A Midnight Masquerade — IC

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

[sblock=Renault]As you reach the portion of the hallway that passes around the staircase and overlooks the balcony at the back of the estate, you can make out that Jacques is saying something quite loudly to the guests of the party, close enough that it seems he is still towards the top of the stairs. You cannot quite make out what he says, and as you round the corner on the other side of the wreckage you can see the men standing before you, somewhat down the stairs, facing the rest of the party. As you look down, you see your sister and another woman run up to address Jacques and your new companion.[/sblock]
[sblock=JACQUES, ÉVRARD]As your words echo through the area below, the people remain still somewhat in shock and slow to react. A few begin to move towards you, chief among them your siblings Alicia and Adrienne. The two - one of whom had been near the stage, the other of whom near the entrance - rush to the staircase once they are sure it is you two.[/sblock]
[sblock=Everyone]"You're safe!" Adrienne says, as she reaches Jacques and leaps at him to hug him. When she pulls away it appears that she'd been crying, her mask now removed to show her makeup somewhat ruined by the tears.

Alicia appears more stoic, though it is clear to Évrard that she is doing her best to hide her nerves. "What did you find up there? Are the twins alright?" she asks, clearly aware of their absence.[/sblock]

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

Renault eyes the scene before him. The sight of his sister's stained eyes makes his stomach falter. "I... need a doctor," he manages, looking to those below. "She's not going to make it much longer." The Father looks for the man who helped the servant woman earlier.

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Namelessjake
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Re: A Midnight Masquerade IC

Post by Namelessjake »

"A way out hopefully," Évrard says to his sister, glad to see she is holding up okay. "Well this might be the last masquerade they throw..."

"We've got bigger problems at the moment. The doors are locked and the building is on fire," Évrard says, turning to the newly arrival Renault. "We're thinking the terrace might be the best means of escape."

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Scratcherclaw
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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Jacques' eyes light up and begin to tear as he sees his sister emerge from the crowd. Nearly toppling over by the force of of the hug, he says, "Thank the Goddess you're alright. I don't know what I'd do if something had happened to you." Hoping to lighten the dire mood, he smirks and lightly remarks, "Hey now, don't cry. Not after all that time you spent on your makeup."

Noticing his brother's presence emerge from the hall, Jacques taps on the doctor still working on the servant. "I know not if you can save this girl, but you may yet save Marcella from a better fate than her brother," he says to the doctor.

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

The doctor looks to have done a decent amount to help the collapsed servant, and rushes into action at Jacques words. He gasps when he reaches the top of the stairs and sees Marcella's state. "By the goddess!" he exclaims. "Who did this? We need something to clean her wounds and bind it. Now! Get me some alcohol, the strongest you can!" As he shouts he rips one of the sleeves from his shirt and begins to try to stop the blood flow.

As this is happening, some of the other party-goers begin moving towards the staircase. A couple manage to make it up the steps, opting to move through the doorway opposite Marcella and Renault, before a loud crash can be felt rocking the building. It comes from the direction of the room on the other side of the wall from where the banquet area is, likely the kitchen or some other food preparation area. The building shakes and some of the more tipsy guests fall over as a result. Moment later another loud crash and the building is rocked once more. This time one of the concealed doorways leading in that direction bursts open and a fireball shoots forward about 50 feet. Some of the guests are hit with the blast, a few falling to the ground in pain and one running aimlessly towards the staircase while set aflame.

[sblock=Mechanics]Roll Initiative[/sblock]

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Namelessjake
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Re: A Midnight Masquerade IC

Post by Namelessjake »

As the explosion bursts into the room Évrard instinctively moves to shield his sister. Why all the theatrics if he means to kill us all? He thinks for a moment.

[sblock=Mechanics]Initiative 4(1d20) +7 = 11

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.[/sblock]

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Scratcherclaw
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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Though he's about to rush over to the buffet to retrieve a bottle of strong liquor, Jacques is interrupted as the building begins to quake, fireballs bursting from the kitchens. "I'm beginning to think we should have just stayed home and had a glass of wine," the man remarks to his sister, eyes following the flaming man as he rushes towards the staircase.

[sblock=Mechanics]Init: 11(1d20) +3 = 14 +3 from Evrard = > 17 <[/sblock]

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

No, Renault thinks. No... no... no. He watches helplessly as a wave of burning people scatter away from the fireball's path.

Deep within his mind, the wolves cry loud, and long. I...

[sblock=Initiative]17(1d20) +10 = 27[/sblock]

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

Encounter 1

The fleeing guest who'd been caught on fire collapses to the ground as well, much to the shock of the numerous other guests still near the entrance to the ballroom. This is immediately followed by yet another crash as the new entryway near the buffet area is entered by a large, dark mass. It moves into the room through the flames, obscured at first, but soon it comes into view.

Slithering into the banquet area can be see the massive body of a serpent, but not like no serpent anyone of you has witnessed before. It appears to be at least 30 feet in length and over a foot wide. It rears its head and looks around the room, its eyes glowing white hot. In lieu of scales it appears to be composed of a rocky outer surface, cracked to reveal a firey core inside. The site of the great creature causes many to panic and shriek, doing their best to return to their feet and head for the staircase once more.

Go: Renault

[sblock=Mechanics]Rolled inits for all, 3 guests died from previous fireball[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).[/sblock]
[sblock=Character Info]NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey.[/sblock]
[sblock=Status]27 Renault (S, 36) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
24 Hector Rainier (Z, 41) | HP: ??/?? |
23 Admiral Depardieu (W, 51) | HP: ??/?? |
18 Ser Clarissa (AE, 37) | HP: ??/?? |
18 Milford Gagnon (AE, 39) | HP: ??/?? |
17 Flaming Serpent (O, 13) | HP: ??/?? |
17 Jacques (S, 38) | HP: 52/52 | Surges: 11/11 | AP: 1/1 |
13 Commodore Rosso (Z, 46) | HP: ??/?? |
13 Princess Amrita (W, 40) | HP: ??/?? |
12 ??? (??, ??) | HP: ??/?? |
11 Évrard (S, 37) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
11 Adrienne (T, 39) | HP: ??/?? |
9 Ludovic Durand (AC, 55) | HP: ??/?? |
7 Bishop Géraud (Z, 49) | HP: ??/?? |
6 Mistress Farida (AC, 39) | HP: ??/?? |
5 Alicia (T, 37) | HP: ??/?? |
4 Princess Katarina (AF, 38) | HP: ??/?? |
3 Sister Emeline (X, 54) | HP: ??/?? |
2 Prince Damius (AG, 38) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire[/sblock]

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

Renault's mouth drops open as the rocky, burning serpent slithers into the chamber. By Elys, he mumbles, pushing through to stand in front of his brother and sister, shielding them. "You need to go," he grunts. "Jacques... take her."

The man meets eyes with his brother. "Please," he manages, weakly. I don't have long.

[sblock=Mechanics]Move: Walk to U38

Standard: Total Defense.

Saving Throw: 12(1d20) +5 = 17 Saves against turning.[/sblock]
[sblock=Combat Block]Renault St. Claire

Male Hengeyokai Monk 5
Languages: Imardanian, Old Serran
Age: 31
Height: 6'2"
Weight: 165 lbs.

Speed: 7
Initiative: +7
Passive Perception: 17
Passive Insight: 26
Senses: Low-light Vision

AC: 23+2
Fort: 15+2
Reflex: 19+2
Will: 19+2
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 7/7
Action Points: 1

MBA: +6 vs AC, 1d6+1
RBA: +7 vs AC, 1d4+5

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 against immobilizing, straining, or slowing effects. (Elusive)

Active Effects:
Total defending.

Powers:

Nature's Mask
Centered Flurry of Blows
Dragon's Tail
Five Storms


Second Wind []
Takedown Strike []
Drunken Monkey []
Swift Flight []
Fallen Hammer in Repose []
Item Encounter []


Stunning Palm []
Stunning Palm Attack []
Supreme Avalanche Combination []
Talon Amulet []

Consumables:

None.

[sblock2=Important Features:]Beast Nature/Fey Origin/Shapechanger: Renault is considered a magical beast, a fey creature, a shapechanger, and a humanoid.

Elusive: +2 racial bonus to checks made to escape a grab, and to saves versus immobilize, restrain, or slowing effects.

Language of Beasts: While in animal or hybrid form, Renault can communicate with natural or fey beasts that share his animal form (dog). See builder for precise mechanics.

Deadly Draw: CA TEONT versus targets when pulling or sliding them to a square adjacent to me.

Talon Amulet +1 +1 item bonus to damage rolls with CA.[/sblock2][/sblock]

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

As chaos ensues in the ballroom, a man can be spotted rushing towards the Bishop. Évrard is easily able to recognize the man as Hector Rainier, and he closes the gap quickly before taking a lunge at the man with his sword. Much to his surprise, and the surprise of the others nearby, the clergyman parries the blow with a sword of his own that had been hidden in the folds of his robes. He kicks the man backwards, and in his reeling he is beset by the nearby Admiral Depardieu, who lands a solid punch before shouting, "What the fuck are you doing?"

As this is happening, the knight charged with keeping the prince and princess from Tulrisse out of harm's way steps forward slightly and readies herself for the great beast slithering through the room, mirroring the actions of Renault. Milford Gagnon rushes across the room to the opposite staircase, making an attempt to escape the ensuing madness.

The massive serpent is unfazed by the sight of so many people, clearly aware of the fear in their eyes. As it slowly weaves between the tables and chairs - knocking many over at it does so - it rears its head and opens its mouth. From within can be seen a fiery chasm, and from its gaping mouth shoots another ball of flame. It hits one of the fleeing servants dead on, the woman immediately collapsing to the floor in a smoldering heap. The ground beneath her is then set ablaze, the firey mucus of the creature clearly quite flammable, enough so to keep a stone floor aflame.

