| Th'Kal |
Spend 3 surges.
"I will help search the area." Th'Kal looks over the bodies and collects their weapons hoping to maybe scrape up enough material or money to fix his gear.
Perception 1d20 + 5 ⇒ (11) + 5 = 16
HP: 23/29 (Temp: 0), Surges: 4/10, AP: 0/1
Enc. Used:
Daily Used: Rage Drake's
Greataxe and Flail broken, now using hand axes and still crying
@Xabulba: What can be done about my broken weaponry? What is the "fixing" rule? Is it worth it or should I just save up to buy new ones?
| Gerad |
@Th'Kal I believe it was indicated we could get regeared by the caravan as they needed us for guards
Even if that's the case, I'd still suggest looting the bodies. They might be quite happy with us if we provide gear that they can sell in exchange for re-equipment.
| Xabulba |
@Th’Kal – your weapons will be fixed of replaced by the caravan for free.
@Everybody – you can sell non-magical equipment back to the caravan for 50% of value.
Magical equipment can be sold for 75% value.
Arcane items can’t be sold to the caravan at all.
The necromancer now deflated of excess water looks like a prune and smells of rancid beetle stew.
On his body you find cloth armor and a magic Tome.
The scouts have a mixture ceramic pieces from Balic Tyr and Draj.
Loot from the elves:
Hide armor x3
Long sword x3
Short sword x3
60 ceramic
Loot from the necromancer:
Critical: +1d6
Property: Your summoned creatures gain +1 bonus to speed
Power (Daily): free action. Trigger:
You use a wizard summoning power.
Effect: each round while summoned creature exists, you gain an additional move action that you can use only too command the creature.
| Th'Kal |
@Andar: I think you would be the only one. You've got my vote to keep the armor.
Th'Kal will snag two of the longswords for now -- he'll weild them till we get back to the caravan and then we can sell them and add them to the group loot.
@Everyone: I don't mind lugging the rest of the items around too, I can carry it all and we can sell it when we get back. I've got the "room" in my encumberance (the hide is the heaviest and will be the first I drop if we find more things to carry between now and then). By my count the items would total an additional 82.5ceramic
Splitting the current cash nets everyone 10ceramic.
| Th'Kal |
Th'Kal packs the extra armor & swords and slings it over his shoulders, shifting the weight a bit. Then testing the balance of one of the longswords, Th'Kal walks over to the rocks to help in the investigation. Under his breath, "Why couldn't the elves use axes? <brrrlk>"
To the group near the necromancer, "I don't understand the arcane, but I can give things a look."
Perception: 1d20 + 5 ⇒ (12) + 5 = 17
| Andar Sevris |
"These rocks appear to be too heavy for me to move telekinetically. We ought to take a look, but I've learned to be wary of lifting rocks in the desert. One never knows what lurks in the shade beneath."
That assumes these rocks weigh more than 20 lbs, so if they're made of styrofoam or something, it's another matter...
| Th'Kal |
"If Andar's right, then maybe someone should check for traps or critters. Either way, I think Gerad and I should be able to move some of them..."
If you need them (ignore them otherwise):
Another Perception roll to look specifically for stuff under/near the rocks 1d20 + 5 ⇒ (8) + 5 = 13
A Strength check to move the rocks 1d20 + 4 ⇒ (9) + 4 = 13
| Th'Kal |
Oooh... If my strength check should be an athletics check, it should be a +10, not a +4... making it a 19. Then with Gerad's Aid Another, it would be a 21.
Th'Kal secretly hopes there is nothing to find here... he would not mind returning to the Caravan for repairs, but if there are more enemies to his pack to be found, he's game to crush them!
| Xabulba |
Andar’s sharp eyes keep Paxs from stepping on a false step as he recklessly heads down.
Gerad’s attention is solely focused on the amazing craftsmanship of the bricks in the wall.
Th’Kal looks down the stairs at the antics of the other three and twitches his antennae.
@Andar – The false step in question is the fifth one down. It appears to be made of a soft chalk that would crumble if stepped on. It’s painted to look like the other limestone steps.
The trap is easily avoided now that you know where it is, no checks needed.
The stairs are steep going down 10ft for every 5ft.
| Xabulba |
@Gerad - The chamber looks to be empty except for the well wich rises 3 feet from the floor at it's center. a light layer of silt covers the floor of the chamber and one set of foot prints can be seen. The air gets noticably colder as you decend the steps and by the time you reach the chamber you can see your breath.
| Xabulba |
Carric looks into the well then leans over the edge of the well and falls in.
Carric you are now paralyzed and sinking in the well, take 10HP damage 5 from drowning and 5 from the extremely cold water. Each turn you’re in the well you take 10 more HP; a save vs. paralysis and athletics DC15 will reduces the damage to 5HP per turn.
@Th’Kal - yes you can leap into the well and attempt a save but you would be subject to the trap as well.
Anyone who looks into the well must make a saving throw or become paralyzed and fall in. It is an athletics DC15 test to climb down the well and athletics DC20 to climb out without assistance, DC10 and DC15 with assistance.
Slithering sounds can be head as serpents made of ice slither out from the corners of the well chamber.
Give me positions and initiatives please, Carric I already know where you are.
Ice serpent 1
Ice serpent 2
Ice serpent 3
Ice serpent 4
| Xabulba |
Ice serpent 1 1d20 + 7 ⇒ (15) + 7 = 22
Ice serpent 2 1d20 + 7 ⇒ (20) + 7 = 27
Ice serpent 3 1d20 + 7 ⇒ (9) + 7 = 16
Ice serpent 4 1d20 + 7 ⇒ (4) + 7 = 11
Serpent 2 leaves a trail of frost as it slithers up to Gerad and bite at him.
attack vs ac, 1d20 + 6 ⇒ (8) + 6 = 14, damage = 1d6 + 4 ⇒ (1) + 4 = 5 on hit ongoing 5 cold.
Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal
| Xabulba |
Ice serpent 1 1d20 + 7 ⇒ (7) + 7 = 14
Ice serpent 2 1d20 + 7 ⇒ (5) + 7 = 12
Ice serpent 3 1d20 + 7 ⇒ (1) + 7 = 8
Ice serpent 4 1d20 + 7 ⇒ (5) + 7 = 12
Serpent 2 leaves a trail of frost as it slithers up to Gerad and bite at him.
attack vs ac, 1d20 + 6 ⇒ (14) + 6 = 20, damage = 1d6 + 4 ⇒ (4) + 4 = 8 on hit ongoing 5 cold.
Initiative:
Ice serpent 2
Andar
Ice serpent 1
Carric
Gorad
Gerad
Ice serpent 3
Paxs
Ice serpent 4
Th'Kal