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Menace of the Icy Spire (Ozymandias79 judging)
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<blockquote data-quote="JoeNotCharles" data-source="post: 4823467" data-attributes="member: 79945"><p>[sblock=OOC]</p><p>Well, in that case...</p><p>[/sblock]</p><p></p><p>Despite their disgusting appearance, the potions appear to be Potions of Healing.</p><p></p><p>Murphy points the rod experimentally at a rock, and notices flecks of ice crystallizing around it as its temperature drops. He realizes that when he uses this rod to curse an enemy it will take damage from the cold. He recalls that an implement with this effect is called a Rod of Reaving.</p><p></p><p>[sblock=OOC]</p><p>It's a Rod of Reaving +1. The cold is just flavour - it actually does untyped damage. If you want, the cold effect is only due to being wielded by the Frost Goblin, and the fluff will adapt to your style as you use it.</p><p>[/sblock]</p><p></p><p>Janus is also able to finally identify the source of the strange magic in Murphy's pack - the L'Irkash flag that he picked up after the last battle has been transformed by the deathly energy animating the dead sailors, and now acts as a Shroud of Protection - when draped over a dying body, it will preserve the life within. This explains why the magic flared up whenever a nearby ally was near death.</p><p></p><p>[sblock=OOC]</p><p>It will stop flaring up like that once it's removed from the island - ie. for other DM's it'll be a regular Shroud of Protection with no extra power of being able to tell when an ally's wounded. I only did that to draw attention to it, since I accidentally let you get out of the last encounter without figuring out what you were carrying.</p><p>[/sblock]</p><p></p><p>Fortunately, Shorrin's hammer is a lot more solid than the javelins and arrows, so it's easy to spot the handle sticking out of the snow.</p><p></p><p>While the others are examining items, Balth finds a nice hollow in the lee of the large hill and stakes out spots for the tents. Captain Torion's gear is well made and it keeps the wind out well, and after a few hours you are able to thaw and even sleep - though getting up to take turns at watch is a trial. Once during the night you are woken by the howling of wolves getting closer, but they never come close enough to be a threat, and around midnight a huge wind roars through the camp, shaking the tent sides as if it is under assault. There is a huge crash from outside, and Janus (who is on watch) peers out to see that one of the sleds has been completely upended and blown through the air to land 40 feet away. Fortunately the roaring of the enormous wind has woken everyone else, so they all troop out to inspect the damage (which turns out to be minimal) and regather the shattered supplies. After this nothing else troubles your rest, and you sleep soundly until dawn.</p><p></p><p>When you awake, all the goblin bodies have vanished as if melted away. The Icy Spire seems to loom closer than ever on the horizon.</p><p></p><p>[sblock=Rest]</p><p>Everyone is back up to full hp and healing surges, and recovers all daily powers. Everyone's back to 1 Action Point.</p><p>[/sblock]</p><p></p><p>[sblock=XP and items]</p><p>Now that you're resting, it's time to award XP!</p><p></p><p>I'll assume you only took the javelins and treasure from the goblins - if anyone wanted some size small leather armour, short swords, hand crossbows, or bolts, let me know and I'll edit the following list. Otherwise it all vanished with the bodies.</p><p></p><p>Complete list of items found since the start of the adventure:</p><p></p><p>Shroud of Protection</p><p>Rod of Reaving +1</p><p>2 Potions of Healing</p><p>Inscribed gold ring (value 20 gp)</p><p>Captain's Log of the <em>Little Celia</em> (value unknown at this time)</p><p>50 gp</p><p>up to 13 javelins</p><p></p><p>XP awards:</p><p>Because of the high number of cold-based power you have as a group, I'm awarding an extra 10% XP for every creature with cold resistance.</p><p></p><p>[sblock=Details]</p><p>Encounter 1: Shipwrecked Zombies</p><p>3 Chillborn Zombies (L4 soldier w/cold resistance) @192XP = 576 XP</p><p>4 Zombie Rotters (L3 minion) @38XP = 152 XP</p><p>Total = 728 XP</p><p></p><p>Encounter 2: The Blizzard</p><p>Skill Challenge (L2, complexity 3) = 375 XP</p><p></p><p>Encounter 3: Frost Goblin Ambush</p><p>Frost Goblin Hexer (L3 elite controller w/cold resistance) = 330 XP</p><p>2 Frost Goblin Sharpshooters (L2 artillery w/cold resistance) @137XP = 274 XP</p><p>6 Frost Goblin Cutters (L1 minion) @25XP = 150 XP</p><p>Treacherous Ice Sheet (L1 obstacle) = 100 XP</p><p>Total = 854 XP</p><p></p><p>Total for encounters: 1957 XP, or 391 XP each</p><p>Time XP for L1 characters since Feb. 12: 4 months @83 XP each = 332 XP each</p><p>[/sblock]</p><p></p><p>Total: 723 XP each</p><p>[/sblock]</p><p></p><p>[sblock=DM credits]</p><p>I've been awarded 8 DM credits in <a href="http://www.enworld.org/forum/living-4th-edition/265202-proposal-give-me-some-dm-credits.html" target="_blank">this proposal thread</a>. That's 4 months worth, to go with the 4 months time XP awarded to the players here. I'm also recording it in this post to make it clear that when the adventure's over, you should start counting from here to find out how much more time-based DM credits to award.