Menace of the Icy Spire (Ozymandias79 judging)

As the icy cold penetrates him to his bones, he swings his bow upwards to bat the undead creature away as he stumbles back out of its range. He brings his bow up again, leveled at the creature's chest since taking its head off didn't seem to do much.

He draws two arrows, knocks the first, releases, and knocks the second, releasing them towards the foul creature's chest; teeth chattering all the while.

[sblock=ooc actions]
Move - Shift 1 back (how much clearance do I have in here, I'm sort of in an undrawn z axis of the ship ;) )
Standard - Twin Strike
Attack1,prime shot, postbonus
Attack2,prime shot, postbonus (1d20 7 1 1=23, 1d20 7 1 1=18)


damage (with hq on the first one since I'm not 100% the second hits)
1st attack damage
2nd attack damage (1d10=7, 1d10=8)

Hunter's Quarry (1d6=5)
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[sblock=OOC]
Just assume you can move anywhere inside the ship - the interior walls either have collapsed or have holes in them big enough to move and see through. The clutter makes the floor difficult terrain in there, though.

Also note that you're now standing right under the open hatchway leading to the top deck, so if you can figure some way to get up there you can get through. (I posted how high it is in one of the first descriptions.) The large hatch the zombie's under is covered with wooden slats; there are holes big enough to get a fist through, but no bigger.

EDIT: also also, moving 1 space back still puts you inside the cold aura - it's an Aura 2. I don't think I made that clear before.

EDIT again: also also also, you can walk right out onto the ice by squeezing through the hole at F7/F8
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Balth's first arrow strikes the zombie's chest and sticks there, quivering. His second shot glances off. The zombie keeps on coming.

The ice zombie that's facing Shorrin reaches out for him, but its grasping hands find nothing. Frustrated, it lets out a low moan and shuffles sideways, trying to find a better position.

[sblock=Summary]
As expected, Balth's first arrow hits Chillborn #3, but his second misses.

Chillborn #1 attacks Shorrin, missing, and then shifts to Q16.

Shorrin, I assume you marked him last time, so you get a Combat Superiority attack against him. You also take 4 more damage from the cold aura, meaning you're bloodied.

Balth (H9) - 27 - 4 damage
Chillborn Zombie #1 (Q16) - 24 - 5 damage
Shorrin (Q14) - 18 - 18 damage, bloodied << Your turn!
Zombie #1 (K2) - 17
Chillborn Zombie #2 (J9) - 15 - 41 damage, bloodied
Zombie #2 (M4) - 15
Janus (M3) - 14 (12 when not near Larinza)
Chillborn Zombie #3 (M4) - 13 - 3 damage
Zombie #3 (R14) - 12
Larinza (L3) - 9 - 15 damage, immobilized
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
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(Backup map)
 
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Shorrin swipes at the zombie as it shifts, missing, and makes up for it by spewing acid towards the zombie, missing again. Drops of acid make smoking holes in the ice, and the zombie's jaws gape in what almost seems a silent chuckle.

The grey zombie's fists hammer weakly at Larinza's back while she is still being held by its icy companion, but she barely notices. The zombie in the hold advances inexorably towards Balth and manages to get ahold of his arm. Blood wells from between its fingers as ice spreads across his body from the crushing grip.

[sblock=Status]
Zombie #1 slams Larinza, but misses. Chillborn #2 moves to I9 and slams at Balth for 7 damage, which is just enough to bloody him. Balth is now immobilized and taking 4 ongoing cold damage (save ends).

Things are looking bad for our heroes.

Janus's turn. He takes his first 4 cold damage of the fight.

Balth (H9) - 27 - 11 damage, bloodied
Chillborn Zombie #1 (Q16) - 24 - 5 damage
Shorrin (Q14) - 18 - 18 damage, bloodied
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 41 damage, bloodied
Zombie #2 (M4) - 15
Janus (M3) - 14 (12 when not near Larinza) - 4 damage << Your turn!
Chillborn Zombie #3 (M4) - 13 - 3 damage
Zombie #3 (R14) - 12
Larinza (L3) - 9 - 15 damage, immobilized
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
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(Backup map)
 
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Janus looks to Larinza with dismay as she is obviously hurt.

“That tears it, its time to step things up a notch.”

With that Janus begins to murmur once again in a forgotten tongue, motes of snow and ice forming around his body, spinning in time to the rhythmic canting. Janus crouches low, twisting to his right, then flings his arms out toward the frozen zombie. Once again 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 the decaying hulk.

Janus steps forward and smiling at his handy work begins yet another incantation, this time two daggers of ice, 12 inches long form over his left shoulder, hovering with malcontent. With an evil grin, Janus mentally hurls the missiles at the other frozen cadaver with tremendous force.

“These things are slow we need to fall back at hit them at range or we are lost.” Janus yells, hopefully, loud enough to carry over the ice to all his companions.

[sblock=ooc]

Janus will use his action point regaining 3 hit points from Larinza’s Inspiring Presence and cast Thunder Wave at the chillborn at M4. Larinza gave me +3 to hit and +3 to Damage on my next attack.

Thunderwave vs. Fort: 1d20+4+3=23
Damage: 1d6+4+3=13 Force damage and push zombie 3 squares to M7.

If the chillborn is pushed, Janus will shift to M4 to get between Larinza and the Chillborn. After that or failing to push the zombie he will cast Magic Missile at the other zombie using the +1 quick response modifier (or as I like to call it the +1 QRM.) on the To Hit roll.

Magic Missile vs. Reflex: 1d20+4+1=10 (Bugger)
Damage: 2d4+4=9 Force damage.

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[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: 21/22, Bloodied: 11, Surge Value: 5, Surges left: 7/7
Initiative: +4
Action Points: 0, Second Wind: not used
Powers: Magic Missile, Ray of frost, Thunderwave, Icy Terrain, Freezing Cloud, Sleep(Memorized)
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Janus' wave of force slams into the zombie and sends it flying through the air, crashing through the wall of the ship and landing on its back in the gap in the hold. As Larinza struggles to free herself from the casing of ice it left on her, she hears he zombie behind her falling, split clear in two by Janus' missiles of ice.

The ice zombie appears in the doorway again and lumbers back towards Janus, picking up speed as it comes, howling in rage at being denied its pray. He ducks under its grasping arms, but the chilling cold returns.

[sblock=Status]
Janus hits Chillborn #3 with Thunderwave (landing on its back is just flavour, it's not actually prone) and also Zombie #1 with Magic Missile.

Unfortunately it gets to act again before Larinza does, so it charges back to M3, slams at Janus, and misses. At the end of its turn her immobility wears off.

Larinza's turn, which starts with another 4 cold damage (2-square aura). Larinza's got 5 hp left.

Balth (H9) - 27 - 11 damage, bloodied
Chillborn Zombie #1 (Q16) - 24 - 5 damage
Shorrin (Q14) - 18 - 18 damage, bloodied
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 41 damage, bloodied
Zombie #2 (M4) - 15
Janus (M3) - 14 (12 when not near Larinza) - 1 damage
Chillborn Zombie #3 (M4) - 13 - 16 damage
Zombie #3 (R14) - 12
Larinza (L3) - 9 - 19 damage << Your turn
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
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(No map yet; Janus is at M4, zombie's dead, chillborn's at M5)
 
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