| Nasserath |
Hey Nass, you remember that "Winter is Coming" pbp you were in when Ravadel disappeared? Well, Rev is taking over the dm-ing, so if you're still interested go post in the discussion thread.
sweet can you link me to the thread... once a game i deem inactive i remove them from favorites and it will take me time to locate the thread again
| NaDarr |
Brilliant energy drops from above scorching the creature in flames. the flames warm the Boaster.
sacred flames, also gives ally temp hp (half my charisma modifier so richard gets 2
1d20+6, 1d6+6=[8, 6], [1, 6] got stuck on the mountain without internet for longer than expected.
| The Ice Witch |
Brilliant energy drops from above scorching the creature in flames. the flames warm the Boaster.
Posted NaDarr as having shifted a step back to avoid an opportunity attack from a zombie
NaDarr shifts a step back and unleashes a Sacred Flame that neatly demolishes his zombie assailant as well as aiding Richard.
The Wight responds by unleashing a claw attack on Richard
Claw attack 1d20+9: 9+9 for total of 18 to hit Richard which hits doing 1d6 necrotic damage: 3pts of damage and Richard loses a healing surge
Graz's turn
| Havelock Ebonwood |
Graz shoot two arrows at the wight.
Using Twin Strikes, and I'm pretty sure he's still under the effects of Huntes Quarry. (1d20+7=21, 1d8+4=10, 1d6=6), (1d20+7=12, 1d8+4=10), for 16 damage total.
| The Ice Witch |
Graz shoot two arrows at the wight.
Using Twin Strikes, and I'm pretty sure he's still under the effects of Huntes Quarry. (1d20+7=21, 1d8+4=10, 1d6=6), (1d20+7=12, 1d8+4=10), for 16 damage total.
First arrow catches the wight almost sending it sprawling but as a result the second misses.
Initiative List:
Wight 20
Graz 14
Richard 12*
Havelock 11
Nass 10
NaDarr 4
Richard's turn
| Richard the Boastful |
Sure Strike, 1d20+12=17 vs W AC, 1d10+2=11 damage to W
Though reeling from the Wight's last attack, Richard utilizes the flanking to ensure his greatsword lands.
| The Ice Witch |
Though reeling from the Wight's last attack, Richard utilizes the flanking to ensure his greatsword lands.
The wight blinks... it looks down in confusion before looking back at Richard as its body slowly slides apart its legs remain upright for almost avfew seconds as the rest of its upper body slides to the floor next to Nass as both begin to decay so rapidly its almost as if it was aging a century for every moment you all look upon it.
Finally it disappears as behind you another of the three bars blocking the door that seals away the interior of this "Test" grinds its way open.The sound has barely ebbed away when the door to the south crashes to the floor with a peal of thunder that almost deafens you...
Congratulations you have defeated the Wight and his Zombie minions!
| Havelock Ebonwood |
So, all doors except the one to outside are now open?Also, I thought we had more experience than that. :( Perception: 1d20+2=13
| The Ice Witch |
So, all doors except the one to outside are now open?Also, I thought we had more experience than that. :( Perception: 1d20+2=13
The door to the north and south are now open, the door opposite the now magically sealed entrance had four bars across it sealing it shut, three have now slid open leaving the one left keeping that door sealed shut
| Nass Sylentstrike |
| The Ice Witch |
Richard bends down and picks up something that he saw fall from the wight after striking it down. He then shows the rest of the party. see spoiler above, if it's magical then someone else can take it as I got an armor upgrade by looking in the mirror in the last room.
It will need an Arcane check
| Havelock Ebonwood |
"Here, let me take a look at that." Havelock grabs the broach and holds it up to the light.
Detecting magic: 1d20+9=24
| The Ice Witch |
"Here, let me take a look at that." Havelock grabs the broach and holds it up to the light.
Detecting magic: 1d20+9=24
Havelock only:
| The Ice Witch |
Perception: 1d20+2=16
Havelock only:
A strange wind howls through the entry chamber coming straight out of the now opened room at the southern end the light flickers momentarily but as the wind dies you're left looking at your next destination.
Will post the next map shortly am in the process of moving home and for some reason my parents decided to lend me a helping hand so I'm busy hunting for my 4e books as you read this!
| The Ice Witch |
Apologies on the delay below is the map detailing the interior of the next section, let me know where you want your characters to move to as I get the next bit ready
The southern door now lies on the floor its release revealed a corridor leading into a chamber which is lt by a succession of torches that as far as you can tell lit after the door hit the ground.
