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<blockquote data-quote="JoeNotCharles" data-source="post: 4986201" data-attributes="member: 79945"><p>[sblock=Treasure!]</p><p>Forgot something:</p><p></p><p>As the raiders die, their ice clubs shatter and melt. However, one of them turns out to be an actual weapon: a +1 Frost Warhammer. This does +1 to hit and damage, and +1d6 cold damage on a critical. It has two powers: "At-Will: Free action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal." "Daily: Free action, when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn."</p><p></p><p>I assume Shorrin takes this, since he's already using a warhammer.</p><p>[/sblock]</p><p></p><p>[sblock=Resources left]</p><p>Ok, Janus spends 3 healing surges for 5 hp each: 7 hp + 15 hp = 22 hp</p><p>Balth has no healing surges left to spend, so he's still at 8 hp. Didn't you have a healing potion left from the goblin fight you could give him? Or did you use them all?</p><p>Larinza spends 3 healing surges for 7 hp each: 7 hp + 21 hp = 28 hp</p><p>Murphy is already fully healed.</p><p>Shorrin spends 2 healing surges for 12 hp each: 7 hp + 24 hp = 31 hp</p><p></p><p>I'm just listing everybody as 1 AP, since you can only use 1 per fight anyway and this is the last combat.</p><p></p><p>That leaves you with these resources, if I'm counting right:</p><p></p><p>Balth: 0 healing surges, 1 AP, Second Wind, Hunter's Bear Trap, Two-Fanged Strike, Elven Accuracy, Yield Ground</p><p>Janus: 3 healing surges, 1 AP, Second Wind, Icy Terrain</p><p>Larinza: 4 healing surges, 1 AP, Second Wind, Hammer and Anvil, Aid the Injured </p><p>Murphy: 7 healing surges, 1 AP, Second Wind, Armor of Agathys, Witchfire, </p><p>Shorrin: 6 healing surges, 1 AP, Second Wind, Villain's Menace, Frost Warhammer daily</p><p></p><p>Let me know if I missed something. Also let me know if you want to spend an extra healing surge for those last couple of hp.</p><p>[/sblock]</p><p></p><p>[sblock=Shorrin]</p><p>Are you planning on using Villain's Menace on the Frostling or the Solo?</p><p>[/sblock]</p><p></p><p>The gemstone pulses with blue light and a wave of energy knocks you back. A thin stream of white mist issues forth from the center of the sapphire, coalescing into the form of a massive, thickly muscled, white-furred monster. Thick mist rolls off the creature’s hide, congealing the air into heavy frost that clings to everything nearby. The creature roars, and in its howl you can hear the pure elemental fury at the heart of a raging blizzard. The sapphire continues to crackle with energy, the blue light pulsing rhythmically, as if it were the beating of the very heart of winter.</p><p></p><p><img src="http://i35.tinypic.com/23w3cxj.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p></p><p><span style="color: Purple">"Keep them away from the gem!"</span> the Frostling calls. <span style="color: Purple">"They wish to destroy it!"</span> It returns to its engraving as the creature stomps towards you.</p><p></p><p>[sblock=Status]</p><p>Everybody gets an extra +2 Initiative from Larinza's Combat Leader feature, except for Larinza who already included it. The enemies both act on the Frostling's initiative of <a href="http://invisiblecastle.com/roller/view/2309454/" target="_blank">Frostling init (1d20+4=7)</a>.</p><p></p><p>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.</p><p></p><p>Balth goes first!</p><p></p><p>29 - Balth (<span style="color: Red">8/27</span> hp)</p><p>18 - Shorrin (<span style="color: Red">31/33</span> hp)</p><p>18 - Janus (<span style="color: Lime">22/22</span> hp)</p><p>16 - Murphy (<span style="color: Lime">26/26</span> hp)</p><p>10 - Larinza (<span style="color: Lime">28/29</span> hp, prone, allies in LOS who spend an action point regain 4 hp)</p><p> 7 - Frostling (<span style="color: Green">0 damage</span>, cold creatures within 5 squares gain Regeneration 2)</p><p> 7 - Spirit of Winter (<span style="color: Green">0 damage</span>)</p><p>[/sblock]</p><p></p><p><img src="http://i34.tinypic.com/2lcl7gp.