Flemming will totally borrow the cold iron corkscrew/knuckles from the kindly large dwarf. ”Thank you sir, we’ll be sure to return them just as soon as we’re done.” he promises. He feels a little indebted to the Count, and he’s not sure he likes that. Still - he has to face the reality in front of him. The Count has been a gentleman, so far.
So equipped, he feels ready to take on the demon in a more formidable way. ”Better now than never huh? Shall we go demon hunting?”
Spying the brew, Flemming works hard to keep his stomach where it is and only just keeps from hurling. ”Nice, urp, stew pot.” He listens carefully to the Count’s response regarding enemies. For all the good stories they’ve heard since arriving here, he still feels the vampire is playing for the other team, as it were. But he’s willing to listen.
"Wow, that is an impressive set of stairs. Quite a tower. We should come up this way once the demon is tended to. I bet the witches are at the top - maybe with some underlings with bows and boulders."
After he takes it all in, he leads the group down the steps to the larder.
Flemming has mage armor and barkskin still going I think. He offers to lead as usual.
I’m struggling to find a way to the larder with all the maps and staircases. If we know about secret doors, I prefer K33 > K20 > Secret Door > K34 > K24 > K23 > K62 > K67 > K70 > K72.
If we don’t know about the secret door in K20, or just as an alternative (might be quicker, but we’ve been through most of it) K26 > K25 > K13 > K64 > down two flights to map 11 > K68 > K67 > K70 > K72.
He tries to gesture to various maps as he describes one or two routes. When the party agrees, he struggles to fold the maps back up and, eventually, begins the descent. He'll move stealthily, and 20' or so ahead of the others to try and maintain his stealth.
"Hrm. I have neither cold iron, nor goodness, for myself. I should've bought that potion of bless weapon I saw in the shops of Korvosa... Too late now!" he chuckles.
"I'll stay up front and be a target while the rest of you whittle it down. Might do a little here and there, but it won't be much with their resistances to my attacks. I can try to stun it though."
Flemming smiles at the demonstrative Borracho. For why not? Borracho does have mighty magics, perhaps flight is among them - as it is for Flemming. Either way, it isn't enough for everyone, and that's important. Maybe he can carry folks, ferry them over the threshold and down a little ways, come back for more. Hrm...
He gives a little start when Helga points out the larder on the map, but he recovers and pays attention. "Gotcha, thanks Helga. I still think we start with the larder, see if the creature is there. Then up top for the witches, though we could try some other angle first."
Flemming listens to her tale, and again notes the Count’s reticence in doing full-on evil. He wonders about the poor man, but doubts he can do anything about his fate. Too far gone I expect. He wonders the same of this woman - is she too far gone as well? He’s not sure, but as there’s nothing he can do about it he shakes his head to clear it and listens further.
Helga wrote:
"...You can’t leave the castle by the front doors unless Strahd wills it, but you can fly away from here if you have such magic.”
”I guess I’m the only one who can fly out of here. Good to know at least, though of course I won’t leave you lot.” he grins warmly.
You'd have seen Flemming turn into a small songbird from time to time and take flight for short bursts of time.
”If our goal is to be the witches, maybe we should take out their pet first? I’d hate to be fighting them, only to be ambushed from behind by some monstrosity. So, to the larder next?”
Flemming pulls out the map, and asks Helga to point out the larder where the creature lies.
Sense Motive:1d20 + 11 ⇒ (7) + 11 = 18 Flemming doesn’t let his guard down, continuing to study her for falsehood
”Seems to me, Helga, ma’am, if you are in fact a vampire, watching that sunrise might be the last thing you do.” He understands the sentiment though, or thinks he does. He too would rather die, than be a vampire - though he hopes he won’t have to make that choice.
Sense Motive:1d20 + 11 ⇒ (17) + 11 = 28 vs DC 15
”I believe you.” Flemming says sincerely, ”But we don’t have a way out quite yet. In fact, we’re going deeper in. So I think it’s best for you to go back to your duties. We’ll get you on our way out, I promise.”
