
![]() |

That said, Aerent is planning to start at the top of the gatehouse and kill all the guards on his way down. He'll also douse the fires under the sand to make sure nobody is able to use that particular weapon against the bugbear army.
Done. The guards' screaming is drawing some attention from servants, who in turn run into the depths of Balentyne, yelling and pointing to the gatehouse. However, you now control the gatehouse.
The heat coming off the now-extinguished sand trap is still overwhelming. You'd rather not be here longer than necessary; it's absolutely exhausting. (The guards call this place 'the furnace' for a good reason!)Meanwhile, Oret and the Cool guy have joined Aerent on the upper level of the gate as well. There are two big levers here, one on the north side of the gate and one on the south side. To raise the gate below, both will need to be winched up.
The ice Golem marches on, even though it is clearly affected by the heat of the sand trap. It soldiers on to complete his command: open the gate. He starts to pull the northern winch with all his might, and both the chains and the gate creak and groan from the sudden massive strain.
The Ice golem is vulnerable to the heat, so unfortunately it takes 1d4 damage every round : it's melting. Also: one of you shall need to help the golem with raising the gate, by winching up the other chain. The task normally needs four men to handle both pulleys : It takes 3 successful DC16 strength checks (=3 rounds) in a row to pull one winch up.
golem strength check: 1d20 + 5 ⇒ (15) + 5 = 20 melting!: 1d4 ⇒ 2
golem strength check: 1d20 + 5 ⇒ (4) + 5 = 9 melting!: 1d4 ⇒ 2
golem strength check: 1d20 + 5 ⇒ (10) + 5 = 15 melting!: 1d4 ⇒ 1
golem strength check: 1d20 + 5 ⇒ (3) + 5 = 8 melting!: 1d4 ⇒ 2
golem strength check: 1d20 + 5 ⇒ (19) + 5 = 24 melting!: 1d4 ⇒ 4
golem strength check: 1d20 + 5 ⇒ (4) + 5 = 9 melting!: 1d4 ⇒ 3
golem strength check: 1d20 + 5 ⇒ (7) + 5 = 12 melting!: 1d4 ⇒ 2
golem strength check: 1d20 + 5 ⇒ (8) + 5 = 13 melting!: 1d4 ⇒ 3
golem strength check: 1d20 + 5 ⇒ (14) + 5 = 19 melting!: 1d4 ⇒ 4
golem strength check: 1d20 + 5 ⇒ (11) + 5 = 16 melting!: 1d4 ⇒ 3
golem strength check: 1d20 + 5 ⇒ (11) + 5 = 16 melting!: 1d4 ⇒ 1
The heat from the sand trap causes the Golem to sweat off 27 hitpoints. Wow, it took the golem quite a while to raise his side of the gate. Let's hope Oret or Aerent can hoist up the second winch quicker!

![]() |

Just when the Golem starts slaving away on the gate's chains, Caladwhen spots movement in the north side of the castle. (So, you know the golem needs 10 more rounds before it has completed its task. And remember, at some time in between, you'll need to help it with 3 consecutive DC16 strength checks!)
three soldiers and an acolyte emerge from the castle; they are following a towering figure dressed in full plate. This can only be the famous Lord Havelyn himself.
As soon as he notices the main gate shaking and creaking, he starts to run over the bridge of death (24), and his followers quickly catch up.
Lord Havelyn stops midway across the bridge, and plants his feet solidly on the stones.
In a deep, commanding voice, he shouts at those inside the gatehouse:
"Lay down your arms, lest you further endanger your lives and your very souls with this villainy!"
Somehow, he seems to illuminate the area around him. His very presence seems to bolster those around him - the handful of soldiers, usually mere flies, suddenly appear strongly motivated and, somehow, able! to save Balentyne and Aldencross from the villains who dare intrude.
Once more, the commanding voice drowns out all noise of the slowly opening gate:
"Stop * n o w *, and renounce your evil deeds! The good Lady Sarenrae may yet find it in her heart to forgive your sins! Show your hands!!"
I'll assume you will do no such thing...Which means, it will have to come to blood. Let's roll, shall we?
initiative, Lord Thomas Havelyn: 1d20 + 1 ⇒ (4) + 1 = 5

![]() |

Well, my villains...The cat is out of the bag. Secrecy is no longer necessary - you've been spotted, you've been seen for exactly what you are: a bunch of foul, heretical villains.
Show these maggots who's boss!
Sindran, Talon, I'm sure you've heard The Lord's Voice as well. With many of the villagers collected in the market square, and the square well-doused in flammables, what will you do?
Cala, I don't see a way to bring two obvious undead without having been discovered a lot sooner. Any ideas? The Draugr might be waiting behind a bush just outside the keep, but that's as close as I can place them.
Battlemap coming soon!

