Menace of the Icy Spire (Ozymandias79 judging)


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Seeing that his acid breath injured the dangerous caster; he rushes forward, intent on the kill.

[sblock=Actions]

Move Action: move to B9 (if he can't, just move him as far down the B column as possible) 22 on Athletics Check
Standard Action: Spinning Sweep 25 - 5 = 20 to hit 10dmg and knocked prone if it connects. (I know I have attempted to use this maneuver this encounter already, but was unable to due to distance)



1d20+4=22, 1d20+6=25
1d10+3=10[/sblock]
 

Janus yells encouragement at Shorrin's charge down the hill marvelling in the audaciousness of the manouver. "Never catch me charging into the middle like that, I prefer a different type of sport." Janus mutters as he shakes his head at the Dragonborn. "Now lets try and even the odds a little. Elissim cigam gnitsac"

[sblock=ooc]
Janus targets the hexer once again.

Standard:
MM vs reflex: 1d20+4=6; dmg: 2d4+4=8
sheesh
[/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: 17/22, 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]
You mean column K? Column B is way over at the left of the map, and B9 is nowhere near the hexer - it's in the middle of the big ice sheet, beside two bodies. I'm confused.

You can't make it to the hexer or the bowmen with a single action anyway (even if you run), but you can reach them and make a basic attack if you charge.
[/sblock]
 

[sblock=OOC]
Ok, time to NPC Shorrin. I still can't figure out exactly where he wanted to end up, but I see he gave himself a -5 to hit, so I guess he wanted to run. Even doing that I can't see any way to get him close enough to do a spinning sweep - the only way he could get an attack is to run out into the difficult terrain, and then charge with his standard action to cover the rest of the distance.

So by running out on to the ice, he can get to L10 for 8 movement points, and then charge to K7 to attack the hexer. (By moving out to L instead of straight down K, he avoids opportunity attacks.)

The other option is to have him take about the same path, but without running - 2 movement points less puts him at K8, where he can attack the bowman - or to circle around to M7, avoiding the ice sheet, where he can attack the other bowman. Knowing what I know about the ice sheet, I'd choose the third option, but he seemed pretty clear that he wanted to attack the hexer and that he was ok with running in order to do it, and I mentioned goblins "walking out onto the ice sheet" several times so he must have known it was there. So I will have him try to reach the hexer.
[/sblock]

Murphy and Janus both fire off ineffectual shots and drop back to the ground. The shadows around Murphy dissipate.

Shorrin powers his way down the hill, keeping his feet this time, and his momentum carries him out onto the ice. His feet skid out from under him, but instead of falling he catches his balance and slides forward in a controlled glide. Instead of trying to run, he pushes himself along with his boots, feet flying back and forth like a skater, and arcs around to crash into the hexer with his hammer held high. His blow sends the hexer staggering back holding its head, but a wave of numbing cold spreads back along the hammer from where it struck the hexer's frozen, corpse-like body. The numbness saps Shorrin's momentum and he finds himself standing still on the ice, muscles trembling. It will be hard to get himself moving again.

The goblin hexer snarls something annoyed and frightened at Shorrin, and backpedals away. Shorrin lunges forward with his hammer, and the hexer lurches backwards again, out of range. It levels its rod at him and sends yet another stream of icy shards to encase him in a razor-sharp cage.

[sblock=Goblin]
Why won't you STAY AWAY FROM ME???
[/sblock]

It gestures to the crossbowmen.

[sblock=Goblin]
Get in front of him! Protect me!
[/sblock]

[sblock=Status]
Murphy stands, misses, and drops prone again, losing his Shadow Walk concealment.

Shorrin runs to K11 for 6 move, and on entering the square of treacherous ice takes an attack vs Reflex, which misses. He moves to L10 with the rest of his run action, then charges to K7 (which costs 6 move since both the freezing cloud and the ice are difficult terrain, not that this stacks). His attack roll was 25, +1 for charging, -5 for running, -2 since the hexer has concealment from the Freezing Cloud is 19 - which is a hit. Shorrin does 10 damage and marks the hexer. Shorrin is slowed until the end of his next turn due to the hexer's Body of Ice.

Janus shoots and misses.