Go: Jacques

[sblock=Mechanics]Renault: moves, defends

Hector Rainier: moves to (AA, 48). Opening Move on Bishop Géraud, 15 vs AC = miss...

Bishop Géraud: uses Disciplined Counter as an immediate reaction, 20 vs AC = hit for 12 damage and Hector is slid to (Y, 47) and grants combat advantage to the bishop until the end of his next turn.

Admiral Depardieu: moves to (X, 48). MBA on Hector Rainier, 30 vs AC = hit for 14 damage.

Ser Clarissa: move to (AE, 36). Total Defense

Milford Gagnon: double-moves to (S, 39)

Flaming Serpent: moves to (AA, 25 - AC, 27). Spits fire at Servant F 1, 25 vs Reflex = hit for 13 fire damage. Servant F 1 dies. Attack creates a zone of fire, see map info for details.[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).[/sblock]
[sblock=Character Info]NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey.[/sblock]
[sblock=Status]27 Renault (U, 38) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | +2 to defenses until SONT
24 Hector Rainier (Y, 47) | HP: -24/?? | Boodied
23 Admiral Depardieu (X, 48) | HP: ??/?? |
18 Ser Clarissa (AE, 36) | HP: ??/?? | +2 to defenses until SONT
18 Milford Gagnon (S, 39) | HP: ??/?? |
17 Flaming Serpent (AA, 25 - AC, 27) | HP: ??/?? |
17 Jacques (S, 38) | HP: 52/52 | Surges: 11/11 | AP: 1/1 |
13 Commodore Rosso (Z, 46) | HP: ??/?? |
13 Princess Amrita (W, 40) | HP: ??/?? |
12 ??? (??, ??) | HP: ??/?? |
11 Évrard (S, 37) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
11 Adrienne (T, 39) | HP: ??/?? |
9 Ludovic Durand (AC, 55) | HP: ??/?? |
7 Bishop Géraud (Z, 49) | HP: ??/?? |
6 Mistress Farida (AC, 39) | HP: ??/?? |
5 Alicia (T, 37) | HP: ??/?? |
4 Princess Katarina (AF, 38) | HP: ??/?? |
3 Sister Emeline (X, 54) | HP: ??/?? |
2 Prince Damius (AG, 38) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire[/sblock]

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Scratcherclaw
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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Jacques eyes widen at the sight of the colossal hellish snake, for a moment believing it to be a dream. When the reality becomes clear, he shakes his head. It just had to be a fire snake, not one of water or something. Of course. As his brother barks his pleas, the vampire remarks, "And leave when the party's just getting good? Nonsense!" Turning to his sister, he remarks, "You, however, should get out of here while you can. Please."

Eyes set upon the fiery serpent, Jacques rushes forward, readying himself for what's to come. Perhaps we can appease it with a giant fiery rat. Or our swords. Either works.

[sblock=Mechanics]Move: Walk to V33

Standard: Total Defense[/sblock]
[sblock=Combat Block]Jacques St. Claire

Male Vryloka Blackguard 5
Languages: Imardanian, Common, Brennisian
Age: 24
Height: 6'1"
Weight: 180 lbs.

Speed: 8 (7 when bloodied)
Initiative: +3
Passive Perception: 14
Passive Insight: 12
Senses: Low-light Vision

AC: 21
Fort: 19
Reflex: 15
Will: 18
HP: 52/52
Bloodied: 26
Surge Value: 14 (12 when bloodied)
Surges left: 11/11
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage (+1 dmg on charge, +4 dmg w/ CA, +2 dmg against bloodied)
RBA: +3 vs AC, 1d4+1 damage (+4 dmg w/ CA, +2 dmg against bloodied)

Resistances:
Necrotic 7
Opportunity Attack 5

Vulnerabilities: None

Saves:
+1 vs Dazed, Dominated, Immobilized, Restrained, Slowed, & Stunned

Active Effects:
+5 to bluff to say I'm human

Powers:

Vengeance Strike
Dominator's Strike
Acrobat Boots


Second Wind []
Dirty Deed []
Lifeblood []
Dread Smite [][]
Shroud of Shadow []
Vice's Reward []
Mercurial Mind []


Servant of Vice []
Blood of the Mighty []
Lifestealer Fullblade +1 [_]

Consumables:

None.

[sblock2=Important Features:]Class Features
Dark Menace: Whenever you make a weapon attack against an enemy granting combat advantage to you, that enemy takes extra damage equal to your Charisma modifier (+4).

Spirit of Vice (Domination): Once per round while you have temporary hit points, you can take a free action to deal damage to yourself right before making an attack roll against a target. The damage equals your Charisma modifier (+4). You then gain a bonus to the damage roll against the target equal to the damage you took.

Racial Features
Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

Theme Features
Level 5 Disgraced Noble Feature: You gain a +2 power bonus to Bluff checks and Streetwise checks.

Feats
Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Heavy Armor Agility: You ignore the speed penalty for wearing heavy armor.

Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Item Features
Belt of Vigor: You gain a +1 item bonus to your healing surge value.

Reinforcing Armor +1: If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.

Gauntlets of Blood: You gain a +2 bonus to damage rolls against bloodied targets.

Badge of the Berserker +1: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Avandra's Blessing of Confidence: You gain resist 5 to all damage against opportunity attacks. You gain a +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.

Gem of Colloquy: You gain a +1 bonus to Bluff and Diplomacy checks.

Mercurial Mind: While you are not bloodied, you gain a +1 item bonus to speed.

Lifestealer Fullblade +1: When you kill an enemy with this weapon, you gain temporary hit points equal to 5 + the weapon's enhancement bonus.[/sblock2][/sblock]

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

As Jacques rushes into the room, the princess of Cianthum takes the opportunity to flee up the stairs to safety. Candice grabs Hector - still reeling from the admiral's blow to his head - and forces the man away as well, clearly angry when she passes by with the would-be assassin in tow.

As a few people manage to escape the ballroom, some of the recently-deceased begin to show signs of strange movements in their limbs. After a brief moment, four ghostly specters float from where their corpses lie and immediately begin to head towards the nearest living they can see. The one attacking the Tulrissian knight is easily evaded and countered by the woman, but the others manage to easily slay some of the servants and guests too slow to flee.

Go: Évrard

[sblock=Mechanics]Jacques: moves, defends

Commodore Rosso: grabs Hector, takes him up the stairs and off the map

Princess Amrita: double-moves off map

Specter 1: moves to (AB, 36), saves vs catching fire. Touches Guest F 8, 20 vs Reflex = hit and kill.

Specter 2: moves to (AG, 35). Touches Servant F 2, 12 vs Reflex = hit and kill

Specter 3: Touches Ser Clarissa, 9 vs Reflex = crit miss...

Ser Clarissa: Disciplined Counter on Specter 3, 27 vs AC = hit for 8 damage and grants CA until the end of her next turn

Specter 3: ...only takes half damage from the attack

Specter 4: moves to (Y, 34), fails save and catches on fire. Touches Servant M 1, 26 vs Reflex = hit and kill[/sblock]
[sblock=Map]Image[/sblock]
[sblock=Map Info]Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).[/sblock]
[sblock=Character Info]NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey.

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack.[/sblock]
[sblock=Status]27 Renault (U, 38) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | +2 to defenses until SONT
23 Admiral Depardieu (X, 48) | HP: ??/?? |
18 Ser Clarissa (AE, 36) | HP: ??/?? | Disciplined Counter, +2 to defenses until SONT
18 Milford Gagnon (S, 39) | HP: ??/?? |
17 Flaming Serpent (AA, 25 - AC, 27) | HP: ??/?? |
17 Jacques (V, 33) | HP: 52/52 | Surges: 11/11 | AP: 1/1 |
12 Specter 1 (AB, 36) | HP: ??/?? |
12 Specter 2 (AG, 35) | HP: ??/?? |
12 Specter 3 (AE, 35) | HP: -4/?? | granting CA until Ser Clarissa EONT
12 Specter 4 (Y, 34) | HP: ??/?? | ongoing 5 fire damage (save ends)
11 Évrard (S, 37) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
11 Adrienne (T, 39) | HP: ??/?? |
9 Ludovic Durand (AC, 55) | HP: ??/?? |
7 Bishop Géraud (Z, 49) | HP: ??/?? |
6 Mistress Farida (AC, 39) | HP: ??/?? |
5 Alicia (T, 37) | HP: ??/?? |
4 Princess Katarina (AF, 38) | HP: ??/?? |
3 Sister Emeline (X, 54) | HP: ??/?? |
2 Prince Damius (AG, 38) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire

24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map[/sblock]

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: A Midnight Masquerade IC

Post by Namelessjake »

Fuck! Évrard thinks, as Rosso apprehends Rainier before he could get involved. Hopefully the fool won't talk. With little he can now do he instead he turns his attention to the more pressing issue. He draws his sword and charges the nearby Specter.

Mechanics
[SHOW]

Minor: Draw sword

Standard: Charge to (X, 34), Inevitable Wave on Specter 4, 28 vs AC Hits for 13? damage. Until Évrard EONT any ally that charges Specter 4 deals +3 damage.

15(1d20) +13 = 28; 5(1d10) +8 = 13

Combat Block
[SHOW]

Captain Évrard Desrochers

Male Dragonborn Warlord 5
Languages: Imardanian, Common
Age: 27
Height: 5'11"
Weight: 180 lbs.

