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.
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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)
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