Menace of the Icy Spire (Ozymandias79 judging)

Murphy's second blast obliterates the wounded zombie!

[sblock=Status]
Janus also gets a +2 to all defenses next turn due to Second Wind. I'll just take immobilized off now, too, since it'll be gone before his next turn comes up. (I double checked his hp - I think the reason I was confused was because I was looking at changer's summary from before applying cold damage, and my summary from afterwards.)

Larinza's now at -4 hp due to the cold aura, and has failed one save.

Murphy regains 3 hp from the action point and Larinza's Inspiring Presence. (I guess he's inspired to save her from dying...) Also - uh, you should be able teleport 3 squares due to Misty Step now, but it's not listed on your character sheet. Is that on purpose?

Balth is up!

Balth (J8) - 27 - 14 damage, bloodied << Your turn
Chillborn Zombie #1 (N13) - 24 - 16 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) - 13 damage, bloodied
Chillborn Zombie #3 (P5) - 13 - 54 damage, bloodied
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 28 damage, bloodied, dying (missed 1), prone
Murphy (R8) - 4 - 1 damage
Zombie #4 (P14) - -1
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Balth yells, "Get away from her! Someone who can heal, go help Larinza, I'll keep this thing occupied!"

He pulls an arrow as he yells to get its attention.

He knocks it and pulls the drawstring, bringing the fletching up to his eye.

He looses the arrow, but slips on the icy deck, causing the arrow to wobble through the air.

Gods Damnit! he exclaims as he already starts reaching for another arrow; seeing that this one hit, but how squarely is the question he peers for the answer to...

[sblock=ooc] Yeah, that's why I didn't want to use the daily after already expending the 'Attitude Adjuster' for Invisible Castle LOL.

Hunter's Bear Trap ATK roll (1d20 7 1=17)

Now, that has the +1 for posting in it; since Larinza is unconscious, does that trigger my Prime Shot? If so, then it's actually an 18, which might just yet hit.

If so, here's the damage:
HBT damage, HQ damage (2d10 5, 1d6=[6, 5, 5], [2]) = 18 points of damage total, plus slowed and 5 ongoing damage (save ends both).

Otherwise, 9 points of damage and slowed until EONT and sorry Larinza :(

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[sblock=OOC]
Sorry, that's a miss.
[/sblock]

The zombie takes Balth's arrow and just keeps coming. His shot distracted it, though - it turns away from Larinza and lumbers towards the new threat, arms reaching and groping.

[sblock=Status]
Balth's attack bloodies the zombie.

The zombie moves to K7 and slams at Balth, missing.

Larinza and Balth are now in the cold aura, and taking 4 damage per round. I just noticed Balth was in it last turn and should have taken some damage already, but I forgot to mention it. Lucky you, Balth!

Shorrin's turn. The movement gets a bit tricky around here, so let me summarize:

The mast isn't an obstacle - see the shadow at O7? The mast is rising into the air at an angle, so you can just duck under it with no penalty there. It's only an obstacle up by M9/N10.

The deck of the ship is essentially difficult terrain, so it takes you 2 squares of movement to get to P7 or O7, but then you can move down to the ice at row 6 and move normally. So then you'd have 3 squares of movement left to walk around on the ice with. If you prefer to stay on the deck, and still move at full speed, you can take an Athletics check to avoid falling on your ass.

Balth (J8) - 27 - 14 damage, bloodied
Chillborn Zombie #1 (K7) - 24 - 25 damage, slowed
Shorrin (P8) - 18 - 22 damage, bloodied << Your turn
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Janus (Q5) - 14 (12 when not near Larinza) - 13 damage, bloodied
Chillborn Zombie #3 (P5) - 13 - 54 damage, bloodied
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 28 damage, bloodied, dying (missed 1), prone
Murphy (R8) - 4 - 1 damage
Zombie #4 (P14) - -1
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[sblock="OOC"] I doubt Janus gets the +2 to Init right now, it says see and hear, and he can't hear me right now... though if i were conscious, it's 10 square radius so it would be everyone not just Janus


The inspiring presence says allies that can see me so i assume that works even if they see me laying there dying. Not the kind of inspiring I had hoped for.[/sblock]
 

[sblock="OOC"] I doubt Janus gets the +2 to Init right now, it says see and hear, and he can't hear me right now... though if i were conscious, it's 10 square radius so it would be everyone not just Janus


The inspiring presence says allies that can see me so i assume that works even if they see me laying there dying. Not the kind of inspiring I had hoped for.[/sblock]
 

Stunned by the bloody explosion that was the end to the monsters unlife, Janus moves quickly to Larinza’s side, grabs her and drags her back away from the last creature.

