Menace of the Icy Spire (Ozymandias79 judging)

[sblock=Correction: Balth's position]
I'm an Elf, Jim!. 7 base movement.

Whoops! Ok, Balth is in K22 - I'll just move him in the next update.
[/sblock]

[sblock=Shorrin's HP]
Shorrin said:
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.

Sorry, 7. You were at 25 last turn, and you got hit for 18 (10 from the bowman, 4 from a cutter, 4 from another cutter). So now you're back to 19.
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Seeing that his fighter screen has disapeared, Janus ducks down behind the sled next to him. Peering from around the corner he spys two goblins foolishly standing next to each other. Janus contemplates to himself,
"These guys live in the perpetual frost that is this cursed isle, no dobt they have some natural tolerance to the cold, but I wonder how much? Only one way to find out..."
Janus wispers "Niarren yci gnitsac" and points to the milling goblins then surreptisiouly slides his staff from the sled and ducks back down behind cover.

[sblock=ooc]
Casting Icy Terrain on the goblin at the square of L10. (Burst 1)
Icy Terrain vs Fort: 1d20+4+1=20, dmg: 1d8+4=6

Janus stays down begind the sled and uses a move action to free his staff from the sled.
[/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: 3/7
Initiative: +4
Action Points: 0, Second Wind: used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
[/sblock]
 


[sblock=OOC]
Uh, I have Icy Terrain being against reflex, and doing 1d6+Int damage. Can you reroll damage?

I'll do it for you if you haven't done it by the time I post this afternoon.

EDIT: wait, these are minions, the damage doesn't matter. I do need to roll another attack, though: 21.

EDIT AGAIN: actually, in this case the damage does matter: 10.
[/sblock]

The goblins seem to be able to glide over the slick frozen pond with ease, but Janus's spell polishes it to a mirror sheen that's too much even for their unnatural balance. The first one topples over, surprise on its face, and slides into the other's legs, taking it down in a tangle. You hear a sharp crack as the second goblin's head strikes the ice, and a bloody stain begins spreading. The first goblin scrambles to its feet, looking in horror at the body, and tries to back away, but its feet go sliding away again and it it pitches over backwards, impaling itself on its own fallen javelin.

Janus watches with a critical eye and is able to glean some valuable information from the proceedings.

[sblock=Goblin Stats]
You judge that the goblin cutters have ice walk, letting them move across the ice slick and the hexer's Freezing Cloud without difficulty (fortunately, Icy Terrain isn't affected by ice walk), and 5 points of cold resistance. If you'd rolled a 1, you'd have done 5 cold damage total and they'd have been unaffected.
[/sblock]

The hexer, not noticing that Shorrin has freed himself, turns to concentrate his fire on Balth. A globe of swirling, freezing air issues from the end of his rod and speeds towards Balth, who ducks aside. The cloud keeps going, slowly dissipating.

As the hexer curses, the mass of frozen vapour that surrounds him rolls slowly towards Balth, engulfing him. His skin prickles and ice solidifies around his feet, but the air is not cold enough to do more than make him shiver.

[sblock=Status]
Shorrin frees himself from the Icebound Hex.

Janus kills Cutter 1 at L10 and Cutter 2 at L9. Crouching behind the sled gives him partial cover, sure, why not.

The hexer casts Freezing Hex at Balth, but misses. With a minor action, it sustains the Freezing Cloud and moves it 4 squares northwards.

Larinza's 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 L10
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 (18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (19/33 hp, +2 defenses until next turn)
9 - Janus (22/22 hp, partial cover from sled)
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) <-- Your turn
4 - Cutter 6 at P11
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Larinza yells to Shorrin as she movess up the embankment

"Shorrin, Follow me stay close, we gotta take out that caster." "Balth, don't get yourself pinned down their, your doing great, we need you man."

She then breaks into a furious charge against the bowman before her.




[sblock="Actions"]

Free Action: Talk
Move Action: Move to K17 Athletics Check with +1 for Posting (1d20+7+1=28) for climbing the bank
Minor Action: Inspiring Word on Balth Healing from Inspiring word + Surge Value (1d6=6)
Std. Action: Charge Attack Move to I17, And attack Bowman at H17 BMA against Bowman +1 for charge; Damage Roll if hit. (1d20+6+1=8, 1d8+4=7)

[/sblock]
 

Larinza charges towards where the bowman crouches in the snow, but the deep snow saps her momentum and she stumbles to a halt just short of it, swinging without connecting.

The goblin on the southern hill, seeing two of its comrades fall to one spell and Larinza bearing down on its master, hesitates between attacking Janus and Larinza. Finally it decides that Janus has too much cover, and hurls its javelin at Larinza, striking a glancing blow. Then, it retreats down the southern ice ramp to cower behind the hill.

