Menace of the Icy Spire (Ozymandias79 judging)


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A sheet of fire springs up around the goblin shaman, but it raises its forked rod and the flames are sucked into it, where they dance wildly up and down the shaft for a few moments before dying out. Its cackle turns to a scream of outrage when Janus's daggers pierce it, closely followed by a huge metal hammer that barely misses its head. The goblin cowers.

Another previously unseen goblin leaps up from the snow and charges forwards, planting himself between his master and Murphy. It hurls a javelin towards him, hitting with a glancing blow.

The hexer gestures with his rod, and a cold mist begins issuing from it, expanding rapidly into a cloud covering the lower hillside. Inside the icy cloud, vapour condenses rapidly on every surface and freezes instantly, causing a thin layer of ice to form over the snow. The hexer and its allies can be seen only as vague shapes moving inside the cloud.

[sblock=Status]
Cutter 5 appears at G17, moves to J19, and hits Murphy with a javelin for 4 damage. NOW he's bloodied.

The hexer casts Freezing Cloud, an area burst 3: all squares within the shaded area are difficult terrain due to ice, and grant concealment to the hexer and its allies.

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 (concealed while in cloud)
15 - Cutter 4 at P8
14 - Murphy (12/26 hp, concealed until end of turn)
12 - Shorrin (33/33 hp)
9 - Janus (22/22 hp)
7 - Cutter 5 at J19 (concealed while in cloud, grants combat advantage until next turn)
6 - Hexer at J18 (37 damage, concealed while in cloud, slowed until end of Balth's next turn, marked by Shorrin)
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) <-- Your turn
4 - Cutter at S10
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Balth waits for a moment for Larinza to make a move; then reacting to the Hexer's spell steps forward a few feet, trying to make out the Hexer in the haze. He unleashes two arrows in rapid succession into the icy mist, attempting to strike its source. He reaches back to his quiver and fires two more; he looks a bit more confident as he does so.

[sblock=ooc]
I know it's not my turn yet, but thought I'd preemptively strike.

Minor: Perception check to see if I can spot the caster through this mist, to negate any tricks he has preventing me from shooting him. Per check (1d20 11=15)

Move:Shift 1 square west to Q19.

Standard: Twin Strike: TS A, TS B (1d20 7=21, 1d20 7=18)
(if either hit): TS A Damage, TS B Damage (1d10=10, 1d10=7)
<<SPENDING AP: Gain 4 HP>>>
Standard: Twin Strike: TS C, TS D (1d20 7=10, 1d20 7=26)
((if either hit:))TS C; TS D (1d10=7, 1d10=9) HQ on TS D: HQ Damage (1d6=1)

[[EOT]]
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[sblock="OOC"]

Sorry, figured it was clear,

Minor action to draw weapons
Free action to talk

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[sblock=OOC]
Ok... that's an odd use of a turn. You don't want to at least hold an action so you can do something later?

Left my map on the other computer, I'll update later this evening.
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Fortunately, there don't seem to be any more hidden enemies. The final goblin charges down to the base of the southern hill and, recognizing the threat of the bowman, throws its javelin towards Balth - missing by a mile.

Balth responds by stepping forward and launching two arrows in rapid succession towards the hexer. It whirls in place faster than you would have thought possible, and dives behind its adjacent ally, who stands open mouth as he is transfixed by both of Balth's shots. The hexer is still cackling at his trick when Balth's followup strikes him in the chest. A crimson stain spreads across his robes, and he stares at it in shock before resuming his dancing. He has lost his aura of glee, and now works on his spells grimly, staring at Balth in hatred.

Out of nowhere, an answering crossbow bolt speeds towards Balth: the hidden sniper has crept stealthily around the hill and fired at the one who threatens his master. The bolt narrowly misses Shorrin's interposed body and strikes Balth in the arm, wounding him deeply.

Seeing how narrowly that shot cleared Shorrin, the hexer snarls something and raises his arm. In response to this command, a volley of javelins takes to the sky and rains down around him, striking him several glancing blows.