The hexer shifts to I6, provoking a Combat Challenge attack from Shorrin - which misses (forgot to include concealment in that roll, but it missed anyway). It uses Goblin Tactics (when missed by a melee attack, shift 1 square) to shift again to H6. Then it fires yet another freezing hex at Shorrin, who will now take 6 damage if he moves on his turn (save ends)

Larinza's turn!

28 - Balth (16/22 hp, Hunter's Quarry on Hexer, prone)
23 - Bowman 1 at L6 (12 damage, concealed while in cloud, marked by Shorrin until Shorrin's turn)
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 (16 damage, concealed while in cloud)
14 - Murphy (18/26 hp, prone)
12 - Shorrin (19/33 hp, -5 to attack rolls and grants combat advantage until next turn, slowed until end of next turn, takes 6 damage if he moves on his turn (save ends))
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at H6 (76 damage, used 1 AP, concealed while in cloud, marked by Shorrin until Shorrin's turn)
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))
4 - Cutter 6 at P11
[/sblock]

aak750.png
 

[sblock="OOC"]

ok, let me confirm before I do this, I'm speed 2 from slow, run brings me to 4, double move makes it 8. J15 to J14 brings me down to 4, J14 to J13 brings me down to 3, and that's not enough to get me down to J12 so I'm stuck there right?
[/sblock]
 

[sblock=OOC]
Right.

I will note that you can get completely off this hill by going down the ramp:

1 H16
1 G17
1 F17
1 E16
4 D14

Although that puts you off to the side a lot.
[/sblock]
 


Balth grins as he sees the Hexer dance away from Shorrin's blade and away from the bowmen.

Let's see you pull your little trick now, caster, he says as he moves to his feet, drawing his bow at the same time.


He lets two arrows fly over the icy wall that's partially concealing the Hexer and drops back to the ground once more as he watches their shadow cast upon the ground. The first one looks to aim true, but the second one tumbles end over end as it hits the icy air.

[sblock=ooc]
Move: Stand up
Standard: Twin Strike: TS A +1 post -2 with cover, TS B 1 post with -2 for cover (1d20 7 1-2=25, 1d20 7 1-2=9)
Damage HQ Damage (1d10=2, 1d6=4)
Minor: Drop back down to the ground.

[/sblock]
 

The hexer screams in frustration as Balth's arrow strikes him. It's only a nick, but the distraction infuriates him.

[sblock=Goblin]
NO! Too many of them! We CAN'T let them reach the prison! WE HAVE TO KILL THEM ALL!

Kill the winged one quickly, and then we can take out the others!
[/sblock]

The bowmen back fearfully away from Shorrin's icy prison, train their bows on him from near point-blank range, and fire. Shorrin swings at one as it retreats, giving it a solid blow that makes it stagger, but then two perfectly aimed arrows pierce his chest, and he drops in a heap.

[sblock=Status]
I miscounted Larinza's move, it's D15 that's SW of E16, not D14.

Larinza makes her Athletics rolls and moves to D14 with a double run (-5 to hit and grants combat advantage until next turn) but makes her save vs. slow.

Balth plinks the hexer for 6 damage.

Bowman 1 shifts to M5 (provoking a Combat Challenge attack from Shorrin), and shoots him, critically hitting for 12 (including a +1d6 for having combat advantage). Shorrin's attack hits for 7 damage. (There's an extra roll in the history - ignore it, my finger slipped and I hit submit too early. Lucky for you, cause it was a big miss.)

Bowman 2 shifts to H6 and shoots Shorrin, hitting for 11. Yowch. Shorrin is dying.

Murphy's turn!

When Shorrin's turn comes around, that -5 to hit/grants combat advantage will wear off, and I'll need two saves, one vs death and one vs the hex.

28 - Balth (16/22 hp, Hunter's Quarry on Hexer, prone)
23 - Bowman 1 at L7 (19 damage, concealed while in cloud, marked by Shorrin until Shorrin's turn)
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 (16 damage, concealed while in cloud)
14 - Murphy (18/26 hp, prone)
12 - Shorrin (-4/33 hp, dying, -5 to attack rolls and grants combat advantage until next turn, slowed until end of next turn, takes 6 damage if he moves on his turn (save ends))
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at H6 (82 damage, used 1 AP, concealed while in cloud, marked by Shorrin until Shorrin's turn)
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, -5 to hit and grants combat advantage until next turn)
4 - Cutter 6 at P11
[/sblock]

20h1pqp.png
 
Last edited:

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