Sindran Eithe |

Well, I think that's enough of a signal for Sindran. He'll do as stated before in my spoiler, which is basically igniting the square and all the villagers. As for the Draugrs, what did the inhabitants of the castle do with all the dead bodies from the poisoned soldiers? They could have blended in with them depending on what was done.

![]() |

oooh, Sindran that is a great idea!! The best place to place dead bodies would be in the shade of the southern wall : the stables. The horsies wouldn't like the stench, so they've been moved to an enclosed meadow just outside the fortress. The two Draughr and the recently reanimated captain have found a place between the dead soldiers.
-Whrrrooooooooohh-
a sudden draft of flame makes the town look really pretty - from a distance, at least.
Up close, the market square is less appealing. A screaming, writhing mass of boiling bodies is clambering over each other, frantically trying (and failing) to get away. Most are dead within the first minute - many others perish slowly and painfully while the flames of Hell eat their souls.
And, in the middle of it all, laughing, almost giggling, stands a single priest - his clothing somehow unscathed.

Talon Dalkar |

Damn. Nice rolls Oret, you probably look almost superhuman right now
Talon watches the fire, sort of detached from it all Effective, I admit, but I don't find this as appealing as feeling their flesh give way beneath you he goes to Sindran as soon as it is safe to "So, what's next? Do you think they need any reinforcement up there?"

Caladwhen |

Glancing out the window, Caladwhen frowns at the appearance of Havelyn threatening Oret, Aerent and the Golem.
Lars, I need to buy them time to get that gate open. Let Oret and Aerent know that I will run interference for as long as I can. Go!
Peaking out at the bridge, Caladwhen quickly reaches into her belt pouch and produces what appears to be some spiders cobwebs. Drawing out the web between her hands, she stretches the strands beyond comprehension while speaking in elven.
"Vair sen ksh maen." As the web stretches, it appears to magically weave itself into a perfect web before evaporating in a blue flash. Almost immediately, a massive twenty foot web grows and obstructs the bridge between the Castle Balantyne and the Gatehouse.
Casting Web across the bridge in-front of Havelyn and his guards on the bridge.
"That ought hold them a moment. Now for the rear guard attack." Telepathically, she summons the Draugr and the corpse of Captain Varning to her in the tower.
That is a good idea Sindran; my initial idea was to disguise them as guards, but your idea is easier. In any event, I'm thinking Caladwhen will summon some skeletons and send them out with Varning to attack Havelyn from the rear, buying some much needed time to raise the gate. Good rolls by the way Oret! Meanwhile, Cala can pepper them with Fireballs if they get through the web spell from the tower, since she is in room 32. Thoughts?

Sindran Eithe |

Any reactions from elsewhere (i.e. guards or people I need more than a few seconds to kill) in the market square? And any news from Letho?
Sindran steps out of the flames to speak with Talon. He cricks his neck, finally letting the disguise down in a flashy burst of flames. "Mhmm, I'm hoping they'll redirect some of their forces here to put out the fires. Not that they'll stop it, but I'm more than able to take care of anything they send my way. I heard Lord Havelyn earlier and the sooner he's out of the fight, the better. I don't know the situation but Aerent hasn't set off the signal yet. I'm hoping they've gotten the bridges down by now at least. You can go ahead to help them or, if you like, we can leave the fires to burn and attack them from the rear."

![]() |

What little remains of the guards, is either dying in the barracks, or on high alert in the fortress.
Without the wisdom of their captains and the priest to guide them, they desperately follow Lord Havelyn's instructions and thus they'll attempt to deal with the intruders before dealing with menial household tasks such as a house on fire.

Caladwhen |

I'm actually thinking I'll send the Draugr with Zombie Varning, along with some summoned skeletal wolves to attack Havelyn from the rear. Since we're nearing the climax of part I, they're fairly expendable at this point and would be highly effective as the dish out a fair bit of damage. So in total, the undead assault party would consist of Varning, two draugr and 2 skeletal wolves. This is going to be legen- wait for it - dary. Ideally, I'd like to soften them up with a few Fireballs first though.
When the undead party arrives at the gate, Caladwhen will cast Summon Monster III to allow some skeletal wolves to join the attack. Basically the wolves will be standard wolves augmented with the skeletal template, which I'll get posted later tonight for you.
Summon Monster III: 1d3 ⇒ 2

![]() |

half-assed battlemap
we're going to have to deal with a 10 ft grid - I can't be [bleeped] to fix that anymore. Once relevant, I'll split the Lord's party into individual mooks + members, but I have this feeling that Caladwhen's very next turn *just might* have some influence on the amount of work I'll need to put into that...

