Menace of the Icy Spire (Ozymandias79 judging)

[sblock="OOC"]Actually, I'd already included my +2 Combat leader, it's figured into my sheet, since I'm always near me.[/sblock]

[sblock=ooc]
I don't think you get it Larinza, doesn't it say specifically 'allies' get the bonus?
Move: Shift to R19
Minor: Hunter's Quarry on the caster
Standard: Hunter's Bear Trap (1d20 7=16) + 1 post (I had to check the timestamps LOL) = 17!!!!
If Miss: Free Immediate Interrupt: Elven Accuracy
If original missed, rerolled Rerolled Hunter's Bear Trap (1d20 7=10) (let's hope the first one hit)
If either damage: Hunter's Bear Trap Damage plus 5 ongoing (2d10 5=16) + HQ Damage (1d6=6)
[/sblock]

The cold wind whips up as Balth looses an arrow with a plunk from his bow. It sounds like if it hits, it will do great damage; but with the blowing wind, the arrow changes trajectory several times as it sails towards the target...
 
Last edited:

log in or register to remove this ad


[sblock="Combat Leader"]
COMBAT LEADER
You and each ally within 10 squares who can see and hear you gain a +2 power bonus to initiative.


One of the few warlord things that is you and each ally, I still would like to see a ruling from WOTC if that's to init ROLLS, or if your init can change just because you move too far from the warlord.[/sblock]

[sblock=ooc]
Wow that's really good. I have to check, cuz I have a Warlord in one of my campaigns and I think he's been doing it incorrectly then :)

Thanks for the heads up!

Mark
[/sblock]
 

[sblock=Stealth Rules]
These goblins are going to be using Stealth a lot, so here's how I'll work that: I'll tell you when they roll Stealth, and give their location in an OOC block to everybody whose passive Perception beats their Stealth roll. If you're not listed, the hiding goblin is totally obscured, so you need to guess which square it's in and the take a -5 to hit anything in that square. Using Active Perception to try and spot a goblin is a minor action. (Chances are when they make that Stealth roll, you won't have line of sight - that means if you beat their Stealth you can hear them or see some telltale to show where they are, but you still can't target them until you get line of sight to them.) Characters who see a hiding goblin can point out the correct square as a free action, but anyone who hasn't beaten the Stealth check still takes -5.

Any enemy that's invisible to somebody, I'll leave off the map, and list as "hiding" in the status list (along with the list of PC's that can see it).
[/sblock]

Balth's shot is just slightly off-target to hit the goblin hexer - until the wind catches it, making it tumble. Balth holds his breath hoping the wind has given him a second chance, but it just blows his shot farther away. It strikes next to the goblin's foot, pinning its robe to the ground; the goblin curses as it scrapes its leg on the arrow while trying to struggle free.

The sniper nearest the hexer raises a small crossbow and snaps a return shot off at Balth, drawing blood. The hexer gibbers at him in anger, gesturing towards Murphy. The sharpshooter cowers in supplication, getting down on all fours, and skitters off behind the hill where it's lost to view. The hexer rages at it as it flees.

[sblock=Balth]
The sharpshooter flattens itself against the back of the hill for cover, but you can still see the vapour of its breath rising into the air. It's at F15.
[/sblock]

On of the two goblins blocking the southern path clambers up the hill to its left for a better vantage point, then hurls a javelin at Larinza. It dances a triumphant jig as it strikes true. The other advances to the center of the ice slick and hurls another javelin at her, but this one falls short.

The second sharpshooter pays more attention to the hexer's orders, and arcs a high shot over the brow of the hill towards Murphy. Despite the distance, the shot plunges into the center of the shadows surrounding him and grazes his cheek. The goblin capers and laughs as it scurries back down the hill to cover.

[sblock=Everybody]
You can still hear it giggling, though. It's at N2.
[/sblock]

Suddenly another goblin that you hadn't seen rears up on the slopes of the northern hill, where it had been crouched in the snow. It launches a javelin towards Murphy and pierces his shadowy veil, striking him in the leg. Another goblin appears on the slopes of the southern hill, moves to the brink for a better vantage, and hurls a javelin at the closest foe - Larinza - but falls short. It spits a curse at you in its foul tongue.

