With the majority deciding not to risk traveling down the cracked-up floor, the group follows Dawn's lead. Instead of trying to find their way around through the alcove room immediately, she suggests they head back towards where Sinruth had come from. With Slygoth and Vegan up front, they head back to where they fought the last group of hobgoblins.
They head up a small flight of stairs and then follow down a hallway. it opens up into an odd shaped room. Inside the room are half a dozen menhirs. They are fairly narrow and stand about eight feet tall. They are noticeably cold. Leaning against many of the menhirs are different, but recognizable suits of armor. The two
AAM12 & AM15
closest to them have Bel's hide armor, and Zorn's heavy shield up against them. The one that is almost directly
AK14
behind Zorn's shield has the city guard chainmail armor that was given to Slygoth by Councilman Troyas. Then finally, way in the back where the light is dim, they can see Zorn's Platemail hung up on the one that is
AH11
furthest away. There is a light film of frost covering all of the armor's touching the menhirs.
In the north, barely visible in the dark, is a set of doors that are open. Thy seem to be leading to a passage that almost immediately heads to the west, but the light isn't covering the back of the room well enough to be sure...
Dawn, Human Artificer (Scholar) Init +2 HP -/34 Bloodied 17 Healing Surge 8 (- used /7) AC 17 Fort 15 Reflex 17 Will 17 Speed 6 Str 10 (0) Con 12 (+1) Dex 12 (+1) Int 18 (+4) Wis 16 (+3) Cha 8 (-1)
Ethereal Chill You align your spell with those you wove over your ally�s armor, causing them to radiate an unnatural cold.
At-Will Arcane, Cold, Implement
Standard Action Area burst 1 centered on an ally within 5 squares
Target: One enemy in burst Attack: Intelligence vs. Reflex Hit: 1d8 + Intelligence modifier cold damage. Until the end of your next turn, any enemy that hits the ally takes cold damage equal to your Wisdom modifier.
Level 21: 2d8 + Intelligence modifier cold damage.
Magic Weapon
At-Will Arcane, Weapon
Standard Action Melee or Ranged weapon
Target: One creature Attack: Intelligence +1 vs. AC Hit: 1[W] + Intelligence modifier damage, and each ally adjacent to you gains a +1 power bonus to attack rolls and a power bonus to damage rolls equal to your Constitution modifier or your Wisdom modifier until the end of your next turn.
Level 21: 2[W] + Intelligence modifier damage, and a +2 power bonus to attack rolls.
Thundering Armor
At-Will Arcane, Implement, Thunder
Standard Action Close burst 10
Primary Target: You or one ally in burst Effect: The primary target gains a +1 power bonus to AC until the end of your next turn. Make an attack.
...Secondary Target: One creature adjacent to the primary target in burst
...Attack: Intelligence vs. Fortitude
...Hit: 1d8 + Intelligence modifier thunder damage, and you push the secondary target 1 square away from the primary target.
Level 21: 2d8 + Intelligence modifier thunder damage.
Thundering Armor, 'Healing Infusion: First Use', 'Healing Infusion: Second Use',
Healing Infusion: Curative Admixture
You use the magic of your infusion to heal the wounds of your target.
Encounter (Special) Arcane, Healing
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target regains hit points and you expend an infusion crafted with your Healing Infusion class feature.
Level 1: Healing surge value + your Wisdom modifier
Level 6: Healing surge value + your Wisdom modifier + 2.
Level 11: Healing surge value + your Wisdom modifier + 4.
Level 16: Healing surge value + your Wisdom modifier + 6.
Level 21: Healing surge value + your Wisdom modifier + 8.
Level 26: Healing surge value + your Wisdom modifier + 10.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Healing Infusion: Shielding Elixir
Encounter (Special) Arcane
Minor Action Close burst 5 (10 at 11th level, 15 at 21st level)
Target: You or one ally in burst
Effect: The target gains resist 5 to one of the following damage types until the end of the encounter: cold, fire, force, lightning, necrotic, poison, radiant, or thunder. The target can end the bonus as a free action to become immune to that damage type until the end of his or her next turn.
Level 11: Resist 10.
Level 21: Resist 15.
Special: You can use two Healing Infusion powers per encounter, but only one per round. At 16th level, you can use three Healing Infusion powers per encounter, but only one per round.
