Menace of the Icy Spire (Ozymandias79 judging)


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[sblock=ooc] Odd, the site thread did not notify me of any new posts till yours just now.

Sorry for the delay.

I take 5 ongoing cold damage.
I move seven towards 'up and out' however I need to do that.
I'll sub my standard for another move to get out and onto the deck and survey the situation.

saving vs cold (1d20=10) [/sblock]

Balth huffs and concentrates as he pops up onto the deck, feeling the cold seep from his body finally.
 

As Balth emerges onto the sloping deck, he can see Larinza lying at the feet of one of the creatures, with Janus lurking behind it. Both Larinza and the creature look battered near to death. To the north, Murphy and Shorrin peer over the fallen mast at something on the far side. Balth can't see what, because the canvas of the sail is draped over the mast.

Suddenly there is a horrible ripping sound and a fist punches through the sail. Hands grasp and claw at the edges of the rip and tear it wider until it is large enough for a man to pass through. Framed in the opening is a third zombie, this one looking almost undamaged. It steps through the hole and begins advancing slowly towards the embattled warlord.

[sblock=Status]
Actually Balth only takes 4 cold damage. (If I ever said 5 damage in the past from the ongoing cold and cold auras, it was a mistake.) This is enough to bloody him again, though.

Balth moves to the hole at F8 (2 move), climbs out (3 move), and then moves back on top of the deck to J8 (7 move). From here he can see Chillborn #3, but not Chillborn #1 because the sail is in the way. (That'll change in a minute, though.)

Chillborn #1 moves to N13 and rips a hole in the canvas. Larinza and Balth now have line of sight to it, but it has cover. Murphy and Shorrin have line of sight and it has no cover from them. (Stepping through the hole is just flavour - it actually can't move through until next turn.)

As an aside, I had planned to post that from Shorrin's point of view, first advising Murphy to ignore the northern zombie because it can't reach anyone from there anymore, then having to watch it open up a path. But OnlytheStrong came back too soon. You ruin all my plans.

Shorrin's turn, then Janus.

Balth (J8) - 27 - 14 damage, bloodied
Chillborn Zombie #1 (N13) - 24 - 6 damage
Shorrin (P11) - 18 - 22 damage, bloodied << Your turn!
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Janus (O5) - 14 (12 when not near Larinza) - 5 damage
Chillborn Zombie #3 (M4) - 13 - 29 damage, bloodied
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 24 damage, bloodied, immobilized, dying, prone
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
[/sblock]


(No backup map, imageshack not responding)
 

Shorrin's injuries make completing his retreat somewhat....... difficult. He takes his time on the railing, trying his best to not fall.


[sblock=action and rolls]

Attempting to move to p8......

1d20+4=11 [/sblock]
 

[sblock=OOC]
You realize you have 3 actions a round, right? Minor, move and standard?

I had you sheath your hammer so you'd have hands free when you were climbing up, BTW, so you'll need to spend a minor action to draw it again at some point.
[/sblock]
 

Janus shuffles backward stoically, calling to the undead thing, trying to get its attention away from his fallen comrade. Steeling himself to hopefully receive the zombie’s inevitable attack, Janus begins the incantations of a now all too familiar spell.


[sblock=ooc]
Janus takes 4 ongoing cold damage and moves to Q5. As a free action I will yell and scream things about necromantic mothers and the like, at the zombie to try and get its attention away from Larinza.

Standard action is to cast Magic Missile again.

Magic Missile vs. ref= 1d20+4+1=14
Damage = 2d4+4=6

[/sblock]

[sblock=Janus stat block]
Janus Reinhardt - Male Human Wizard 1
Passive Perception: 13, Passive Insight: 19
AC: 16, Fort: 12, Reflex: 15, Will: 16 -- Speed: 6
HP: 13/22, Bloodied: 11, Surge Value: 5, Surges left: 7/7
Initiative: +4
Action Points: 0, Second Wind: not used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
[/sblock]
 

[sblock=ooc]

Was unsure about the terrain. I hate to assume that I get a standard action when getting to where I want would take 2 move actions. If I can get there in one move action..... Shorrin will draw his throwing hammer.
[/sblock]
 

[sblock=OOC]
Yeah, you can get there in one move action. 1 square to hop over to the deck, then 2 squares of difficult terrain for 5 move.

To clarify the terrain, you can also make it adjacent to the bloodied zombie with a second move or a charge.

So are you throwing the hammer at somebody, or readying a throw action, or what?
[/sblock]
 
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[sblock=ooc]

Sorry I went out of turn, I had a massive day lined up at work yesterday and didn't know when I would be able to post again. I figured I would let you all know what Janus was doing sooner rather than later. Hope you don't mind.

[/sblock]
 
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[sblock=OOC]
I guess to keep the game moving I'll have to assume Shorrin meant to do just what he posted and no more.
[/sblock]

Shorrin hops over the gap from the spar he's balancing on to the deck and makes his way carefully down the steep, slippery surface, drawing his throwing hammer as he goes. Reaching a point of relative stability he waits for the best moment to throw...

The zombie bends down to claw at Larinza's body, but suddenly icy daggers plunge into its body again! The ice soon fades from view, but it roars in annoyance as it turns to face the capering wizard and charges. Janus tries to stumble out of the way, but the zombie slams one fist into his gut and locks the other around his upraised wrist, staring into his face with hate-filled, glittering eyes. A puff of vapour escapes its jaws as it growls, but no breath follows it.

[sblock=Status]
When your wizard is tanking, something's gone badly wrong...

Shorrin moves to P8, draws his throwing hammer and wastes his standard action.

Janus takes 4 damage, moves to Q5 and hits the zombie with magic missile.

The zombie charges to P5, hitting Janus with a slam for 5 damage. Janus is now immobilized and taking ongoing cold damage.

Larinza's turn - need another saving throw. Larinza is no longer immobilized, not that it matters at the moment. After that is Murphy, then Balth. (Feel free to post out of order if your action doesn't depend on someone else's exact positioning or anything.) Nobody's taking cold damage this time!

BTW, in case there's any confusion, both Balth and Murphy have line of sight to both zombies. The northern one has cover from Balth (-2 to hit) but not Murphy.

Balth (J8) - 27 - 14 damage, bloodied
Chillborn Zombie #1 (N13) - 24 - 6 damage
Shorrin (P8) - 18 - 22 damage, bloodied
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Janus (Q5) - 14 (12 when not near Larinza) - 14 damage, immobilized, ongoing cold
Chillborn Zombie #3 (P5) - 13 - 35 damage, bloodied
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 24 damage, bloodied, dying, prone << Your turn
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
[/sblock]


(Backup map)
 

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