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<blockquote data-quote="Snarf Zagyg" data-source="post: 9693820" data-attributes="member: 7023840"><p>[SPOILER=Caer Droea]</p><p>AC16 Passive Perception 15</p><p>HP <strong>11</strong>/12 HD 1/1</p><p>SSdc13 Slots 2/2</p><p>Hunters 2/2 Healing 1/1 Teleport 2/2</p><p>[/SPOILER]</p><p>[OOC]</p><p>Sorry, got caught up in Surf 2. Don't ask. I think Caer has to make up for last round. So this is before Steve and Neurotic's last posts?</p><p>[/OOC]</p><p></p><p>Caer can feel the shadows that accompany him intensify, reacting to the strength of the energies around him. <em>Just one of the shadow-raised corpses took more than a mighty swing of the Blackstaff to put down. </em>He could feel the energy of a score, or more, close by and countless more around the path. <em>And perhaps some were raised within the walls....</em></p><p>He recognized that the others were trying to help. But Caer knew that the first priority must be to get to safety. He shouted out to the others- <strong>We must get to the gates and close them. There are too many.</strong></p><p>Still, he saw that Deidre was trying to save the lone knight. Caer knew it was too late for him, but ... best to even the odds. He called to Deidre in Elvish.</p><p></p><p>[ISPOILER=Elvish]</p><p><strong>The path will be clear for him. But we must leave now and defend the gates.</strong></p><p>[/ISPOILER]</p><p></p><p>As he says this, Caer summons the darkest powers of nature through the Blackstaff, causing hideous growths to spring up around the revived corpse behind the beleagued knight. The blackened vines whip around the corpse and the sharpened thorns pierce the flesh, holding fast and dragging it away from the knight.</p><p></p><p>Caer then moves to the gates' entrance, continuing to survey the situation he has left behind.</p><p></p><p>[OOC]</p><p>Action- spell (thorn whip) at Zombie adjacent to knight</p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=297635" target="_blank">Thorn Whip: 1D20+5 = [6]+5 = 11</a></p><p><a href="http://roll.coyotecode.net/lookup.php?rollid=297636" target="_blank">_: 1D6 = [3] = 3</a></p><p>3 Piercing Damage</p><p>Zombie is dragged either NN or NNE (10').</p><p></p><p>Caer then moves SW, W, W, W (20').</p><p>[/OOC]</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 9693820, member: 7023840"] [SPOILER=Caer Droea] AC16 Passive Perception 15 HP [B]11[/B]/12 HD 1/1 SSdc13 Slots 2/2 Hunters 2/2 Healing 1/1 Teleport 2/2 [/SPOILER] [OOC] Sorry, got caught up in Surf 2. Don't ask. I think Caer has to make up for last round. So this is before Steve and Neurotic's last posts? [/OOC] Caer can feel the shadows that accompany him intensify, reacting to the strength of the energies around him. [I]Just one of the shadow-raised corpses took more than a mighty swing of the Blackstaff to put down. [/I]He could feel the energy of a score, or more, close by and countless more around the path. [I]And perhaps some were raised within the walls....[/I] He recognized that the others were trying to help. But Caer knew that the first priority must be to get to safety. He shouted out to the others- [B]We must get to the gates and close them. There are too many.[/B] Still, he saw that Deidre was trying to save the lone knight. Caer knew it was too late for him, but ... best to even the odds. He called to Deidre in Elvish. [ISPOILER=Elvish] [B]The path will be clear for him. But we must leave now and defend the gates.[/B] [/ISPOILER] As he says this, Caer summons the darkest powers of nature through the Blackstaff, causing hideous growths to spring up around the revived corpse behind the beleagued knight. The blackened vines whip around the corpse and the sharpened thorns pierce the flesh, holding fast and dragging it away from the knight. Caer then moves to the gates' entrance, continuing to survey the situation he has left behind. [OOC] Action- spell (thorn whip) at Zombie adjacent to knight [URL='http://roll.coyotecode.net/lookup.php?rollid=297635']Thorn Whip: 1D20+5 = [6]+5 = 11[/URL] [URL='http://roll.coyotecode.net/lookup.php?rollid=297636']_: 1D6 = [3] = 3[/URL] 3 Piercing Damage Zombie is dragged either NN or NNE (10'). Caer then moves SW, W, W, W (20'). [/OOC] [/QUOTE]
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