Caladwhen |

Should we scratch a few charges off the wand?
Yes, absolutely. Cala's intent is not to set the web on fire at first, but rather land the first fireball behind it on the Lord's raiding party, hopefully forcing them to head first into the web... whereby I'll land the second fireball. If they retreat east back to the castle, they'll run headfirst into the Varning led undead crew, so basically rock and a hard place tactics.
I'll roll the damage for two separate charges from the wand, which I'm assuming is Caster Level 5?
Wand of Fireball #1: 5d6 ⇒ (3, 4, 1, 5, 5) = 18
Wand of Fireball #2: 5d6 ⇒ (3, 6, 6, 6, 4) = 25
Not bad!

Sindran Eithe |

Sindran watches the conflagration for a few moments before finally coming to the decision to see how the others are faring.
"Talon, let's see how far along the others are. I still haven't seen the signal and there seems to be no reinforcements heading this way."

Aerent Sephim |

Aerent watches in satisfaction as Caladwhen's fireballs explode on the bridge, consuming the pompous Havelyn and his soldiers. Turning back to the task at hand, he looks at the gate and portcullis, then removes the signal flare from his pack and aims it upward.

![]() |

While the Lord's party is focused on the intruders in front of them, a web suddenly grows out of the stonework on the bridge.
first fireball
Sir Thomas calls out fiercely to his men: "stand back! There is dark magic afoot. Be on your guard!"
reflex dc15: 1d20 + 7 ⇒ (7) + 7 = 14
reflex dc15 soldiers: 1d20 + 3 ⇒ (11) + 3 = 14
reflex dc15 acolytes: 1d20 + 2 ⇒ (20) + 2 = 22
Sir Thomas' noble effort to save his men costs him dearly. Screaming in pain, he recovers quickly utters a prayer to beg for Saerenrae's support. He's casting some divine spell, but he's not releasing it
Unfortunately, his men obey his words to the letter and stand guard, instead of jumping out of the fire like the acolytes do. The guards burn to a crisp, toppling over the battlements, falling not unlike comets into the river far below.
The acolytes don't hesitate and look around for the source of the magic.
One of them spots movement in(32), and shouts "there!"
The other acolyte notices a familiar outfit and face appear on the battlements. "Gracious lady of Light! It's so good to see your face, captain Varning! We were attacked by someone in the tower! Please, help!"
But the acolyte drops to his knees and his face quickly turns from relief into utter disbelief, when the Risen Captain draws steel, and his entourage of Draugr and skeletal hounds come into sight on the stairs behind.

![]() |

2nd fireball
Havelyn releases his prepared dispel magic as a counterspell, as soon as he hears the incoming rush of wind.
dispel check vs DC15: 1d20 + 7 ⇒ (4) + 7 = 11 but he fails! sheesh.
reflex Havelyn: 1d20 + 7 ⇒ (13) + 7 = 20
reflex Acolytes: 1d20 + 2 ⇒ (10) + 2 = 12
more to come later. Havelyn is down some 25%, the acolytes took one and a half fireballs and are quite dead.

Aerent Sephim |

Aerent didn't actually shoot the flare.
At the last moment, Aerent drops his arm and turns to Oret. "I'd just hate to shoot this flare, signal the troops, and end up getting the shaft because the good Lord below has one last trick up his sleeve. I think I'll have to do something about that."
Aerent moves to the edge of the gatehouse and draws his longbow.
Attack, +1 comp longbow (+2), smite good: 1d20 + 9 + 4 ⇒ (11) + 9 + 4 = 24
Damage, +1 comp longbow (+2), smite good: 1d8 + 1 + 3 + 5 ⇒ (8) + 1 + 3 + 5 = 17

![]() |

"My loyal companions are smitten! Lady, care for them!, proclaimed Lord Haveln. "Now, you dastard villains, you'll feel the wrath of Sarenrae's instrument!"
He runs through the web at Aerent with his sword raised high, allowing the latter to score an easy shot.
grapple check as part of movement to pass the web, dc17: 1d20 + 12 ⇒ (19) + 12 = 31
boom! Unfortunately, he can't charge because the web is difficult terrain, but he can still move far enough and poke Aerent in the ribs.
In a great, shining arc, the knight brings his family heriloom sword, guided by the light of Sarenrae, down on Aerent.
insanely buffed up atk: bull's strength, divine bond, divine favor, bless weapon, smite evil, power attack, yes that's it: 1d20 + 20 ⇒ (14) + 20 = 34
dmg: 1d8 + 10 ⇒ (3) + 10 = 13
How extremely appropriate that the paladin and our antipaladin are battling it out. Show the man who's boss, Aerent.

