Menace of the Icy Spire (Ozymandias79 judging)

Janus stalks forwards not wanting his targets to get out of range and to put another target in plain sight of the goblins in the attempt draw attention away from his fallen comrade. Once again he lets fly the Icy shards of force.

[sblock=ooc]
Not sure if I can see the Archer so if I can't I will aim for the Hexer.
Move Action: Move to R13
Standard Action: MM vs ref: 1d20+4+1=21; DMG: 2d4+4=9
[/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]
 

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The hexer recoils back into the fog as Murphy appears right next to him, momentarily vanishing from his sight. Then Janus's missiles split the cloud and thud solidly into its head. The impact drives it forward again, to fall on its knees at Murphy's feet. As Murphy's shining aura envelopes it, it croaks,

[sblock=Goblin]
Demon! Going to free your friend... Can't stop you. Got to stop you! Can't... So cold. Why... How can it feel so cold?
[/sblock]

It begins shivering uncontrollably as Murphy's curse descends on it. The fog slowly begins to lift, dispersing in tattered shreds as the goblin's breathing goes ragged. At last it dissipates entirely, just as the hexer breathes its last. A ray of sun breaks through the cloudy sky above, making the snow all around and the ice surrounding both Murphy and the goblin's body glitter with an incongruous cheer.

The lone remaining goblin stares at the disappearing cloud, petrified with fear.

[sblock=Status]
Murphy teleports to B8 and activates Armour of Agathys.

Janus moves to R13 and hits the hexer for 9 damage, bringing it down to 1 hp. (No, he can't see the archer - 10 foot hill directly in the way. When it says "visible" to you, it means that if you can get line of sight on it, you'll be able to see it even though it's hiding.)

As the hexer's turn begins, it takes 4 damage from Murphy's aura (brought down by 5 cold resistance), which is enough to kill it.

It's a shame all the hexer's good lines are hidden behind sblocks.

Murphy gets to teleport again, and its Larinza's turn! Remember, she doesn't know exactly which square the goblin's in, just that it's somewhere south of the hill. (And if she moves into LOS she needs to make a Perception check to spot it.)

28 - Balth (6/22 hp, Hunter's Quarry on Hexer)
23 - Bowman 1 at Q1 (19 damage, hiding, visible to Balth and Janus)
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 H5 (33 damage, concealed while in cloud)
14 - Murphy (18/26 hp + 14 thp, Armour of Agathys)
12 - Shorrin (-4/33 hp, unconscious, 2 failed death saves)
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at H6 (95 damage, used 1 AP, concealed while in cloud)
5 - Larinza (9/24 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)
4 - Cutter 6 at P11
[/sblock]

33bzozt.png
 
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[sblock=ooc]
Yeh thought so, wasn't sure about from the quick read of the text, didn't have much time to think about it. Worked out for the best anyway, I know whats on the menu tonight, Hexer A'la ronge.
[/sblock]
 


OOC: K7 is on top of Shorrin - is that what you meant? To get line of sight on the last bowman you'll need to be farther south than that.

You need to roll 13 or higher perception to see the goblin, BTW, so your 18 lets you spot it once you actually get line of sight. So feel free to take another action once your in place without waiting for me to confirm that you can see it. In fact, let me give you a description of what you see if you make your Perception roll. (Balth can see this too because he's got a good view from the top of the hill.)

[sblock=Perception 13+]
The goblin is burrowed into the snow at the base of the hill, only its eyes and its crossbow visible. Its white headgear and blue-white skin blend in with the terrain, making it very hard to see, but once you know what you're looking at the shape of a goblin jumps right out.
[/sblock]
 

Sorry that was supposed to be a 1 rather than a 7 so K1

I'm too far to charge so I'll take total defense for this round.
 

Balth mutters a curse under his breath as he spots the form of the goblin against the ice.

He quickly looses two fletchings towards it as best he can with mostly-frozen fingers.

He watches as the wind catches the second one, and it knocks the first arrow askew. Balth grimaces, as he watches the second drive towards the remaining bowman.

[sblock=ooc actions]
minor: Hunter's Quarry on the remaining goblin
standard: Twin Strike: TS A; TS B (1d20 7 1=15, 1d20 7 1=23)
TS B 1 post, HQ (1d10 1=5, 1d6=6)(if it hits)
[/sblock]
 

Larinza circles around the hill and comes face to face with the final goblin. Unable to reach it in time, she takes a defensive stance and waits for it to approach.

Rather than face her, the goblin leaps to its feat and starts struggling through the snow towards the south, fleeing the scene. Before it can move more than a few steps, however, an arrow drops out of the sky, neatly skewering it. The goblin pitches forward and lies still, blood spreading slowly out to stain the surrounding snow.

As the second goblin falls, Murphy feels another rush of eldritch energy course through him. It's easily recognizable as the boon of his fey pact, feeding off the death of his cursed victim. But he feels another magical aura affected by death, pulsing in his pack. The unknown magic seems to be drawn to Shorrin's waning life force. Unable to resist it, Murphy feels himself enveloped by the fey mists, and suddenly reappears standing over Shorrin's body. The arcane force swells, giving him a sense of mingled necromantic energy and a feeling of protection towards the ebbing life force.

[sblock=Status]
Larinza moves to K1, spots the goblin, and takes total defense.

Balth hits the goblin for 11 damage, killing it. End of encounter!

Murphy now has two uses of Misty Step saved up. Now that he's out of danger, some magic aura interferes with the to trigger them automatically, moving him to J7 (even though that's normally out of range).

28 - Balth (6/22 hp, Hunter's Quarry on Bowman 1)
23 - Bowman 1 at Q1 (30 damage, hiding, visible to Balth, Larinza and Janus)
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 H5 (33 damage, concealed while in cloud)
14 - Murphy (18/26 hp + 14 thp, Armour of Agathys)
12 - Shorrin (-4/33 hp, unconscious, 2 failed death saves)
9 - Janus (22/22 hp, partial cover from sled)
7 - Cutter 5 at J19
6 - Hexer at H6 (95 damage, used 1 AP, concealed while in cloud)
5 - Larinza (9/24 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, +2 to all defenses until next turn)
4 - Cutter 6 at P11
[/sblock]
 
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Somewhat confused by the triggering of his powers, Murphy is surprised to see Shorrin at his feet, but the sight of his bleeding ally triggers him into action. "Yah can't die yet, I still need you" Murphy whispers, ripping off bits of the others cloak to create makeshift bandages.

Balth must've taught the warlock a trick or two because his work is very effective at staunching the many wounds and stabilizing Shorrin.

[sblock=OOC]
Heal (1d20=16)
[/sblock]
 

[sblock=OOC]
Shorrin's already stabilized, so I'll count that as the "allow use of Second Wind" use of Heal. After a five minute rest, Shorrin's Second Wind recharges, and Murphy lets him use it - he regains 8 hp and has 8 healing surges remaining, if I'm counting right.
[/sblock]

As Shorrin recovers, the feeling of power coming from Murphy's pack ebbs.
 

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