Menace of the Icy Spire (Ozymandias79 judging)


log in or register to remove this ad

The goblin whirls around as Murphy's spell hits it - it seems unaffected, but now it's noticed that Murphy's shroud of darkness is there. It looks nervously at the enemies on all sides and tugs uncertainly on the hexer's arm.

As the bowman's back is turned, Shorrin charges up the hill again. It takes him two tries, but he finally struggles through the snow to the top, barely making it over the crest before his feet give out.

Unnoticed amid the drama on the hill, Janus casually obliterates a goblin.

The hexer jabs its rod towards the approaching dragonborn, and ice once again starts building around him. Just as he's reached level ground where he can get close to his adversary, he's again surrounded by a cloud of icy razors. The hexer follows up by tossing a quick curse off at Larinza, freezing mist billowing out of its rod to swirl around her and cling to her skin as she moves. Then it turns its back and sprints off down the hill, moving easily through the snow and circling around to the south, not even pausing to watch as its victim sways on her feet and collapses numbly to the ground.

The bowman turns to follow, ignoring Larinza's body...

[sblock=Status]
Murphy's eyebite misses. He moves to D17 and remains prone.

Shorrin tries to move to I16, and misses his Athletics check. He tries again and just BARELY makes it. I'm so sorry about those rolls.

Janus's magic missile hits and kills Cutter 6.

The hexer's Icebound Hex recharges, and he casts it on Shorrin. Shorrin will take 3d6+1 cold damage if he moves during his turn. Then it uses an action point to cast Freezing Hex at Larinza, hitting for 5 cold damage and slowing her (save ends). Finally it runs to F14 and then down the hill to F13 (this last step takes 4 movement points and an Athletics check, which it passes). Finally finally, it uses a minor action to sustain the Freezing Cloud 4 squares.

That 5 cold damage is enough to take Larinza to -2. Larinza's turn - I'll need a death save, and a save against slow.

28 - Balth (22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at H17 (2 damage, concealed while in cloud, dropped bow in H17)
21 - Cutter 1 at L10
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at J7
14 - Bowman 2 at L4
14 - Murphy (18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (19/33 hp, takes 3d6+1 cold damage if moving during his turn (save ends))
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at G16 (47 damage, used 1 AP, concealed while in cloud)
5 - Larinza (-2/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, dying, slowed (save ends)) <-- Your turn
4 - Cutter 6 at P11
[/sblock]

1jvnsh.png


[sblock=Tactics]
I notice this is the second time the warlord, the one with all the healing powers, has been the first one down. Do you guys want some tactical advice? I didn't want to be telling you what to do, since that's really not my place, but now that the same thing's happened twice in a row I don't want you to feel like I'm picking on you. (Or, on the flip side, is there anything you want me to do differently?)

BTW, I might as well mention this now - I'm planning to give an XP bonus against all monsters with cold resistance, since you guys have so many cold-based powers. So if Janus in particular is getting frustrated using nothing by Magic Missile all the time, you've at least got that coming.
[/sblock]
 
Last edited:

[sblock="OOC"]death save; save vs. slow (1d20=6, 1d20=5)

I wouldn't mind hearing your suggestions, but keep in mind please that I'm a melee character. All of my powers, revolve around enemies and allies adjacent to me. unless I have at least one enemy and one ally near me I have no powers. I'm feeling pretty lonely in the middle of the fight all the time.

[/sblock]
 

[sblock=ooc]
Yeh, any suggestions would be good. I have DM alot of 4th ed but this is my first experience playing it. Interesting to see it from the other side.[/sblock]
 

[sblock=OOC]
I wouldn't mind either, however I've noticed that 4e is a heavily tactical game and playing it with a group of strangers in RL isn't too bad, although there are still a lot of tactical mistakes.

In PbP it is even more difficult because we can't discuss anything OOC before we go, it's much more realistic, but more deadly ;)
[/sblock]
 

[sblock=Tactics]
I wouldn't mind hearing your suggestions, but keep in mind please that I'm a melee character. All of my powers, revolve around enemies and allies adjacent to me. unless I have at least one enemy and one ally near me I have no powers. I'm feeling pretty lonely in the middle of the fight all the time.

