| Verys Stargyl |
then you took Wind's. I will leave that to the two of you to judicate. I am tired of trying to figure out who's got what. The ring is mine, unless it is a wizard boosting spell ring or something like that. That's why I volunteered to go get the stuff after all, to be able to partake in the spoils.
| Havelock Ebonwood |
then you took Wind's. I will leave that to the two of you to judicate. I am tired of trying to figure out who's got what. The ring is mine, unless it is a wizard boosting spell ring or something like that. That's why I volunteered to go get the stuff after all, to be able to partake in the spoils.
I did? In that case, I'll only take one. I don't really need an upgraded orb just yet.
| The Ice Witch |
"Well, Havelock, what is it?" Verys asks the wizard. "With a bloodstone attached to it, it has to be magic of some sort."
Okay to recap, Verys retrieved the contents of the chest which consisted of around 50 gold Darguun coins and five bloodstones one of which is actually part of a signet ring. Richard and Wind took one to enhance their swords whilst Verys claimed the ring leaving 2 bloodstones which were both grabbed by NaDarr whilst Havelock was busy checking something out in the north
Verys:
Havelock:
NaDarr:
Richard:
Wind:
| Verys Stargyl |
no. I am a cautious sort and I also know that magic rings are extremely rare and as such, if magical, it can only be cursed. I let Havelock look at it and if he deems it 'safe', then I might try it on, to see if it fits.
Ice Queen- did we lose the invoker? he hasn't posted, and we are acting like he isn't there. I just want to know how many of the coins I am going to grab. If he isn't going to play with us, I grab my 10 gold.
"Well, Havelock, is the ring magical? Or can you tell anything about its history?" Verys says as he grabs 10 of the the gold coins. He looks at the others. "Ten each is a fair split. Help yourself."
be forewarned, if nobody picks up their shares, I will pocket the rest and pretend like nothing happened. you have to claim your treasures, my friends, or my character will take it and act like he didn't. It is a pet peeve of mine when people act like they took their share when, in game, they actually left it on the ground.
| The Ice Witch |
no. I am a cautious sort and I also know that magic rings are extremely rare and as such, if magical, it can only be cursed. I let Havelock look at it and if he deems it 'safe', then I might try it on, to see if it fits.
Okay awaiting Havelock's response
Ice Queen- did we lose the invoker? he hasn't posted, and we are acting like he isn't there. I just want to know how many of the coins I am going to grab. If he isn't going to play with us, I grab my 10 gold. [/ooc]
Its looking that way
[quote=]"Well, Havelock, is the ring magical? Or can you tell anything about its history?" Verys says as he grabs 10 of the the gold coins. He looks at the others. "Ten each is a fair split. Help yourself."
be forewarned, if nobody picks up their shares, I will pocket the rest and pretend like nothing happened. you have to claim your treasures, my friends, or my character will take it and act like he didn't. It is a pet peeve of mine when people act like they took their share when, in game, they actually left it on the ground.
Lets see what the others say, if Havelock claims the ring that would make the gold yours after all they did take a bloodstone each (or 2 in NaDarr's case) after all!
| Havelock Ebonwood |
Verys didn't get one? In that case I'm just going to use the one from earlier on my robe, he can have the one I would of took.
Havelock and the skull begin to converse. "Well, it's magic." "Definitely. Can't tell what it does." "Me neither. Still, it's probably powerful. You don't just put any enchantment on a ring." "It's old too. Probably ancient Darguun." "Yes, just like everything else in this place."
He then turns to Verys. "It's certainly magic. Feel free to put it on if you're feeling risky."
| Verys Stargyl |
"Darguun, hmm? Well, let's see what it can do." Verys holds the ring out as he begins to slip it on his finger. "If I go crazy and start attacking you, please cut the finger with the ring off first before you stab me in the heart." He says, deadpanned.
Verys puts on the ring and waits for a reaction. If nothing happens, he will just go about his business.
| The Ice Witch |
perhaps it is some sort of key for later. IQ did say it was a signet ring.
Verys only:
| Verys Stargyl |
When nothing bad happens when he puts on the ring, Verys looks at his companions and asks,
"So, what's our next move? We can't leave the way Wind and I came in."
