Menace of the Icy Spire (Ozymandias79 judging)

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It depends on what computer I am using, I will start using FF and see how it goes.
I will take care of the Frostling behind me and as we have now gotten a few hints about the fireplaces I will 'take care' of those as well.
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Balth runs up the stairs to the second floor and puts two arrows unerringly in the Icicle Hurler's heart. It dies. Shorrin's hammer shatters a Frostling, and Murphy's curse mysteriously kills another. Janus casts Thunderwave and pushes the final Shardling back into the flames it came from. His blast catches the fireplace itself as well, but does no damage.

Now that Balth and Murphy are up the stairs they can see the entire second floor - it's a wizard's lab, crammed with books, experiments and mysterious arcane devices. Near the north wall is a circle of mystic runes that hum with power, and in the southeast corner is a metal platform. The Frostling takes its eyes off the ceiling, looks at you in triumph, and smiles with dagger-like teeth. Then the platform rises into the air, vanishing through a hole in the ceiling. You hear the beast's pounding footsteps overhead as it takes off running, and the platform slowly begins to sink back into view.

The fireplaces pulse again - it looks like more shardlings are ready to emerge!

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ARGLASASJLKEJFSAJNJLKN$@%$@

I just spent an hour typing up my next post - and I was smart enough to put it in a text editor and not just type it directly here so the board didn't eat it - and then on the LAST SENTENCE my computer crashed and I lost it all.

So, the short version:

Since the Icicle Hurler is unconscious, that Twin Strike counts as a Coup de Grace. Automatic critical for even more damage, which doesn't matter since what you posted is an auto-kill anyway. The hurler is down.

Janus has a turn too, I guess he didn't realize it was his turn before I get to go. I'll say he Thunderwaves the minion behind him and kills it. (The roll's on IC, but I'm not going back to link to it now. The only important part of it is that I rolled an attack on the fireplace as well as the Shardling, and got a 6, which missed it. Yes, that's a hint.)

Shorrin and Murphy each kill a minion. That's all of them. Shorrin and Larinza save.

You posted an extra action for Larinza - making the save and waking up was her whole turn.

The Frostling activates the lift and vanishes up to the third floor. There, we're all up to date. I'll stop going round-by-round now, even though the combat's not technically over.

Now you have a choice - do you want to take a 5-minute rest, restoring your encounter powers? Or do you want to go after the Frostling as soon as the lift comes back down, so you can keep the benefit of Larinza's defensive stance, and making sure it doesn't have time to do whatever it's planning? (Or, to be complete, do you want to forget about the Frostling and do something else?)

And how do you plan to deal with this endless stream of shardlings? (You'll have to either deal with them or find some place you can blockade if you want to take a rest; if you want to follow immediately, maybe you can just leave them behind.)

Don't worry about your exact places on the map - just tell me what you want to do and I'll figure out how many rounds you are behind the Frostling you are.
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With the immediate threats down, Murphy and Balth look to each other and then look at the now returning lift, both unsure.

Larinza will move to the door just north of her and listen, if she hears nothing she'll open it.

[sblock=ooc]
Hmmm...I'm debating on this one, because having Larinza's healing words would be very good. Plus most of the group is bloodied and can't use their healing surges until after a short rest. OTOH I really don't want to see what that little booger's going to do.

Right now I'm leaning towards not chasing.
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Shorrin limps over to the fireplace and stares at the frozen fire. Without a word he shoot forth a burst of acid at the ice, intent on destroying it.

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I vote we rest up some. If he gets away... that sucks. But if we all die... that sucks worse. :)

Acid Breath one of the fireplaces: Crit (figures) 10 acid dmg1d20+6=26, 1d6+4=5


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Janus runs back downstairs carefully making his way to the nearest fireplace then lets loose with a wave of thunder, continuing untill it is a pile of rubble before moving on to the next. "Hope this stops the blighters." He murmers to himself.

[sblock=ooc]
I vote for a rest, a few more hp and encounter powers will help with alot.
TW vs Fireplace: 1d20+4=11; dmg:1d6+4=10
TW vs Fireplace: 1d20+4=21; dmg:1d6+4=5
TW vs Fireplace: 1d20+4=24; dmg:1d6+4=8

I will try and knock out as many as I can b4 rest. If a minion pops up I will target that as a priority. let me know if i need to roll more.
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Murphy and Balth come down the stairs to rejoin the others.

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Murphy can join Janus in trying to destroy the fireplace, or using Arcana to try and disable it. If a minion pops out, he'll use the rod on them.
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While Murphy stands watch, easily swatting down the few shardlings that emerge, the others systematically destroy the fireplaces to rubble. When you are done you stop to catch your breath, and hear an ominous cracking sound from above.

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Ok, let me know how many healing surges you want to spend - remember that if you use Larinza's inspiring word during the rest you need to wait 5 extra minutes for it to recharge.

Also, since the fight is over, you've hit a milestone - everybody gets one more AP.
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[sblock=HS']
Balth/Murphy - 0 each (balth's out and Murphy managed to avoid the worst of the battle.)

Larinza - use 3 more to get up to 28/29 (she'll have 2 left, 1 used up by her death save success)

For Shorrin/Janus - I vote we only do 1 short rest and not tak advantage of Larinza's bonus. I'd rather us have to spend 1 more surge each than have them jump us while we're without healing words. If Janus uses 2 that'll put you at 21 hp with 4 left.

Shorrin can use 3 and be at 32/34 with 5 HS' left, or top up and have 4 left at full hp.
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