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<blockquote data-quote="JoeNotCharles" data-source="post: 4989864" data-attributes="member: 79945"><p>[sblock=Larinza]</p><p>Welcome back, Darwin! Of course you can take over again.</p><p></p><p>renau1g made a mistake with your move (guess it's inevitable when controlling so many characters): he had you move to D5, and then attack with Wolf Pack Tactics and "shift to D5 after the attack" - first, you're already at D5, second, Wolf Pack Tactics lets you shift BEFORE the attack. So I interpret that as "shift to D4 and then attack". That ok?</p><p>[/sblock]</p><p></p><p>[sblock=Terrain]</p><p>I just noticed I forgot to describe those squares-with-circles-in-them. (2 right beside the Spirit of Winter, 1 north of Balth, 1 in the southeast corner.) Those are the tops of chimneys from the fireplaces below, they're 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 to 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.</p><p>[/sblock]</p><p></p><p>Balth backs off again, firing two arrows and hitting with one. The frostling doesn't seem too bothered.</p><p></p><p>Shorrin and Larinza both hammer on the Spirit of Winter in an intricate, cooperative series of blows. At first it seems barely to notice, but eventually their persistant attacks get through to it and it howls in pain. Meanwhile, Murphy moves closer and casts a curse at it, outlining it in fire and causing it to howl again. He seems delighted with the effect, although unfortunately it doesn't seem to be overly vulnerable to the heat.</p><p></p><p>[sblock=Status]</p><p>Balth moves to I9, puts his Hunter's Quarry on the Frostling, and attacks with Twin Strike, hitting once for 6 damage.</p><p></p><p>Shorrin hits the Spirit of Winter with Villain's Menace for 15 damage, marking it.</p><p></p><p>In order to keep things moving, I'm going to have Janus delay so that I can post an update.</p><p></p><p>Murphy moves to B7, gaining concealment. He puts his Warlock's Curse on the Spirit of Winter (doing 1 damage from the Rod of Reaving), and attacks it with Witchfire, hitting for 10 fire damage and -6 to hit until end of next turn. </p><p></p><p>Larinza moves to D5, becoming slowed as she enter's the Spirit of Winter's aura. She hits with Hammer & Anvil, doing 10 damage and letting Shorrin hit it for 8. She uses an Inspiring Word to heal Shorrin for 13, and uses an AP to shift to D4 and hit with Wolf Pack Tactics for 10.</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>Janus's turn, then the bad guys.</p><p></p><p>29 - Balth (<span style="color: Red">12/27</span> hp, HQ on Frostling)</p><p>18 - Shorrin (<span style="color: Lime">33/33</span> hp, slowed (save ends), +2 attack and +4 damage vs Spirit of Winter)</p><p>16 - Murphy (<span style="color: Lime">26/26</span> hp, Warlock's Curse on Frostling, concealed until EONT)</p><p>10 - Larinza (<span style="color: Lime">18/29</span> hp, prone, allies in LOS who spend an action point regain 4 hp, slowed (save ends))</p><p>18 - Janus (<span style="color: Lime">22/22</span> hp)</p><p> 7 - Frostling (<span style="color: Green">7 damage</span>, cold creatures within 5 squares gain Regeneration 2)</p><p> 7 - Spirit of Winter (<span style="color: Green">96 damage</span>, 5 ongoing damage and slowed (save ends both), marked by Shorrin, -6 to hit until end of Murphy's next turn)</p><p>[/sblock]</p><p></p><p><img src="http://i38.tinypic.com/iwklyx.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="JoeNotCharles, post: 4989864, member: 79945"] [sblock=Larinza] Welcome back, Darwin! Of course you can take over again. renau1g made a mistake with your move (guess it's inevitable when controlling so many characters): he had you move to D5, and then attack with Wolf Pack Tactics and "shift to D5 after the attack" - first, you're already at D5, second, Wolf Pack Tactics lets you shift BEFORE the attack. So I interpret that as "shift to D4 and then attack". That ok? [/sblock] [sblock=Terrain] I just noticed I forgot to describe those squares-with-circles-in-them. (2 right beside the Spirit of Winter, 1 north of Balth, 1 in the southeast corner.) Those are the tops of chimneys from the fireplaces below, they're 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 to 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. [/sblock] Balth backs off again, firing two arrows and hitting with one. The frostling doesn't seem too bothered. Shorrin and Larinza both hammer on the Spirit of Winter in an intricate, cooperative series of blows. At first it seems barely to notice, but eventually their persistant attacks get through to it and it howls in pain. Meanwhile, Murphy moves closer and casts a curse at it, outlining it in fire and causing it to howl again. He seems delighted with the effect, although unfortunately it doesn't seem to be overly vulnerable to the heat. [sblock=Status] Balth moves to I9, puts his Hunter's Quarry on the Frostling, and attacks with Twin Strike, hitting once for 6 damage. Shorrin hits the Spirit of Winter with Villain's Menace for 15 damage, marking it. In order to keep things moving, I'm going to have Janus delay so that I can post an update. Murphy moves to B7, gaining concealment. He puts his Warlock's Curse on the Spirit of Winter (doing 1 damage from the Rod of Reaving), and attacks it with Witchfire, hitting for 10 fire damage and -6 to hit until end of next turn. Larinza moves to D5, becoming slowed as she enter's the Spirit of Winter's aura. She hits with Hammer & Anvil, doing 10 damage and letting Shorrin hit it for 8. She uses an Inspiring Word to heal Shorrin for 13, and uses an AP to shift to D4 and hit with Wolf Pack Tactics for 10. 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. Janus's turn, then the bad guys. 29 - Balth ([color=Red]12/27[/color] hp, HQ on Frostling) 18 - Shorrin ([color=Lime]33/33[/color] hp, slowed (save ends), +2 attack and +4 damage vs Spirit of Winter) 16 - Murphy ([color=Lime]26/26[/color] hp, Warlock's Curse on Frostling, concealed until EONT) 10 - Larinza ([color=Lime]18/29[/color] hp, prone, allies in LOS who spend an action point regain 4 hp, slowed (save ends)) 18 - Janus ([color=Lime]22/22[/color] hp) 7 - Frostling ([color=Green]7 damage[/color], cold creatures within 5 squares gain Regeneration 2) 7 - Spirit of Winter ([color=Green]96 damage[/color], 5 ongoing damage and slowed (save ends both), marked by Shorrin, -6 to hit until end of Murphy's next turn) [/sblock] [IMG]http://i38.tinypic.com/iwklyx.png[/IMG] [/QUOTE]
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