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This floor seems to be completely empty… there are no signs of enemies everywhere, it seemed all enemies in the 2nd level had retreated to the 1st level. From what you could gather, they had retreated through the stairwell that was half-intact after they blew up the central room on the top floor. All you need to do now is to work together with the other wing and use explosive barrels to get to the bottom floor. Considering how the enemies have been acting up until now, it seems this was likely your last hurdle before the castle is captured.
Your task now is to carry or levitate a barrel of alchemical explosive without dropping it from where an Elven master artisan and alchemist combo are busy making a barrel for each person. Although carrying one is easy enough… the entirety of the 2nd level is rigged with traps, flaming arrows, oil field, tar field, you name it, the defenders have spent the entire night to make this cycle as painful for you as possible.
Each person’s goal is to roll above a 60 (with modifiers) to carry an explosive from one end of the wings to the spike-trapped center and then through the spike field and finally into a room where the teleportation stone is located. From what you identify, the teleportation stone can only be blown up with this alchemical solution. It is immune to all magic and all physical attacks.
Blowing this up would mean you have successfully taken over the entire castle, since the rest of the enemies have either retreated or subdued and a report came in down at the castle's secret tunnel had suggested that the lord of the castle had escaped.
- If you are with East Wing (Red) then you start on the Eastern end of the corridor.
- If you are with West Wing (Blue) then you start on the Western end of the corridor.
When you get to the 2nd level central chamber, you will be able to see the other team! All cool downs have been refreshed.
Post cool down is 3 hours. No alt character for this!
- You must subtract 30 HP if you rolled below 60.
- If you are a tank, then subtract 20 HP instead.
- Subtract 30 EN if you post here.
1 Revive with no death affliction per event per support.
You cannot roll if you want to revive.
+5 per tier (except beginner) if you had any weapon mastery (including body combat) / +10 at expert. This signifies that you are physically fit enough to carry a barrel without struggling.
+5 per tier (except beginner) if you had any magic mastery / +10 at expert. This signifies that you are using magic to levitate the barrel (one at a time).
+5 per tier (except beginner) if you had: Beast Taming or Summoning / +10 at expert. This signifies that you are using a companion or familiar to bring it across. You still take damage while walking with it though.
+10 per tier (except beginner) if you had Rogue / +10 at expert. You are mobile enough to complete the task, no problem.
Only count one mastery!
Posting Format:
Code:
[hp]100[/hp] [en]100[/en]
Post here
[CENTER][COLOR=#ff0080][SIZE=7] Your roll + mod = result (Success/Failure) [/SIZE][/color]
Link to Roll
# / 18[/CENTER]