Speed: 5
Initiative: +7
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 19
Reflex: 17
Will: 15
HP: 43/43
Bloodied: 21
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA: +12 vs AC, 1d10+8 damage
RBA: +3 vs AC, 1d4+1

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Inevitable Wave
Commander's Strike
Acrobat Boots


Second Wind []
Dragon Breath []
Inspiring Word []
Warlord's Favour []
Devastating Offensive []
Noble Presence []
Adaptive Strategem [_]


Lead the Attack []
Stand the Fallen []
Luckblade Bastard Sword +1 []
Shield of Protection Light Shield []
Casque of Tactics [_]

Consumables:

None

Important Features:
[SHOW]

Dragonborn Fury: +1 to attacks while bloodied.

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.

Tactical Presence: When an ally I can see spends an action point to make an attack, they gain a +2 bonus to their 1st attack roll.

Tactical Assault: In addition to the Tactical Presence attack roll bonus the ally also gains +4 to the attack's damage roll.

Heavy Blade Expertise: +2 bonus to defences against opportunity attacks.

Acrobat Boots: Gain +1 to acrobatics checks.

Tactician's Chainmail +1: When a power or class feature calls on your intelligence modifier to determine a value other than your attack attack bonus, add 1 to that value.

Casque of Tactics: Gain +1 to Initiative.

Belt of Vigor: Gain +1 to healing surge value.

Iron Armbands of Power: Gain +2 to melee damage rolls.

Healer's Broach: When you use a power that enables you or an ally to regain hit points add +1 to the hit points gained.

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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

As Évrard rushes the nearest of the specters he finds that, despite his attacks, the ghostly creature seems to shrug off much of the damage dealt to it. While he fights, many of the guests continue to run towards the stairs in a panic.

One, however, does not. The Bishop - or, whomever is masquerading as him, throws off his robes and mask and in an instant is seen donning a full suit of armor. The blades he'd been hiding in his robes are now in full view, two large swords he wields in one hand each. With speed he rushes towards the nearest of the specters to himself, swing both blades and landing both hits with ease, though as with Évrard the creature seems not fully affected by the blows.

"These are no natural beasts," the man says to the others he sees fighting to protect the other party goers. "We'd be wise to follow after the others are safe, lest we join the spirits roaming the ballroom."

Go: Renault

Mechanics
[SHOW]

Évrard: hits for half damage, debuffs

Adrienne: moves off-map

Ludovic Durand: double-moves to (U, 41)

Armored Man: removes robe, summons armor, double-moves to (Z, 39). Action Point: Frenzied Skirmish to (AA, 37) on Specter 1, 16 vs AC = hit for 16/2 = 8 damage, 28 vs AC = hit for 19/2 = 9 damage. Since both attacks hit, target is dazed and slowed until the end of his next turn.

Mistress Farida: double-moves off-map

Alicia: moves off-map

Princess Katarina: double-moves to (T, 38)

Sister Emeline: double-moves to (V, 42)

Prince Damius: double-moves to (U, 39)

Guest F 4: double-moves off-map

Gust M 8: double-moves off-map

Guest F 6: double-moves off-map

Servant M 3: double-moves to (V, 38)

Guest M 6: double-moves off-map

Guest M 7: double-moves off-map

Guest F 7: double-moves off-map

Guest M 5: double-moves off-map

Servant F 3: double-moves to (S, 38)

Servant M 4: double-moves to (T, 37)

Guest F 3: double-moves to (V, 40)

Guest M 3: double-moves to (W, 42)

Guest M 1: double-moves to (X, 43)

Guest F 2: double-moves to (V, 43)

Guest M 4: double-moves to (W, 44)

Servant M 2: double-moves to (V, 45)

Servant F 4: double-moves to (X, 45)

Fire: spreads

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey.

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack.

Status
[SHOW]

27 Renault (U, 38) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | +2 to defenses until SONT
23 Admiral Depardieu (X, 48) | HP: ??/?? |
18 Ser Clarissa (AE, 36) | HP: ??/?? | Disciplined Counter, +2 to defenses until SONT
18 Milford Gagnon (S, 39) | HP: ??/?? |
17 Flaming Serpent (AA, 25 - AC, 27) | HP: ??/?? |
17 Jacques (V, 33) | HP: 52/52 | Surges: 11/11 | AP: 1/1 |
12 Specter 1 (AB, 36) | HP: -17/?? | dazed and slowed until Armored Man EONT
12 Specter 2 (AG, 35) | HP: ??/?? |
12 Specter 3 (AE, 35) | HP: -4/?? | granting CA until Ser Clarissa EONT
12 Specter 4 (Y, 34) | HP: -6/?? | ongoing 5 fire damage (save ends), allies who charge deal +3 damage until Évrard EONT
11 Évrard (X, 34) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
9 Ludovic Durand (U, 41) | HP: ??/?? |
7 Armored Man (AA, 37) | HP: ??/?? | AP: 0 | Disciplined Counter, Frenzied Skirmish
4 Princess Katarina (T, 38) | HP: ??/?? |
3 Sister Emeline (V, 42) | HP: ??/?? |
2 Prince Damius (U, 39) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire

24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map

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ratwizard
A Wan Smile
Posts: 5992
Registered for: 11 years 10 months
Location: Hellworld

Re: A Midnight Masquerade IC

Post by ratwizard »

What? Renault almost trips over one of the dying servants as sees the Bishop don full armor and rush into the fight. Could that be...?

Seeing his brother and the other man rush forward to help create an opportunity for more to escape, Renault does so too. He can feel his instincts tearing at his bones, his muscles, his sinews, aching to be let free. Despite that, he swings his cane at one of the strange specters, feeling his hand forced. What... are these things?

Mechanics
[SHOW]

Insight check to determine if Renault recognizes Father Noel: 25 (Link here)

Move: Walk to X35

Standard: Dragon's Tail on Specter 4. Hits Fort 15, triggering Centered Flurry of Blows, dealing 15 damage, proning it, and sliding it to Y35.
Attack:5(1d20) +10 = 15; 1(1d6) +7 = 8

Saving Throw: 10(1d20) +5 = 15 Saves against turning.

Combat Block
[SHOW]

Renault St. Claire

Male Hengeyokai Monk 5
Languages: Imardanian, Old Serran
Age: 31
Height: 6'2"
Weight: 165 lbs.

Speed: 7
Initiative: +7
Passive Perception: 17
Passive Insight: 26
Senses: Low-light Vision

AC: 23+2
Fort: 15+2
Reflex: 19+2
Will: 19+2
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 7/7
Action Points: 1

MBA: +6 vs AC, 1d6+1
RBA: +7 vs AC, 1d4+5

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 against immobilizing, straining, or slowing effects. (Elusive)

Active Effects:
Total defending.

Powers:

Nature's Mask
Centered Flurry of Blows
Dragon's Tail
Five Storms


Second Wind []
Takedown Strike []
Drunken Monkey []
Swift Flight []
Fallen Hammer in Repose []
Item Encounter []


Stunning Palm []
Stunning Palm Attack []
Supreme Avalanche Combination []
Talon Amulet []

Consumables:

None.

Important Features:
[SHOW]

Beast Nature/Fey Origin/Shapechanger: Renault is considered a magical beast, a fey creature, a shapechanger, and a humanoid.

Elusive: +2 racial bonus to checks made to escape a grab, and to saves versus immobilize, restrain, or slowing effects.

Language of Beasts: While in animal or hybrid form, Renault can communicate with natural or fey beasts that share his animal form (dog). See builder for precise mechanics.

Deadly Draw: CA TEONT versus targets when pulling or sliding them to a square adjacent to me.

Talon Amulet +1 +1 item bonus to damage rolls with CA.

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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

While Renault is fighting one of the spiritual creatures, Ser Clarissa adjusts her stance and swings her halberd at the two nearest her. Both attacks land solidly as she prepares to counter their attempts to escape her, but you can tell that she is suffering from the same decrease in damage as the rest of you.

As this happens, the massive serpent slithers forward more, knocking more tables and chairs out of its way as it does. It rears its head before slamming into Jacques, its powerful jaws latching onto the man. As it holds him it begins to coil around him and squeeze. He is able to resist losing his breath from the constriction, but the coiled massive of the beast leaves him unable to move and feeling an intense heat coming from its body.

Go: Jacques

Renault
[SHOW]

Though his armor is not especially indicative of who is behind it, the voice does greatly suggest that the man you see is Father Noel.

Mechanics
[SHOW]

Renault: moves, hits for half damage, saves

Admiral Depardieu: double-moves off-map

Ser Clarissa: shifts to (AF, 36). Hack and Hew Specters 2 & 3, 31 vs AC = hit Specter 2 for 21/2 = 10 damage, 29 vs AC = hit Specter 3 for 20/2 = 10 damage. Both targets are marked until the end of her next turn.

Milford Gagnon: moves off-map

Flaming Serpent: Moves to Bites Jacques, 29 vs AC = hit for 15 damage. Jacques is now grabbed. While grabbed he takes ongoing 5 fire damage. Constricts Jacques, 17 vs Fort = miss.

Jacques: takes 5 ongoing fire damage...

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Bodies: spaces containing bodies of defeated or otherwise unconscious enemies or NPCs count as difficult terrain.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey.

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack.

