 points of damage (3 of which is cold damage), and Gargoyle M missed Mong. Over on the other side of the sled, Gargoyle N hit Barandurr for 10 damage (5 of which is cold damage), and Gargoyles O and P attacked Toshanharath but lacked any degree of success.

Finally, Mong took a 5-foot step backwards (to avoid attacks of opportunity) and shot two arrows at Gargoyle M (roll: 10 +9=19 and roll: 18 +9=27) for a total of 19 points of damage(2d8: 9 +10=19). Mong's step back means that she is now standing partially on the sled (no penalties or bonuses for this position). Karthak and Norderil are standing side by side, each next to the sled (Sorrow, I know that you wanted Norderil to make a move and try and flank one of the creatures, but I'm afraid you had to use you move action this round to draw your weapon. If you want to move and flank next round, you certainly can--although sneak attacks may not work on creatures made of ice). Mong is to the side of and just behind Karthak. Barandurr and Toshanharath are also side by side, and next to the sled. Floe is standing alone, about fifteen feet in front of the sled, and currently has Gargoyles on three sides of her.

The dogs are nervous, but the Gargoyles seem to be ignoring them.

Here's how things stand at the moment (let me know if I've left out any details):

Floe (unharmed, init 15) - threatened by Gargoyles H, I, and J (none of which are damaged)
Karthak (slightly wounded, init 14) - threatened by Gargoyle L (unharmed)
Norderil (unharmed, init 13+) - threatened by Gargoyle K (very slightly wounded)
Toshanharath (unharmed, init now 13+) - threatened by Gargoyle P (damaged) and O (unharmed)
Barandurr (slightly wounded, init now 13+) - threatened by Gargoyle N
Mong (unharmed, init 5) - unthreatened, five-foot step away from Gargoyle M (damaged)

The Gargoyles will act again on initiative 13 (right after all the 13+ characters).

Begin the next round!

OOC: Does anyone have any advice about our missing players, Doomhawk and Speed-Stick? I'm not sure what to do--I don't think they'd want me playing their characters for them, but I do want to keep things moving. What's the proper protocol in these sorts of situations? I mean, if they're not enjoying the game and don't want to play any more, that's fine--but I would like to know one way or another.
 

nonamazing said:
(Sorrow, I know that you wanted Norderil to make a move and try and flank one of the creatures, but I'm afraid you had to use you move action this round to draw your weapon. If you want to move and flank next round, you certainly can--although sneak attacks may not work on creatures made of ice).

OOC: With a BAB of +1 or higher you can draw a weapon (or two for dual wielding) as part of a Move Action. PHB 141
 

Ferrix said:
OOC: With a BAB of +1 or higher you can draw a weapon (or two for dual wielding) as part of a Move Action. PHB 141

You are, of course, correct. We can certainly edit things--Sorrow, would you like for me to change Norderil's position? It won't change anything else about the combat, so if you'd like the repositioning, it's no problem.
 

If they don't reply within two days of your post, I would say make a move for them.

Mong unleashes another pair of arrows at the nearest gargoyle target, snarling. She'll take another 5' step back to avoid any AoO.
 

nonamazing said:
We can certainly edit things--Sorrow, would you like for me to change Norderil's position?

{ooc}I would. And shouldn't my flanking have gotten me sneak attack damage?{/ooc}


Norderil jinks to avoid the gargoyle's blow, and swings his mace attempting to catch the creature off guard (attempting another Feint attack).
 

[Norderil] -
You note that these strange creatures appear to be made completely of tranparent ice. If they had any sort of major organs to attack, such vital spots would be easy to spot--alas, they seem to be solid ice, through and through. Wait a second--ice? Wasn't there something on the sled that was uspposed to be for dealing with ice?

{OOC}Unfortunately, these are constructs and cannot be sneak attacked. However, Norderil may have access to a very potent weapon against these foes, very close at hand...{/OOC}
 

The battle rages on!