Caladwhen |

Leaning against the wall by the window and surveying her work on the bridge, Caladwhen nods satisfactorily. Fools.
As Havelyn suddenly breaks away to engage Aerent, Caladwhen scowls and mutters "Doesn't when to admit defeat, does he?" Pointing her finger out the window towards Havelyn, she utters a single phrase in elven "Ehte`onta." Suddenly three fainting glowing missiles speed out towards Havelyn, finding their target true.
Helping out a little, casting Magic Missile on Havelyn.
Magic Missile on Havelyn: 3d4 + 3 ⇒ (4, 2, 1) + 3 = 10

Sindran Eithe |

Sindran looks up and sees the signal from the square. "Ah, I guess they've got this handled."
He turns his attention back to the burning town. "Time to make sure no one spreads the word about the invasion."
The half-orc steps up a bench and clears his throat then points at the area in front of him, untouched by the fire.
"Everybody gather here. Anyone who disobeys burns. Anyone outside of this circle burns."
Intimidate: 1d20 + 13 ⇒ (11) + 13 = 24
Start chasing people with Flaming Sphere and casting Burning Hands/Scorching Ray at anyone who disobeys or tries to run away.

![]() |

"'ere now! Tha ain't Fatha Dunnagain! Get 'im, lads!"
A number of brave-but-stupid lads with single-digit hitpoints try to knock Sindran off his feat with anything they can trow at him. bricks, mostly.
1d20 - 2 ⇒ (7) - 2 = 5
1d20 - 2 ⇒ (14) - 2 = 12
1d20 - 2 ⇒ (14) - 2 = 12
1d20 - 2 ⇒ (16) - 2 = 14 touch AC, yay!
1d20 - 2 ⇒ (13) - 2 = 11
1d20 - 2 ⇒ (15) - 2 = 13
Only one of the bricks makes it as far as to bounce softly onto Sindran's foot. Thus, the lads fail to accomplish anything other than getting Sindran's attention, and now that their brain kicks in, they realize the 'wisdom' of their actions.

Sindran Eithe |

My touch AC is 13 so I suppose that'd be two bricks. Not sure if they're close enough, but I suppose I can just hop down and walk towards them.
Sindran looks down at his feet, prodding away two of the bricks that managed to reach him. He raises an eyebrow at the group. "Thank you for volunteering to be an example," he sneers, raising a hand towards the group. A moment and a word later, a burst of flame erupts from his fingertips.
Burning Hands (7/8): 5d4 ⇒ (1, 2, 2, 2, 1) = 8

Aerent Sephim |

Aerent's face twists in a feral grin as his arrow slams into Lord Havelyn. As the older man calls out for Sarenrae to care for his fallen comrades, Aerent watches in satisfaction as the paladin forces his way through the webs.
Dropping his bow, Aerent draws his trident and imbues it with infernal power. As Lord Havelyn clears the webs, Aerent steps onto the battlements and holds his trident aloft while calling out, "Lord Thomas Havelyn, I am Aerent Sephim, of House Rhondraugh, last of that murdered line! Know me, and know that my strength flows from Furcas, Knight of Laurels, and his lord, Mighty Asmodeus, First of All!"
Aerent brings his trident to his head in a formal salute, then steps off the battlements to land in a crouch on the bridge below, directly in Havelyn's path. With a scream of rage, Aerent grips his weapon and brings the trident up into the chest of his opponent just as Havelyn's blade slashes down in the gap between his breastplate and his right pauldron. Chocking back a cry of pain, Aerent's face reddens with pain as the holy blade of the paladin cleaves deep into his shoulder. Grimacing, he looks up into the face of Havelyn...
Acrobatics: 1d20 - 2 ⇒ (19) - 2 = 17 1d6 ⇒ 1 nonlethal damage
Attack, +1 trident 2h, power attack, furious focus, smite good : 1d20 + 10 - 2 + 2 + 4 ⇒ (15) + 10 - 2 + 2 + 4 = 29
Damage, +1 trident 2h, power attack, smite good : 1d10 + 1 + 6 + 6 + 5 ⇒ (5) + 1 + 6 + 6 + 5 = 23