Status
[SHOW]

27 Renault (X, 35) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
18 Ser Clarissa (AF, 36) | HP: ??/?? | Disciplined Counter, Hack and Hew
17 Flaming Serpent (W, 31 - Y, 33) | HP: ??/?? |
17 Jacques (V, 33) | HP: 32/52 | Surges: 11/11 | AP: 1/1 | grabbed and taking ongoing 5 fire damage (escape ends)
12 Specter 1 (AB, 36) | HP: -17/?? | dazed and slowed until Armored Man EONT
12 Specter 2 (AG, 35) | HP: -10/?? | marked (-3) until Ser Clarissa EONT
12 Specter 3 (AE, 35) | HP: -14/?? | marked (-3) until Ser Clarissa EONT
12 Specter 4 (Y, 35) | HP: -13/?? | ongoing 5 fire damage (save ends), allies who charge deal +3 damage until Évrard EONT
11 Évrard (X, 34) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
9 Ludovic Durand (U, 41) | HP: ??/?? |
7 Armored Man (AA, 37) | HP: ??/?? | AP: 0/1 | Disciplined Counter, Frenzied Skirmish
4 Princess Katarina (T, 38) | HP: ??/?? |
3 Sister Emeline (V, 42) | HP: ??/?? |
2 Prince Damius (U, 39) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire

24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
23 Admiral Depardieu (??, ??) | HP: ??/?? | no longer on map
18 Milford Gagnon (??, ??) | HP: ??/?? | no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map

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Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: A Midnight Masquerade IC

Post by Scratcherclaw »

"Well this is a bit of a predicament," Jacques remarks bluntly as the flaming snake grabs hold of him. Not eager to be snake feed, he attempts to wriggle free from its grasp. I do hope the tailor can get the singes out. I quite like this outfit.

Mechanics
[SHOW]

I take melee damage from snek, proccing Reinforcing Armor
I gain +1 to all def until SONT

Move: Escape grab: 15(1d20) +10 = 25 vs Fort = Miss somehow because Wal sucks eggs

Standard: Escape grab 2: electric boogaloo
17(1d20) +10 = 27 vs Fort = ??? I HOPE IT HITS

AND IT DOES SO SHIFT TO U34

Combat Block
[SHOW]

Jacques St. Claire

Male Vryloka Blackguard 5
Languages: Imardanian, Common, Brennisian
Age: 24
Height: 6'1"
Weight: 180 lbs.

Speed: 8 (7 when bloodied)
Initiative: +3
Passive Perception: 14
Passive Insight: 12
Senses: Low-light Vision

AC: 21
Fort: 19
Reflex: 15
Will: 18
HP: 32/52
Bloodied: 26
Surge Value: 14 (12 when bloodied)
Surges left: 11/11
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage (+1 dmg on charge, +4 dmg w/ CA, +2 dmg against bloodied)
RBA: +3 vs AC, 1d4+1 damage (+4 dmg w/ CA, +2 dmg against bloodied)

Resistances:
Necrotic 7
Opportunity Attack 5

Vulnerabilities: None

Saves:
+1 vs Dazed, Dominated, Immobilized, Restrained, Slowed, & Stunned

Active Effects:
+5 to bluff to say I'm human

Powers:

Vengeance Strike
Dominator's Strike
Acrobat Boots


Second Wind []
Dirty Deed []
Lifeblood []
Dread Smite [][]
Shroud of Shadow []
Vice's Reward []
Mercurial Mind []


Servant of Vice []
Blood of the Mighty []
Lifestealer Fullblade +1 [_]

Consumables:

None.

Important Features:
[SHOW]

Class Features
Dark Menace: Whenever you make a weapon attack against an enemy granting combat advantage to you, that enemy takes extra damage equal to your Charisma modifier (+4).

Spirit of Vice (Domination): Once per round while you have temporary hit points, you can take a free action to deal damage to yourself right before making an attack roll against a target. The damage equals your Charisma modifier (+4). You then gain a bonus to the damage roll against the target equal to the damage you took.

Racial Features
Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

Theme Features
Level 5 Disgraced Noble Feature: You gain a +2 power bonus to Bluff checks and Streetwise checks.

Feats
Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Heavy Armor Agility: You ignore the speed penalty for wearing heavy armor.

Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Item Features
Belt of Vigor: You gain a +1 item bonus to your healing surge value.

Reinforcing Armor +1: If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.

Gauntlets of Blood: You gain a +2 bonus to damage rolls against bloodied targets.

Badge of the Berserker +1: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Avandra's Blessing of Confidence: You gain resist 5 to all damage against opportunity attacks. You gain a +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.

Gem of Colloquy: You gain a +1 bonus to Bluff and Diplomacy checks.

Mercurial Mind: While you are not bloodied, you gain a +1 item bonus to speed.

Lifestealer Fullblade +1: When you kill an enemy with this weapon, you gain temporary hit points equal to 5 + the weapon's enhancement bonus.

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

As Jacques struggles to break free from the massive serpent, the spirits of the most recently deceased begin to rise like the others before them, joining the initial four in lashing out at the party and their allies in arms. Their efforts are focused primarily on Renault, the mysterious armored man who'd been masquerading as the Bishop, and Ser Clarissa of Tulrisse. While the two men mostly manage to avoid the attempts by the creatures to touch them with their tainted spectral hands, Ser Clarissa is not so lucky and looks quite the worse for wear.

Go: Évrard

Mechanics
[SHOW]

Jacques: fails to escape, succeeds escape, shifts.

Specter 1: shifts to (AA, 38).

Specter 2: shifts...

Ser Clarissa: Combat Challenge as immediate interrupt on Specter 2, 26 vs AC = hit for 11/2 = 5 damage...

Specter 2: ...shifts to (AG, 37). Touches Ser Clarissa, 26 vs Reflex = hit for 14 necrotic damage and target is weakened (save ends).

Specter 3: Touches Ser Clarissa, 28 vs Reflex = crit! for 16 necrotic damage and target is weakened (save ends).

Specter 4: Takes 5/2 = 2 ongoing fire damage. Touches Renault, 9 vs Reflex = critical miss! Fails save vs ongoing damage.

Specter 5: Appears in (AA, 36). Touches the Armored Man, 28 vs Reflex = crit! for 16 necrotic damage and target is weakened (save ends).

Specter 6: Appears in (AG, 36). Touches Ser Clarissa, 28 vs Reflex = crit! for 10 necrotic damage and target is weakened (save ends). Ser Clarissa is now bloodied.

Specter 7: Appears at (W, 35). Touches Renault, 16 vs Reflex = miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Bodies: spaces containing bodies of defeated or otherwise unconscious enemies or NPCs count as difficult terrain.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey. It is able to spit fire as well as bite and constrict its prey, but is that all it can do?

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack. Likewise, their attacks seem to noticeably weaken their enemies.

Status
[SHOW]

27 Renault (X, 35) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
18 Ser Clarissa (AF, 36) | HP: -40/?? | Bloodied Disciplined Counter, Hack and Hew, weakened (save ends)
17 Flaming Serpent (W, 31 - Y, 33) | HP: ??/?? |
17 Jacques (U, 34) | HP: 32/52 | Surges: 11/11 | AP: 1/1 |
12 Specter 1 (AA, 38) | HP: -17/?? | dazed and slowed until Armored Man EONT
12 Specter 2 (AG, 37) | HP: -15/?? | marked (-3) until Ser Clarissa EONT
12 Specter 3 (AE, 35) | HP: -14/?? | marked (-3) until Ser Clarissa EONT
12 Specter 4 (Y, 35) | HP: -15/?? | ongoing 5 fire damage (save ends), allies who charge deal +3 damage until Évrard EONT
12 Specter 5 (AA, 36) | HP: ??/?? |
12 Specter 6 (AG, 36) | HP: ??/?? |
12 Specter 7 (W, 35) | HP: ??/?? |
11 Évrard (X, 34) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
9 Ludovic Durand (U, 41) | HP: ??/?? |
7 Armored Man (AA, 37) | HP: -16/?? | AP: 0/1 | Disciplined Counter, Frenzied Skirmish, weakened (save ends)
4 Princess Katarina (T, 38) | HP: ??/?? |
3 Sister Emeline (V, 42) | HP: ??/?? |
2 Prince Damius (U, 39) | HP: ??/?? |
0 Guests/Servants (Various) | HP: 1/1 |

Fire

24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
23 Admiral Depardieu (??, ??) | HP: ??/?? | no longer on map
18 Milford Gagnon (??, ??) | HP: ??/?? | no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map

User avatar
Namelessjake
Plane Wings Sharp Like Katana
Posts: 4463
Registered for: 11 years 10 months
Location: Blockbuster

Re: A Midnight Masquerade IC

Post by Namelessjake »

Seeing himself and Renault quickly being surrounded, Évrard moves as he attacks, knocking one of the Specters to the side. This provides an opening for Renault to move from his vulnerable position and attack the Specter as well.

Mechanics
[SHOW]

Move: Shift to (W, 34)

Standard: Devastating Offensive on Specter 7, 28 vs AC hits for 16 damage, slides Specter 7 to (X, 34) and Renault to (W, 35), Renault makes MBA against Specter 7 with +1 to attack rolls and +4 to damage rolls.

20 vs AC hits? for 8 damage.

16(1d20) +12 = 28; 8(1d10) +8 = 16

13(1d20) +7 = 20; 4(1d6) +4 = 8

Combat Block
[SHOW]

Captain Évrard Desrochers

Male Dragonborn Warlord 5
Languages: Imardanian, Common
Age: 27
Height: 5'11"
Weight: 180 lbs.

Speed: 5
Initiative: +7
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 19
Reflex: 17
Will: 15
HP: 43/43
Bloodied: 21
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA: +12 vs AC, 1d10+8 damage
RBA: +3 vs AC, 1d4+1

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Inevitable Wave
Commander's Strike
Acrobat Boots


Second Wind []
Dragon Breath []
Inspiring Word []
Warlord's Favour []
Devastating Offensive [X]
Noble Presence []
Adaptive Strategem []


Lead the Attack []
Stand the Fallen []
Luckblade Bastard Sword +1 []
Shield of Protection Light Shield []
Casque of Tactics [_]

Consumables:

None

Important Features:
[SHOW]

Dragonborn Fury: +1 to attacks while bloodied.

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.

Tactical Presence: When an ally I can see spends an action point to make an attack, they gain a +2 bonus to their 1st attack roll.

