Menace of the Icy Spire (Ozymandias79 judging)

"Come on Larinza your not gonna let a spellcaster save your sorry hide are ya?" Larinza says to herself pulling herself together.

She carefully moves into attack range of the undead thing.

"Janus, circle around we'll take this thing out."

She brings her longsword down on the zombie.

[sblock="Actions"]
Minor: hp gained from Inspiring Word on self (1d6+6=8) Larinza is now at 13, no longer bloodied.
Move: Move L3 to K3 to L5
Std: Wolf Pack Tactics: Grant Janus shift to N5 Wolf Pack tactics attack roll: +1 from daily post, +2 flanking if Janus shifts (1d20+6+1+2=23) Wolf Pack tactics damage (1d8+4=6) [/sblock]

[sblock=Larinza stat block]Larinza Tsani- Female Human Warlord 1
Passive Perception: 11, Passive Insight: 11
AC:17, Fort:15, Ref:14, Will:15 -- Speed: 5
HP:13/24, Bloodied:12, Surge Value:6, Surges Per-Day 7/8
Initiative +2 Action Points: 1, Second Wind: not used
Powers:
Furious Smash
Viper's Strike
Wolf Pack Tactics

Inspiring Word Inspiring Word
Hammer and Anvil

Bastion of Defense
[/sblock]
 

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[sblock=OOC]
You can't enter K3 - there's a big rock in the way. I'll let you move K4 to L5 though. And I'll assume Janus shifts as you suggest - Janus, if you want to do something else, speak up and I'll retcon this post.
[/sblock]

Larinza's sword slices off a piece of the zombie's shoulder, but it barely slows it.

[sblock=Status]
Murphy's turn. From here you have line of sight to the north and south zombies, but not Balth or the one he's fighting. (But you know it's there because you heard him yelling earlier.

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 (M5) - 14 (12 when not near Larinza) - 1 damage
Chillborn Zombie #3 (M4) - 13 - 22 damage
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 11 damage
Murphy (O12) - 4 - 4 damage << Your turn!
Zombie #4 (P14) - -1
[/sblock]


(Backup map)
 
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[sblock="ooc"]My fault, I had meant to type K4 anyways.

edit: god typed k3 again! got a problem with 4's[/sblock]
 

Murphy will point his dagger at the nearest zombie, and call upon his inborn fey-abilities to place a curse on the creature "Prepare for your undeath, ya puny, sour-faced dogfish!" as he fires another bolt of energy at the zombie.

[sblock=OOC Actions]
Minor = curse P14 zombie
Standard = Eldritch blast P14 zombie
vs. Ref, Dmg (1d20+4=23, 1d10+4=8)
curse damaga (1d6=5)
[/sblock]

[sblock=Murphy stat block]Murphy Tang- Male (Human) Warlock 1
Passive Perception: 10, Passive Insight: 12
AC:16, Fort:12, Ref:15, Will:16 -- Speed:6
HP:22/26, Bloodied:13, Surge Value:6, Surges Per-Day 8
Initiative +1
Action Points: 1, Second Wind: not used
Powers: Eldritch Blast, Eyebite, Change Shape, Witchfire, Armor of Agathys
[/sblock]
 
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Murphy's blast vaporizes the zombie, leaving a small scorch mark in the ice.

[sblock=Status]
Balth's turn. He takes 4 damage from the cold aura.

Balth (H9) - 27 - 15 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 (M5) - 14 (12 when not near Larinza) - 1 damage
Chillborn Zombie #3 (M4) - 13 - 22 damage
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 11 damage
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
[/sblock]

(Not going to bother with a map this time - it's the same as the last one except the zombie at P19 is gone.)
 

Balth screams loudly as his blood boils, then freezes in his arm. He feels the cold sapping his lifeforce, and decides it's time to put some distance between him and this undead menace.

He attempts to wriggle free of the zombie's grasp

[sblock=ooc actions]
Acrobatics vs. Reflex check to escape grab. (1d20 10=13)

If he breaks free, he gets a shift, and will shift one square west towards the front of the boat (from memory).

He will burn his action point, to twin strike.

