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The Ice Witch's page
176 posts. Alias of hopeless.
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Havelock Ebonwood wrote: "Everyone, let's divide these evenly. There are storys about this place, after all. Not, by name of course. People come in, they get greedy, they never come out again. Anyway, two gems a person?"
Havelock then puts one of the gems into his crystal orb.
The bloodstone glows for a moment and then slowly merges with the implement which starts to glow red which slowly disperses...
Havelock:
Nass Sylentstrike wrote: Nass grabs a second bloodstone and inserts each stone into his twin shortswords and waits to see what happens A eery whisper is muttered as they're inserted letting you know what's just happened.

Nass Sylentstrike wrote: if the skeleton is still alive
Attack main hand (1d20+5=25) Damage: 9
Narrowly missed by a spell from Havelock the last decrepid skeleton falters as Nass's sword cuts it down and with its passing another bloodstone ascends to waist height.
]Nass finds a second wind with the break in combat [ooc wrote: back up to 19 [/ooc]
He then picks up the nearest bloodstone and looks at it with suspicion and asks " So how do these things work again?"
The image unfreezes speaking in reply to Nass's comment,"Now that you have passed your first challenge you will find near you a number of floating bloodstones, grasp them firmly and decide which of your equipment to bind them with, with your first stone this item will become enchanted and it doesn't matter that your equipment isn't masterwork in quality. The first stone grants its first level of enchantment any further increases require more and more bloodstones but these are not the only treasures within this place, but remember you cannot pass the challenges within this place alone you will need each other to survive and none before you have ever passed this test so be careful and I wish you success in your oncoming trials."
With this the image disappears and a sigil appears on the door to the north, south and east of you.
What do you wish to do?
And so
After the First Challenge
Graz and Boe wrote: I'll pick up the blood stones near me. The light flares from the centre of the chamber as the figure is released as a ghostlike image which swirls around Graz.
Graz only:
The image returns to the centre of the room so fast its almost as if it never left its post...
Graz and Boe wrote: Graz slides one square away from the skeleton on him and uses his twin strike again.
attacks=18, 18
damage=12, 7
Graz shifts enough to cut loose on his remaining foe which crumbles into dust just with the first shot but the second does send its skull scattering accross the floor as moments later another red stone the size of a small pearl floats up from its remains to hover at waist height like the others around the chamber.
Graz you still have a minor action left you can since you have no nearby foes use up the rest of your move or pick up the floating bloodstones if you wish (ie: The 2 floating near you)
Havelock's up next and the only remaining skeleton is on Nass unless he's using what he used last round you can either engage the last foe or take a look at the floating bloodstones

NaDarr wrote: NaDarr wrote: NaDarr closes his eyes and touches the lantern-shaped medallion on his wrist, channeling the divine presence at the skeletons.
I will have to look up how channeling works (still 4E newbie), as well as stepping out of the way and such. Feel free to roll for me Ice Witch. If not I will post again tonight. 1d20+4, 1d20+4, 1d20+4, 1d10+4=[9, 4], [15, 4], [18, 4], [1, 4] 13, 19, 22 vs will to skeletons 7, 10, 8 respectively, 5 damage each. They are moved 5 squares and can not move next round. Misses half damage. If I did that right :) Good enough
NaDarr touches his medallion and it briefly glows, opening his eyes NaDarr has to double check and look around before he realises his three opponents were blown into dust...
Second Round
The two remaining skeletons continue the battle with first the one on Nass managing to get past Nass's defence and scoring a blow, swiftly followed by the other at the opposite side of the chamber which closes in on Graz and scores a blow on him.
Rolled a pair of 19's for a total of 25 on both Nass and Graz both taking 4pts of damage
However where the skeletons have fallen a strange red glow emits from where their undead foes fell as something ascends to float in mid-air at roughly waist level.
So Graz is up first followed by Havelock, then Nass, NaDarr and then Richard
Richard the Boastful wrote: Sorry I've taken so long to post. I will go last in the initiative order. Sure Strike, 16 to hit vs s1 AC for 10 damage.
1d20+9=16
1d10+1=10
Richard takes a little something off his attack to ensure he hits the skeleton that approached him.
Before the skeleton can even swing its blade, Richard sweeps his greatsword hacking the unfortunate undead into dust!
Glad to hear from you anyway since that was your partial action it didn't get an attack so on to NaDarr...
Havelock Ebonwood wrote: Havelock recoils back from the blow, raises his orb towards the skeleton, and pushes it away with a blast of sound, then runs away.
Thunderwave vs Fort.: 1d20+4+2=14, 1d6+4=5 If it hits, pushing the skeleton 2 squares up the map. I then move to 2 squares below the light.
The thunderwave catches it unprepared and it is literally shredded by the focused blast of sound spreading its remains pretty much all over the top right hand corner of the chamber as Havelock moves back behind the light beam.
The +2 is from the combat advantage thanks to the radiant light beam, now unless Richard posts its now NaDarr's turn

