Menace of the Icy Spire (Ozymandias79 judging)

Balth's arrow enters the cloud of icy vapour, cutting through it and leaving a roiling wake. The vapour seems to cling to the arrow, dragging it down and slowing its flight, and the hexer reacts with amazing speed - it grabs the goblin beside it by the scruff of its neck and yanks it around into the arrow's path. The goblin gurgles as the arrow strikes it in the chest, and the hexer drops the useless body at its feet.

Balth's movement has left the bowman with a clear shot at his back. That may have been a mistake - the bowman plugs him with its crossbow at point-blank range. Then, cackling wildly, it rushes past him and into the cloud, where it can dimly be seen rounding the hill.

The other bowman creeps out from its hiding place, not very stealthily, and lines up to take its own shot at Balth. It misses. It curses quietly (but not quietly enough) and drops to the ground in a futile attempt to maintain its cover.

[sblock=OOC]
The cloud gives partial concealment, so that's -2. Still, the first hits and the second misses.

The hexer uses Lead From the Rear as an immediate interrupt to redirect the attack to the adjacent Cutter 4, killing it.

Bowman 1 sheathes its sword with a minor action, shoots Balth for 6 damage with a standard action, and moves to K12 with a move action. (At this point its staying away from the hexer not to avoid area effects, but to stop the hexer from pulling that trick on it!)

Bowman 2 moves to J7, shoots at Balth (missing), and drops prone.

Murphy's turn!

28 - Balth (16/22 hp, Hunter's Quarry on Hexer, prone)
23 - Bowman 1 at K12 (2 damage, concealed while in cloud)
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 J7 (hidden, visible to everyone, prone)
14 - Murphy (18/26 hp, invisible to hexer until start of next turn)
12 - Shorrin (19/33 hp)
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at G16 (61 damage, used 1 AP, concealed while in cloud)
5 - Larinza (14/24 hp, 2 failed death saves, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, slowed (save ends), +2 to all defenses until next turn)
4 - Cutter 6 at P11
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[sblock=ooc]
Dunno if it made any difference, but I did note I was prone near the edge of the wall. Don't care if I got hit, more concerned about the *next* volley of shots ;)
Thanks :)
[/sblock]
 

Standing again, Murphy runs over to where his archer ally is and quicky fires off a blast of energy at the bowman not benefiting from the cloud. The purple blast strikes the bowman's shoulder and Murphy drops to the ground behind Balth.

[sblock=OOC]
Move: to D11 (gain concealment)
Minor: Curse B @ J7 (closest enemy) - that makes both B's and H cursed
Standard: Eldritch Blast on B @ K7
Vs Ref; Damage; Curse Damage (1d20+5=23, 1d10+4=6, 1d6=6) Hits Ref 23 for 12 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]
 

The hexer recoils in surprise as Murphy appears before him. The bowman recoils in terror as Murphy's blast sends snow flying.

[sblock=OOC]
The bowman takes 12 damage, but isn't bloodied yet. Won't bother updating the map yet.

Shorrin's turn! Don't forget going down the hill takes an athletics check too, unless you use the ramp. Hopefully you've used up all your low rolls by now...
[/sblock]
 


Shorrin moves as far forward in the icy terrain as he can, unfortunately that doesn't seem to be very far. Tired of playing the chasing game, he spews forth a bath of acid.

[sblock=actions]

Move: Attempt to move to K13 (and woot on the 1)
Move: Attempt to move to K13 (15 athletics)
Minor Action: Dragon Breath on the goblin at K12 (Nat 20 = 10 dmg)

**Unsure if I get to attack the Hexer or not, but my second attack roll was a 23.


Athletics, Dragon Breath Attack and Damage (1d20+4=5, 1d20+6=26, 1d6+4=5)Athletic (2nd one) (1d20+4=15)
Breath weapon on hexer (1d20+6=23) [/sblock]
 
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The goblins round the corner with the creepy fog following close behind making Janus feel a little exposed. He quickly unleashes another salvo of Icy looking force missles and then scoots back behind the sleds and crouches down taking cover once again.

[sblock=OOC]
MM vs Hexer: 1d20+4=10; Dmg: 2d4+4=10
[/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=Clarifications]
Murphy: your flavour text said you "drop to the ground behind Balth", but your action block doesn't mention dropping prone. I put you down as prone - is this what you intended?

Shorrin: the good news is, from K13 (which is 10 feet above K12) your dragon breath can reach both goblins. The bad news is, unless you run you can only reach K14, and from there you couldn't get either of them (because you're not directly above them, so you'd be breathing out over their heads). So I'm going to assume you're running, which gives you -5 to hit and you grant combat advantage until your next turn. That means your hit rolls are 26-5=21 and 23-5=18, which... hey, even with cover, that still hits! Cool. The critical does 10, but the other does the rolled damage of 5.