Most of you have fought monsters before--it's a dangerous world out there. But these strange creatures of ice are the most disturbing thing you've ever come across. They don't make any noise other than the creak of their limbs and the clash of their claws against your armor, so the battle is uncomfortably silent. They also give off no smell whatsoever, which is surprisingly weird. You never thought you'd miss the pungant stink of a ravenous bugbear, but when you're fighting monsters that have no body odor whatsoever, you can't help but wish you we dealing with something a little more normal, something actually alive.

The ice gargoyles are unrelenting. Despite what you do to them--crush a head, sever an arm--they keep coming, furiously slashing at any exposed flesh. Floe, surrounded by three of the unnatural things, nervoulsy looks for a way out. Her hand is still wreathed in the summoned flame spirit, and she feints at the approaching monsters, hoping to drive them back. She retreats several paces, remaining on the defensive, then cuts to the side, trying to go wide and get around the creatures. The gargoyles track her every move, sliding into position, getting ready to pounce.

Karthak's position is almost as dire--with his back to the sled, he faces opponents on three sides. Noticing that Mong had climbed up onto the sled, Karthak does the same, scrambling backwards as he narrowly avoids a gargoyle's grasping claws. The half-elf is already whispering the words of a spell as he tries to keep his balance atop an unsteady bundle of furs. The arcane mutterings quickly grow in intensity, reaching a high pitch as Karthak extends his hand toward the gargoyle and fires off a blast of incredibly hot fire. The gargoyle's face is melted clean away, sending a massive cloud of steam into the air.

Floe's attempt to escape from the gargoyles meets only with partial success. The monsters leap in front of her, cutting off her escape route. Two of them swipe at her with their claws, both connecting with glancing blows, while the third moves into a better position to cut her off. Luckily, Floe's natural resistance to cold protects her from the worst of the damage.

Norderil continues to bash away at one of the gargoyles, solidly connecting once more, but having little effect other than keeping the gargoyle's attention off of Karthak at his own expense. The gargoyle counterattacks with a frenzy, biting and clawing and lancing at the gnome with its horns. The clever gnome keeps his composure, anticipating the wild strikes and nimbly stepping out of the way of each one.

Barandurr doesn't think twice. In an instant, he brings his flaming hammer down on the creature once again, striking at the juncture where its head would be, if he hadn't just struck it off. The blow lands true; the heated hammer melts into the creature's chest, forcing Barandurr to set his feet and pull with all his might to unlodge his weapon. The gargoyle slashes blindly at him, but this time it doesn't manage to get past his defenses. "Ach! What does it take ta kill these things?", Barandurr exclaims in surprise.

Toshanharath calls upon the power of the Emerald Lion to give him strength, and the psicrystal responds by bringing a psionic focus to the warrior's attack. At the same time, he pulls a small piece of his life force into the responsive crystal of his blade. Doubly empowered, the sword strikes the gargoyle with the force of a comet. Incredibly, the creature keeps coming, despite missing a large portion of its chest. It attacks with its remaining arm, and when that fails, tries to bite Toshanharath but ends up with nothing more than a face full of shield. Its partner, however, manages to get a lucky strike as Toshanharath's flank is exposed, goring his side with its horns.

The gargoyle that Mong had been facing, now with two of her arrows through it's head, advances relentlessly, bumping up against the side of the sled as it claws at her. Its stunted teeth tear at her boots, and its horns almost pierce through her shinguards, but its awkward position makes it difficult for it to deliver a solid blow. Mong backs up to the other side of the sled, coming to stand just behind Toshanharath and just out of the reach of the monster's claws. Her arrows scream through the bitterly cold air, embedding once again in the gargoyle's head.

The monsters seem impossible to stop--no matter how much you chip away at them, they just keep coming! To your relief, the second half of the flock doesn't appear to be circling back to face you--they're still flying north at full speed.

Floe takes a full-round action to withdraw, going ten feet back from the creatures that had surrounded her, than fifteen feet to her left, than finally fifteen feet forward, trying to get past the creatures and closer to the others. (her movement might have attracted attacks of opportunity, but I decided to ignore that possibility--that seemed more fair).

