One Dark Stormy Night in Aundaire


Play-by-Post

401 to 450 of 461 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

M Elf Ranger 2

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.


Male Human Summoner 2
Verys Stargyl wrote:

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.


Wind wrote:
Wind takes one of the remaining bloodstones and attaches it to his sword.

Go ahead and mark your Longsword as a +1 weapon


Verys Stargyl wrote:
"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:

Spoiler:
Just to check would you put the ring on before letting Havelock check it out?

Havelock:

Spoiler:
The ring bears the heraldric symbol of what you think is an ancient Darguun noble family but you weren't able to identify what the ring does except it is enchanted and as you know in 4e magical rings are at least paragon items and this isn't. Oh and do you want use the bloodstone you had spare?

NaDarr:

Spoiler:
You have the last 2 bloodstones you can either pass one to Havelock or use up both as previously posted. You will need 2 to upgrade either your armour or holy symbol but only need one to upgrade your weapon but its your choice as Havelock wasn't present to argue about this

Richard:

Spoiler:
Okay your sword is now a Vicious Greatsword+1

Wind:

Spoiler:
Okay your sword is now a Magic Longsword+1


M Elf Ranger 2

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.


Verys Stargyl wrote:
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

][ooc wrote:
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!


Male Human Summoner 2

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."


Havelock Ebonwood wrote:
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.

NaDarr took two so the ring's all thats left, if you added that bloodstone to your robe treat it as Magic +1


Male Human Fighter / 2

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.


M Elf Ranger 2

"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.


M Elf Ranger 2

perhaps it is some sort of key for later. IQ did say it was a signet ring.


Verys Stargyl wrote:
perhaps it is some sort of key for later. IQ did say it was a signet ring.

Verys only:

Spoiler:
You pretty much know what the ring does once worn it effectively makes any unenchanted weapon you wield a Magic +1 weapon and can be enhanced further as any magical weapon or implement can.


M Elf Ranger 2

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.


M Elf Ranger 2

"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.


Male Human Summoner 2
Verys Stargyl wrote:
"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."


Male Razorclaw Shifter Avenger 2

As the others mention moving into the next set of rooms Wind slowly moves into the room that was sealed behind the now open double doors.

"I'll begin scouting ahead."


M Elf Ranger 2

"Don't go too far. If there is more traps, you will need our help." Verys moves to follow him at a short distance.


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.

The Corridor

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...


Male Human Summoner 2

Initiative, Perception: 1d20+3=23, 1d20+3=8


M Elf Ranger 2

Initiative= 15+5= 20, Perception= 13+14= 27


M Elf Ranger 2

when Wind decides how far down the corridor he wants to go, keep in mind that Verys will be 3 or 4 squares behind him. Verys is a ranged specialist and if Wind wants to scout, Verys will back him up with his bow.


Initiative Order:
Havelock 23
Verys 20
NaDarr
Richard
Wind

Verys only:

Spoiler:
There's a secret door off to the left roughly 25' down once you step past the double doors


Male Razorclaw Shifter Avenger 2

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.


Initiative Order:
Havelock 23
Verys 20
Wind 18
NaDarr
Richard

Right just wait on NaDarr and Richard then we'll kick off


M Elf Ranger 2

"Hold Up, Wind." Verys looks to the left side. "There's something here. I think it is a secret door." Can I figure out a way to open it, IW? Cause if he can, Verys will open the secret door.


Male Human Fighter / 2

Perception Check, 1d20+1=11, Initiative, 1d20+3=9
Richard will stay towards the front behind Wind


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !
Richard the Boastful wrote:

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]


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

"On second thought, not so close." Remembering his heritage and a fondness for long straight lines, NaDarr lets Richard and wind be a healthy 3 squares ahead. "An alternate route Verys?"


M Elf Ranger 2

"Looks like, if I can figure out this door."

do you need a check of some kind, Ice Witch? or is spotting it good enough to 'find the hidden switch'?


Initiative update:
Havelock 23
Verys 20
Wind 18
Richard 11
NaDarr 10

The First Step

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


M Elf Ranger 2

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.


Verys Stargyl wrote:

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.

Opening the secret door

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


Male Human Summoner 2

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


Havelock Ebonwood wrote:
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

The First round

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!

What you're facing!

Verys turn


M Elf Ranger 2

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."


Verys Stargyl wrote:

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."

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

After Verys turn

Let me know if you can't see this and now it's Wind's turn next


Male Razorclaw Shifter Avenger 2

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 wrote:

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.

After Wind

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's turn? If not available NaDarr can post his action now if he wants otherwise its back up the top


Male Human Fighter / 2

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


Richard the Boastful wrote:

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

After Richard

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


lashunta technomancer 4; Perception +0 EAC 16; KAC 16 !

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 :)


NaDarr wrote:

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.

The Second Round

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


Around the 19th of October I'll be moving home and might not be able to post for a couple of weeks. This is so you know the thread isn't being prematurely closed just that I'll be back online as soon as my internet provider resets my access to my new home.


Male Human Summoner 2

Sorry, somehow missed that it was my turn.

Havelock once again attempts to burn the advancing skeletons, but they emerge unharmed.

Missed both of them, nothing to see here.


]Sorry, somehow missed that it was my turn.[/quote wrote:

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 10

Skeletons: 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


M Elf Ranger 2

Verys says, "Wind, over your left shoulder." and lets loose with his arrow.

minor-designate SK in front of W as my quarry, standard-nimble strike (+7 vs AC, 24, damage= 8+4+5= 17hp damage, shift one step closer to Richard)


Verys Stargyl wrote:

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)

After Verys and before Wind

Let me know if you can't see this

Wind's turn


Male Razorclaw Shifter Avenger 2

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.


Wind wrote:

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

1 to 50 of 461 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / One Dark Stormy Night in Aundaire All Messageboards

Want to post a reply? Sign in.