If you would rather just move to K14 and save your dragon breath for another turn, let me know and I'll edit.

The actual numbers behind that move are kind of complex, so I've put them in a separate block:

[sblock=Shorrin's move]
With move 5, Shorrin can't actually make it to the base of the hill - since he's in the cloud of difficult terrain, it takes 2 to move to J15, and then another 4 to climb down the hill. So let's say he planned from the beginning to use a double move, giving him 10 movement points: getting to K13 would take 8 (2 to J15, 4 to K14, 2 to K13). The way it actually works out: it takes 2 to J5, then 4 to K14 (fail), then 4 more for the second try to reach K14 (succeed), for 10 total.

If Shorrin runs with his second move, he gets 2 extra squares of movement, so he gets a total of 5+7=12. 2 to J15, 4 to K14 (fail), 4 for the second try to K14 (succeed), 2 to K13: 2+4+4+2=12.
[/sblock]

Janus: your flavour text says you're moving behind the sled, but you didn't post the actions for that? Also, you're supposed to be prone, but I accidentally dropped that from the summary last turn, so I'll ignore that and let you stand for free since it was my mistake. I guess I'll say you move back to T19?

Whew. Ok.
[/sblock]

A flurry of snow kicked up on the slope of the hill marks Shorrin's progress. Suddenly he appears on the edge of the hillside, looming over the goblins, and unleashes a blast of acid that catches the bowman full in the face and splatters the hexer behind it. The mighty exhalation following his run through the snow leaves him gasping for breath.

As the hexer is distracted by acid to the face, Janus launches a missile at him, but it misses, and he retreats behind the sled.

The goblin shaman finishes clawing droplets out of his eyes, and screams obscenities at Shorrin. It jabs its rod towards him with a violent motion and seems surprised when the cloud of icy shards spews out to entrap him again. So surprised that its aim jerks away and the shards embed themselves harmlessly in the hillside. It hurriedly retreats behind its other ally, the cloud of vapour trailing after it.

[sblock=Status]
Murphy moves to D11, gaining concealment, damages Bowman 2 for 12 and drops prone. Murphy now has everyone cursed.

Shorrin moves to K13 and does 10 acid damage to Bowman 1 and 5 acid damage to the hexer.

Janus misses the hexer and moves to T19 (gaining partial cover).

The hexer's Icebound Hex recharges, and it uses it on Shorrin, but misses (with a natural 1, so you don't have a monopoly). It moves to J6 and with a minor action, sustains the cloud and moves it 4 squares due south to cover all the goblins.

Larinza's turn!

28 - Balth (16/22 hp, Hunter's Quarry on Hexer, prone)
23 - Bowman 1 at K12 (12 damage, concealed while in cloud)
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 J7 (12 damage, prone, concealed while in cloud)
14 - Murphy (18/26 hp, prone, concealed until end of next turn)
12 - Shorrin (19/33 hp, -5 to attack rolls and grants combat advantage until next turn)
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at J6 (66 damage, used 1 AP, concealed while in cloud)
5 - Larinza (14/24 hp, 2 failed death saves, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp, slowed (save ends), +2 to all defenses until next turn)
4 - Cutter 6 at P11
[/sblock]

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Balth blinks, seeing the Hexer move the Bowman into his way.

Well, let's take your little trick away, shall we? he says as he grips the shaft of one arrow between his teeth as he threads the other.

The first one whistles into the cloud of cold, but before it gets more than a few meters away, the second one is loaded and following it.

He peers into the cloud, listening for signs that he found his mark.

[sblock=ooc actions]

Is it a move action to stand? If so, move = stand.

Standard: Twin Strike vs. Bowman near Hexer. (with +1 post bonus)
ATK A 1; ATK B 1; (versus bowman near hexer) (1d20 7 1=25, 1d20 7 1=18)

TS A Dam, TS B Dam (1d10=4, 1d10=7)

Minor: Drop Prone.

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Balth blinks, seeing the Hexer move the Bowman into his way.

Well, let's take your little trick away, shall we? he says as he grips the shaft of one arrow between his teeth as he threads the other.

The first one whistles into the cloud of cold, but before it gets more than a few meters away, the second one is loaded and following it.

He peers into the cloud, listening for signs that he found his mark.

[sblock=ooc actions]

Is it a move action to stand? If so, move = stand.

Standard: Twin Strike vs. Bowman near Hexer. (with +1 post bonus)
ATK A 1; ATK B 1; (versus bowman near hexer) (1d20 7 1=25, 1d20 7 1=18)

TS A Dam, TS B Dam (1d10=4, 1d10=7)

Minor: Drop Prone.

[/sblock]
 

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