Menace of the Icy Spire (Ozymandias79 judging)

OnlytheStrong

Explorer
Shorrin grunts as he swings his warhammer toward the massive creature.

[sblock=Action]

Standard: Tide of Iron 1d20+8=19, 1d10+7=13 If the creature is one category larger (i'm guessing it is, then I will make it shift 1 square toward the frostling and shift into it's previously occupied space). B-2 for the location of the Spirit.

Action Point: Tide of Iron 1d20+8=18, 1d10+7=12 Spirit is moved to A-1 if it hits[/sblock]
 
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Ozymandias79

First Post
[sblock=OOC OnlyTheStrong]First I think you forgot the hammer +1 enchantment bonus to both your damage rolls(you should have +8 with it, not +7) and also Tide of Iron lets you push an opponent not to forced "shifts" and pushes/slides/pulls aren't affected by difficult terrain so you can push the spirit into corner with your second Tide of iron if you like (and that would give Larinza the chance to push the spirit off the roof :D)[/sblock]
 
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Moon_Goddess

Have I really been on this site for over 20 years!
Supporter
Larinza lets out a cheer and moves forward giving her large opponant a shove.

[sblock="OOC"]
If Shorrin's pushes worked,
Minor: Inspiring Word on self Inspiring Word (7+1d6=8)
Move: Shift to C3
Standard: Opening shove (1d20+7=21) Push Spirit to (-A0? well off the roof) and allow Shorrin to shift 2 squares or make a melee basic if he's in range.
[/sblock]


[sblock=Larinza stat block]Larinza Tsani- Female Human Warlord 2
Passive Perception: 12, Passive Insight: 12
AC:18, Fort:16, Ref:15, Will:16 -- Speed: 5
HP:9/29, Bloodied:14, Surge Value:7, Surges Per-Day 1/8
Initiative +3 Action Points: 0, Second Wind: not used
Powers:
Furious Smash
Opening Shove
Wolf Pack Tactics

Inspiring Word Inspiring Word
Hammer and Anvil

Bastion of Defense

Aid the Injured
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JoeNotCharles

First Post
[sblock=OOC]
I should clarify that there's only one 5-foot square between the edge of the roof and the ice sheet, so pushing the Spirit of Winter off won't make it fall. It will, however, grant combat advantage if it's balanced half off the roof.
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changer

First Post
Janus glides forward to bring the frostling into range once more, firing off yet another icy blast in a vain attempt to knock the beast from its precarious perch.
But the efforts of the last few days are beginning to take its toll and the wave misses once again.

[sblock=ooc]
Move Action: shift to F2
Standard Action: TW frostling 1d20+4+1=9 dmg 1d6+4=8
[/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: 13/22, Bloodied: 11, Surge Value: 5, Surges left: 6/7
Initiative: +4
Action Points: 0, Second Wind: Not Available
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep (Memorized)
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JoeNotCharles

First Post
Balth's arrow sinks deep into the spirit's icy hide, followed soon after by two mighty blows from Shorrin. The spirit stumbles backwards towards the edge of the tower, stopping on the very precipice. Great cracks have formed in its skin and hissing blasts of vapour leak out. It roars in pain and suddenly the vapour explodes in a huge wave of force, threatening to engulf Shorrin and Larinza (as well as the Frostling). All three duck and the brunt of the blast flies over their heads and dissipates, but it is still enough to hurl them backwards. The Frostling reels on the edge of the tower, but manages to throw itself forward onto solid ground at the last instant.

Once the blast has cleared, the numbing cloud of cold around the creature seems less strong, though small spurts of vapour still leak from the cracks in its skin. Larinza runs forward, trying to shake off the leaden effects in her limbs, and manages to shove it back off the roof. One leg steps backwards and plunges into empty space, and for a moment it topples backwards into the air - but its bulk merely comes to rest against the smooth interior of the icy spire. Shorrin uses the opening to return to his place as it tries to regain its footing.