Tactical Assault: In addition to the Tactical Presence attack roll bonus the ally also gains +4 to the attack's damage roll.

Heavy Blade Expertise: +2 bonus to defences against opportunity attacks.

Acrobat Boots: Gain +1 to acrobatics checks.

Tactician's Chainmail +1: When a power or class feature calls on your intelligence modifier to determine a value other than your attack attack bonus, add 1 to that value.

Casque of Tactics: Gain +1 to Initiative.

Belt of Vigor: Gain +1 to healing surge value.

Iron Armbands of Power: Gain +2 to melee damage rolls.

Healer's Broach: When you use a power that enables you or an ally to regain hit points add +1 to the hit points gained.

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Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

Évrard's attempt to reposition himself and his ally is easy to accomplish, the specters not seeming especially logical in their thinking. The two land solid blows against the creatures, but as before the blows seem to be mostly absorbed by their nearly incorporeal bodies.

Across the room, the armored man shouts to the knight at the entrance as he notices her rapidly becoming surrounded by the creatures. "We need to get out of here! Now!" he says, inspiring the woman to not fall to the beasts. Meanwhile, he launches another dual-assault at the two specters flanking him, though in his greatly weakened state his attacks seem to have almost no effect.

Go: Renault

Mechanics
[SHOW]

Évrard: shifts, hits (half damage) & slides, slides & grants attack...

Renault: 19 vs AC = hit (no +1 to attack, Évrard does not have resourceful presence) for 9 (forgot base +1 damage)/2 = 4 damage

Ludovic Durand: moves off-map

Armored Man: delays turn...

Princess Katarina: moves off-map

Sister Emeline: moves off-map

Prince Damius: moves off-map

Remaining guests/servants: move or double-move off-map

Armored Man: Healing Word on Ser Clarissa, target spends a surge and regains 5 extra hp for 21 total hp and gains +2 to hit until his EONT. Twin Strike on Specter 1, 18 vs AC = hit for 9/2 (weakened) = 4/2 (resist) = 2 damage, and Specter 5, 30 vs AC = hit for 14/2 (weakened) = 7/2 (resist) = 3 damage. Specter 1 is now bloodied. Shift to (Z, 38). Save vs weakened, 10 = success

Fire: spreads

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Bodies: spaces containing bodies of defeated or otherwise unconscious enemies or NPCs count as difficult terrain.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey. It is able to spit fire as well as bite and constrict its prey, but is that all it can do?

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack. Likewise, their attacks seem to noticeably weaken their enemies.

Status
[SHOW]

27 Renault (W, 35) | HP: 43/43 | Surges: 7/7 | AP: 1/1 |
18 Ser Clarissa (AF, 36) | HP: -19/?? | Surges: -1/?? | Disciplined Counter, Hack and Hew, weakened (save ends), +2 to hit until Armored Man EONT
17 Flaming Serpent (W, 31 - Y, 33) | HP: ??/?? |
17 Jacques (U, 34) | HP: 32/52 | Surges: 11/11 | AP: 1/1 |
12 Specter 1 (AA, 38) | HP: -19/?? | Bloodied
12 Specter 2 (AG, 37) | HP: -15/?? | marked (-3) until Ser Clarissa EONT
12 Specter 3 (AE, 35) | HP: -14/?? | marked (-3) until Ser Clarissa EONT
12 Specter 4 (Y, 35) | HP: -15/?? | ongoing 5 fire damage (save ends), allies who charge deal +3 damage until Évrard EONT
12 Specter 5 (AA, 36) | HP: -3/?? |
12 Specter 6 (AG, 36) | HP: ??/?? |
12 Specter 7 (X, 34) | HP: -12/?? |
11 Évrard (W, 34) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | Devestating Offensive
0 Armored Man (Z, 38) | HP: -16/?? | AP: 0/1 | Disciplined Counter, Healing Words, Frenzied Skirmish

Fire

24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
23 Admiral Depardieu (??, ??) | HP: ??/?? | no longer on map
18 Milford Gagnon (??, ??) | HP: ??/?? | no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
9 Ludovic Durand (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map
4 Princess Katarina (??, ??) | HP: ??/?? | no longer on map
3 Sister Emeline (??, ??) | HP: ??/?? | no longer on map
2 Prince Damius (??, ??) | HP: ??/?? | no longer on map
0 Guests/Servants (??, ??) | HP: 1/1 | no longer on map

User avatar
ratwizard
A Wan Smile
Posts: 5992
Registered for: 11 years 10 months
Location: Hellworld

Re: A Midnight Masquerade IC

Post by ratwizard »

"Let's go!" Renault cries, stepping away from the terrifying incorpreal creature in front of him. Clutching his cane tightly and fighting off the wolf cries in his gut and in his mind, the Father heads for the stairs to join his sister and the others. At the top, he turns back around, pausing for a moment longer to shout, "come on!"

Mechanics
[SHOW]

Move: Five Storms to doubleshift to U 36.

Move: Walk off map. Fuck this shit. I'm out.

Combat Block
[SHOW]

Renault St. Claire

Male Hengeyokai Monk 5
Languages: Imardanian, Old Serran
Age: 31
Height: 6'2"
Weight: 165 lbs.

Speed: 7
Initiative: +7
Passive Perception: 17
Passive Insight: 26
Senses: Low-light Vision

AC: 23+2
Fort: 15+2
Reflex: 19+2
Will: 19+2
HP: 43/43
Bloodied: 21
Surge Value: 10
Surges left: 7/7
Action Points: 1

MBA: +6 vs AC, 1d6+1
RBA: +7 vs AC, 1d4+5

Resistances:
None.

Vulnerabilities:
None.

Saves:
+2 against immobilizing, straining, or slowing effects. (Elusive)

Active Effects:
Total defending.

Powers:

Nature's Mask
Centered Flurry of Blows
Dragon's Tail
Five Storms


Second Wind []
Takedown Strike []
Drunken Monkey []
Swift Flight []
Fallen Hammer in Repose []
Item Encounter []


Stunning Palm []
Stunning Palm Attack []
Supreme Avalanche Combination []
Talon Amulet []

Consumables:

None.

Important Features:
[SHOW]

Beast Nature/Fey Origin/Shapechanger: Renault is considered a magical beast, a fey creature, a shapechanger, and a humanoid.

Elusive: +2 racial bonus to checks made to escape a grab, and to saves versus immobilize, restrain, or slowing effects.

Language of Beasts: While in animal or hybrid form, Renault can communicate with natural or fey beasts that share his animal form (dog). See builder for precise mechanics.

Deadly Draw: CA TEONT versus targets when pulling or sliding them to a square adjacent to me.

Talon Amulet +1 +1 item bonus to damage rolls with CA.

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

Renault is able to make his escape with no issues, and is quickly followed by Ser Clarissa as she rushes across the room, narrowly avoiding some of the specter's attacks. With Jacques no longer in its grasp, the massive serpent turns its attention to Évrard, biting at the man and coiling around him as it had done before. Once more it tries to constrict to squeeze the life out of its prey but, like Jacques, Évrard is able to resist its attempts.

Renault
[SHOW]

As you reach the top of the steps you find that many of the people are currently visible on the balcony at the back of the building, with a few clearly attempting to climb down. You notice that the doctor and some of the servants are tending to Marcella's wounds, and that she appears to still be breathing, if only barely.

Shortly after your ascent you are joined by Ser Clarissa from behind. She looks winded and a bit wounded from the battle, but otherwise seems determined to keep up. "We need to make sure the others are safe," she says to you, before moving past and towards the open doorway to the balcony.

Go: Jacques

Mechanics
[SHOW]

Renault: shifts, moves off-map

Ser Clarissa: Kirre's Roar on Specters 2, 3, and 6. Each target is marked, plus she gains resist 3 to all damage until the end of her next turn. Runs...

Specter 2: OA vs Ser Clarissa, 12 vs Reflex = miss

Specter 6: OA vs Ser Clarissa, 16 vs Reflex = miss

Ser Clarissa: ...to (Y, 40). Runs off-map. Save vs weakened, 17 = success

Flaming Serpent: bites Évrard, 34 vs AC = hit for 10 damage. Target is grabbed and takes ongoing 5 fire damage until it escapes. Constricts Évrard, 16 vs Fort = miss.

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Bodies: spaces containing bodies of defeated or otherwise unconscious enemies or NPCs count as difficult terrain.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey. It is able to spit fire as well as bite and constrict its prey, but is that all it can do?

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack. Likewise, their attacks seem to noticeably weaken their enemies.

Status
[SHOW]

17 Flaming Serpent (W, 31 - Y, 33) | HP: ??/?? |
17 Jacques (U, 34) | HP: 32/52 | Surges: 11/11 | AP: 1/1 |
12 Specter 1 (AA, 38) | HP: -19/?? | Bloodied
12 Specter 2 (AG, 37) | HP: -15/?? | marked (-3) until Ser Clarissa EONT
12 Specter 3 (AE, 35) | HP: -14/?? | marked (-3) until Ser Clarissa EONT
12 Specter 4 (Y, 35) | HP: -15/?? | ongoing 5 fire damage (save ends)
12 Specter 5 (AA, 36) | HP: -3/?? |
12 Specter 6 (AG, 36) | HP: ??/?? | marked (-3) until Ser Clarissa EONT
12 Specter 7 (X, 34) | HP: -12/?? |
11 Évrard (W, 34) | HP: 33/43 | Surges: 7/7 | AP: 1/1 | Devestating Offensive, grabbed and taking ongoing 5 fire damage (escape ends)
0 Armored Man (Z, 38) | HP: -16/?? | AP: 0/1 | Disciplined Counter, Healing Words, Frenzied Skirmish

Fire

27 Renault (??, ??) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | no longer on map
24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
23 Admiral Depardieu (??, ??) | HP: ??/?? | no longer on map
18 Ser Clarissa (??, ??) | HP: -19/?? | Surges: -1/?? | Disciplined Counter, Hack and Hew, Kirre's Roar, +2 to hit until Armored Man EONT, resist 3 ALL until EONT, no longer on map
18 Milford Gagnon (??, ??) | HP: ??/?? | no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
9 Ludovic Durand (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map
4 Princess Katarina (??, ??) | HP: ??/?? | no longer on map
3 Sister Emeline (??, ??) | HP: ??/?? | no longer on map
2 Prince Damius (??, ??) | HP: ??/?? | no longer on map
0 Guests/Servants (??, ??) | HP: 1/1 | no longer on map

User avatar
Scratcherclaw
YUO ARE SMART
Posts: 4076
Registered for: 11 years 10 months

Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Jacques stares upon Evrard as he finds himself coiled by the snake as well. Powerless to stop him, however, and valuing his own life, Jacques bolts up the stairs and through the doors. Goddess forgive me, but taking on a serpent that size is a fool's errand. He'll manage. I'm sure of it. Maybe. He shakes his head, looking over his shoulder at the struggling man. He's snake food...

