Menace of the Icy Spire (Ozymandias79 judging)

[sblock=OOC]
Murphy, give me a Perception check to see if you find anything.

Since there's no time pressure now, you can Take 10 on those Heal checks. That's still not enough for Janus to get to 15, though... Can anyone come up with +2 in bonuses somehow?
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[sblock=OOC]
No taking 20 in 4E, but a 10 is all you need for (mumble something)...
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Murphy pokes through a few of the crates in the hold, but finds nothing that Balth didn't already see, except for some scattered zombie body parts.

[sblock=What Balth saw]
Here's what Balth saw, for reference:

You approach the hulk of the ship. The damage is even worse than it looked like from a distance - the ship is split completely in half, with the bow thrust upward on a spike of ice that emerges from the featureless sheet like a landlocked iceberg. A gaping hole leads into the bowels of the ship. You peer inside, but see nothing moving - just shadowy bales of cargo stacked on all sides and spilling across the floor. The hold is illuminated by sunlight filtering in through cracks in the planking above, so there's no need for light sources yet.

Balth eases into the ship's hold and makes his way gingerly across the slippery, slanted floor. Nothing moves. Close to the door some bales of cargo have split and spilt their contents over the ice - grey, undyed wool. It comes apart in Balth's hands as he brushes against it.

There is a sudden creak, and Balth freezes - but it is only the ship settling slightly. Nothing moves. The ship is silent and dead.

As Balth turns to leave, he notices something fluttering in the corner of his eye. He moves deeper into the cargo hold to investigate. It turns out to be nothing but a flag (bearing the emblem of the famous "Lucky L'irkash" shipping family), caught on a hatch above and fluttering in the wind. Seeing nothing else of interest, Balth turns back to the exit.

A sudden moaning and thrashing breaks the stillness from the deck above! Balth looks up to where the ship's sails, still hanging from the broken mast, are draped over the side of the ship, trailing onto the ice. [Zombie came from here.]

Also, um... not to give too much away, but if you're keeping track, Janus made an Arcana check to detect magic back at the beginning, and found nothing. That may just have changed now that this fight went harder than I expected...
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Balth strolls down to Larinza, looking her over.

"That's nonsense. It's not even close to this good woman's time. You, mage, press here."

He has the others hold pressure points to stop the bleeding and help stabilize her.

"Does anyone have any healing magicks? If so, meditate till you can cast. I'll keep her stable until then."

He works with a surgical precision; he's obviously tended to wounded before.

"Living in the woods, you have to learn this stuff."

[sblock=OOC actions]
Larinza you can't help because you're going towards the light, Carrianne :)

Heal plus post (1d20 9 1=28)

I'll stabilize her so she doesn't have to make any more death saves. After 5 minutes, I should be able to do it again so that she can recover her second wind, unless you just want to skip the wait. You do get your short rest while unconscious, right? She's definitely not doing anything strenuous, and she's stable...[/sblock]
 

"Fear not Murphy, she is in little danger of passing, just unconscious. I think we should let her rest. Unless someone has healing prowess I have not fathomed yet?" Janus says as he drags the sled closer to Larinza.

After making her comfortable, Janus scans the area using his mind to locate any magical auras. After he does so he states. "During the fight, these zombies behaved unlike the mindless creatures I have been taught about. Strange but one could say they used cunning tactics, lucky for us they were too spread out or we all may have been dinner for them tonight. I am sure there was some guiding intelligence but I cannot sense it now, we must proceed cautiously."

[sblock=ooc]
Janus will make Larinza comfortable, as best he can, on the sled they shared. (if there is room.)
Then will once again make the arcana check. 1d20+9=11 sheesh.

[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: 22/22, Bloodied: 11, Surge Value: 5, Surges left: 3/7
Initiative: +4
Action Points: 0, Second Wind: used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
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Janus will also burn 3 healing surges to take him back to 22 hp.

