Menace of the Icy Spire (Ozymandias79 judging)

"Well met!" Shorrin smirks as his shield smashes into the nearest iron creature.

[sblock=ooc]

Standard Action: Use Tide of Iron 1d20+6=19, 1d10+3=10

Move: If Tide of Iron hits, then Shorrin will shift into the space that creature previously occupied.

Minor: None


Shorrin should get an AoO for the Clay creature passing him correct? If so, here is that attack:

1d20+6=24, 1d10+3=5 [/sblock]
 
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[sblock=Shorrin]
You don't get an OA on the Clay Scout because it was over your head when it passed you - it started 3 squares above the ground (+15 feet) and didn't come down until it was past you.

What square do you want to move your target to?

Also, you can't shift into its square, because it's standing in the same square as one of the non-mobile statues, which is difficult terrain. (I know it's hard to tell because the I symbols covering up the statue - for the next map I'll figure out a better way to show that.) You can still move in there on your turn (it'll just cost you 2 move), but in the meantime you won't be adjacent to him, so you can't use combat challenge or OA's if he tries to move away.

Want to change your action because of that?
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[sblock=ooc]

Just saw the +15ft on the map. Sorry about missing that. I'd like for Shorrin to push the creature off the statue, placing the statue between Shorrin and the creature. (to M10)

If I can change my move action... I'd like for Shorrin to move to J10. [/sblock]
 

[sblock=Tactics]
You know, form J10 you're in an excellent position to use your breath weapon and mark all those statues that are threatening your allies...
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[sblock=Janus]
Sorry, the rule on +1 said "not damage, though". (Just went and looked that up to be sure I'd said it.) So you only do 8.
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Janus's icy blast envelops the two iron statues and the flying clay one. A thin sheen of ice forms over them, as well as clinging to the ground. (Although most of the ground is already covered with slippery ice, so this has little effect...) As the clay statue tries to flap its wings, cracks appear in the ice - and also in the clay beneath. The cracks grow bigger; a wing shatters; and the entire clay scout collapses into a pile of pottery shards.

Larinza's attack does little damage, but shoves the squat statue into a perfect path for Janus to attack it. Shorrin's attack also shoves a creature away, and he hurries toward his allies, being careful to keep his feet on the slippery cobbles.

[sblock=Status]
Janus shifts to K6 and casts Icy Terrain: Hits the Clay Scout for 8, killing it! (And saving me having to figure out why a flying creature is knocked prone by a slick patch of ice...) Misses Iron Defender 1! Hits Iron Defender 3 for 8, knocking it prone.

Larinza hits Iron Defender 3 for 3 damage, and gives Janus a +3 bonus to attack and damage.

Shorrin hits Iron Defender 2 with Tide of Iron, for 10 damage, and moves it to M10. Then he moves to J10.

H9 and I9 are difficult terrain until the end of Janus's next turn. (The rest of the squares in the area are already difficult.)

Balth's turn, and Shorrin can add a minor action if he wants (since I suggested one and then moved on before he had a chance to respond).

23 - Balth (22/22 hp, dazed (save ends))
23 - Murphy (17/26 hp, cursed Iron Defender 1, concealed until end of next turn)
22 - Clay Scout at J14 (38 damage)
22 - Iron Defender 1 at J9 (11 damage, can't see Murphy until start of Murphy's next turn)
19 - Iron Defender 2 at M10 (10 damage)
16 - Iron Defender 3 at J8 (11 damage, prone)
13 - Janus (14/22 hp, +3 to attack and damage on next attack vs Iron Defender 3, expires at end of Larinza's next turn)
8 - Iron Defender 4 at M6 (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 (29/33 hp)
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[sblock=tactics]

From what I understood with the Combat Challenge feature.... it has to be a target that you attacked (either hit or miss). I would still like to mark the target that I attacked, and use the breath weapon if you will still allow it.


Acid Breath Weapon: Centered on I8 1d20+6=12, 1d6+4=7 vs. Reflex (hope it's terrible for them lol)[/sblock]
 

Balth grins momentarily as he strings another arrow; the dance around him of destruction as everyone begins acting takes him out of himself for just a moment, giving him pause to appreciate the power within this group.

But he shakes his head slightly, refocusing his attack on the one closest to them now. He looses two arrows with a yell.

DIE SO I CAN GET BACK TO A WARM BED, YOU GITS!

As soon as the words leave his mouth, however, fatigue overcomes him. What HAD that thing done to him? He was so...winded!

[sblock=ooc actions]

Standard =
Twin Strike A (+1 post); TS B (+1 post) (1d20+8+1=17, 1d20+8+1=20)TS A dmg, TS B dmg (1d10=5, 1d10=1)HQ applied to whichever hits;

Minor = none
Move = none
Saving throw vs. Dazed (1d20=1)
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[sblock=Shorrin]
Yeah, you can mark any target you attack, hit or miss - which is what makes Dragonborn fighters so great, even if you miss with your breath weapon you can still mark everyone in the area! (I forgot to mark the one you Tide of Iron'd - I'll add that now. Please remember to mention when you're marking so I don't forget.)