![]() |

As much as he'd like to, Havelyn cannot suppress a grunt after receiving a devastating blow. He's a stubborn one though - the paladin is convinced that he can and will defeat you - if only by sheer force of will.
He twists his mouth as if tasting something foul. "Asmodeans?!". A holy zeal ignites in the man's eyes and he instantly seems to forget his injuries.
Lord Havelyn twists and turns his finely honed blade far quicker than should be possible.
full attack:
"You"
atk: 1d20 + 20 ⇒ (6) + 20 = 26
"will"
dmg: 1d8 + 10 ⇒ (5) + 10 = 15
"die"
atk: 1d20 + 15 ⇒ (9) + 15 = 24
"first"
dmg: 1d8 + 10 ⇒ (4) + 10 = 14
the bridge is soon smeared in red - but not all of it comes from Aerent.

![]() |

from the north tower, five dwarves emerge carrying large chunks of masonry and a couple of stonework tools such as picks and hammers.
D1 : "'oi now? These fellers inna natural!"
D2 : "It's been too long between battles, whatyer reckon?"
They charge the skeleton crew, calling them all sorts of nasty names I'm not allowed to post here.
vs skeleton: 1d20 + 5 ⇒ (6) + 5 = 11 dmg: 1d8 + 2 ⇒ (7) + 2 = 9
vs skeleton: 1d20 + 5 ⇒ (17) + 5 = 22 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
vs draughr: 1d20 + 5 ⇒ (4) + 5 = 9 dmg: 1d8 + 2 ⇒ (1) + 2 = 3
vs draughr: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
vs varning: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (2) + 2 = 4

Aerent Sephim |

Spitting blood from Havelyn's last strike, Aerent grins through bloodied teeth as his eyes begin to glaze over. Feeling the strength leave his arm, his trident clatters to the stone bridge. Sitting down heavily, he raises his head to glare at the paladin, "I yield, sir. This fight is yours, but Balentyne... and Andoran... are lost."
His eyes close as his head sags down. Aerent finally slumps to the ground to lie in the rapidly growing pool of his own blood.
Last one just got me! Hp: -4/38

IBDeath |

At first, darkness.
Then, something. anything...implies consciousness! And, memory. Violent memories. But - no pain; no emotion.
A presence? Yes. And, a voice. Softly. Gently.
A shape, in the light. A path leading towards the shape. 8 more steps on the path; somehow, four steps already lie behind you, quickly leading into darkness.
When you are ready, you may proceed.

Talon Dalkar |

Without a sound, Talon floats down between the two combatants. He first looks at Havelyn, nodding in respect of the mans power. "Give me a moment with my fallen comrade. You, of all people, should have some respect for honor" Talon kneels down next to Aerent I wonder...would you do the same if it was me? Perhaps I am changing...perhaps it's only because I knew you so long...but you are NOT done yet. and Talon lays a hand on Aerent's chest, and from within his pouch he pulls out a small drop of blood. "Asre, siel ga ruisha mein..." and the drop soaks into Aerent's body, causing his wounds to slowly ripple
Talon puts the vial away and stands to face Havelyn "Impressive. He was one of our best. Or perhaps worst from your point of view. I doubt this holds much meaning for you..." he twists his hand in a funny form "But where I come from it shows respect. So" Talon slowly draws his sword, hearing it whisper in his mind "Let us fight holy warrior, filthy human and noble fighter"
Using Infernal Healing on Aerent. Gives him fast healing 1 for a minute

![]() |

That's sweet of you Talon *grin*. I think Oret and Cala should have a turn, before Lord Thomas gets to go again. Although I can already say (and Talon can certainly see it in his eyes) that Havelyn will sooner knock the vial from your hands, than allow an antipaladin to recover.