Karthak moves ten feet back and to the side, coming onto the sled. He then casts scorching ray, easily hitting (roll: 10 +4=14) and dealing 28 points of damage to gargoyle L (4d6: 14 x2=28). Norderil attacks gargoyle K again, hitting (roll: 10 +8=18) and dealing the same amount of damage (1d4: 1 +1=2). Barandurr just barely hits Gargoyle N (roll: 11 +5=16) and deals a respectable 12 points of damage (1d8: 6 +1d6x2=12). Toshanharath expends his psicrystal's focus to use Psionic Weapon again, and also spends 2 power points as a free action to activate his weapon's special ability (together, these two effects add 4d6 damage to Toshanharath's attack). The psi-warrior hits (roll: 19 +6=25) dealing 18 points of damage to gargoyle P (5d6: 16 +2=18).

The gargoyles that had been surrounding Floe move over and attack her (because of her move, only two of them are able to move and attack--the third takes up position just behind her). Both manage to hit (roll: 17 +5= 22 and roll: 16 +5=21) but don't deal too much damage with their claws, since Floe ignores the cold damage that they would do (without that ability, she would have taken 7 more points of dmaage). She ends up taking a total of 7 damage (2d4: 3+4=7). Gargoyle L and gargoyle K both make full attacks at Norderil (claw, claw, bite, gore) but miss with everything, due to an embarassingly bad series of rolls (rolls: 2, 6, 1, 4, 7, 2, 5, and 1). Gargoyle M took a five-foot step forward and made a full attack on Mong, but also missed with its full sequence (rolls: 10, 12, 8, and 5). Gargoyle N missed Barandurr with its two claw attacks (it doesn't get its bite and gore, since it's missing its head) and gargoyle P missed Toshanharath with a claw, bite and gore (rolls:13, 13, 11, 8, and 2). Finally, gargoyle O made a full attack on Toshanharath, missing with its claws and bite (rolls: 12, 7, and 15), but getting a luck hit with its gore (roll: 16 +3=19) dealing 9 points of damage (1d6: 4+1=5 +1d6=9), 4 points of which are cold damage.

Finally, Mong strikes gargoyle M twice (roll: 15+9 =24 and roll: 13+9=22) dealing 20 points of damage (2d8: 10 +10=20).

Here's how things stand at the end of round three:

Floe (slightly harmed, init 15) - threatened by Gargoyles H, I, and J (none of which are damaged)
Karthak (slightly wounded, init 14) - threatened by Gargoyle L (damaged)
Norderil (unharmed, init 13+) - threatened by Gargoyle K (very slightly wounded)
Toshanharath (unharmed, init 13+) - threatened by Gargoyle P (very badly damaged) and O (unharmed)
Barandurr (slightly wounded, init now 13+) - threatened by Gargoyle N (very badly damaged)
Mong (unharmed, init 5) - unthreatened, five-foot step away from Gargoyle M (very badly damaged)

Floe has a gargoyle in front of her, behind her, and to her right. She is ten feet north of the sled, and fifteen feet east. it would be possible for her to make a run to the relative safely of the sled, but dangerous.

{OOC} Major apologies to anyone's character that I played for them (or misplayed)--if you want me to, I can go back and edit anything. I tried to play like I thought the character might, but I know I often didn't make the best possible tactical choice, so if you're dissatisfied, let me know (Ferrix, I honestly couldn't think of anything else to do but try and retreat to a safe position, knowing that if the creatures had the chance to get their full attacks on Floe, she'd be in big trouble). I'm trying not to cut anyone out, but I feel really guilty if I don't update regularly, so I just keep going forward.

As for the missing players: the end of this combat will be a good time to introduce alternates (your party is still close to the ship, so the alternate characters aboard there can be introduced easily). If we don't hear from the missing players by the end of the combat, that's what we'll do. {/OOC}
 

Mong is furious, and shrieking wildly, sends another arrow into Gargoyle M. If the first arrow doesn't take it down, she'll fire another one at it. Otherwise, she'll fire at the next closest Gargoyle. Her features start to change as she begins to Shift, her skin turning scaly. Her tongue darts out in sudden lunges, and her eyes assume an even more slitty look. (+2 Con, +5 HP to 38)

Not sure if it'll help but she'll make a Knowledge (Nature) check to see if she might know more about these beasts.
 

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