Captain Garvyn frowns. If you place my son to rest where my wife is buried, that is to say in the far end of the crypt, it should break the curse and free us. The only thing left of my son is his bear which has a lock of his hair. That was the only thing I could find.... I had it with me, but I do not know where the blasted thing is...hey where are you going? the Captain calls back as Andras rushes back to where he saw the ghostly boy.Resignedly, Andras returns to the cabin. "How, exactly, are we supposed to lift your curse? It occurs to me that it would be very in character for you to not tell us that one of us is supposed to take your place in damnation."
At first he has trouble finding the cabin door, it seems like it just disappeared, but finally he finds the secret door which has blended into the wall. The bear is on the bead and there is no sign of the boy. Andras grabs it and runs back to the group, hoping that he does not draw any ghostly wraith on the way.
Soon he assembles the whole group on deck. The fog now fully encompasses the ship giving. What, what is that? a sailor calls from the crows nest pointing at something. You see an island in the distance, one that was just a little speck before but is now coming into view, too soon if truth be told.
What is happening? Uncle Jaz says, coming up to the group. What's with all the fog? It's not g-g-g-hosts is it? he says shivering.
I see you found the bear. a voice says from behind causing Jaz to yelp. This be where you're headed, where my dear beloved wife is buried. She is laid to rest at the back of the mausoleum. If you put the bear where she is buried it should break the curse.
Soon the boat docks at the island and the party sets on shore. I'll wait for you until your done. Garvyn calls back. Good luck!
Waiiiit! Uncle Jaz calls out running up to the party. I'm coming too! I have to make sure we get that treasure. he whispers pulling out a small hand crossbow. And somebody might try and steal it! he says looking at Jax.
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[sblock=Uncle Jaz]
Uncle Jaz (Male Kobold Thief) Level 13 Elite Skirmisher Small
HP 91; Bloodied 46
AC 27; Fortitude 25; Reflex 29; Will 24
Speed 6
Saving Throws +2; Action Points 1
Initiative +17 Perception +19
Traits:
Sneak Attack
Enemies granting combat advantage to Jaz take an extra 3d6 damage once per round.
Masterful Action
When spending an AP with an attack power and with combat advantage against the target, Jaz can use his sneak attack against the target regardless of if he used it this turn.
Standard Actions:
r Custom Made Hand Crossbow • At-Will
Attack: Ranged 5; +18 vs. AC
Hit: 1d8 + 8.
Move Actions:
Technical Trick • At-Will
Effect: Jaz moves up to his speed and does not draw OA. Every enemy within 5 squares grants combat advantage to him.
Trapmaker's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to defenses until the end of Jaz's next turn.
Coward's Trick • At-Will
Effect: No movement. Every enemy within 5 squares grants combat advantage to Jaz. The next basic attack Jaz makes this round also causes the enemy to take a -2 to hit until the end of Jaz's next turn.
Minor Actions
R Sneak in the Attack • Encounter
Effect: Ranged 5 Until the start of Jaz's next turn the first ally's attack with CA that hits the target deals an extra 3d6 damage to the targeted enemy.
Shifty • At-Will
Effect: Jaz shifts 1 square.
Free Actions:
Backstab • Encounter
Effect: Jaz gains an extra +3 power bonus to hit and the enemy takes an extra 2d6 damage if it hits.
Triggered Actions:
It's a Trap! • Encounter
Requirements: An enemy hits Jaz with a melee attack.
Effect (Immediate Reaction): Jaz shifts 5 squares and makes an RBA against the target.
Skills Acrobatics +20, Athletics +12, Dungeoneering +12, Insight +12, Stealth +20, Streetwise +12, Thievery +20
Alignment: unaligned Languages: Common, Draconic
[/sblock]
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