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4986201, member: 79945"] [sblock=Treasure!] Forgot something: As the raiders die, their ice clubs shatter and melt. However, one of them turns out to be an actual weapon: a +1 Frost Warhammer. This does +1 to hit and damage, and +1d6 cold damage on a critical. It has two powers: "At-Will: Free action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal." "Daily: Free action, when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn." I assume Shorrin takes this, since he's already using a warhammer. [/sblock] [sblock=Resources left] Ok, Janus spends 3 healing surges for 5 hp each: 7 hp + 15 hp = 22 hp Balth has no healing surges left to spend, so he's still at 8 hp. Didn't you have a healing potion left from the goblin fight you could give him? Or did you use them all? Larinza spends 3 healing surges for 7 hp each: 7 hp + 21 hp = 28 hp Murphy is already fully healed. Shorrin spends 2 healing surges for 12 hp each: 7 hp + 24 hp = 31 hp I'm just listing everybody as 1 AP, since you can only use 1 per fight anyway and this is the last combat. That leaves you with these resources, if I'm counting right: Balth: 0 healing surges, 1 AP, Second Wind, Hunter's Bear Trap, Two-Fanged Strike, Elven Accuracy, Yield Ground Janus: 3 healing surges, 1 AP, Second Wind, Icy Terrain Larinza: 4 healing surges, 1 AP, Second Wind, Hammer and Anvil, Aid the Injured Murphy: 7 healing surges, 1 AP, Second Wind, Armor of Agathys, Witchfire, Shorrin: 6 healing surges, 1 AP, Second Wind, Villain's Menace, Frost Warhammer daily Let me know if I missed something. Also let me know if you want to spend an extra healing surge for those last couple of hp. [/sblock] [sblock=Shorrin] Are you planning on using Villain's Menace on the Frostling or the Solo? [/sblock] The gemstone pulses with blue light and a wave of energy knocks you back. A thin stream of white mist issues forth from the center of the sapphire, coalescing into the form of a massive, thickly muscled, white-furred monster. Thick mist rolls off the creature’s hide, congealing the air into heavy frost that clings to everything nearby. The creature roars, and in its howl you can hear the pure elemental fury at the heart of a raging blizzard. The sapphire continues to crackle with energy, the blue light pulsing rhythmically, as if it were the beating of the very heart of winter. [IMG]http://i35.tinypic.com/23w3cxj.png[/IMG] [color=Purple]"Keep them away from the gem!"[/color] the Frostling calls. [color=Purple]"They wish to destroy it!"[/color] It returns to its engraving as the creature stomps towards you. [sblock=Status] Everybody gets an extra +2 Initiative from Larinza's Combat Leader feature, except for Larinza who already included it. The enemies both act on the Frostling's initiative of [url=http://invisiblecastle.com/roller/view/2309454/]Frostling init (1d20+4=7)[/url]. 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. Balth goes first! 29 - Balth ([color=Red]8/27[/color] hp) 18 - Shorrin ([color=Red]31/33[/color] hp) 18 - Janus ([color=Lime]22/22[/color] hp) 16 - Murphy ([color=Lime]26/26[/color] hp) 10 - Larinza ([color=Lime]28/29[/color] hp, prone, allies in LOS who spend an action point regain 4 hp) 7 - Frostling ([color=Green]0 damage[/color], cold creatures within 5 squares gain Regeneration 2) 7 - Spirit of Winter ([color=Green]0 damage[/color]) [/sblock] [IMG]http://i34.tinypic.com/2lcl7gp.png[/IMG] [/QUOTE]
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