Okay better moves things ahead whilst I wait for Richard's response
The Skeletons moving rapidly seek to overwhelm the adventurers' however the two who attack Nass can't penetrate his defence even as his riposte takes down one of his assailants.
Nass since you're wearing light armour you get to add your Dexterity modifier to your AC so amended accordingly
However Havelock's spell has the unfortunate effect of alerting the remaining skeletons on Nass's side of the chamber to their presence and both try to attack the two adventurers' beside the now frozen image caught in the light beam.
Attack on Havelock rolled an 18+6 for 24 to hit doing 4pts of damage however due to the skeleton's vicinity to the light Havelock has combat advantage unfortunately not enough to avoid being hit.
On the other side of the chamber two of the skeletons rush Graz but only one hits.
Rolled a 4+6 for 10 and 18+6 for 24 to hit so only takes 4pts of damage
Graze however shifts back and unleashes twin strike on his attackers taking down one but missing the other.
NaDarr however turns to find himself facing 3 skeletons who try to overwhelm him but all miss!
Rolled 8+6 for 14, 3+6 for 9 and 2+6 for 8 all missing!
Its' now Havelock's turn will post the attack on Richard pending his response unless I hear nothing by the time NaDarr finishes his turn
The map at the moment:
The First Round Map
By the way NaDarr you should have at least 22hp
Havelock Ebonwood wrote: Havelock sends an icy ray out to the nearest skeleton.
Ray of Frost at F8: 1d20+4=16, 1d6+4=5 vs Fort., slowed till end of my next turn.
Initiative: 1d20+2=17
Havelock's icy ray completely encases the skeleton which freezes solid and eventually shatters as its body comes apart.
Skeletons initiative are on 21, waiting on Richard and Nass before proceeding so current initiative order:
Skeletons 21
Graz 17
Havelock 17
NaDarr 10

The eruption releases a group of skeletons five on either side of the chamber all are facing away from the light but all wield swords and seem ready for battle!
The First Challenge Map:
The First Challenge
Only Nass is in range and fortunately the skeleton in question is quite decrepid but it still manages to hit rolling a 12+6 for a total of 18, doing 4pts of damage, now will everyone make Initative rolls please.
"Hopefully you listened because the first challenge involves skeletons and they really don't like the light," the figure points out.
"So you should know all of the bloodstones you'll find have been enchanted so they can be simply set into whatever item you've got, weapon, armour even implement and they'll empower them to a certain level it takes more to improve them further but I'll let you deal with your rude welcome company..." he explains and then the figure freezes.
Richard and Havelock have a free action and can either move or attack from where they're located and then will need to roll initiative
Supergirl wrote: "Can't sleep."
Rolls around in bed, tosses and turns.
Finally drifts off.
Has bad dreams of losing her cape.
Wondering if she's still in the PBP game?
Wakes up the next morning and hears the same report regarding the nights events in New Proverbial however unlike Maelidek actually knows something about whats spoken about.
Nass Sylentstrike wrote: "What kind of challenges?" Nass finally speaks as he merges from the back of the room. Nass sheaths his blades for the moment but keeps them loose just in case. "In addition to battles you will find puzzles to solve least of all a safe place to hold up should you feel the need, you will find more questions than answers but first I suggest you come closer to this image for there is one thing I can do for you before your search for your host's inner sanctuum begins..." he replies as he extends his arms and then folds them across his chest.
To those nowhere near the image only:
Will need your position in the chamber at this point in relation to the image