[sblock=Status]
Balth's shot misses, so he uses Elven Accuracy and misses again. (But still does 8 damage and slows the hexer until end of his next turn; thanks for the reminder, Ozy.)

Bowman 1 (I15) shoots at Balth and hits for 9 damage, then moves down the slope to F15, where he has total concealment from everybody because of the slope of the hill, and rolls Stealth.

Cutter 1 (J6) moves up the slope to H7 and throws a javelin at Larinza, hitting for 4.

Cutter 2 (L4) moves to L9 and throws a javelin at Larinza, missing.

Bowman 2 (Q8) hits Murphy for 6, moves to N2, where it's hidden behind the hill, and hides.

Cutter 3 (M16) breaks cover, throws a javelin at Murphy and hits for 4.

Cutter 4 (O6) breaks cover, moves to P8, and misses Larinza with a javelin.

Initiative:
28 - Balth (13/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at ?? (hidden, visible to Balth)
21 - Cutter 1 at H7
21 - Cutter 2 at L9
17 - Bowman 2 at N2 (hidden, visible to everybody)
16 - Cutter 3 at M16
15 - Cutter 4 at P8
14 - Murphy (12/22 hp, concealment until EOT) <-- your turn
12 - Shorrin (33/33 hp)
9 - Janus (22/22 hp)
6 - Hexer at J18 (27 damage, slowed until end of Balth's next turn)
5 - Larinza (20/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp)
4 - Cutter at S10
[/sblock]

2dvss4z.png
 
Last edited:

Cursing in pain at the attacks from the goblins, Murphy continues circling around the hill, hoping to use it as a shield against further assaults and continues to draw the shadows around him. He points at the hexer, calling upon the fey spirits to punish the creature. Murphy points at it again and purple fire erupts from every oraface of the goblinoid.

[sblock=OOC]
*Did we reach a milestone after completing the skill challenge?
Start @ R19
Minor: Curse the Hexer
Move: to j22 (keep concealment)
Standard: Witchfire against Hexer: Vs Ref; Fire Damage (1d20+4=13, 2d6+4=10) On the off-chance that hits, he takes a -6 to attack rolls until EONT. Forgot Prime Shot (+1 to hit) & bonus to post w/in 24 hours (+1) so hits Ref 15 for 15 damage
curse damage (1d6=5)
[/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:16/26, Bloodied:13, Surge Value:6, Surges Per-Day 5/8
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Eldritch Blast, Eyebite, Change Shape, Witchfire, Armor of Agathys
[/sblock]
 
Last edited:

[sblock=Milestones]
Completely forgot about that! Yes, the skill challenge was a milestone, so everybody gets an action point!
[/sblock]

[sblock=HP]
Sorry, must have been looking at Janus's sheet. I thought it was a huge coincidence that they both had the same hit points...

Anyway, Murphy's taken 10 damage, so if he started with 26 he's got 16 left now. Still not bloodied.
[/sblock]

[sblock=Status]
Murphy is now at H22, and missed the Hexer. Shorrin's up.
[/sblock]
 


[sblock=Terrain]
Oops! Don't forget row 22 and north is difficult terrain, so Murphy can actually only reach J22. Shorrin, Murphy, are you sure you want to go that way? I'll let you change your last actions if you want.

Next time I post a map I'll add shading to that area as a reminder.
[/sblock]
 

[sblock=OOC]
I'll keep Muprhy at j22, he still moves 3 squares for concealment, plus he's still behind the hill.

Funny aside, Murphy has yet to land his encounter power in 3 fights...take that 50% hit chance (or so)... and one was on a zombie... :(
[/sblock]
 

Janus calmly surveys the battle field, searching for any tightly packed formations. Seeing none he mutters, "I heard tell gobo's wern't that bright. Once again a guiding intelligence? Hmmm, Target aquired" Janus points at the hexer once again and sends a few more icy daggers of force hurtling towards his target.

[sblock=ooc]
Janus casts Magic Missle at the Hexer
MM vs Ref = 1d20+4+1=18, Dmg:2d4+4=10
[/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: 22/22, Bloodied: 11, Surge Value: 5, Surges left: 7/7
Initiative: +4
Action Points: 1, Second Wind: not used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep(Memorized)
[/sblock]
 

Remove ads

Top