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4823467, member: 79945"] [sblock=OOC] Well, in that case... [/sblock] Despite their disgusting appearance, the potions appear to be Potions of Healing. Murphy points the rod experimentally at a rock, and notices flecks of ice crystallizing around it as its temperature drops. He realizes that when he uses this rod to curse an enemy it will take damage from the cold. He recalls that an implement with this effect is called a Rod of Reaving. [sblock=OOC] It's a Rod of Reaving +1. The cold is just flavour - it actually does untyped damage. If you want, the cold effect is only due to being wielded by the Frost Goblin, and the fluff will adapt to your style as you use it. [/sblock] Janus is also able to finally identify the source of the strange magic in Murphy's pack - the L'Irkash flag that he picked up after the last battle has been transformed by the deathly energy animating the dead sailors, and now acts as a Shroud of Protection - when draped over a dying body, it will preserve the life within. This explains why the magic flared up whenever a nearby ally was near death. [sblock=OOC] It will stop flaring up like that once it's removed from the island - ie. for other DM's it'll be a regular Shroud of Protection with no extra power of being able to tell when an ally's wounded. I only did that to draw attention to it, since I accidentally let you get out of the last encounter without figuring out what you were carrying. [/sblock] Fortunately, Shorrin's hammer is a lot more solid than the javelins and arrows, so it's easy to spot the handle sticking out of the snow. While the others are examining items, Balth finds a nice hollow in the lee of the large hill and stakes out spots for the tents. Captain Torion's gear is well made and it keeps the wind out well, and after a few hours you are able to thaw and even sleep - though getting up to take turns at watch is a trial. Once during the night you are woken by the howling of wolves getting closer, but they never come close enough to be a threat, and around midnight a huge wind roars through the camp, shaking the tent sides as if it is under assault. There is a huge crash from outside, and Janus (who is on watch) peers out to see that one of the sleds has been completely upended and blown through the air to land 40 feet away. Fortunately the roaring of the enormous wind has woken everyone else, so they all troop out to inspect the damage (which turns out to be minimal) and regather the shattered supplies. After this nothing else troubles your rest, and you sleep soundly until dawn. When you awake, all the goblin bodies have vanished as if melted away. The Icy Spire seems to loom closer than ever on the horizon. [sblock=Rest] Everyone is back up to full hp and healing surges, and recovers all daily powers. Everyone's back to 1 Action Point. [/sblock] [sblock=XP and items] Now that you're resting, it's time to award XP! I'll assume you only took the javelins and treasure from the goblins - if anyone wanted some size small leather armour, short swords, hand crossbows, or bolts, let me know and I'll edit the following list. Otherwise it all vanished with the bodies. Complete list of items found since the start of the adventure: Shroud of Protection Rod of Reaving +1 2 Potions of Healing Inscribed gold ring (value 20 gp) Captain's Log of the [i]Little Celia[/i] (value unknown at this time) 50 gp up to 13 javelins XP awards: Because of the high number of cold-based power you have as a group, I'm awarding an extra 10% XP for every creature with cold resistance. [sblock=Details] Encounter 1: Shipwrecked Zombies 3 Chillborn Zombies (L4 soldier w/cold resistance) @192XP = 576 XP 4 Zombie Rotters (L3 minion) @38XP = 152 XP Total = 728 XP Encounter 2: The Blizzard Skill Challenge (L2, complexity 3) = 375 XP Encounter 3: Frost Goblin Ambush Frost Goblin Hexer (L3 elite controller w/cold resistance) = 330 XP 2 Frost Goblin Sharpshooters (L2 artillery w/cold resistance) @137XP = 274 XP 6 Frost Goblin Cutters (L1 minion) @25XP = 150 XP Treacherous Ice Sheet (L1 obstacle) = 100 XP Total = 854 XP Total for encounters: 1957 XP, or 391 XP each Time XP for L1 characters since Feb. 12: 4 months @83 XP each = 332 XP each [/sblock] Total: 723 XP each [/sblock] [sblock=DM credits] I've been awarded 8 DM credits in [url=http://www.enworld.org/forum/living-4th-edition/265202-proposal-give-me-some-dm-credits.html]this proposal thread[/url]. That's 4 months worth, to go with the 4 months time XP awarded to the players here. I'm also recording it in this post to make it clear that when the adventure's over, you should start counting from here to find out how much more time-based DM credits to award. [/sblock] [/QUOTE]
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