The minute Alora touches the red area, she feels a numbing shock. Then, it hurts.
Minion roll 1d4 for Alora damage
“(My hypothesis was correct after all! Of course it was, how could I have doubted my own intellect?) Bouncing hobbit! You have done well. Now silence your blather, I must think on this... (The un-wing-ed one is suspicious, but she clearly doesn’t have the brains to guess with any accuracy...)”
Alora is pleased that Edwin thinks she did well and forgets about the pain from the red glow. She tugs Anomen's sleeve again and whispers: "I think Edwin likes me!"
Arkanis turns to Anomen too, as the most sane person (OOC: the horror) in the group. "First i thought i just drank a little bit more yesterday night, and my odd dream continues to haunt me today morning, but this daze seems to be permanent." "So are we sure we would like to enter into this glowing castle, or should we just return to Quasqueton first? We have some coin to spend and some better equipment is needed too."
We shouldn’t leave it up to these people to retake that castle. Who the hells knows what they’re actions will release onto the lands if Torm doesn’t watch over them.
*Anomen eyes Tiax the whole time he talks to Atlantis and wonders how far he can toss the runt into the red zone. He feels it would be amusing on so many levels and give him a satisfaction he has never encountered.*
You walk along the path, under the raised portcullis, and into the palace. Since the gate is dark, you pull out your lights (aka either torches, lanterns or the rock with the continual light spell on it you found last time). As soon as the last of you enter the palace, the portcullis creaks and crashes down behind you. The red glow now covers the portcullis outside, blocking your exit. The inside doesn't glow red... for now, anyway.
You are in an open area surrounded by 20' high rock walls.The area is rectangular, 30' east-west and 40' long (north-south). There is a door in the west wall, 20' south of the entrance way. There is another door directly across from that door in the east wall. Both doors are wood, reinforced with iron bars. There are also two smaller portcullises in the south wall,one to the west side, one to the east side. Each is 20' high and 10' wide. There is 10' of solid stone between the portcullises.
Girl, stop fantasizing and do your job. That trap nearly killed me!
"Well last time I disarmed a trap it practically did kill me so its probably just as well for you that I didn't find it," retorts Alora with an impeccable display of logic.
Alora will go and look through the two portcullises to see what is beyond them.
Having done that she will go to the door in the west wall and listen and check for traps and attempt to unlock it if it is locked.
Comments
"First i thought i just drank a little bit more yesterday night, and my odd dream continues to haunt me today morning, but this daze seems to be permanent."
"So are we sure we would like to enter into this glowing castle, or should we just return to Quasqueton first? We have some coin to spend and some better equipment is needed too."
OOC: @lolien I think you can get new equipment if you need something. Alora splashed out on a new sling!
*Anomen eyes Tiax the whole time he talks to Atlantis and wonders how far he can toss the runt into the red zone. He feels it would be amusing on so many levels and give him a satisfaction he has never encountered.*
Minion, roll 1d20 for hit chance
You walk along the path, under the raised portcullis, and into the palace. Since the gate is dark, you pull out your lights (aka either torches, lanterns or the rock with the continual light spell on it you found last time). As soon as the last of you enter the palace, the portcullis creaks and crashes down behind you. The red glow now covers the portcullis outside, blocking your exit. The inside doesn't glow red... for now, anyway.
You are in an open area surrounded by 20' high rock walls.The area is rectangular, 30' east-west and 40' long (north-south). There is a door in the west wall, 20' south of the entrance way. There is another door directly across from that door in the east wall. Both doors are wood, reinforced with iron bars. There are also two smaller portcullises in the south wall,one to the west side, one to the east side. Each is 20' high and 10' wide. There is 10' of solid stone between the portcullises.
Alora will go and look through the two portcullises to see what is beyond them.
Having done that she will go to the door in the west wall and listen and check for traps and attempt to unlock it if it is locked.
I’d send the gnome, but he might fall to his... Tiax! Behold if you scale this structure you’ll be able to see more of what you rule.
Minion, roll 1d10 for Skeleton Initiative
Minion, roll 1d20 for Skeleton #1
Minion, roll 1d20 for Skeleton #2
Torm take you back to the grave!
*Anomen turns undead*
(If I am not awake by the time the battle is over, Anomen will bash skulls with his mace and shield)
Minion, roll 1d20 for Anomen Turn Undead
(Aerie tries turning undead.)
Alora won't attempt to strike back. She is going to back away and leave this one to the fighters since short swords aren't much use against skeletons.
Next round she will use her sling if she can get an angle to attack from.