[sblock=Status]
Larinza moves to K17 and heals Balth for 11 points. (Balth is now up to full health and has 2 surges left, if I'm counting right.) Then she charges the bowman at H17, but misses.

The bowman uses Goblin Tactics to shift after being missed by a melee attack. The hexer uses Incite Bravery, letting it shift 2 more squares and make an attack. It shifts to F17 and fires at Larinza, but misses. Damn, I forgot he's prone so he can't use Goblin Tactics. Oh well, it didn't hit anyway.

Cutter 4 at P11 throws a javelin at Larinza, hitting for 4 points of damage, and then moves to M2.

Balth's turn!

28 - Balth (22/22 hp, Hunter's Quarry on Hexer, +2 defenses until next turn)
23 - Bowman 1 at H17 (concealed while in cloud, prone)
21 - Cutter 1 at L10
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 (18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (19/33 hp, +2 defenses until next turn)
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at G16 (47 damage, concealed while in cloud)
5 - Larinza (16/24 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 M2
[/sblock]

2r5yjp0.png
 

[sblock=ooc]
Uh, I have Icy Terrain being against reflex, and doing 1d6+Int damage. Can you reroll damage?

I'll do it for you if you haven't done it by the time I post this afternoon.

EDIT: wait, these are minions, the damage doesn't matter. I do need to roll another attack, though: 21.

EDIT AGAIN: actually, in this case the damage does matter: 10.

Yeh Sorry, I was looking at freezing cloud when I typed it up. The attack would have been the same, damage different, thanks for pointing it out.

[/sblock]
 

Balth shouts, "Right!" as Larinza chants over him. He feels much better and quickly eyeballs the situation.

He dives northwest out of the prickly cloud of cold, moving quickly now until he shores up next to Murphy, attempting to use the ridge itself as cover.

He ducks down, readies his arrows and pops up, firing quickly in succession at the hexer, nodding to Murphy as if to say "I'll cover you as best I can."

[sblock=ooc]
Move: E20 via J23 route. with Stealth roll at end: TS A, TS B (1d20+7=24, 1d20+7=9) (I'm not really sure what, if any, bonus being stealthy would add to my attack here, so I'm just going to post the attack values and hopefully you will be willing to enlighten me :)
TS A, TS B (1d20+7=24, 1d20+7=9)

TS A, TS B (1d20+7=24, 1d20+7=9)

[EOT]
[/sblock]
 

[sblock=OOC]
All the shaded areas - both the icy cloud and rows 23 and 24 - are difficult terrain, so you can't reach that far. Plus, if you could reach E21, moving to E20 would take 4 movement points and an Athletics roll to climb the hill. So unless you give up your attack to double move, you can't get close to Murphy.

A Stealth roll won't have any effect on this attack, but it might affect your next one. The Stealth rules can be found in the Player's Handbook update, here.

Basically you need to have total concealment to enter Stealth mode - on this map, pretty much the only way to do that is to be on the other side of a hill from somebody, out of line of sight. (For example, from where you are you have total concealment from the two southernmost goblins, and I think from the middle cutter - I'd have to get out a ruler to doublecheck - but not from the two on top of the hill since they can just look down and see you. There's technically no way to hide from those two, although I've been RP'ing them ignoring Murphy as if they'd lost track of him in his cloud of darkness since there's no shortage of other targets anyway.)

If you want to hide, you make a Stealth roll once you're in total cover. After that you don't need to stay in total concealment, you just need partial concealment every round to stay hidden. If you move more than 2 squares, you have to make a new Stealth check with a -5 penalty; if you speak above a whisper or attack, you lose Stealth at the end of the action. The benefits: you count as invisible, so enemies get -5 to hit you even if they can figure out what square you're in, and if you attack you get combat advantage on that one shot before you lose your Stealth. (The Goblin Sharpshooters have an ability that lets them keep their Stealth on a missed attack.)

Upshot: at the end of your turn you can make a Stealth roll to stay hidden from the southern goblins, and then if any of them try to come around or over the hill to shoot you they get -5, and next turn you'd have a +2 to hit them if you can figure out a way to get line of site. But it won't help against the ones on top of the hill because they can look right down on you.
[/sblock]
 

[sblock=ooc]
Ok, I was very confused about how the ice cloud could be taller than wide but then I saw that the grey is difficult terrain. I'll modify my move action to H23 then and attempt to fire from there with whatever penalties may occur on the hexer. that guy needs to be gone.

Thanks for the stealth clarification, I knew what the old rules were, I just wasn't sure how the errata worked since I have no rogues in my games. At least, none that try to use it like that ;)

[/sblock]
 

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