| Flare Brent |
Is there any rubble around? If so, Flare will pick up a small amount of it, just something like a rock, or a broken off piece of wood.
Flare takes a moment to dig through her pack, and then places a small piece of stonework that she'd made that morning. A really simple piece with a sunsetting across crashing waves. She rested it on the arm of the throne, so that maybe if someone else came through, they wouldn't find the place completely lacking in beauty.
| Cynthia, Shaman of Hope |
Cynthia waited patiently to be sure that the haunting effect was truly gone. Most things of this type didn't show up more than once a day or so. Most. She had no intention of dying just because of something like failing to imagine alternate possibilities.
| Thalion Hopson |
Once the effect wears off, the cleric shakes his head and tries to regain some sense of himself. "What was that? What's a haunt?" Thalion straightens his armor, takes a deep breath, and head back toward that room to revisit the blood effect.
| Flare Brent |
If Thalion retriggers the effect, Flare is going to hurl the rubble, if she found it, into one of the blood guards
| Cynthia, Shaman of Hope |
"Just think of it as a particularly persistent magical effect that occasionally shows up." Cynthia explained. "They're nasty and frightening, but as long as you're careful, it's possible to manage. Still, it's not uncommon for there to be more than one in a single area. We'll need to be particularly cautious when moving to new areas, probably having one person go in at a time."
| Flare Brent |
"I guess that means I'm up again..?" Flare asked, hefting the Polearm over a shoulder to 'rest' it as she headed for the room, ready to slip into her deadly dance at a moment's notice.
| Cynthia, Shaman of Hope |
"Or thereabouts." Cynthia said, nodding slightly as she followed Flare in - after waiting for a few moments - and began to carefully examine the chamber for anything of note.
Perception: 1d20 + 10 ⇒ (19) + 10 = 29
| Riven White |
"No doubt more of the castle will be trapped in a similar way, this may be more difficult than we expected."
Riven would repeatedly cast Detect Magic as they moved through the area.
| DireMerc |
| Flare Brent |
"Mostly empty. A few doors. Give me a heads-up if you spot any strong magic?" Flare asks as she continues to explore. She checks each door, in a clockwise direction, checking to see what's behind each as she goes, and keeping her weapon ready to defend herself, but still out of the way. Per Cynthia, she won't actually go up or down any stairs.
| DireMerc |
You head down the little hallway below the blood room and open the first door and find and office of sorts.
Trophy displays for armor and weapons, along with a large bed, an ornate writing desk, lie in shambles in this chamber, smashed to ruins. A thick layer of dust clings to everything in the room.
The dead captain of the castle guards still sits in the chair that would have been in front of the desk when you open the door he rises.
He wears a dragon helm and the bloodstained remnants of a destroyed suit of half-plate, and while his sword still hangs at his belt, he makes no move to draw it.
He is a wight. A very dangerous opponent who can drain the energy from a living being with his claws and anyone killed this way becomes another wight in less than a minute.
cynthia init: 1d20 + 9 ⇒ (5) + 9 = 14
Flare init: 1d20 + 9 ⇒ (10) + 9 = 19
Riven init: 1d20 + 9 ⇒ (17) + 9 = 26
Thalion init: 1d20 + 9 ⇒ (12) + 9 = 21
Victor init: 1d20 + 9 ⇒ (10) + 9 = 19
enemy init: 1d20 + 1 ⇒ (15) + 1 = 16
You all go before the enemy except for cynthia.
| Flare Brent |
Religion: 1d20 + 8 ⇒ (7) + 8 = 15
"Withdraw to the throne room." Flare says as she suddenly shifts her posture. "There's a Wight and we need to be able to all hit it to take it down! If it kills us, well become one, so stay back if you're not as protected!"