Sense Motive:1d20 + 11 ⇒ (1) + 11 = 12 vs DC 15
Flemming is surprised she's heard of Borracho, trapped here as she is, but maybe she heard from some villager or other? No, that doesn't seem right. He's a bit confused.
Sense Motive:1d20 + 11 ⇒ (20) + 11 = 31 vs DC 15
He's convinced though that all is not right with her world. So after she provides her name, he says, "Look, you keep your head down and do your job. But we're here to see to it this reign of terror ends. So you keep cleaning, and we'll keep on keeping on."
"It might be best if you stay here for the moment if you can." he suggests.
Flemming, deeply embarrassed and turning red as a turnip, quietly closes the door - and to mask any sound he might make shutting it, he immediately knocks loudly on said door.
He whispers loudly to his friends, "It's a woman's room!" as he knocks.
Later… ”Door before the steps?” Flemming inquires of the group. If everyone agrees, he’ll open the door. (to K32)
While he’s doing that, he replies to Borracho and Mimi, ”Sure, the chapel is a fine place to fall back if we need to. But I’m pretty sure our information has the witches at or near the top of the keep. So we should go further up when we’re ready. If I'm remembering correctly.”
I thought both the ghost and the ghouls suggested the witches were upstairs. But I could be wrong.
Flemming laughs at the greedy prisoner, "If I were you, I'd be worried about saving your own skin. We'll help where we can, but we don't yet have a path out either apparently."
"So if I were you, I'd stay well back, but not too far you know. Stay close enough so we can protect you."
Have we checked everything in the hall/rooms behind the secret door? If not, we'll search the secret area thoroughly. If so, let's try K30 next.
"Well we can't escort you back to town, but we can get you out of these chains." He looks to Mimi for help before turning back to the accountant, "Do you know the way out from here or do you need a guide?"
"Good point Tural - that might not have been the Count. I'm fine poking around a bit. We can apologize and beg forgiveness if encountered where we shouldn't be."
He's less worried about consecrating this ground. But then he's no priest. He shrugs.
"The witches seem to be generally upward. Shall we take the main staircase?"
Flemming heads to (K8) and up the grand staircase with the others if they're in agreement.
So many stairs! This place is clearly not in ADA compliance.
Flemming nods to the ghouls, amazed at the world he finds himself in. Undead that aren't, well, maniacally evil. Strange world indeed.
He shows the others the map. "No where else to go that doesn't mean climbing or descending stairs. This place is full of 'em! I suggest we wait in the dining hall for our Count to return."
"I'm not sure I can say the Count is the victim here, but certainly the witches seem the greater threat at this point. I wonder if the Count is as imprisoned as we? Trapped in the same snare?"
"If the witches caused that particular curse, they must be powerful indeed. We should be cautious when dealing with them - and by all means strike first."
He still has reservations about the ghouls, ...but they're so polite!
He sighs, and checks out the map. "I think that's it folks. This other side looks accessible only by going up or down a floor. If we're to comply with the Count's wishes, we should return to the dining hall and await his return."
I don't see a way over there. I'm assuming we've seen K16 & K17 from where we are.
S~#+! Flemming is surprised by the undead in the rafters. He didn’t see ‘em, and now that he has, he must admit he’s never heard of well dressed ghouls before. Very strange. Still…
He walks up and whispers to Borracho, ”We’re not really going to perform for ghouls are we? I mean, 2 platinum isn’t bad for a quick performance, but still. Surely we have standards. I mean, shouldn't we be beating them up or something?”
Flemming moves into the room, a bit. He looks around for hostiles, and shrugs. "If the Count is indeed evil, it makes sense he's not spent much time here. If any."
Flemming takes a look at the statues - as if he could tell if they’ll come to life and attack!
Perception:1d20 + 9 ⇒ (2) + 9 = 11
Satisfied, in his own mind, that none are attacking, yet, he’ll stride down the hall, enjoying the artistry to the far doors. He’ll open said doors (to K15) only after everyone has had their fun in the tunnel of statues and is in position. He doesn’t trust the count, so he’ll be extra careful.
