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}