Attack 1 plus post bonus, Attack 2 plus post bonus (1d20 1 7=21, 1d20 1 7=10)

If #1 hits, Hunter's Quarry Damage on it.
1d10 5=10, 1d6=6


This is all based, of course, on the hopes that a zombie has really LOW reflex. Otherwise, MOMMY! :D
[/sblock]
 

Balth struggles in vain to move his feet, but they're rooted to the ground, covered by a layer of ice. In desperation, he brings up his bow and fires two shots - one goes wide, but the other strikes the zombie square in the face, propelling it backward and severing the last cord of its throat. The body collapses backwards in a heap; the head bounces several times and comes to rest against the hull.

The two remaining zombies howl mournfully as their partner falls. One of them steps forward and swipes at Shorrin, but misses.

[sblock=Balth]
Sorry, Balth, you're not grabbed - you're Immobilized. It's a Chillborn Zombie power - on a successful hit, you're immobilized until the end of the Chillborn's next turn. And take ongoing damage (save ends). Sorry I forgot to note these when you're turn came up - I forgot to write them down for some reason.

Since there's no possible way to escape the immobility until it wears off, I'm not going to charge you for the grab attempt, so you still have your action point, though.

Now that the zombie's dead, you're not immobilized or taking cold aura damage, but you're still taking ongoing cold damage from the ice that formed when it grabbed you. Some time before your next turn, make a saving throw.
[/sblock]

[sblock=Status]
Balth kills Chillborn #2, then takes Second Wind - regain 5 hp and +2 to all defenses for the next turn.

Chillborn #1 moves to Q15, slams at Shorrin, and misses.

Shorrin's turn, which begins with him taking 4 damage from the cold aura. Then Janus is up.

Balth (H9) - 27 - 10 damage, ongoing cold, +2 defenses
Chillborn Zombie #1 (Q15) - 24 - 5 damage
Shorrin (Q14) - 18 - 22 damage, bloodied << Your turn
Zombie #1 (K2) - 17
Chillborn Zombie #2 (I9) - 15 - 57 damage, bloodied
Zombie #2 (M4) - 15
Janus (M5) - 14 (12 when not near Larinza) - 1 damage
Chillborn Zombie #3 (M4) - 13 - 22 damage
Zombie #3 (R14) - 12
Larinza (L5) - 9 - 11 damage
Murphy (O12) - 4 - 4 damage
Zombie #4 (P14) - -1
[/sblock]

[sblock=Shorrin]
Last time you only used your Dragon Breath, which is a minor action - you still had a standard action left to attack with. (I didn't notice until Ozy PM'd me - thanks Ozy.) I'm going to let you take that missed action now, but you have to take it first since technically it was last turn's action. So this turn you have a Standard action, then the usual Standard, Move and Minor action to take in any order.
[/sblock]

[sblock="OOC, to everybody"]
I like the speed we're moving at - in fact, I'm amazed at it - but I think we're sacrificing planning and strategy for it. Feel free to have your characters shout suggestions to each other between their turns, or talk strategy OOC. (Somebody might have caught the fact that Shorrin missed some actions last turn if you'd been figuring out what to do as a group, for instance.)

Also let me know if I'm going too fast. Should I be waiting to give people a chance to weigh in on other characters' actions before resolving them?

Everyone feel free to read the sblock's above - they're not private for those characters, just important for their attention. If it's private for a character, from now on I'll mark it "private, to Balth" instead of just "Balth".
[/sblock]


(Backup map)
 
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[sblock=ooc]Yeah, I was all kinds of messed up; because escaping a grab is a move action, and I would have still had a standard anyways. Although I think in all honesty, I would have provoked an AoO if I fired right next to him.

Also, I'm not shouting tactics because I don't know about the others; I shouted for them and they didn't come help me, so I'm guessing they have their hands full, as well ;)

Sorry for the mixup between the immobilized and grabbed; somehow I got it in my head it was a grab.

Also, saving throw: Saving throw vs. ongoing ice damage (1d20=3)

If I can, I'll spend an action point instead to second wind, and when my turn rolls around again, I will make a Heal check to try to save again, and will continue to do so until I either collapse or make it, and then doubletime (run) up topside to see what's keeping the others. Or die, whichever comes first ;)

Also, I like the speed; I think the other pbps are a bit... slow ;)

Thank you~ And thank you Oz, for the PM :) I knew the difference, just had it in my head wrong ;)[/sblock]
 

[sblock=OOC]
Actually if it had been a grab, your post would have worked out, because you'd have used your move action to escape and then your regular standard action to shift.

I've updated the summary above with the second wind result.
[/sblock]
 


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