A blast of force buffets the Frostling from the other direction, narrowly missing. It darts another look of fear at its unpredictable "ally" and bolts for the lift, shoving past Janus as it goes. The wizard swings his staff weakly but it merely bats it aside and keeps running, not stopping until it is huddled at the far end of the lift. It closes its eyes and a look of concentration crosses its inhuman face as it tries to find the right mental command to activate it.

The Spirit of Winter pushes off from the wall of ice and uses its momentum to barrel into Shorrin, shoving him back again and managing to get both feet back on the roof. It roars, this time in fury, and slams its giant fists down towards its attackers. Shorrin and Larinza both leap out of the way, and Shorrin is able to bring his hammer down heavily on its arm, cracking the icy skin further. It roars a third time, and more blasts of cold fire out of the gem, neatly bracketing Balth and Janus and searing them with a cold even more intense than any they have felt yet on this hellish journey.

[sblock=Status]
Balth puts his Hunter's Quarry on the Spirit, moves to D10, and hits it once with Twin Strike for 20. (You put 15, but rolled 14 with the arrow and 6 with Hunter's Quarry. Did I miss something?)

Shorrin uses an AP to hit the Spirit twice with Tide of Iron, doing 27 damage total and pushing it to A1, while he shifts to B3. That bloodies it.

As an immediate reaction when it becomes bloodied, the Spirit of Winter uses Bloodied Burst, a close burst 3 targetting Shorrin, Larinza and the Frostling: Bloodied Burst at Shorrin, Larinza and Frostling (1d20+4=7, 1d20+4=9, 1d20+4=8, 1d6+4=10) Misses everybody. However, on a miss the target is pushed 1 square. It pushes Shorrin to B4, Larinza to D5 and the Frostling to D0 (off the roof). It saves (Save vs Falling (1d20=19)) and remains where it was. Also, now that its bloodied its Choke Frost aura goes away, so Shorrin and Larinza can save vs slow now.

Murphy uses Armour of Agathys, gaining 14 thp, and moves to G9.

Larinza uses Inspiring Word to give herself 8 hp, moves to C3, and uses Opening Shove to push the spirit half off the roof. It now grants Combat Advantage. Since Shorrin isn't close enough to make an attack, I assume he shifts to B3 - let me know if you want to do something else instead.

Janus shifts to F2 and misses the Frostling with Thunderwave.

The Frostling uses a double move to move to I10, passing by Janus and granting an opportunity attack: OA vs Frostling (1d20+1=14, 1d6=4) Miss.

The Spirit of Winter regenerates 2. It's Freezing Burst does not recharge (Freezing Burst recharge (1d6=2)). It bull rushes Shorrin: Bull Rush vs Shorrin (1d20+6=22) Hit, pushing him to B4 and shifting to B3. It's back on the roof and no longer grants combat advantage. Then it uses an AP to use Frost Fury, making two slam attacks vs Shorrin and Larinza: Slam vs Shorrin, then Larinza (1d20+6=11, 1d6+4+1d6=9, 1d20+6=16, 1d6+4+1d6=10) 2 misses (especially as I forgot the -2 from Larinza). Finally it uses a minor action to attack Balth and Janus with Blast of Cold from the gem: Blast of Cold vs Balth, then Janus (targets Reflex) (1d20+4=20, 2d8+1=9, 1d20+4=22, 2d8+1=10) Hits Balth for 9 and Janus for 10. That bloodies Janus (in fact, takes him down to 1 hp).

The attack on Larinza provoked a Combat Challenge attack from Shorrin: Combat Challenge vs Spirit (attack: +1 from magic weapon, +2 from Villain's Menace; damage: +1 from magic weapon, +4 from Villain's Menace) (1d20+6+1+2=24, 1d10+3+1+4=13) Hit for 13.