Mechanics
[SHOW]

Move: Walk the heck out of here (Sorry Evrard)

Combat Block
[SHOW]

Jacques St. Claire

Male Vryloka Blackguard 5
Languages: Imardanian, Common, Brennisian
Age: 24
Height: 6'1"
Weight: 180 lbs.

Speed: 8 (7 when bloodied)
Initiative: +3
Passive Perception: 14
Passive Insight: 12
Senses: Low-light Vision

AC: 21
Fort: 19
Reflex: 15
Will: 18
HP: 32/52
Bloodied: 26
Surge Value: 14 (12 when bloodied)
Surges left: 11/11
Action Points: 1

MBA: +12 vs AC, 1d12+6 damage (+1 dmg on charge, +4 dmg w/ CA, +2 dmg against bloodied)
RBA: +3 vs AC, 1d4+1 damage (+4 dmg w/ CA, +2 dmg against bloodied)

Resistances:
Necrotic 7
Opportunity Attack 5

Vulnerabilities: None

Saves:
+1 vs Dazed, Dominated, Immobilized, Restrained, Slowed, & Stunned

Active Effects:
+5 to bluff to say I'm human

Powers:

Vengeance Strike
Dominator's Strike
Acrobat Boots


Second Wind []
Dirty Deed []
Lifeblood []
Dread Smite [][]
Shroud of Shadow []
Vice's Reward []
Mercurial Mind []


Servant of Vice []
Blood of the Mighty []
Lifestealer Fullblade +1 [_]

Consumables:

None.

Important Features:
[SHOW]

Class Features
Dark Menace: Whenever you make a weapon attack against an enemy granting combat advantage to you, that enemy takes extra damage equal to your Charisma modifier (+4).

Spirit of Vice (Domination): Once per round while you have temporary hit points, you can take a free action to deal damage to yourself right before making an attack roll against a target. The damage equals your Charisma modifier (+4). You then gain a bonus to the damage roll against the target equal to the damage you took.

Racial Features
Blood Dependency: When you are bloodied, your healing surge value drops by 2.

Human Heritage: You gain a +5 racial bonus to Bluff checks made to pass as a human.

Living Dead: If a power has different effects on living creatures and undead creatures, you choose which effect applies to you.

Necrotic Resistance: You have a necrotic resistance equal to 5 + one-half your level.

Theme Features
Level 5 Disgraced Noble Feature: You gain a +2 power bonus to Bluff checks and Streetwise checks.

Feats
Weapon Proficiency (Fullblade): You gain proficiency with the Fullblade.

Cunning Stalker: You gain combat advantage against enemies that have no creatures adjacent to them other than you.

Heavy Armor Agility: You ignore the speed penalty for wearing heavy armor.

Two-Handed Weapon Expertise: You gain a + 1 feat bonus to weapon attack rolls you make with a two-handed melee weapon. In addition, you gain a + 1 bonus to the damage rolls of charge attacks you make with a two-handed melee weapon. Both of these bonuses increase to +2 at 11th level and +3 at 21st level.

Item Features
Belt of Vigor: You gain a +1 item bonus to your healing surge value.

Reinforcing Armor +1: If you take damage from a melee attack, you gain a +1 item bonus to all defenses until the start of your next turn.

Acrobat Boots: You gain a +1 item bonus to Acrobatics checks.

Gauntlets of Blood: You gain a +2 bonus to damage rolls against bloodied targets.

Badge of the Berserker +1: When you charge, your movement made as part of the charge doesn't provoke opportunity attacks.

Avandra's Blessing of Confidence: You gain resist 5 to all damage against opportunity attacks. You gain a +1 item bonus to saving throws against effects that render you dazed, dominated, immobilized, restrained, slowed, or stunned.

Gem of Colloquy: You gain a +1 bonus to Bluff and Diplomacy checks.

Mercurial Mind: While you are not bloodied, you gain a +1 item bonus to speed.

Lifestealer Fullblade +1: When you kill an enemy with this weapon, you gain temporary hit points equal to 5 + the weapon's enhancement bonus.

User avatar
Fialova
Magical Liopleurodon
Posts: 5018
Registered for: 11 years 10 months
Location: The Great North
Contact:

Re: A Midnight Masquerade IC

Post by Fialova »

[sblock=Évrard]As another of the men leaves you, you noticed the armored man in the distance become surrounded. You watch as he fights on, dodging many of the creatures attacks despite the sheer number of them. Meanwhile you have less luck with the specters near you, both landing solid blows against you.

As you writhe and strive to break free from the serpent's grasp, the other man manages to slip past the creatures and head towards the stairs. It appears initially like he will abandon you as well, but he stops at the base and turns to face the creatures. You notice him muttering something you do not quite make out, and in an instant a powerful blast sends the three creatures plaguing you flying backwards further into the room.

"Go, there is not much time. I will be close behind," the man says, motioning for you to head upstairs. You feel yourself invigorated, perhaps by his words, perhaps by whatever spell he'd unleashed. Either way, you see little reason to go against his orders.[/sblock]

Jacques, Renault
[SHOW]

Jacques moves up the stairs only moments after, just in time to see Ser Clarissa rushing past his brother onto the Balcony. He can see that many are on the balcony, with a few attempting to climb down. He notices that the doctor and some of the servants are tending to Marcella's wounds, and that she appears to still be breathing, if only barely.

Go: Évrard

Mechanics
[SHOW]

Jacques: moves off-map

Specter 1: glides to (Z, 39). Touches Armored Man, 11 vs Reflex = miss.

Specter 2: glides to (AA, 38). Touches Armored Man, 22 vs Reflex = hit for 7 necrotic damage and target is weakened (save ends)

Specter 3: glides to (Z, 37). Touches Armored Man, 14 vs Reflex = miss.

Specter 4: Takes 5/2 = 2 fire damage. glides to (V, 34). Touches Évrard, 21 vs Reflex = hit for 13 necrotic damage and target is weakened (save ends). Évrard is now bloodied. Save vs ongoing damage, 2 = fail.

Specter 5: glides to (Y, 38). Touches Armored Man, 11 vs Reflex = critical miss!

Specter 6: glides to (AA, 37). Touches Armored Man, 12 vs Reflex = miss.

Specter 7: Touches Évrard, 28 vs Reflex = hit for 11 necrotic damage.

Évrard: delays turn...

Armored Man: Invigorating Stride, shifting to (W, 37) and using Second Wind to regain 13 hp, shift to (T, 36) and gain +2 to defenses until his SONT. Moment of Glory from (U, 35 - Y, 31) on Specter 4 (17 vs Will = hit, target is pushed to [V, 31] and knocked prone), Specter 7 (17 vs Will = hit, target is pushed to [AA, 34] and knocked prone. Takes ongoing 5 fire damage from terrain), and Flaming Serpent (22 vs Will = hit, target is pushed to [Z, 28 - AB, 30] and knocked prone.) Armored Man and Évrard gain resist 5 to all damage until his EONT. Évrard is no longer grabbed. Save vs weakened, 17 = success.

Map
[SHOW]

Image

Map Info
[SHOW]

Pillars: Lining the room are decorative pillars. The spaces containing them are impassable, and pillars provide cover against ranged attacks. You can move diagonally past their squares, however.

Stairs: There are two sets of staircases, the smaller ones that serve as the entrance to the ballroom (bottom of the map) and the large ones that lead upstairs (top of the map). All squares that are part of a staircase are difficult terrain.

Tables & Chairs: All squares containing either item are considered difficult terrain. These are also flammable, and might catch fire as the inferno spreads.

Stage: The stage where the musicians were performing (right side of the map), functions like any other terrain except that it requires an extra square of movement to move onto the stage from the rest of the room below. It does not require the same extra movement to move from the stage back down. Additionally, unlike the floor of the ballroom the stage is entirely wooden, so also subject to fire.

Bodies: spaces containing bodies of defeated or otherwise unconscious enemies or NPCs count as difficult terrain.

Fire: All squares containing fire are hazardous, and the fire is steadily spreading further into the ballroom as time goes on. Creatures who begin their turn in squares containing fire take ongoing 5 fire damage (save ends). Additionally, those who pass through a square containing fire during their turn must make a saving throw or begin taking the same ongoing 5 fire damage (save ends).

Character Info
[SHOW]

NPCs
Named NPCs: These are characters from the known invitee list, your guests, or other named NPCs met during the course of the evening. Some may be skilled at combat, some may not be, but you do not know enough about most of them to know for sure. Most are not armed or armored, though, so it is unlikely they will be much aid in combat.