Flemming was thinking about stopping Tural, worried that the castle might catch, or the smoke might be overmuch. But while he ponders the difficulties, Tural acts!
He shrugs as the smoke clears, "Nicely done. Controlled burn." He grins and heads the other way, "No stairs for now. We'll abide by our hosts desires I think."
Flemming, having been warned of giant spiders, nevertheless investigates the cobweb hall. "Might as well face 'em now. We might be fleeing through this hall later and we won't want to fight them then if we do."
”Oh, good call. Hang on a second. I’ll go out in the dining hall, and then you move the cape around. Maybe I’ll see the good Count’s ‘reflection’ again.”
Flemming goes back out to the dining hall and watches the mirrors.
Flemming listens to the banter uncomfortably, but he's pleased they're not starting with combat. When the count leaves, he can't help himself, "Did'ja see? He had a reflection!"
"Maybe he's not what we thought he was," Flemming further ponders as Tural opens the secret door.
"Whoa, good find! He did say not to leave the floor, and I see no steps... so, shall we?" If the party agrees, he leads the way into the room behind the organ.
He looks around as he enters the room.
Perception:1d20 + 9 ⇒ (16) + 9 = 25
”Well now that is quite a spread, Count, and make no mistake. Very generous considering you don’t know us from turnips. Very generous indeed - and I thank you.” Flemming isn’t sure about all this, but figures they can’t not eat anything without being rubes. Given that, he figures he should be first.
Trusting in his constitution then, Flemming sits himself down and digs in - enjoying a little of everything, or as close to it as he can manage without being rude - or overfull!
Just in case… Poison Save:1d20 + 7 ⇒ (19) + 7 = 26 (immune to disease)
As he samples, he waits for others to speak - for he knows his limitations in that regard.
Flemming shudders at his glance of their host and that organ. That organ! He is not happy to be here but, after a moment, he girds himself and steps forward into the dining room.
"Good evening," he intrudes into the silence after a respectful time. "We're ah, looking for the Count. We're trying to solve this mist problem you see." He trails off and waits for their host to speak next.
"Er... how would we know until they animate?" Flemming asks honestly. But from the maps there seems to be more than one exit so maybe they can find one without statues. Still, even if they get free of the mansion, the trip back down to the village is going to be onerous - at best.
"Did anyone think to bring rope? I meant to get some, but forgot." he grins sheepishly and hopes they won't actually need it to escape.
AC: 26 (f21/t20) (Included: +4 armor, +2 barkskin) HP: 44/44
Conditions = Mage Armor (+4, 60m), Barkskin (+2, 50m)
Melee: Attack: BAB +5, Dex +4, Focus +1, PS -2 Damage: Dex +4, PS +4 DR: Magic, Silver Crit x2
Ranged: Attack: BAB +5, Dex +4 Damage: +0
Ki Powers (7/8) (extra attack, barkskin (50m, +2nat armor))
Stunning Fist (5/5) (stun or fatigue, DC 15 Fort)
Reroll Charm or Compulsion (1/1)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers)
Daredevil Boots (10/10r, free, +5 acrobatics, if successful +1 to hit)
Wand Mage Armor (44, +4 armor, 1h)
"Well, I say let's see what our host has in mind for us. Once we get an opportunity, we look for the bones. But let's start with the front door, shall we?"
With that, Flemming will lead the way up the stairs and into the light. As he passes the doors, he'll use a Ki point to provide his own Barkskin(+2 AC, 50m).
Flemming beams that it worked, and makes sure to collect the bead for future use. ”I love this thing!” he says, really rather more excited than he really should be.
”You should take that dagger,” Flemming suggests to Tural. ”My melee counters magic so at least I’ll do some damage to an incorporeal. Or maybe Mimi since you can ‘heal’ them? I dunno.”
Totally, let’s wander the grounds first and find the old bones!
Flemming, not wanting to waste his last flask of fire, takes out the campfire bead. He sets it just below the ooze, and fires it up! If it doesn’t work, he turns it off again and collects it while waiting for someone with a better idea (though he rather likes this plan).