He begins to stow his gear. He looks at the ring every once in a while and smiles. He puts his hand on his sword as it briefly glows. Then he touches his bow and it does the same. "Interesting." Verys thinks to himself.
| Havelock Ebonwood |
"So.....what's our next move?" Verys asks a little louder, thinking his companions just didn't hear him. "Thranes, mumble grumble" He thinks to himself.
"Move on to the next set of rooms, obviously. After all, we won't do anything other than starve by staying in here."
| The Ice Witch |
This is what you see before you a corridor that seems to stretch into the distance with nothing indicating it has an end at least from where you're standing.
Each square is roughly 5' and I'll post an updated map once all of you have made an Initiative and Perception check which I'll keep for the next encounter, you can take 10 on both of these checks if you want but for the moment take this moment to ask questions before Wind and whoever follows him decides how far down the corridor they're planning to move...
| Wind |
Perception 20, Initiative 18 Just taking 10 on both checks. Wind will move down the corridor at least 80 feet attempting to be stealthy. Stealth 1d20+12=22 Ha, invisible castle seems to agree with my opinion on taking 10.
| Richard the Boastful |
Perception Check, 1d20+1=11, Initiative, 1d20+3=9
Richard will stay towards the front behind Wind
| NaDarr |
I'm pretty sure NaDarr had one bloodstone from a previous encounter and only took one from the sack this encounter, but he can verify.
Richard reaches into the sack of the remaining gold, takes 10 for himself and distributes 10 each to the remaining party members.
indeed i meant to only take one, totalling three which I will move all too the holy item.
NaDarr juggles the three stones from item to item, finally settling on the Lantern Symbol and noticing he might be holding an extra stone. "Havelock, Neryss? I seem to have collected more souvenirs than intended. Whose is this?"
indeed i meant to only take one, totalling three which I will move all too the holy item.
NaDarr falls in line between Richard and the archer. 3rd in line I think.
iniative 10, perception 13. 1d20, 1d20+2=[10], [11, 2]
| The Ice Witch |
Initiative update:
Havelock 23
Verys 20
Wind 18
Richard 11
NaDarr 10
Okay let me know if you can see this map and if you want to shift positions from whats on the linked map.
Verys to open the secret door you will need to make a Thievery check to spring it open, but I will allow a Perception check to identify what would spring it in the first place if none of you have that as a trained skill
| Verys Stargyl |
HAHAHAHA! I knew taking Thievery as a Skill Training Feat would come in handy at lvl 2! thievery=19+10=29. No problem!
Verys looks at the secret door, smiles to himself, and starts to fiddle with the mechanism. "What did these guys do before I got here?" He asks himself under his breath. CLICK!
Verys looks up at the others, "It would seem I am getting better at disabling traps as we go along." And then he opens the door and looks inside.
| The Ice Witch |
HAHAHAHA! I knew taking Thievery as a Skill Training Feat would come in handy at lvl 2! thievery=19+10=29. No problem!
Verys looks at the secret door, smiles to himself, and starts to fiddle with the mechanism. "What did these guys do before I got here?" He asks himself under his breath. CLICK!
Verys looks up at the others, "It would seem I am getting better at disabling traps as we go along." And then he opens the door and looks inside.
As Verys unlocks the door he's found the very audible click is echoed down the corridor as three identical secret doors to the one he has found open further down the corridor and as Verys finds out for himself there are a pair of skeletons lurking behind each door!
Initiative update:
3rd pair of Skeletons 25
Havelock 23
1st & 4th pair of Skeletons 22
Verys 20
Wind 18
2nd pair of Skeletons 17
Richard 11
NaDarr 10
The 3rd pair of skeletons step out of the secret door they were standing behind and turn to glare down at you as you stare back from the double doors beside you.
Havelock's turn
| Havelock Ebonwood |
Havelock, surprised by the sudden appearance of several skeletons, attempts to burn the second group.
I can just barely get Group 2 in a Scorching Burst. 1d20+6=8, 1d20+6=12, 1d6+5=11
| The Ice Witch |
Havelock, surprised by the sudden appearance of several skeletons, attempts to burn the second group.