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[sblock=OOC]
No taking 20 in 4E, but a 10 is all you need for (mumble something)...
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[sblock=What Balth saw]
Here's what Balth saw, for reference:

Also, um... not to give too much away, but if you're keeping track, Janus made an Arcana check to detect magic back at the beginning, and found nothing. That may just have changed now that this fight went harder than I expected...
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"I'm glad to hear that she'll live, I wish we woulda had the likes a' you on the last voyage I was on." Murphy calls out from under the ship. "Maybe we take a few minutes and rest in here, it's sheltered from the wind at least" the warlock continues.

[sblock=DM]
I guess that Murphy isn't seeing anything either Arcana (1d20+5=9) ;). He will take the flag of the shipping company and fold it up, placing it carefully in his pack.
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[sblock=OOC]
Balth said:
Heal plus post (1d20 9 1=28)

I'll stabilize her so she doesn't have to make any more death saves. After 5 minutes, I should be able to do it again so that she can recover her second wind, unless you just want to skip the wait. You do get your short rest while unconscious, right? She's definitely not doing anything strenuous, and she's stable...

I was thinking somebody could use Aid Another to give Janus a +2, and he could then take 10 to hit DC 15 - but this works too.

Janus already stabilized Larinza during the fight, so this check is actually to heal her, not just stabilize. Poof! Larinza spends a healing surge and is at 6 hp, and conscious.

Larinza's Inspiring Word is now available for people spending healing surges during the short rest. You can use more than two at the cost of 5 minutes extra resting for each pair - up to you if you want to risk sitting still for that long. Janus, if you can get by with fewer healing surges spent because of this you can change that.

BTW, if nobody had been able to revive her, I was going to have her eventually come out of it on her own, with the penalty being that you couldn't take advantage of Inspiring Word at all during this rest. At this level, an extra 1d6 hp per surge can really add up!
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As Larinza slowly regains consciousness, Janus concentrates. He can feel the necromantic magic which animated the zombies, wild and elemental but slowly fading. For a moment he thinks he can detect something else, beneath it and mixed up with it, a smaller spark of magic localized in or near the ship. But when he tries to stretch out his mind towards the other sensation, he abruptly realizes how cold he is and the sudden physical sensation brings him back to the real world with a shock.

[sblock=OOC]
Wow, I just looked it up and the Arcana DC to detect magic is 20+. I was gonna suggest you Take 10 again, but that would only get you 19.
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Larinza slowly comes around, looking around at everyone staring down at her feeling very embarrassed about her poor performance. "I hope my grandfather never learns about this." she mutters under her breath.

She then struggles to her feet and starts stretching out her sore muscles, wasn't that bad after all they just knocked the wind out of her. She begins helping anyone else who needs help get themselves back in the game. "We need to stick closer together next time. This group can work more efficiently together than we can apart."

[sblock="OOC"]

Larinza will spend 3 more Healing Surges to bring herself back to full hp.
Saving her Inspiring Word for the others if they need it. Or for the next fight if we don't want to take the extra long wait.
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[sblock=Larinza stat block]Larinza Tsani- Female Human Warlord 1
Passive Perception: 11, Passive Insight: 11
AC:17, Fort:15, Ref:14, Will:15 -- Speed: 5
HP:24/24, Bloodied:12, Surge Value:6, Surges Per-Day 3/8
Initiative +2 Action Points: 1, Second Wind: not used
Powers:
Furious Smash
Viper's Strike
Wolf Pack Tactics

Inspiring Word Inspiring Word
Hammer and Anvil

Bastion of Defense
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"Your right Larinza, I can affect multiple targets with my spells, but they need to be in close proximity. I think we were caught unawares, a mistake I do not intend to make again." Janus says with a cold cleam in his eye.

[sblock=ooc]
I will avail myself of the inspiring words of the warlord and have thus adjusted my healing surges.
Are we going to rest here for a short or extended rest? I think we should push on. If we are staying for an extended rest then I will attempt another detect magic after the rest.
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[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: 22/22, Bloodied: 11, Surge Value: 5, Surges left: 4/7
Initiative: +4
Action Points: 0, Second Wind: used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
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