There are torches on both sides of the corridor and look like there are more inside the chamber.
When the door hit the ground a series of lights within the corridor lit up and spread inside the chamber sort of like when the sg team first arrived in atlantis and the steps lit up as they ascended them
| NaDarr |
"This looks familiar, I think we just traveled this didn't we?" With no other paths presenting themselves NaDarr waits for everyone's nod of ready. The dragonborn strolls into the room behind Richard, but positions himself at the corner of the corridor I8
| NaDarr |
recruitment up to the ice witch, but ok by me. good news: I got an interem position/promossion and my time has been utterly sapped trying to learn everything. (hence the post midnight post.
I will be posting less frequently, but will be reading and hope to be back to a schedule soon.
| The Ice Witch |
Heading into the corridor the chamber before you is similarly illuminated as what you witness in the corridor the walls on either side of the corridor are adorned with a mural depicting paired warrios walking side by side as if in battle save their weapons aren't drawn before you in the chamber there is a small stone dais sitting upon which is a well carved chest that looks as if left unlocked.
Will post a request for reinforcements shortly ask any questions you wish whilst I get the updated map with your locations on it ready by tomorrow
| The Ice Witch |
Perception Check for the murals, 1d20+1=8
Perception Check for the chest, 1d20+1=15
1st check you're wondering why they're using shields instead of having weapons drawn and the second it looks like a chest hewn from stone with a lid the place looks quite dusty but surprisingly no cobwebs...
| The Ice Witch |
Perception Check, 1d20+1=17
<CLICK!>
The sound as you take your first cautious step forward freezes you momentarily as something blasts straight past you that you didn't even see what it was even though you did hear!
Dart trap: 1d20+4 vs Reflex: 5+4 for a total of 9 so thats a miss!
| The Ice Witch |
Havelock looks at the mural, looking for any historic relevance.
History and Arcana, do I know anything about the mural? 28, 20
The murals show a pair of warriors back to back holding their shields up as they step down the corridor from your perspective
Roland steps into the chamber and his second step inside something audibly clicks under his foor and something blasts past him on both sides of the chamber.
Seems a standard trap is the challenge of this chamber
| Havelock Ebonwood |
"So, traps. Excuse me for a few minutes." With that, Havelock leaves the room, leaving the rest of you in darkness.
I assume there's about 60 pounds of rock sitting around here in 20 pound chunks I could use Mage Hand to drag back to the trap room and use to set off any pressure plates?
| The Ice Witch |
"So, traps. Excuse me for a few minutes." With that, Havelock leaves the room, leaving the rest of you in darkness.
I assume there's about 60 pounds of rock sitting around here in 20 pound chunks I could use Mage Hand to drag back to the trap room and use to set off any pressure plates?
Havelock walks back into the entry chamber narrowly avoiding tripping on the shattered door that fell to the ground a short while ago.
Its a mite too heavy to move alone even with Mage Hand but its not the only thing available...
There's a dull rumble as what sounds like thunder reverberates into the chamber.
Looking up there seems no reason why the foul weather would echoe so well inside this chamber as all of a sudden a section almost above the middle of the chamber breaks through the panel covering what looks like an air shaft.
The panel hits the floor and shatters as two figures struggling atop the remains eventually roll apart from each other.
One of thema shifter gets immediately to their feet and looks ready to continue fight whilst the other an elf simply brushes his clothing and stands up before glancing above.
Another figure who looks human is holding onto the end of a rope that passes out of sight in the now revealed air shaft looks down at you weakly.
"A hand... anyone?" the figure asks as the opening above suddenly slams shut cutting the piece of rope the figure was holding onto and he lands on the ground before you a little dishelvelled but otherwise fine.
Good enough introduction?
| Wind |
Wind crouches low and growls his hand on his sword.
"Damn elf!"
His eyes finally adjusting to the small light in the room he looks around. There were others here, as his eyes began to pick up details he realized they were the other Thrune agents. Slowly standing upright and removing his hand from his hilt he brushes himself off.
"Finally caught up to you. The name is Wind, I was tasked by the Church of the Silver Flame to help you."
Looking up at the now sealed air shaft he cursed silently under his breath.
"By the Flame, tell me you guys know how to get out of here once the mission is complete."