Menace of the Icy Spire (Ozymandias79 judging)

Balth trudges his way through the snow and around the hill, trying to strike the Hexer before he can flee from a distance. He loads to arrows and fires them, they seem to curve around Murphy, headed towards their intended target.

[sblock=ooc actions]
Move: to c20 (2 squares of difficult terrain, then diagonal as long as I stay on the outside, right... might I recommend the triangle markers denoting difficult terrain on the map (if possible)? That might help me be less confused, because I'm pretty confused :) (but that's normal LOL )))

Standard: Twin Strike on Hexer(with +1 post bonus): TS A; TS B (1d20 7 1=22, 1d20 7 1=27) (I don't know if there are cover penalties from the hill, please apply them.)
Potential Damage: TS A Dam; TS B Dam (1d10=2, 1d10=1)
HQ Damage on whichever (if any) hits: HQ Dam (1d6=1)

((OMG IC does not want me to kill the Hexer. It is not yet his time... o.O;))

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[sblock=ooc note]
I will be out of town from Thursday to Tuesday. Please autopilot me to shoot things, often. I'm trying to take out the Hexer first and then deal with the lesser threats. I will continue to move and hunt the Hexer, please don't forget he's already got my HQ on him.

thanks!
[/sblock]
 

[sblock=OOC]
Sorry I didn't get a chance to post tonight, the Fire! thread takes way more time to update than you'd expect! I'll try to do this one tomorrow.
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[sblock=OOC]
Balth doesn't need to move through any difficult terrain - the difficult terrain is all the shading that I added (not what was on the original map). Row 23 and 24, and the freezing cloud. (I'm not familiar with these "triangles".) After moving to C20 you still have 2 squares of movement left, so I took the liberty of moving you on to B18 where you get a better angle. That still gives him partial cover, since the most favourable line I can draw to the hexer clips the hill on one side:

161m9nr.png

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The pool of blood around Larinza spreads slightly and sinks into the snow.

Balth swings wide around the hill until he can get a good sighting on the hexer, and lets two arrows fly - they barely graze it and it keeps running without a pause.

The sharpshooter scoops up its bow as it backs away from Larinza's body and then turns to flee, flying down the snow ramp and then down the hill, slithering through the chest deep snow like an eel.

The southernmost goblin sees Balth come around the hill, but finds its sheaf of javelins empty. He runs out onto the ice sheet, grabs the weapons of one of its fallen friends, and turns to throw. But it can no longer see Balth around the hill, so instead he hurls it at Shorrin, who is framed against the sky on the crest of the hill, making a tempting target. The javelin sails harmlessly past.

The remaining sharpshooter fires its crossbow at Balth, but he needs to aim too high for the bolt to clear the hill and the bolt passes several feet above his head. Then it sidles back behind the southern hill, out of sight, and crouches down. Unknown to it, its thick quiver of bolts is still visible, sticking up over the hill.

[sblock=Status]
I just realized that removing the icons for the dead goblins means you can't tell where they are, and it might be important. So I'm using the splotch of blood icon to show a dead body.

Larinza now has 1 failed death save, and is still slowed.

Balth's two attacks get a -2 for cover, but they still hit. For 4 measly damage.

Bowman 1 uses a minor action to pick up its bow (it's now carrying bow in one hand, sword in the other, and will need to spend a minor action to sheath its sword or a free action to drop it before shooting at anyone), a move action to shift to G17, and then a standard action to move to E14. (The last step takes 4 squares of movement and an Athletics check, which it passes.)

Cutter 4 moves to L10 with a move action, picks up Cutter 1's sheath with a minor action, and throws a javelin at Shorrin, missing.

Bowman 2 fires at Balth (with a -2 due to cover from the hill), missing, then moves to G4 and hides. He rolls a 7 on his Stealth, so everybody can see him.

Murphy's turn!

28 - Balth (22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at E14 (2 damage, concealed while in cloud, both hands full)
21 - Cutter 1 at L10
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at L10
14 - Bowman 2 at G4 (hidden, visible to everyone)
14 - Murphy (18/26 hp, prone, concealed until end of turn) <-- Your 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 (51 damage, used 1 AP, concealed while in cloud)
5 - Larinza (-2/24 hp, 1 failed death save, +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
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[sblock="OOC"]Only the strong is without a laptop again, and happens to be out of town this time when it happened so his new desktop isn't doing him any good.

Anyways, he's gonna attempt a heal check on me to activate my second wind, and attempt a save vs. his ongoing damage

I'm a little busy right now, hopefully you can do the dice rolls.[/sblock]
 

Murphy stands up out of the snow, bits of the white stuff sticking to his leather armour and he points his dagger at the Hexer. He tries to blast its mind with his psychic energies and rearrange its perception of the world to hide himself from view.

[sblock=OOC]
Move: Stand up
Standard: Eyebite on H
Vs Will; Psychic Damage; Curse damage (1d20+5=20, 1d6+4=6, 1d6=4) Hits Will 20 for 10 damage
Minor: n/a
[/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]
 



[sblock=Murphy]
As Larinza falls, you feel a strange quickening in your blood, almost a feeling of excitement, as if the sight of an enemy brought to the edge of death has triggered a call to action.

After a moment of confusion (and a passive Arcana check) you realize that this is not a true emotion, but the effect of a surge of necromantic energy triggered by Larinza's fall. You can't tell what it's coming from (passive Arcana wasn't high enough for that) but for you to be caught in the nimbus enough to feel it like this, it must be very close to you, close enough to touch.

As Shorrin brings her back from the point of death, the feeling fades.
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[sblock=OOC]
Oops, I misread your post as just "he's going to make a Heal check" so I was trying to figure out if he should try for your Second Wind or just to stabilize you.
[/sblock]

The cloud of darkness around Murphy dissipates as he stops moving, giving the feeling shaman a clear look at him as it glances over its shoulder for signs of pursuit - just in time to meet Murphy's gaze. It clutches its head and stumbles, then gasps as Murphy vanishes from its sight.

Shorrin drops to his knees beside Larinza and tears a strip from his cloak - with the number of layers you're wearing against the weather, there's plenty of extra fabric. Although not formally trained in healing, his father must have taught him some first aid skills alongside his combat training, because he bandages Larinza's wounds expertly. The bleeding slows to a trickle and her eyes open...

The icy shards spinning around Shorrin slowly melt as he fails to move.

[sblock=Status]
Murphy actually rolls 18 to hit, because the hexer has concealment from the cloud, but that's still enough to hit. 10 damage, and Murphy is invisible to the hexer until the start of his next turn.

Shorrin passes his heal check, and Larinza recovers 6 hp. (Uses Second Wind and a healing surge.) Ignore that Arcana roll - I got mixed up about who needed to do that. He passes his save. (Man, Invisible Castle really likes me. You guys should always let me roll for you!)

Janus's turn! No new map since nobody's moved.

28 - Balth (22/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at E14 (2 damage, concealed while in cloud, both hands full)
21 - Cutter 1 at L10
21 - Cutter 2 at L9
16 - Cutter 3 at M16 (concealed while in cloud)
15 - Cutter 4 at L10
14 - Bowman 2 at G4 (hidden, visible to everyone)
14 - Murphy (18/26 hp, prone, invisible to hexer until start of next turn)
12 - Shorrin (19/33 hp)
9 - Janus (22/22 hp, partial cover from sled) <-- your turn
7 - Cutter 5 at J19
6 - Hexer at G16 (61 damage, used 1 AP, concealed while in cloud)
5 - Larinza (6/24 hp, 1 failed death save, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, prone, slowed (save ends))
4 - Cutter 6 at P11
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