You need a separate hit roll for both targets, though, so I'll just roll the second attack for you: 21
[/sblock]

[sblock=OOC]
renau1g didn't post in this thread, but he mentioned elsewhere that he'll be gone until the 13th, so I'm NPC'ing him.
[/sblock]

Just as the clay guardian crumbles, Shorrin opens his mouth and spews acid over the area where it was hovering. The acid etches interesting droplets in the remaining pieces of clay, and also washes over the two toadlike demon guardians. One jumps aside, but the other is rolling on the ground and unable to dodge. It starts to smoke as the acid eats into its skin.

Balth lines up a shot at the statue on the ground, but it is thrashing around too violently to get a clear shot. His first arrow misses, and his second just barely clips it. After the weakening of the acid, the weak shot is still enough to start cracks splitting across its surface.

Murphy finds himself backed against a row of statues by yet another of the creatures. It lunges at him, snapping, so that he has no way to dodge out of the way without blundering into its jaws. Taking a deep breath, he levels his rod at it and casts a cloud over its eyes. The creature lunges for him, but blindness descends before it can reach him and it halts in confusion. Murphy slips away and takes cover off the path, behind the southern row of statues, where the footing is better.

The other three defenders strike! The one that successfully dodged Shorrin's acid breath turns on him, regarding him as a threat, and lunges for him, but Shorrin interposes his shield and it backs off. However, the one which Shorrin attacked earlier ignores him, though it keeps a wary eye on him as it circles around to attack a softer target. It jumps up on top of the statue behind Larinza and bites down on her from above, driving her backward towards its partner on the ground. That partner, the last of the three clustered defenders, lunges up from its prone position to bite at her, and she just barely evades its snapping jaws.

[sblock=Status]
Shorrin breaths acid, missing Iron Defender 1 but hitting Iron Defender 3 for 7 acid damage, and marking them both.

Balth said to attack the "closest" enemy, which is Iron Defender 3 at J8, the one that Balth knocked prone. Unfortunately being prone gives him an AC bonus against ranged attacks, so Balth's first shot misses. (It would have hit if he wasn't prone.) Balth's second shot hits for 3. (Including 2 for Hunter's Quarry - I didn't see a link to a roll so I rolled it.) That bloodies Iron Defender 3.

Murphy curses Iron Defender 4 with a minor action (doing 1 damage from the Rod of Reaving). Unable to shift away due to the difficult terrain, he casts Eyebite on Iron Defender 4: hit with 16 for 13 damage. It gets an OA, which misses with a natural 1, and then he's invisible to it until the start of his next turn. Now that it's used its OA he moves to I4 (costs 4 squares to get to K5 due to difficult terrain, then 2 more to I4). Since he moved 3 squares, Shadow Walk stays on.

Iron Defender 1 bites at Shorrin, missing with a 17.

Iron Defender 2 moves to L7 and bites at Larinza, missing with a 12. (The -2 from being marked by Shorrin is countered by the +2 for having her flanked.) Jumping on top of the statue is just flavour - it's just difficult terrain, like always.

Iron Defender 3 stands and bites at Larinza, just barely missing with a 17.

H9 and I9 are difficult terrain until the end of Janus's next turn. (The rest of the squares in the area are already difficult.)

Janus's turn!

23 - Balth (22/22 hp, dazed (save ends))
23 - Murphy (17/26 hp, cursed Iron Defender 1 and Iron Defender 4, concealed until end of next turn)
22 - Clay Scout at J14 (38 damage)
22 - Iron Defender 1 at J9 (11 damage, marked by Shorrin)
19 - Iron Defender 2 at L8 (10 damage, marked by Shorrin)
16 - Iron Defender 3 at J8 (21 damage, marked by Shorrin)
13 - Janus (14/22 hp, +3 to attack and damage on next attack vs Iron Defender 3, expires at end of Larinza's next turn)
8 - Iron Defender 4 at M6 (14 damage, can't see Murphy until start of Murphy's next turn)
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 (29/33 hp)
[/sblock]

9unip0.png
 

"Ugly creatures, wouldn't you say?" Janus nonchalantly enquires of Balth as he begins to draw magical energy around him, motes of snow and ice form around his body, spinning in time to the rhythmic canting. Janus crouches low, twisting to his left, then flings his arms out toward the two toadlike iron statues. A low rumble begins, quickly reaching a crescendo as a wave of ice and snow is blasted forth from Janus’s hands stretching out to engulf his enemies.


[sblock=ooc]
Standard Action: Thunder wave H789, I789, J789. Iron Dude J8:1d20+4+1=6; Iron Defender J9: 1d20+4+1=18; Damage:1d6+4=8
When I set the rolls up I forgot that you do one roll for damage, so I have taken the first one, if you want me to reroll let me know. Also I forgot the bonus from Larinza, so totals are J8= 9, j9=21, damage = 11. Sorry for the stuff ups.
Move Action: n/a
[/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: 14/22, Bloodied: 11, Surge Value: 5, Surges left: 7/7
Initiative: +4
Action Points: 0, Second Wind: Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep(Memorized)
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[sblock="OOC @ Janus"]Don't forget you get a +3 attack and damage against the guy at J8[/sblock]
 

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