As soon as everyone else has moved, and she has space, she'll move away with a withdraw action, nine squares in as straight a line as possible. 3 squares south of current a-1 is her end goal, but she'll hold up until Cynthia is clear. She will be fighting defensively. Sorry for starting with a retreat, but everyone needs line of sight.
| Thalion Hopson |
Thalion frowns at the mention of a Wight, and heeds Flare's advice and makes her way back toward the open space.
| Riven White |
If she can safely do so Riven summons a lightning bolt about the size of a lance and hurls it towards the undead then immediately retreats with the others.
dice: 1d20 + 4 ⇒ (11) + 4 = 15 VS Touch If hit he treats everyone as if we had 20% concealment for one round, fort save negates concealment effect but not damage 3/4 AR
Damage: 2d6 + 2 ⇒ (2, 6) + 2 = 10
| Flare Brent |
I think we're waiting on the Wight. Flare should be the only viable target to hit, and is at ac 18 until she withdraws.
| DireMerc |
Please look at the map and give me coordinates to were you move otherwise I have to make assumptions and you may not end up were you wanted. I had to make a few assumptions here. Assuming you fall back towards the throne room. Victor drank the potion and moved 30 feet) Riven doesn't have line of sight so she falls back. and moved everyone back as far as they could.
The wight steps forward and attacks Flare but misses.
attack: 1d20 + 4 ⇒ (6) + 4 = 101d4 + 1 ⇒ (3) + 1 = 4
You can all go.
| Flare Brent |
You also only went with a single move, from the looks of it, so Flare can't move where I'd planned to move her. :( Guess I'll see what Cynthia does, then set my initiative to just after hers... And make he best of it. From the looks of it, I-7 will be the best choice, letting flare attack the thing with an aoo when it comes into range after she withdraws. Withdraw prevents the aoo it would get, I believe. AC is 16 again.
Aoo trip: 1d20 + 5 ⇒ (15) + 5 = 20
Once Cynthia gets as clear as she's going to, Flare withdraws to the stairwell/blood room, and turns to try to buy her allies more time... when/if the thing tries to come into range, she hooks her weapon under its leg and pulls.
| Thalion Hopson |
Thalion's good where he is. I assume that was a move action's worth. Thalion will ready an attack action (trip) if the wight makes it into range.
| Flare Brent |
"Yeah guys, keep going. Back to the throne room if you can, Flare called, an edge of panic in her voice. 'I don't want to be in here if that blood thing happens again... Flare thought, as she tried to keep her friends mobile.
| Cynthia, Shaman of Hope |
Cynthia did as Flare requested, falling back to the throne area and working to keep well back from the Wight. She was... not very good in melee combat.
Double Move to B3.
| Riven White |
Since Flare had stayed in the room instead of following everyone Riven wouldn't be able to get in an attack so instead she'd fall back to E4 and ready an attack with her spear if the monster came through.
To Hit: 1d20 + 2 ⇒ (19) + 2 = 21
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
| Flare Brent |
I am such a derp. I've been waiting on a non-ooc post to let us know what happens, but what happens is 'it follows you and gets tripped.' Ugh! I'm bad at this!
Attack v. Prone: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d10 + 4 ⇒ (1) + 4 = 5
After hooking the Wight's leg out from under it, Flare shifts her weight, whipping the weapon around in a wide arc, before bring it down atop the prone creature. She didn't even wait to see if she actually hurt it before moving back down the hallway after her allies. Moving to D5.
| Cynthia, Shaman of Hope |
From the noise, it seemed the enemy had been tripped a bit further back... but, unfortunately, it was well away from Cynthia's line of sight, so there wasn't a whole lot she could do. Given her generally fragile nature, she felt no temptation at all to press her luck and rush forward to gawk like some schoolgirl.
Total Defense - waiting for enemy.
| DireMerc |
Yeah sorry I was sure I had made a proper post saying it followed and got tripped and I was waiting for more post from you guys but seems it was eaten by the forums or something and I didn't notice.
The wight follows and Flare trips it. She strikes it while it's down giving it a minor injury. She then retreats back.
The wight gets up and chases on it's turn provoking an attack fro Riven and she stabs it. It stop there (at f5) and attacks Riven.
attack: 1d20 + 4 ⇒ (13) + 4 = 171d4 + 1 ⇒ (1) + 1 = 2
If that hits Riven also gains a negative level. Your go again.
| Flare Brent |
"I... Alright."