This is exactly what I was going to point out - you (the party) should never let Larinza get out in the middle of a fight alone, she should always be side-by-side with Shorrin. This lets him absorb attacks, which he's much better suited for, and also lets him benefit from her powers that let allies attack, etc.

The first fight, it was partially my fault for misreading where you wanted to be set up and starting you on opposite sides of the ship, but it would have gone easier on you if one group had immediately retreated to the other side of the ship to join the other group.

In this fight, once Shorrin didn't make it up the hill the first time, you probably should have retreated and stayed next to him instead of getting out front. If he continued to fail Athletics rolls, you could have stayed at the top of the hill, "adjacent" to him (ie. him in K18, you in L18) and used Aid Another to give him a hand up, giving him a +2 to his next Athletics check.

The only reason I had all the ranged combatants pick on Larinza so much was that she was out in front, directly threatening the Hexer. If Shorrin had been closer, they would have at least split their attacks up.

I wouldn't mind either, however I've noticed that 4e is a heavily tactical game and playing it with a group of strangers in RL isn't too bad, although there are still a lot of tactical mistakes.

In PbP it is even more difficult because we can't discuss anything OOC before we go, it's much more realistic, but more deadly ;)

I don't mind at all if you discuss tactics OOC! In game, you'd be shouting things to each other all the time, and probably would have had discussions on general tactics beforehand in the time we skipped over with "you walk through the snow for 2 hours..."
[/sblock]
 

[sblock="Tactics"]
[sblock=Tactics]


This is exactly what I was going to point out - you (the party) should never let Larinza get out in the middle of a fight alone, she should always be side-by-side with Shorrin. This lets him absorb attacks, which he's much better suited for, and also lets him benefit from her powers that let allies attack, etc.

The first fight, it was partially my fault for misreading where you wanted to be set up and starting you on opposite sides of the ship, but it would have gone easier on you if one group had immediately retreated to the other side of the ship to join the other group.

In this fight, once Shorrin didn't make it up the hill the first time, you probably should have retreated and stayed next to him instead of getting out front. If he continued to fail Athletics rolls, you could have stayed at the top of the hill, "adjacent" to him (ie. him in K18, you in L18) and used Aid Another to give him a hand up, giving him a +2 to his next Athletics check.

The only reason I had all the ranged combatants pick on Larinza so much was that she was out in front, directly threatening the Hexer. If Shorrin had been closer, they would have at least split their attacks up.

[/sblock]

Well, My reviewing the fight, I had no way of knowing Shorrin wouldn't be able to follow me up, Once I got into the fight, I had no chance for retreat, I went from 20 to -2 in one round. In my eyes, Shorrin really should have been up that hill before me, Either, having not used Second wind when he did, letting me heal him OR at least making an attempt to make a move action the round he used second wind. 4e is definattly not a stand still and do one thing like 3e. You really gotta make sure you use your std, move And minor every round. Had he moved that round he would have been ahead of me, or had he failed to move that round I would have at least known he was more likely to fail and could have waited behind with him.

Please everyone, don't use second wind unless you have to, If I'm in range and have inspiring word left, (currently one left if I survive this) using second wind just reducing your effectiveness and my own.

And well yes, I admit I should have held back when Shorrin healed, but as I said above I didn't have any way to know it was needed and wanted to do something effective. [/sblock]
 

[sblock=Tactics]

I double moved twice so far this combat..... and failed every freaking roll. I'm lucky Shorrin can stand. Double move or not, charge or not, I would still be back where I am. You can only move so far uphill in the snow wearing heavy metal armor. [/sblock]
 

[sblock=ooc]
I shoot stuff in the face and stay out of melee. This hill has posed a challenge tho.

As soon as I can see a map with positions, I'll post mah go!

[/sblock]
 
Last edited:


Remove ads

Top