Generic Guests & Servants: These folk are all civilians as far as you can tell, having no use in combat and thus quite defenseless. Mechanically they function like minions, dying from any source of damage except a missed attack.

Enemies
Flaming Serpent: This massive creatures appears much like any other snake in shape, but there the similarities end. Instead of scales the beast appears to be made of rock or some other tough substance, with numerous cracks where its firey core shines through. Its piercing eyes burn nearly white hot as it peers around the room, clearly seeking out prey. It is able to spit fire as well as bite and constrict its prey, but is that all it can do?

Specter: These ghostly beings float around the room, and seem unfazed by terrain effects apart from the blazing inferno. They seem resistant to damage as well, given Ser Clarissa's attack. Likewise, their attacks seem to noticeably weaken their enemies.

Status
[SHOW]

17 Flaming Serpent (Z, 28 - AB, 30) | HP: ??/?? | prone
12 Specter 1 (Z, 39) | HP: -19/?? | Bloodied
12 Specter 2 (AA, 38) | HP: -15/?? |
12 Specter 3 (Z, 37) | HP: -14/?? |
12 Specter 4 (V, 31) | HP: -17/?? | ongoing 5 fire damage (save ends), prone
12 Specter 5 (Y, 38) | HP: -3/?? |
12 Specter 6 (AA, 37) | HP: ??/?? |
12 Specter 7 (AA, 34) | HP: -12/?? | ongoing 5 fire damage (save ends), prone
0 Armored Man (T, 36) | HP: -10/?? | Surges: -1/?? | AP: 0/1 | Disciplined Counter, Healing Words, Invigorating Stride, Second Wind, Frenzied Skirmish Moment of Glory, +2 to defenses until SONT, resist 5 ALL until EONT
0 Évrard (W, 34) | HP: 9/43 | Surges: 7/7 | AP: 1/1 | Bloodied, Devestating Offensive, weakened (save ends), resist 5 ALL until Armored Man EONT

Fire

27 Renault (??, ??) | HP: 43/43 | Surges: 7/7 | AP: 1/1 | no longer on map
24 Hector Rainier (??, ??) | HP: -24/?? | Boodied no longer on map
23 Admiral Depardieu (??, ??) | HP: ??/?? | no longer on map
18 Ser Clarissa (??, ??) | HP: -19/?? | Surges: -1/?? | Disciplined Counter, Hack and Hew, Kirre's Roar, +2 to hit until Armored Man EONT, resist 3 ALL until EONT, no longer on map
18 Milford Gagnon (??, ??) | HP: ??/?? | no longer on map
17 Jacques (??, ??) | HP: 32/52 | Surges: 11/11 | AP: 1/1 | no longer on map
13 Commodore Rosso (??, ??) | HP: ??/?? | no longer on map
13 Princess Amrita (??, ??) | HP: ??/?? | no longer on map
11 Adrienne (??, ??) | HP: ??/?? | no longer on map
9 Ludovic Durand (??, ??) | HP: ??/?? | no longer on map
6 Mistress Farida (??, ??) | HP: ??/?? | no longer on map
5 Alicia (??, ??) | HP: ??/?? | no longer on map
4 Princess Katarina (??, ??) | HP: ??/?? | no longer on map
3 Sister Emeline (??, ??) | HP: ??/?? | no longer on map
2 Prince Damius (??, ??) | HP: ??/?? | no longer on map
0 Guests/Servants (??, ??) | HP: 1/1 | no longer on map

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Namelessjake
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Re: A Midnight Masquerade IC

Post by Namelessjake »

Évrard gives the man an affirming nod before making his own way up the stairs.

Mechanics
[SHOW]

Move: Moves off map

Combat Block
[SHOW]

Captain Évrard Desrochers

Male Dragonborn Warlord 5
Languages: Imardanian, Common
Age: 27
Height: 5'11"
Weight: 180 lbs.

Speed: 5
Initiative: +7
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 19
Reflex: 17
Will: 15
HP: 43/43
Bloodied: 21
Surge Value: 11
Surges left: 7/7
Action Points: 1

MBA: +12 vs AC, 1d10+8 damage
RBA: +3 vs AC, 1d4+1

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Inevitable Wave
Commander's Strike
Acrobat Boots


Second Wind []
Dragon Breath []
Inspiring Word []
Warlord's Favour []
Devastating Offensive [X]
Noble Presence []
Adaptive Strategem []


Lead the Attack []
Stand the Fallen []
Luckblade Bastard Sword +1 []
Shield of Protection Light Shield []
Casque of Tactics [_]

Consumables:

None

Important Features:
[SHOW]

Dragonborn Fury: +1 to attacks while bloodied.

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.

Tactical Presence: When an ally I can see spends an action point to make an attack, they gain a +2 bonus to their 1st attack roll.

Tactical Assault: In addition to the Tactical Presence attack roll bonus the ally also gains +4 to the attack's damage roll.

Heavy Blade Expertise: +2 bonus to defences against opportunity attacks.

Acrobat Boots: Gain +1 to acrobatics checks.

Tactician's Chainmail +1: When a power or class feature calls on your intelligence modifier to determine a value other than your attack attack bonus, add 1 to that value.

Casque of Tactics: Gain +1 to Initiative.

Belt of Vigor: Gain +1 to healing surge value.

Iron Armbands of Power: Gain +2 to melee damage rolls.

Healer's Broach: When you use a power that enables you or an ally to regain hit points add +1 to the hit points gained.

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Fialova
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Re: A Midnight Masquerade IC

Post by Fialova »

As the two brothers move further into the hallway, they can see the navyman rushing up the stairs as well, clearly still in pain from the serpent's grasp. There is a pause that seems to last forever, but eventually the armored man is true to his word and stumbles up the steps behind him. "We..." he says, clearly quite hurt and gasping for breath. "We need... to move..." he continues, doing his best to continue forward with the others.

As you move towards the balcony you can see that many have now made their way over the side to the ground below, though a few still remain, seeming too afraid to leap down from such a height. Additionally, the doctor and the servants aiding him with Marcella seem unsure of what they should do with the unconscious woman who only barely clings to life.

Mechanics
[SHOW]

There is no time to rest, and the encounter is not technically over until you are away from the structure and can no longer see the specters pursuing you. You doubt that the serpent is capable of making its way the same direction, but given how easily it crashed through the kitchen into the ballroom you suspect that isn't that big of an issue for the beast.

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

"Here, let me help." Renault steps to the armored man, taking the man's arm around his shoulder to help support his weight. He leans in closely, whispering just loud enough for the injured man to hear. "I don't know what this is, or why you're here, but I will do my best to help you. From Father to Father."

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Namelessjake
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Re: A Midnight Masquerade IC

Post by Namelessjake »

Away from the snake and ghostly figures, Évrard catches his breath for a moment. "Yes we should," he agrees, following the others towards the balcony.

Mechanics
[SHOW]

Standard: Second Wind just in case, regaining 12 HP.

Combat Block
[SHOW]

Captain Évrard Desrochers

Male Dragonborn Warlord 5
Languages: Imardanian, Common
Age: 27
Height: 5'11"
Weight: 180 lbs.

Speed: 5
Initiative: +7
Passive Perception: 16
Passive Insight: 11
Senses: Normal Vision

AC: 20
Fort: 19
Reflex: 17
Will: 15
HP: 14/43
Bloodied: 21
Surge Value: 11
Surges left: 6/7
Action Points: 1

MBA: +12 vs AC, 1d10+8 damage
RBA: +3 vs AC, 1d4+1

Resistances:
None

Vulnerabilities:
None

Saves:
None

Active Effects:
None

Powers:

Inevitable Wave
Commander's Strike
Acrobat Boots


Second Wind [X]
Dragon Breath []
Inspiring Word []
Warlord's Favour []
Devastating Offensive [X]
Noble Presence []
Adaptive Strategem [_]


Lead the Attack []
Stand the Fallen []
Luckblade Bastard Sword +1 []
Shield of Protection Light Shield []
Casque of Tactics [_]

Consumables:

None

Important Features:
[SHOW]

Dragonborn Fury: +1 to attacks while bloodied.

Expert Combat Leader: Allies within 10 that see and hear me gain +3 to initiative.

Tactical Presence: When an ally I can see spends an action point to make an attack, they gain a +2 bonus to their 1st attack roll.

Tactical Assault: In addition to the Tactical Presence attack roll bonus the ally also gains +4 to the attack's damage roll.

Heavy Blade Expertise: +2 bonus to defences against opportunity attacks.

Acrobat Boots: Gain +1 to acrobatics checks.

Tactician's Chainmail +1: When a power or class feature calls on your intelligence modifier to determine a value other than your attack attack bonus, add 1 to that value.

Casque of Tactics: Gain +1 to Initiative.

Belt of Vigor: Gain +1 to healing surge value.

Iron Armbands of Power: Gain +2 to melee damage rolls.

Healer's Brooch: When you use a power that enables you or an ally to regain hit points add +1 to the hit points gained.

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Scratcherclaw
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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

"Aye," Jacques replies as the wounded man suggests they continue moving. "Although getting Marcella down safely remains an issue. Perhaps the servants know of another exit?" he says, eyeing the servants as the continue to frantically aid the dying woman. You must help her, Goddess. She does not deserve this fate.

Mechanics
[SHOW]

Religion to pray for the Goddess to help this poor woman: 16(1d20) +1 = 17

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

"We could lower her with bedsheets. Something that won't put too much pressure on her wounds like ropes would." He continues helping the armored man forward to safety.

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Re: A Midnight Masquerade IC

Post by Fialova »

"No time," the man Renault is supporting responds, nodding towards the stairwell's doorway through the window, from the balcony. Any who look that direction can see that the smoky wisps from the specters are beginning to appear at the entrance, a sure sign that the creatures are continuing to pursue the living in this direction.