The piles of rubble in 3 corners of the tower are difficult terrain. There is a gap between the edge of the tower and the wall of ice, so its possible to push somebody off. The chimney tops are 5 feet high, and it will take a DC 10 Athletics test to jump up on to them as a move action (which provokes an OA - you can't shift onto them). To jump up with a running start of at least two squares is only a DC 5 Athletics test. Once you're on top, you're balancing, which means you grant combat advantage and need ot make Acrobatics tests to keep your footing if you make sudden moves.

Your turns again. Shorrin and Larinza can roll an extra save vs slow at the beginning of their turns, since they were supposed to get a roll last turn.

29 - Balth (9/27 hp, HQ on Frostling)
18 - Shorrin (33/33 hp, slowed (save ends), +2 attack and +4 damage vs Spirit of Winter)
16 - Murphy (26/26 hp + 14 thp, Warlock's Curse on Frostling, concealed until EONT, enemies starting adjacent take 1d6+2 cold damage)
10 - Larinza (9/29 hp, allies in LOS who spend an action point regain 4 hp, slowed (save ends))
18 - Janus (2/22 hp)
7 - Frostling (28 damage hp, cold creatures within 5 squares gain Regeneration 2)
7 - Spirit of Winter (159 damage, marked by Shorrin)
[/sblock]

xp92wz.png
 

renau1g

First Post
Murphy sees the Frostling making an attempt to escape, but fires off a ray of eldritich energy at the Spirit hoping to fell the large creature, but his aim is thrown off by the crystal. He then moves next to the Frostling, hoping his cold aura will affect the creature.

[sblock=OOC]
Standard: Eldritch Blast on the Spirit - vs Ref; Dmg; Curse (1d20 6=9, 1d10 5=12, 1d6=1)
Move: to J9 (gain concealment, incl. below) (H8, I8, J9 to avoid OA)
Minor: Draw Dagger.
Frostling takes cold dmg (1d6 2=7) 7 cold damage for starting next to Murphy
[/sblock]

[sblock=Murphy stat block]Murphy Tang- Male (Human) Warlock 1
Passive Perception: 10, Passive Insight: 12
AC:17, Fort:13, Ref:16, Will:17 -- Speed:6
HP:26/26, Bloodied:13, Surge Value:6, Surges Per-Day 7/8
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Eldritch Blast, Eyebite, Change Shape, Witchfire, Armor of Agathys
[/sblock]
 

renau1g

First Post
Balth continues to move across the rubble, keeping his focus on the large enemy and firing off his arrows in quick succession.

[sblock=ooc]
*You're right Joe, 20 damage last time - my bad....

Minor: n/a
Move: to B10
Standard: Twin Strike the Spirit - ts (a);ts (b); dmg (a); dmg (b); hq (1d20 8=27, 1d20 8=15, 1d10=3, 1d10=1, 1d8=6) First hits, second might. First one does 9 damage, second (even if it hits) does 1.

9/27 - hp, Still has Elven Accuracy
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JoeNotCharles

First Post
[sblock=Pushing the Spirit]
I see I screwed up a couple of things last turn:

First off, when I said you could "push people off the tower", I meant medium-sized creatures. There's 1 square between the tower edge and the ice sheet, so the Spirit of Winter won't physically fit. Pushing it off the roof will basically wedge it against the interior of the spire, like the fluff text said, causing it to grant combat advantage.

Now, I thought I'd clarified this before Larinza posted her action, but I see I didn't. So she should have had a chance to change her action.

I also should have given her a chance to change her action after the Bloodied Burst pushed Shorrin back out of the range where he could have attacked with Opening Shove.

I think it's too late to let Larinza change to an action that does direct damage now, so instead I'm going to declare - just this once - that she shoved the Spirit hard enough to do damage as it crashed into the ice wall. I'll roll the medium damage from p42 of the DMG: Pushing the Spirit of Winter into the spire (1d10+3=5) Well, not great, but that's just the dice.
[/sblock]
 

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