Flare nods, and looks over to Riven. "You do -not- look alright." she said as she moved over to look her over, where she'd been struck.
| Cynthia, Shaman of Hope |
"Indeed. Being struck by a similar effect again could be... bad." Cynthia said, examining Riven carefully. Unfortunately, that didn't seem to be the kind of effect her manipulation of fortune could have stopped - perhaps it would be worth learning to manipulate misfortune as well. The Shaman seemed a little worried about continuing forward, given the degree of trouble the group seemed to be experiencing.
| Thalion Hopson |
"What are you both talking about! What's wrong with Riven?" Thalion studies Riven carefully, wondering what has happened to her dear friend, one of few who knows yet appreciates his insatiable appetite for...
| Flare Brent |
I'm working off of the fact that a negative level drains roughly everything, when I stated that she looked not-good. She's also at 4/20 hp.
"I'm so sorry, I didn't see that you'd stopped, and if I had, I'd have stopped closer." Flare seemed to be taking it personally that Riven had been hurt instead of herself, if the defeated, slumped shoulders or the mouth twisted into a grimace... Or even the way her eyes were set had anything to say for it. Never mind the tone.
| Riven White |
"I'll be fine, We can rest tomorrow." She didn't try to hide her injuries but she could walk so she would press on with the group.
| Cynthia, Shaman of Hope |
Staying as far back as possible, Cynthia focused and began using Detect Magic on the sword, scanning it for any sign of lingering magical ability. Which wouldn't help much if someone had, say, poisoned the hilt just to mess with whoever picked it up... but hey, you had to start somewhere.
Spellcraft: 1d20 + 9 ⇒ (15) + 9 = 24
| Flare Brent |
I believe the 24 on spellcraft is her attempt to identify it via aura.
| Riven White |
Riven wasn't in the position to risk messing with the sword so she'd wait for others while she kept watch.
Perception: 1d20 + 8 - 1 ⇒ (14) + 8 - 1 = 21
| Cynthia, Shaman of Hope |
"It has a fairly impressive aura. Definitely magical." Cynthia observed, walking over and picking the weapon up. This wasn't a good place for an in-depth examination of the item. "Shall we move on?"
| DireMerc |
You can level up to level 3 forgot to mention that before.
You examine the rest of the area and find the castle also has a theater...an inner courtyard that may have once been a great garden but now all the plant life has died and finally you find a temple dedicated to Asmodeus. That about covers the first floor. This assumes you just open the doors and peek inside without entering. Let me know if you decided to properly search these rooms before going up or down.
| Flare Brent |
"Does just looking count as clearing out the floor or do I have to actually go in the rooms?" Flare asks as she looks through the doors... Then walks straight into the theatre without a second thought, looking around, drawn in by the architecture and acoustics.
| Cynthia, Shaman of Hope |
"Best to thoroughly examine them, I believe. One never knows what sorts of things are squirreled away." Cynthia said, keeping well behind Flare but continuing to look around.
Perception: 1d20 + 10 ⇒ (20) + 10 = 30
...And probably not missing much.
| DireMerc |
In the temple you find a hidden stash of goods. Two potions, three scrolls and a wand.
in the ballroom: Searching the ballroom reveals not only that a terrible
battle took place here long ago, but also that at least one of the aggressors in the fight possessed prodigious strength, judging from the deep gouges in the walls near the largest bloodstains (the gouges appear to have been created by an enormous axe or similar weapon in several places). You find nothing of value here.
Make a knowledge nature check.
| Flare Brent |
Flare will do her best to keep resistance active on anyone who stays close to her, should something suddenly occur... they'll be a little better off.
Aid K(N): 1d20 + 6 ⇒ (3) + 6 = 9
"I... have no idea what could have done this." Flare says as she looks over the room, if she'd known anything at all, she'd have shared it, and maybe that would have helped jog someone's memory. But alas.