Menace of the Icy Spire (Ozymandias79 judging)

[sblock=Movement]
Shorrin, you can just barely reach K18. First, the shaded area around the hexer is all difficult terrain from his Frozen Cloud, so it all costs two movement points to get through. Second, moving from N to M and from L to K involves climbing two 10-foot hills which count as difficult terrain:

- the icy hills can be climbed at no penalty using the ramps of packed snow at F17, I6, N3 and R11. Climbing the hills at any other point takes a DC 10 Athletics check, and you can only move at half speed (so it would take 4 squares of movement to climb up the side of a 10 foot high hill)

So total to get to K18 would take you 16 squares of movement and 2 Athletics checks. You can just barely make it if you double-run (8 squares per movement action) but that means using both your move and standard actions and granting combat advantage for your next turn.

If you still want to do that, post two Athletics rolls, please.
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Janus watches the Dragonborn bolt up the hill into the concealing cloud, "Give him one for me Shorrin!" he yells confident the warrior will nail the goblin leader. Excitement turns to mirth as Shorrin makes little headway on the snow covered hill side, finally stumbling when he is only a few feet from the Hexer.

"Elissim cigam! AACHOOO!" Janis begins another spell but a loud sneeze inturupts his concentration and the Missiles go wide.

"Elissim cigam gnitsac!" Janus digs deep into hidden reserves and casts again only to watch these impact into the snow at the hexers feet.

[sblock=ooc]
MM vs Hexer 1d20+4+1=6, Dmg 2d4+4=10
Sheesh a one. Where's my lucky d20 when I need it.
Action Point: MM vs Hexer 1d20+4=12, Dmg 2d4+4=7

[/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]
 

[sblock=Eyebite]
Sorry, Murphy, even your Eyebite misses - you get -2 because the hexer has concealment while in the Frozen Cloud. I'll let you take back your action point if you were only using it because you were invisible.
[/sblock]

[sblock=Prone]
Sheesh, I've been posing that the sharpshooters drop prone or hug the hill, but I completely forgot there's a mechanical benefit to it! I should start doing that too...
[/sblock]

Magical attacks sputter all around the hexer, and it cackles in defiance, but its look changes to fear as Shorrin charges, forcing a path through the snow up the side of the hill. Fortunately he runs out of steam before the final assault, and the hexer jabs his finger towards him.

[sblock=Goblin]
Now! Hit it now while it's mired! Take it out now!
[/sblock]

It follows up by pointing its rod towards him and chanting an evil-sounding spell. A cloud of icy shards coalesces from the air around him, spinning in circles in front of him and just barely missing slicing his skin. If he moves, he will have to force himself through the cloud, gashing himself on the hovering shards.

Seeing that his enemy is immobilized, the hexer spins around and flees to the far side of the hill, the freezing cloud trailing after him.

[sblock=Status]
Murphy misses with one or two spells (his choice), moves to G22 and drops prone. Since he's now out of LOS of Larinza, his Init drops by 2 points (which doesn't change his place in the initiative order anyway).

Shorrin uses a double run to move to L18, which is as far as he can get before failing his second Athletics check. His mark on the hexer expires since he didn't attack it this round.

Janus misses with two spells.

The hexer casts Icebound Hex at Shorrin: if Shorrin moves during his turn, he will take 3d6+1 cold damage (save ends). Then it uses a move action to flee to G16, and a minor action to sustain the Freezing Cloud and move it 4 squares.

Larinza's up.

28 - Balth (8/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at H13 (concealed while in cloud)
21 - Cutter 1 at H7
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at P8
14 - Bowman 2 at L4 (hidden, visible to everybody)
12 - Murphy (12/26 hp, prone, concealed)
12 - Shorrin (25/33 hp, grants combat advantage until start of next turn, in Icebound Hex (save ends))
9 - Janus (22/22 hp)
7 - Cutter 5 at J19
6 - Hexer at G16 (47[COLOR] damage, concealed while in cloud)
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 6 at P11
[/sblock]

2ziabo4.png
 


Balth moves in a blinding flash, dark green against the white landscape. He rounds the corner, and takes a moment to find his center and slow his breathing, using his Fey abilities to renew his strength.