Second Wind Encounter | Healing
Standard Action Personal
Target: Self Effect: You spend a healing surge and regain your healing surge value in hit points. You gain a +2 bonus to all defenses until the start of your next turn.
Use Vulnerability
You know the strengths and weaknesses of the creature you're facing.
Encounter * Arcane
Free Action Personal
Trigger: You succeed on a monster knowledge check against a monster that you can see or hear.
Effect: If your check result meets or exceeds the hard DC for the monster�s level, you gain a +4 power bonus to all defenses against the monster's attacks until the end of your next turn. Additionally, until the end of your next turn, you gain a power bonus to damage rolls against the target equal to your Intelligence modifier, but not when you deal
damage that the target resists.If your check result does not meet or exceed the hard DC, your attacks against the target deal only half damage until the end of your next turn.
Shocking Feedback Dawn quickly fires an enchanted shot at an attacking enemy, then causes the magic from the enchantment to leap onto your ally as a protective ward.
Effect: You conjure an eye in a square within range. It lasts until the end of the encounter. Enemies within 3 squares of the eye do not benefit from concealment, and when an ally attacks an enemy within 3 squares of the eye and hits, that enemy takes psychic damage equal to your Intelligence modifier. You can move the eye 3 squares as a move action.
Periapt of Proof against Poison This unadorned necklace glows with a jade hue when exposed to poison.
You gain resist 5 poison.
Power * Daily (Immediate Interrupt) Trigger: You take damage from a poison attack. Effect: Your resistance to poison increases by 15 until the end of your next turn.
Caustic Potion of Splintered Bone This liquid has the burn of ancient liquor and the hint that it has aged a bit... too long.
Power: (Consumable - 3 uses); Minor Action. Until the end of the encounter, or 20 minutes: +4 to Attack rolls, +4 to attack damage, +4 to Athletics. Gain 1 Action Point that's useable during this encounter only.
...Side Effect: You begin to lose track of who is your enemy and who is your ally. After the first round, your targets are randomly chosen. Size increases to Large. (You may choose to make a saving throw to end all effects of this potion before the end of the encounter, save at -4)
Arcane Empowerment
Once per day and an additional time per milestone. Choose one of the two below each use.
Augment Energy
You infuse a weapon or an implement with a reservoir of energy that lasts until the end of your next extended rest or until it is expended. The wielder of the implement or the weapon can use a free action after making an attack roll to expend the reservoir of energy to gain a +2 bonus to that attack roll. An implement or a weapon can be augmented only once per day in this way.
Impart Energy
You recharge the daily power of a magic item. An item can be recharged only once per day in this way.
Arcane Rejuvenation
Before combat, an artificer spends time infusing his or her allies� magic items with curative energy. Whenever one of the artificer�s allies uses a magic item�s daily power, that ally absorbs the energy and gains temporary hit points equal to one-half your level + your Intelligence modifier.
Desperate Spell (+1 Bonus)
When you miss an attack roll with an at-will spell, use this card to re-roll the attack roll. You must keep the second result.
Instinctive Reaction (+1 bonus)
Use this card when you're hit by an attack that does ongoing damage. As an immediate reaction, make a saving throw against the ongoing damage.
Bel helps with the search, not liking this room much either and muttering about it in elven the whole time. Then she dons her armor and spits on the red hand armor, leaving it piled in a corner.
search
Unable to find any characters in game 5461
If attacked in melee use Fox's Cunning to step back and fire bow at target.
QUIVER
; COMBAT NOTES:
As Dawn looks around the area, searching it for anything other than the obvious armors, Bel moves over and grabs her armor. As she grabs the lightly frosted armor a
3 Cold Damage
chill runs through her body. As Bel moves the armor away from the menhir the frost begins to thaw almost immediately. She quickly switches from the smelly hobgoblin armor into her own armor. It may be a little more cumbersome, but it provides her with better protection. Bel then helps search the room. The two of them find nothing else of value in this section, but who knows what lies beyond those open doors to the north.
Dawn takes a closer look at the menhirs. They are naturally very cold. Standing to close to them, or touching them can cause some discomfort from the cold as Bel discovered, but nothing serious. She isn't sure why the stones have this ability perhaps it is an ancient enchantment that has faded with time, or maybe it is the result of the Year of the Blue Flame.