The remaining sharpshooter creeps forward under the cover of the hail, doubtless thinking himself very stealthy, and fires a followup shot. It plinks harmlessly off Shorrin's shield, loud in the silence following the barrage. The goblin freezes in place, completely exposed in the middle of the snow, but still doubtless thinking himself very stealthy.

[sblock=Status]
Shorrin sent me a PM saying he meant to move to R19, not R22. But since Balth has already posted a move to R19, I'm retconning Shorrin's position to Q19.

Larinza draws her sword as a minor action, and I guess I'll count that as Total Defense for her standard action. (I was going to call it a delay, but I just realized you can't use a minor and delay just your standard, it's all or nothing.)

Cutter 6 moves to P11 and throws a javelin at Balth, missing.

Balth shifts to R19 and attacks the hexer with Twin Strike. The hexer uses Lead From the Rear to redirect the attack to Cutter 5; it hits and kills him. Balth uses an AP (+4 hp) to use Twin Strike again, and the second shot hits for 10 damage, bloodying him. The hexer is no longer slowed.

Bowman 1 moves to H13 and fires at Balth (with a +2 for combat advantage from being hidden cancelling a -2 for Shorrin providing cover), hitting for 9 damage (include +1d6 for Combat Advantage) and bloodying him. This makes the bowman visible to everyone.

Cutter 1, Cutter 2, Cutter 3 and Cutter 4 all throw javelins at Shorrin (Cutter 1 at long range); 2 and 3 hit for 4 hp each.

Bowman 2 holds his action to go after the Cutters, then moves to L4 and shoots at Shorrin (at long range), missing. As far as he knows, his Sniper power keeps him hidden.

Murphy's up! I believe his concealment's worn off now, but I've kind of lost track. (It'll definitely be gone after his turn's over, though.)

28 - Balth (8/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at H13
21 - Cutter 1 at H7
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at P8
17 - Bowman 2 at L4 (hidden, visible to everybody)
14 - Murphy (12/26 hp) <-- Your turn
12 - Shorrin (25/33 hp)
9 - Janus (22/22 hp)
7 - Cutter 5 at J19
6 - Hexer at J18 (47 damage, concealed while in cloud, marked by Shorrin)
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, +2 to all defnses until end of next turn)
4 - Cutter 6 at P11
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Murphy assaults the Hexer's mind with his fey powers, trying to block himself from the creature's mind. He uses his adrenaline to quickly power another blast of his purple eldritch energy, but the beam is well wide of the target. He moves along the edge of the hill, again calling upon the shadows to conceal him, before dropping into the snow to make himself a more difficult target.

[sblock=OOC]
Standard: Eyebite against Hexer: Eyebite (vs will); Psychic Damage; Curse Damage (1d20+4=15, 1d6+4=6, 1d6=6) Forgot Prime Shot (+1 to hit) & bonus to post w/in 24 hours (+1) so hits Will 17 for 12 damage + invisible to enemy until start of next turn.
Action Point: Eldritch Blast Hexer Vs Ref; Dmg (1d20+5=8, 1d10=4) Nope, not even with CA.
*sigh* Murphy and IC have a poor relationship during combat, he has only rolled 2 times above 15 during his tenure...out of over 20 rolls :(
Move: to G22 (keep concealment)
Minor: Drop Prone (Gain a +2 bonus to non-adjacent ranged attacks)
[/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:12/26, 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
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Shorrin rushes forward, intent on ending the hexer's life.

[sblock=ooc]
Start @ Q19
Move: to k18
Standard: Using Spinning Sweep on the hexer (18 to hit; 12dmg and target is knocked prone). Shorrin will mark the Hexer with his Combat Challenge ability


That's assuming that a 16 athletics check is good enough to let me reach the Hexer. If I can't reach him and attack, Shorrin will use a full turn to get up next to him.

Athletics Check, Spinning Sweep, Attack Dmg (1d20+4=16, 1d20+6=18, 1d10+3=12) [/sblock]
 

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