Unfortunately the spell fails to hit them as the group at the end starts moving forward towards you, but one steps out of the door Verys has just opened and the pair cut loose on the ranger.
First attack:1d20+10: 11+10 for 21 to hit doing 1d8+2: 4+2 for 6 damage and the Second Skeleton's attack: 13+10 for 23 to hit doing 1d8+2: 2+2 for 4pts of damage and a total of 10 damage to Verys who is now marked until the end of both skeletons' next turns
Let me know if you can't see this but effectively one skeleton shifted out into the open the other remained next to Verys both are using longswords as soon as I can I'll post a pic of them so you can see what kind of skeleton you're fighting!
Verys turn
| Verys Stargyl |
Verys calls back to his companions, "A little help, please?" Then he shifts and shoots one of the skeletons in front of him.
shift back one square to SW, if N was up on the map, to avoid OAs. Nimble strike on SK in hallway in front of me. (+8 vs AC, 25, if hit, d10+5, 14 hp damage) and I shift back another square and now I am next to Wind in the hallway. I shot one of the guys marking me so I don't take a -2 penalty, right?
WAIT! I changed my mind. I still want to go to the same spot and shoot as I posted before, but I want to use the shift from the Nimble Strike power to get there. Then I can use my move to go to the square behind where Richard is.
Verys then moves back to behind Richard telling his companions, "I don't do melee. Engage these foes and I will pick them off, one by one, from back here."
| The Ice Witch |
Verys then moves back to behind Richard telling his companions, "I don't do melee. Engage these foes and I will pick them off, one by one, from back here."Verys calls back to his companions, "A little help, please?" Then he shifts and shoots one of the skeletons in front of him.
shift back one square to SW, if N was up on the map, to avoid OAs. Nimble strike on SK in hallway in front of me. (+8 vs AC, 25, if hit, d10+5, 14 hp damage) and I shift back another square and now I am next to Wind in the hallway. I shot one of the guys marking me so I don't take a -2 penalty, right?WAIT! I changed my mind. I still want to go to the same spot and shoot as I posted before, but I want to use the shift from the Nimble Strike power to get there. Then I can use my move to go to the square behind where Richard is.
Verys's arrow shatters on the skeleton noticeably splintering a rib bone inside the armour its wearing.
Skeleton#1 has taken 14 damage and is the one that marked Verys
Let me know if you can't see this and now it's Wind's turn next
| Wind |
Wind rushes up to the nearest skeleton swearing an Oath to destroy before bringing his sword down upon it. As he completes his weapon's arc he remains crouched his legs springing ready to leap at the slightest sign of retreat by his foe.
Minor action Oath of Enmity on nearest skeleton, then move to stand in the diagonal closest square to the skeleton (the one 4 spaces in front of Havelock). Finally standard action to use Bond of Pursuit. 1d20+9 (2 attacks I get to use whichever roll I want thanks to Oath of Enmity) 5+9=14, 19+9=28, I choose to use the 28 for attack. 1d8+6=10 damage.
| The Ice Witch |
Wind rushes up to the nearest skeleton swearing an Oath to destroy before bringing his sword down upon it. As he completes his weapon's arc he remains crouched his legs springing ready to leap at the slightest sign of retreat by his foe.
Minor action Oath of Enmity on nearest skeleton, then move to stand in the diagonal closest square to the skeleton (the one 4 spaces in front of Havelock). Finally standard action to use Bond of Pursuit. 1d20+9 (2 attacks I get to use whichever roll I want thanks to Oath of Enmity) 5+9=14, 19+9=28, I choose to use the 28 for attack. 1d8+6=10 damage.
Wind calls upon his faith as he closes on the nearest skeleton evading the clutches of its partner as his blow strikes true.
Skeleton#1-A has already taken damage and now takes an additonal 10 for a total of 24 damage and is now bloodied
The second band of skeletons move forward leaving Wind open to an attack by the nearest skeleton.
Total of 16 to hit which misses
Fortunately for Wind the Skeleton misses.
Now its Richard's turn followed by NaDarr
| Richard the Boastful |
Move adjacent to Wind in the hallway avoiding OA's. Cleave vs the skeleton directly in from of Richard and hopefully also the Skeleton in front of Wind.