[sblock=ooc actions]
Move: to K22
Standard: Second Wind (down to 2 surges now) and +2 DEF to all defenses
[/sblock]
 

As Larinza struggles up the hill, the goblin stabs down towards her but misses. When she reaches the top, her answering blow decapitates it.

As the warlord plunges into the frozen cloud, the goblin cutter to the south stares at the two ranged attackers who are left exposed. It hesitates between Balth and Janus for a long time before finally lofting a javelin towards them - to land midway between the two. Indecisive to the last.

Balth sprints away from the target site and takes cover behind the hill.

Responding to the frantic gesturing from the shaman, the sharpshooter returns to the summit of the northern hill and takes a commanding position. From there he has a clear shot direct to the center of Shorrin's chest, which he takes. The arrow pierces deep between the dragonborn's scales, and the goblin appears stunned that he isn't even inconvenced by it. He dives to take cover in the snow, where the hexer begins kicking him and screaming.

The goblin on the southern hill runs down to join its companion on the ice, and another trio of javelins flies towards Shorrin. Two strike him, but the third clips Larinza's armour (doing no damage) and spins out of the way. NOW Shorrin is inconveniences, as twin spurts of blood ooze out from under his scales.

The final sharpshooter giggles again as it lines up for a perfect shot at Shorrin, and cuts off abruptly as its bolt sails over his head and off into the distance. It drops to its belly and buries itself into the snow, oblivious to the fact that it's still clearly visible.

[sblock=Status]
Larinza moves to M17, provoking an opportunity attack as she moves from N17 to M17, which misses. Then she kills Cutter 3 at M16. Larinza can see Murphy again from here, so his init goes back up to 14.

Cutter 6 at P11 throws a javelin, and rolls an 8, so it doesn't really matter who it was attacking.

By my count, Balth can only reach L22 without running. I'll assume that's what you want to do.

Bowman 1 circles around to climb the ramp at F17 and moves to H17. He shoots Shorrin for 10 damage (including an extra 1d6 for combat advantage), then drops prone as a minor action.

Cutter 1 at H7 moves down the ramp and then north to L10. It and Cutter 2 at L9 throw javelins at Shorrin, hitting for 8 damage total. So does Cutter 4 at P8, but it misses. (All had +2 for combat advantage, 4 had a -2 to cancel it because Larinza was in the way.) Shorrin is bloodied

Bowman 2 at L4 shoots at Shorrin and misses despite having combat advantage, and drops prone. According to its Sharpshooter power, because it missed its still hiding, but it doesn't get to reroll Stealth so its still coasting on its roll of 7 from round 1. I dunno about you, but I find that hilarious.

Murphy is up, then Shorrin, then Janus. Remember that Shorrin will take 3d6+1 cold damage if he moves on his turn, due to the Icebound Hex, and gets a save at the end of his turn.

28 - Balth (13/22 hp, Hunter's Quarry on Hexer, +2 defenses until next turn)
23 - Bowman 1 at H13 (concealed while in cloud, prone)
21 - Cutter 1 at H7
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at P8
14 - Bowman 2 at L4 (prone, hidden, visible to everybody)
14 - Murphy (12/26 hp, prone, concealed until end of turn) <-- your turn
12 - Shorrin (7/33 hp, grants combat advantage until start of next turn, takes damage on move (save ends))
9 - Janus (22/22 hp)
7 - Cutter 5 at J19
6 - Hexer at G16 (47 damage, concealed while in cloud)
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 6 at P11
[/sblock]

jgi4g4.png
 
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Murphy pauses for a moment to regain his strength before crawling forward along the base of the hill, hoping to remain out of sight.

[sblock=OOC]
Standard: Second Wind (+6 hp, +2 defenses) - No longer bloodied
Move: Crawl (1/2 movement speed) to D20 (keep concealment)
Minor: Curse B
[/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:18/26, Bloodied:13, Surge Value:6, Surges Per-Day 4/8
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Eldritch Blast, Eyebite, Change Shape, Witchfire, Armor of Agathys
[/sblock][/QUOTE]
 

Shorrin rips the arrow out of his chest and throws it back toward the goblin.

[sblock=ooc]

I'm hoping that you meant my HP is 17/33 instead of 7 lol. Or did I get hit again and not realize it? Either way, I will stand and use my Second Wind to get back up to 29 (or 19) HP.

Save for the cold hex (1d20=15)[/sblock]
 

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