Mechanics
[SHOW]

The balcony is 20 feet above the garden below. While there is no light coming from the lamps in the area below, the area is somewhat illuminated from the flames of the nearby kitchen, so it is possible to see the area immediately next to the structure.

You may leap down, which is the fastest route down, or you may try to climb the side.

If you choose to leap, make an acrobatics check to attempt to land safely on your feet. Failure could result in taking falling damage.

If you choose to climb, make an athletics check to attempt to do so safely. Failure could result in taking falling damage. If someone wants to try to carry Marcella down with them they are free to, but the DC to climb with her in your arms will be higher than without her.

If you do not want to risk either option, you can attempt to search the upper floor for other ways down safely. Should you choose this route, you will have to deal with the encroaching flames and the pursuing specters, potentially entering into combat once more if they catch up to you.

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

Renault sighs, looking back at the wispy forms advancing to their rear. He turns to his brother, getting his attention. "Jacques, we don't have time to search for a better alternative. Carry Marcella," he suggests. "You're in much better shape for it. Can you do this?"

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Re: A Midnight Masquerade IC

Post by Namelessjake »

Joining the others still yet to jump down from the balcony, Évrard scans the crowd looking to see if Alicia is yet to climb down, before making his own way to the edge of the balcony and leaving the others to deal with Marcella. She's unlikely to survive either way, I'd rather not die in the process, he thinks as he attempts to climb down.

Mechanics
[SHOW]

If Alicia has already made her way down -> Athletics Check to climb: 3(1d20) +6 = 9

fuck

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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

"I suppose I could try. I only pray she can survive the stresses of being carried," Jacques mentions as Renault pleads with him. We can't just let her die, after all. She might know who her assailant was. He carefully picks the woman up and begins to attempt his descent.

Mechanics
[SHOW]

Athletics to climb down: 9(1d20) +10 = 19

hope this is high enough or RIP Marcella

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Re: A Midnight Masquerade IC

Post by ratwizard »

"Good luck," Renault wishes to his brother and the other man as they make their way down. The man finds it easier to quickly rappel down, gripping the stonework where possible, and falling carefully where not.

Once at the bottom, he braces himself to help catch or aid his brother and the dying woman, if need be.

Mechanics
[SHOW]

Acrobatics check to leap down carefully: 19(1d20) +7 = 26

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Re: A Midnight Masquerade IC

Post by Fialova »

Évrard
[SHOW]

While you cannot quite make out all of the faces on the ground below, given the lack of lightning for most of the garden, you do not see Alicia anywhere on the balcony, suggesting she is already down below.

First over the side, Évrard unfortunately loses his footing a short ways down the side of the building. He lands on the ground with a painful thud, the fall knocking the wind out of him but leaving him otherwise still able to stand.

Jacques is next, Marcella in tow. He climbs carefully, nearly slipping a few times due to the difficulty of supporting the weight of two people, but - perhaps due to sheer will, or perhaps with some divine guidance from his earlier prayer - he managers to make his way to the base of the building without falling or dropping the injured woman.

Lastly, Renault skillfully and quickly descends the building with great ease, landing solidly on his feat without much effort, the wolf's blood in him surely aiding in the process.

Down below you now get a better look at the people who've already made it down. While it is clear that most have fled quite far from the burning structure, towards the opposite end of the garden and into the darkness, some have stayed behind to aid others in their descend. Chief among them are your Ser Clarissa and Admiral Depardieu, who each give you knowing nods before continuing to help the last few make their way down. You do not see your sisters, however, suggesting they are some of the group to have fled further.

Mechanics
[SHOW]

Évrard takes 11 falling damage. Jacques and Renault reach the bottom unscathed. Marcella, while still injured from before and in need of medical attention, does not appear to be any worse off from the descent.

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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Jacques sighs with relief as he manages to descend the building successfully, with Marcella not looking any worse for it. Eyeing those at the bottom, he says, "I don't think she'll be able to make it much longer without a proper surgeon. We must get her to one, and fast."

Mechanics
[SHOW]

Streetwise to know if there are any infirmaries or notable doctors' houses nearby: 12(1d20) +8 = 20

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ratwizard
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Re: A Midnight Masquerade IC

Post by ratwizard »

"There are many more that need help, too," Renault reminds his brother. It's no wonder that everyone rushes to aid the aristocrats in a time like this. He thinks back to the several servants and attendees killed in the ballroom, wishing he could have done more.

He turns to look up from where he came, catching sight of the armored man and others. "You need to climb, or jump!" he calls up to them, waving a hand in the air. He braces himself to help secure their departure.

Mechanics
[SHOW]

Aid Another - Athletics to help aid Armored Man (and others) down: 5(1d20) +1 = 6 ok let's hope they roll well

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Re: A Midnight Masquerade IC

Post by Namelessjake »

Today is really not my day, Évrard thinks as he picks himself up off the floor. At least Alicia has gotten to safety.

Familiar with the pain of falling from the balcony, he decides to stay and help Renault and the others still up on the balcony.

[SHOW]

Athletics to help: 9(1d20) +6 = 15

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Re: A Midnight Masquerade IC

Post by Fialova »

Though Renault is not able to do much, with aid from the armored man above and Évrard below it is not much longer before the remaining few people make it safely down the side of the building to the gardens below. The building shudders again as a few of them are climbing, causing them to fall to the ground like the navyman before them, but they do not appear too greatly injured from it.

Once the others are down, the greatly weakened armored man makes his descent as well. He stumbles a few times in his exhausted state, but the the aid of Évrard manages to pull through and make it to the bottom in one piece. Not long after he does, the building shudders once more, and like in the ballroom some of the windows blow out towards the side of the building from a fireball blasting through. You can hear creaking coming from within, likely the weakening of the building's main support structure. The few people in the garden with you rapidly flee from the scene, heading as far from the building as possible.

[SHOW]

Everyone else makes it down safely. It is not difficult to carry Marcella if you are walking slowly, but if you'd like to flee at a similar pace to the others then whoever is carrying her should make both an acrobatics and an athletics check to do so.

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Re: A Midnight Masquerade IC

Post by Namelessjake »

Not burdened by carrying anyone, Évrard flees along woth the others away from the house.

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Re: A Midnight Masquerade IC

Post by Scratcherclaw »

Jacques looks in horror as the building begins to creak, fireballs blasting from within. That building's about to go. With Marcella still in his arms, Jacques begins to join the others in fleeing from the scene.

[SHOW]

Athletics to carry Marcella and move: 16(1d20) +10 = 26

Acrobatics to not do anything: 4(1d20) +2 = 6

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Re: A Midnight Masquerade IC

Post by ratwizard »

The further Renault gets from the manor, the more distant the wolf calls feel. He moves along with his brother and the other man, his heavy boots slapping on the stone road beneath them.

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Re: A Midnight Masquerade IC

Post by Fialova »

The pathway to the back end of the Dupuis Estate gardens is an easy one, a small path made of loose stones kept neatly in line by a perimeter of much larger stones. Though the night is dark and the lamps still remain unlit, the sounds of others ahead and the faint light coming from the burning structure makes it relatively easy to continue forward without too many issues. Though the moon seems to still be out of view, despite its earlier appearance, you do eventually reach the rear of the Estate grounds to find a cluster of the many others who fled the burning structure. It is around 100 yards away from the building.

Renault and Évrard are able to close this distance relatively quickly, reaching the end in a couple minutes. They can faintly tell they've arrived because the chatter from the remaining party-goers makes it clear they are nearby, and they occasionally bump into a few people as they go. Most of the chatter seems to simply be some people consoling others, or trying to calm the situation. However, you do hear someone loudly shouting at someone else a bit in the distance, though it is difficult to tell what they are saying with the other chatter happening nearby.

Jacques is much slower to reach the end, however. Though he does not encounter any difficulties carrying Marcella, the weight and unwieldiness of her unconscious body makes it quite difficult for him to move quickly. He manages to stumble along down the path at more of a walking pace, and as he gets a ways from the burning structure he is rocked by another loud crash coming from the building. It does not knock him over, but it does cause him to stumble temporarily as he goes. The sound of shattering glass suggests some of the windows have blown out, though you are unsure if it is from another fireball or some other source.

OOC
[SHOW]

Jacques staggered from the others, and will not reach the end of the yard until a little more time has passed. GROM and Jake, continue to post as normal. Scratch, you do not need to do anything else for now, and I will let you know once he has caught up to the others.

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Re: A Midnight Masquerade IC

Post by ratwizard »

"Adrienne!" Renault calls, searching for his sister. He turns to the man beside him. "I almost forgot. I'm Renault," he offers. "Renault St. Claire. I don't recognize you, however. What is your name?"

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Re: A Midnight Masquerade IC

Post by Namelessjake »

"Alicia!" Évrard calls out following suit.

"I can't blame you, it's been an eventful evening that's for sure. Captain Évrard Desrochers," Évrard replies, offering Renault a hand.

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Re: A Midnight Masquerade IC

Post by ratwizard »

"Ah," Renault says, nodding at the man's introduction. He gingerly shakes the man's hand. "A pleasure to meet you, Captain Desrochers. I wish it were in better times."

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Re: A Midnight Masquerade IC

Post by Namelessjake »

"Likewise," Évrard says to Renault.

"Have you any ideas about what we just witnessed? I'm not too sure what to make of it all myself," Évrard says thinking back on the series of events that have transpired since midnight.

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Re: A Midnight Masquerade IC

Post by ratwizard »

"I... No," Renault admits. "I do not."

He stands there a moment awkwardly, unsure of what to say. "I keep thinking this is some sick nightmare that I'm about to wake from," the man speaks quietly. I ask the Goddess that it is. How can such a creature be real?

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