Talon Dalkar |

I was hoping he wouldn't understand what was going on, and was just think I'm doing some odd sort of ritual for the dead. Especially since it wasn't an instant heal
And don't push it on the sweetness, I almost wanted to have a wolverine/sabertooth moment. "NOBODY KILLS HIM BUT ME!"
God I love what you did with the sentient weapon. Description is so cool

Oret Stonechild |

Assuming, of course, that Oret is done with the gate...and assuming that he's aware of what's going on on the battlements below, he will do the following:
When Oret sees Aerent fall, he curses. "How disappointing." He stands from where he was observing the conflict below and leaps from his perch to join the Lord Havelyn in single combat.
Acrobatics (DC 15 to avoid damage): 1d20 + 9 ⇒ (12) + 9 = 21
Swift Action: Activate Crane Style (w/Crane Wing)
Standard Action: Attack (Fighting Defensively (-2 to hit/+4 AC (Total 21), and totally avoid one melee attack per round that would hit (through Crane Wing))
Attack (Punishing Kick, Fighting Defensively): 1d20 + 8 - 2 ⇒ (15) + 8 - 2 = 21
Damage (Punishing Kick): 1d8 + 5 ⇒ (1) + 5 = 6
If the Kick connects, Oret will push Lord Havelyn 5' back, away from Talon/Aerent.

Caladwhen |

Leaning slightly outside the window, Cala curses to herself "He still stands, and Aerent has fallen." Looking over to the dwarves, Caladwhen shakes her head Insolent creatures. Waving her hand, she motions at Zombie Varning to head towards Havelyn.
Sending a command to Varning, break-off combat with the dwarf and proceed to engage Havelyn, creating a flank advantage for Oret. I really don't care if the dwarf gets an attack of opportunity at this point, it likely won't be enough to take him down anyway, if he somehow lucks out and hits him again.
Returning her attention toward Havelyn, Caladwhen shakes her head and mutters "Nevae."
It's a long-shot since Havelyn is all buffed up, but I'll try casting Blindness on him. Fortitude DC 18.

![]() |

Many things happen all at once.
After Aerent falls, Havelyn hazards a look over his shoulder, to assess the situation. To his delight, he spots Varning! The knight quickly turns his back on his 'companion', while shouting "Captain! Quick, the Light yet smiles on us! Remember the battle of Barlington? Take your position!" and expecting to be in a favorable position within seconds.
Suddenly, a black-as-night cloud falls over Lord Havelyn's eyes, as Caladwhen's spell grabs hold of him - but he shrugs it off!
fort save dc18: 1d20 + 10 ⇒ (9) + 10 = 19
he's one tough sunnuvabish!
Once-upon-a-Varning does not comply to its former lord, though. He has a new mistress telling him what to do.
In the confusion, Oret makes optimal use of the opportunity to score an immensely powerful kick. The blow resounds forcibly through the man's metal mask, causing him to stagger backwards, right past the undead captain's sword.
Captain Varning's attack of opportunity: 1d20 + 9 ⇒ (17) + 9 = 26
dmg: 1d8 + 7 ⇒ (4) + 7 = 11
Lord Havelyn fights back a curse in rage. A gentleman right to the end, he drops to a knee, bleeding like a stuck pig.
"Know that you will all burn for this outrage. The lady of light will not stand idly by while you destroy her mortal devotees. I call upon the light to place a curse on you, foul diabolists!"
He spits blood, and it's clear he can no longer get up or hold his sword.

IBDeath |

Light? in the darkness? Another presence.
Yeees, it was always going to be a busy day today.Welcome, sir Thomas of Havelyn. Your presence here is...interesting. If you'd kindly stop shining, your light is nigh extinguished. If perchance you would look to your right, you might see a familiar face.
Suddenly, another path of stepping stones appears right beside yours. The new path also leads into the light ahead, or into darkness behind, just like yours.
And, on the stone right beside you, so close you could touch it, another presence. Kneeling. Unarmed. Wearing shining armor, and an ethereal sword stuck firmly in its back.
Ahead, the light; Behind, the light; above, heaven. Below? the Lemure pit...
The familiar face mentioned by the first entity would, of course, be yours. It appears you're both at -5hp. You could roll to stabilize; but at -5hp, you have some time yet. But what would you rather do..?

Aerent Sephim |

Aerent glances at Havelyn's shade, "So my former comrades killed you, eh? Not surprising, the odds were stacked against you."
Aerent leans over slightly and looks down, then shivers. He then looks up into the sky at the angels flying overhead. Glancing back at Havelyn, "Now that it's time to pay for my crimes, I'm... not sure I made the right choices. It's a shame things... ah, well. Too late to turn back now."
Aerent sits down then glares at the man, "Well, go on, you lived a righteous and faithful life." He gestures at the light, "Go ahead and claim your reward, leave me to my fate. At least give me that dignity."
Bluff: 1d20 + 9 ⇒ (9) + 9 = 18