Cleave, 1d20+8=16 vs Sk AC, damage, 1d10+5=8 if that hits then 3 damage to Sk in front of Wind
| The Ice Witch |
Move adjacent to Wind in the hallway avoiding OA's. Cleave vs the skeleton directly in from of Richard and hopefully also the Skeleton in front of Wind.
Cleave, 1d20+8=16 vs Sk AC, damage, 1d10+5=8 if that hits then 3 damage to Sk in front of Wind
Let me know if you can't see this
Richard closes in and steps alongside Wind however his blow fails to catch either of the skeletons.
NaDarr's turn
| NaDarr |
NaDarr steps into the space behind Wynd. He lifts the amulet with its three rubies and unleashes the power of his faith.
burst 2.
1d20+6, 1d10=[8, 6], [9] new job has reduced my online time, but I am still here :)
| The Ice Witch |
NaDarr steps into the space behind Wynd. He lifts the amulet with its three rubies and unleashes the power of his faith.
burst 2.
1d20+6, 1d10=[8, 6], [9] new job has reduced my online time, but I am still here :)
Okay rolled for the other two attacks for you: 1d20+6: 19+6 for 25 and 9+6 for 15 both hits (versus Will) repels the other two skeletons doing 9 damage to both and immobilising them until the end of NaDarr's next turn
NaDarr fails to repel Wind's attacker but he does send the other two skeletons back even as a third group of skeletons moves ever closer.
Let me know if you can't see this map
Initiative update:
3rd pair of Skeletons 25
Havelock 23
1st & 4th pair of Skeletons 22
Verys 20
Wind 18
2nd pair of Skeletons 17
Richard 11
NaDarr 10
Havelock's turn
Skeletons: 1-A has taken 33 damage and is immobilised,
1-B has taken 9 damage and is immobilised,
2-A is unharmed
| Havelock Ebonwood |
| The Ice Witch |
Thats okay I missed NaDarr's turn attempt should have damaged the skeletons' in range even if it misses so no problem
Initiative update:
3rd pair of Skeletons 25
Havelock 23
1st & 4th pair of Skeletons 22
Verys 20
Wind 18
2nd pair of Skeletons 17
Richard 11
NaDarr 10Skeletons: 1-A has taken 33 damage and is immobilised,
1-B has taken 9 damage and is immobilised,
2-A has taken 4 damage but isn't immobilised (NaDarr's turn attempt still does half damage even if it missed this skeleton)Following Havelock's spellcasting the last band of skeletons advance past the third band, but fortunately the 1st band are still immobilised by NaDarr's efforts.
Before Verys's action in the 2nd round
Let me know if you can't see the attached map
Verys's turn
| The Ice Witch |
Verys says, "Wind, over your left shoulder." and lets loose with his arrow as he takes a step closer to the battle.
Adjusted damage to include skeleton vulnerability to radiant damage!
Verys arrow nips past the shifter and strikes his opponent directly.
Skeletons: 1-A has taken 38 damage and is immobilised and bloodied,
1-B has taken 14 damage and is immobilised,
2-A has taken 26 damage but isn't immobilised and bloodied (NaDarr's turn attempt still does half damage even if it missed this skeleton)
Let me know if you can't see this
Wind's turn
| Wind |
Wind holds up his holy symbol and blasts the skeleton still in the secret passageway with holy power.
Move action, draw my holy symbol. Standard action, Abjure Undead 1d20+5=16 vs Will. 3d10+4=25 radiant damage, half on a miss. Target is pulled 2 squares closer to me on a hit, 1 square closer on a miss.
| The Ice Witch |
Wind holds up his holy symbol and blasts the skeleton still in the secret passageway with holy power.
Move action, draw my holy symbol. Standard action, Abjure Undead 1d20+5=16 vs Will. 3d10+4=25 radiant damage, half on a miss. Target is pulled 2 squares closer to me on a hit, 1 square closer on a miss.
I'll allow the drawing forth your holy symbol as a minor, but using the divine channel will provoke an opportunity attack as the skeleton in front of you isn't immobilised unless you want to use your move to shift behind Richard, will wait your response before proceeding on this