Menace of the Icy Spire (Ozymandias79 judging)

"This master of the tower should know better. This was but a small bump in our way. We are coming for you!" Murphy says, his voice rising to a shout at the end.

He gestures for one of the others to take the lead, probably one of the heavily armoured allies.
 

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Fire shows in Shorrin's eyes as he grasps the doors handle.

[sblock=ooc]

Unsure if it's locked or not... So I'd like Shorrin to simply try opening it first. [/sblock]
 

"WAIT! Don't touch the door, it may be trapped. I have a better idea, stand back everyone." Janus claims then steps back snd whispers, "Dnah egam"

[sblock=ooc]
Janus will cast mage hand and try and open the door after stepping back 5 squares. He also suggests everyone do likewise.
[/sblock]
 



As soon as Shorrin places his hand on the door, there is a deep creaking sound as one of the devils carved into the side of the tower suddenly turns its head towards him. Ice breaks from its stone wings as it takes flight. A similar creaking sound comes from behind as several of the squat, toadlike statues along the sides of the path also shudder and shake off the frost that coats them.

Fortunately, Janus and Larinza are already moving into a defensive position - although they weren't watching the statues specifically, they were clearly ready for anything. It is Balth who acts first, though, an arrow already nocked to his bow from the assault on the ice wall.

[sblock=Status]
I've taken the liberty of rolling initiative for everyone: good guys, bad guys. Nice rolling, Shorrin and Larinza.

As you stated, Shorrin is right up against the door, Janus is 5 squares back and Larinza is right in front of him. I figured Balth would be standing back as far as possible from the door, since the last thing he did was fire an arrow at it, and Murphy would be a little closer, also still in position from firing at the ice wall.

Balth gets to go first!

23 - Balth (22/22 hp)
23 - Murphy (26/26 hp)
22 - Clay Scout at J14 (0 damage)
22 - Iron Guardian 1 at I9 (0 damage)
19 - Iron Guardian 2 at M11 (0 damage)
16 - Iron Guardian 3 at E8 (0 damage)
13 - Janus (22/22 hp)
8 - Iron Guardian 4 at M5 (0 damage)
6 - Larinza (24/24 hp, +2 Init to all allies in LOS within 10 squares, allies in LOS who spend an action point regain 4 hp)
4 - Shorrin (33/33 hp)
[/sblock]

2ijkunl.png


[sblock=Terrain]
Path: The frozen cobblestones are slippery. Squares on the path are difficult terrain, plus creature that attempts to run or charge across these squares must succeed on a DC 10 Acrobatics check or fall prone, ending its move action.

Statues: There are 3 types of statue here. The C marks a Clay Scout. The I's are Iron Guardians. The circles look just like the Iron Guardians, except they haven't animated.

The squares containing statues that haven't animated are difficult terrain, and they can provide cover to a Medium or smaller creature that crouches or falls prone behind them. (The statues are about 4 feet tall.) The squares containing Iron Guardians are impassible, just like any square containing an enemy.
[/sblock]
 
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Balth zig-zags up the walkway until he is just in front of Murphy, bringing his quarry, the only moving gargoyle ((C)), clearly into his sights. He looses two arrows to gauge the mettle of the monstrosity. The arrows hiss as they fly through the air. The first one seems to be straying, and he concentrates the way his master taught him. A tendril of green magic shoots out at lightning speed, pushing the arrow back on course, but Balth seems visably drained from this expenditure.

The arrows shoot with blazing speed towards their target.

[sblock=ooc actions]


Standard: Two Fanged Strike
Two-Fanged Strike A +1 post Two-Fanged Strike B +1 post (1d20+8+1=12, 1d20+8+1=22)

Free: Elven Accuracy to reroll A
Reroll via Elven accuracy for Two-Fanged Strike A (1d20+8+1=21)

Damage if either hit:
TFA; TFB (1d10+5=12, 1d10+5=14)(if both hit, an additional +4 damage is applied but not accounted for in the rolls)If either hit, Hunter's Quarry damage:
HQ Dam ((redux with d8 instead of d6)) (1d8=4)

Move action = Zigzag as to not provoke OAs to J11.
Minor action = C as HQ
[/sblock]

[sblock=Balth stat block]Balth- Male (Elf) Ranger 2
Passive Perception: 22, Passive Insight: 15
AC:18, Fort:12, Ref:17, Will:15 -- Speed:7
HP:27, Bloodied:13, Surge Value:6, Surges Per-Day 6
Initiative +10
Action Points: 1, Second Wind: not used
Powers: Nimble Strike, Twin Strike, Two-Fanged Strike (used), Elven Accuracy (used), Hunter's Bear Trap
[/sblock]

[[edited for clarity of target, movement and clarity of HQ action and damage]]
 
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[sblock=OOC]
Clarification: they're all moving, at least enough to turn their heads and shake their arms, so you can all tell exactly which statues have animated. That means you can't make C your quarry unless you move closer to it - from where you're standing I9 and M5 are tied for closest, so you can choose to make either of them your quarry.

I'll let you edit your action to switch targets or add a move to get closer to C, or you can just drop the HQ damage.

EDIT: also as Ozy pointed out your HQ does 1d8 now, so if you keep it you'll need to reroll it.
[/sblock]
 
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Murphy realizes this is not the place for him to be and books it out of their, moving past his allies and along the path to the west.

Seeing the iron statue begin to animate to the south of him, Murphy does his best to remain out of its sight by trying to alter whatever sentience is controlling it.

[sblock=OOC]
Move: to M7, avoiding OA's (gain concealment)
Minor: Curse I4
Standard: Eyebite on I4 Vs Will; Psychic Damage; Curse Damage (1d20+6=17, 1d6+5=6, 1d6=5) *includes +1 from posting w/in 24 hours and +1 enhancement.
[/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:26/26, 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]
 


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