“Your wounds are grave brave comrade, hold still and I will attempt to stop the bleeding.”

[sblock=ooc]

I’m going to post now as I will be away from the computer for about 15 hours. Hope you don’t mind.

Janus moves to M4 and drags Larinza 1 square to M4. Then attempts a heal skill check.

1d20+3+1=15

I am of course assuming I can move and drag Larinza in one movement action.
If not I guess I will leave the dragging part out.

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Shorrin runs in a anger-caused rush to reach the zombie.....

[sblock=ooc]

Shorrin will try to run across the deck, leap the gap and land in front of the zombie (K8). I doubt he did it, so I didn't announce my next move IC, I will here though.

Athletics: 1d20+4=14

If Shorrin makes the jump........ he will attack using Spinning Sweep

Spinning Sweep: 1d20+6=21, 1d10+3=9

If that hits, the target is knocked prone.

If Shorrin misses......... it will just fit the rest of his roll :) lol [/sblock]
 

OOP: Players, please state your actions in this way after you describe what the character are doing

[sblock=Details]
Standard Action:N/A
Move Action:N/A
Minor Action:N/A
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[sblock=Shorrin]
That roll will make the jump, but to get your running start without slipping on the ice you'll need to pass another Athletics check (DC 10) since you're moving faster than half speed. To keep things moving, I'll just roll it for you... 10! Just barely a pass.

Also, remember to mention that your attacks mark your opponent, otherwise I'll forget.
[/sblock]

Shorrin leaps across the gap and comes crashing down on the deck... and just keeps sliding, crashing head first into the zombie and sending it flying. At the last second he whips his warhammer around and manages to transform his slide into a graceful spinning attack that strikes the zombie on its way down, noticeably denting its head. The zombie struggles feebly to rise.

[sblock=Janus]
Sorry, I don't see any way to let you move Larinza as part of your move. You're moving to M4, and then pulling her towards you - that's a separate action.

I will let you move her as part of the heal check, though!
[/sblock]

Janus pulls Larinza's unconscious body towards him and wraps her in one of his furs. She slowly shops shivering uncontrollably.

[sblock=Status]
Shorrin moves to K8, bloodies the zombie and knocks it prone. (I accidentally posted that it was bloodied last round, but I'd done the math wrong.)

Janus and Larinza move to M4, and Janus stablizes Larinza - she no longer needs to make saving throws, but it still at -4 hp until she receives more healing.

Murphy's up, then Balth. Balth will take 4 cold damage unless something changes about the situation before his turn.

Balth (J8) - 27 - 14 damage, bloodied
Chillborn Zombie #1 (K7) - 24 - 34 damage, bloodied, prone, marked (by Shorrin)
Shorrin (K8) - 18 - 22 damage, bloodied
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Chillborn Zombie #3 (P5) - 13 - 54 damage, bloodied
Janus (M4) - 12 - 13 damage, bloodied
Zombie #3 (R14) - 12
Larinza (M4) - 9 - 28 damage, bloodied, unconscious, prone
Murphy (R8) - 4 - 1 damage << Your turn
Zombie #4 (P14) - -1
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[sblock=Map credit]
I wanted to credit the author of this beautiful map, but I forgot where I downloaded it from. I finally found the URL last night. You can find it, and lots of other great maps, here.
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Murphy will move to the top of the stairs and fire off a blast of his eldritch energy at the zombie, but with the close proximity of his ally, Murphy is unable to find his target.

[sblock=OOC Actions]
Move = to Q6
Standard = Eldritch blast last zombie
vs. Ref; dmg; curse (1d20+5=9, 1d10+4=5, 1d6=6) :(
[/sblock]

[sblock=Murphy stat block]Murphy Tang- Male (Human) Warlock 1
Passive Perception: 10, Passive Insight: 12
AC:16, Fort:12, Ref:15, Will:16 -- Speed:6
HP:25/26, Bloodied:13, Surge Value:6, Surges Per-Day 8
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Eldritch Blast, Eyebite, Change Shape, Witchfire, Armor of Agathys
[/sblock]
 

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