Havelock Ebonwood wrote: Havelock pulls out a finely made crystal sphere. "Ah, yes, I have a few questions. Why did you just teleport in here? Where did you come from? Why did you jump out of a ball of flame like an over-dramatic bard? And what is the Test of Fate in the first place?" He seems to be expressing equal parts shock at someone suddenly appearing and residual annoyance at his travelling companions.
Arcana and History, to see if anything here makes sense: 1d20+9=16, 1d20+9=29
The figure turns to face you as you speak.
"Welcome, what you're speaking to is an elaborate form of magic mouth designed to answer the queries of unfortunate guests my purpose is to explain just how much trouble you're in and give you a fighting chance by explaining how to extricate yourselves from this mess," he answers immediately.
He pauses as if listening to someone not in sight of the projection before you.
"Well I suspect you were told about the Siberys Spellshard and if not pay attention somewhere beyond those doors (he points towards the doors in the East wall) is the final resting place of your host, to open that curtain behind you all you need to do is touch the Spellshard and that will deactivate it so you can escape, however to open those doors behind me you will need to first enter the two sidechambers to the North and South and find levers that will open those doors," he bgeins to explain.
"Please be aware that there are challenges to each of these rooms and defeating these challenges provide rewards, these include bloodstones designed to augment your equipment and even treasure but take care for this is called the Test of Fate for a reason." he adds.
Ebonwood only:
The Ice Witch wrote: Suddenly the entire chamber goes pitch black dark, briefly confused but as it dawns on you all that there's no light coming in from outside a bright column of light erupts from the centre of the room illuminating it once more.
This silvery white light takes more the form of a flame but you feel no heat.
The light flickers.
It does it again casting the chamber making the barely legible carvings on the walls and door seem to move in response.
The light stops flickering after a moment or two... then a figure emerges from the light as it seems to part around him revealing what looks like an eladrin male dressed in well used leather armour carrying a simple iron shod staff in one hand.
"Welcome," he greets each of you.
"Welcome to the Test of Fate... yours," he announces and then waits as if waiting for a response.
Richard the Boastful wrote: I'll draw my greatsword as well and stay put where I am. There are 3 doors off of this room, correct?
"Should we have a listen at the doors to see what we can hear?
Yes, but all three look rusted shut and have the appearance of having something carved on them mirroring what's on the walls
Suddenly the entire chamber goes pitch black dark, briefly confused but as it dawns on you all that there's no light coming in from outside a bright column of light erupts from the centre of the room illuminating it once more.
This silvery white light takes more the form of a flame but you feel no heat.
Nass:
The Map:
The Sealed Chamber
Okay I'm going to need where each of you are located on this map let me know if there's any problems viewing it
Havelock Ebonwood wrote: Havelock peers over Nass's shoulder. "Well, that can't be good."
Arcana: 1d20+9=13 Also, I'm in J7
Its definitely a sigil and its covered in bloodstones and upon closer examination (from where you're located) does emanate magic but its not clear what it does nor what activates it.
Richard the Boastful wrote: Ice Witch, Photobucket works for me. I can't seem to get the map to show up on the other link. Also, this is a huge room, are those 5 foot squares?
Edit:I can download the map from mediafire but it won't show up on the site.
Used both to make sure, yes they're 5' squares just modifying a version for location purposes
Modified entry chamber
Hope this helps
Nass Sylentstrike wrote: Nass glances over the entrance with a skeptical look, but not wanting to get soaked anymore he follows Graz inside and looks around the area searching for any traps or signs of movement
perception (1d20=14)
Initially it feels good to get out of the rain, but something leaves you feeling on edge and gradually you take a good look around the chamber before coming to a halt near the centre.
Richard the Boastful wrote: While checking out the entrance, Richard declares, "This place isn't that impressive. I once built a temple to Kord that was twice the size of this place." He also blurts out, "By the looks of it this is Post-Neo-Classicism architecture," while actually trying to decipher something useful. He checks out the rubble and large stone disc.
Arcana Check 1d20-1=16
Perception Check 1d20+1=9
Richard only:
The place seems devoid of anything telling you more about who used this chamber to shelter from the storm outside before you but it is getting late and the weather getting worse.
Nasserath wrote: the character got deleted so would need to recreate please let me know either way =P and sorry for all the confusion
No problem jump in once you've got your character ready.
Havelock Ebonwood wrote: "Ah, yes. This certainly was worth teemporarily leaving my position at the Arcane Congress. It's cold, I'm soaking wet, what's not to like? After all, it's been great so far."
Havelock stops his complaining once they get to the tower. "Wow. Genuine Dhakaani architecture. Ignore my sarcastic remarks earlier. This may actually be worth the trip."
The weather is getting worse and you're getting soaked, but you feel something strange ahead.
Make an Arcane check
Hidden by virtue more of neglect than actual design the tor towers above the surrounding countryside, at its base where a massive stone disc had once lay across the entrance there is a lot of debris showing the opening had been more due to erosion across the centuries when it was first sealed rather than any actual digging.
There are signs others have been here before you as there is evidence of camp fires within, but nothing that suggests anyone has been here in a good few years.
The gradually worsening weather makes the interior look all the more welcome after you doublecheck to make sure this is your goal.
Map:
(Making sure to see which would work better)
Photobucket
Entry Chamber
Mediafire
Entry Chamber

A few weeks before the Mourning occurred in Cyre, Aundaire attempted to upset the ties its rival enemy of Thrane has with the other five nations.
Although they cared little for their competing nations for the throne of Galifar they had suffered a great deal of loss over the course of the Last War losing much of their land to Thrane.
To offset the loss of morale they deliberately invited members of the various five nations to attend a semester at their prestdigious university seeking to turn the opinion of the other nations against Thrane even as a member of that nation was invited.
The Thrane delegate however had other plans because he had come into possession of a map detailing the location of long lost Darguun tomb located within Aundaire with information of some ancient secret that could provide him with a promotion from his people if he could secure it and return to his homeland without the famed Aundaire Eyes discovering his plans.
So using an intermediary he has hired a group of adventurers' for the simple purpose of investigating this location and in return for a 50gp purse they get to keep all but one item of their employers' choice, however the trip was hardly uneventful for not only the weather was awful but they came across signs they weren't alone out in the wilderness, but as the foul weather was about to cut loose another rainshower they find the sealed entrance to the tomb.
With either the choice of waiting out the storm in the forest and guaranteed to be left soaking wet and fatigued or finding a way in and maybe getting a fire going before searching the place.
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