Act II: Ill Fortunes
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Oct 6, 2016 3:45 pm
They must have a weakness. Can any of you bless water? Perhaps it will have an effect.
Oct 6, 2016 3:47 pm
Positive energy does seem to have more of an effect than weapons...if we can gather the proper materials, I can place a blessing on a few flasks. Perhaps that will get the job done.
Oct 6, 2016 3:49 pm
"Perhaps we should dismember the corpses so they cannot be re-used? Something we probably should have thought of before. I loathe the idea of desecrating a corpse, but it's better to be sure," Darren suggests.
Oct 6, 2016 4:41 pm
"I'm not surprised that the foes grow stronger as we approach the keep. We should continue onwards, though I think we should keep somewhat close together in case of another ambush."
Oct 6, 2016 10:06 pm
So, unless the group objects, you dispose of the bodies and then leave the village. Roll me a Perception check.
Rolls
Roll for something.
Roll for something
Roll for something
Roll for something
Roll for something
Oct 6, 2016 10:09 pm
Weiryn keeps a sharp eye out, relying on his deathwatch to catch any other foes or bystanders hidden in the mists.
Rolls
Perception (dazzled) - (1d20+7)
(11) + 7 = 18
Oct 6, 2016 10:19 pm
Veroth watches for flying things, incorporeal things, and corporeal things.
Rolls
Perception - (1d20+10)
(12) + 10 = 22
Oct 6, 2016 10:49 pm
After the zombie attack re-confirmed he is indeed in troubled waters, Durgrim will use his god-given senses to continously sense for unlife while on the way to the gypsies.
OOC:
Detect undead, range 60 ft, doing it about every 30 feetRolls
perception - (1d20+4)
(2) + 4 = 6
Oct 7, 2016 10:23 pm
You leave Barovia and the mist seems to clear somewhat as you leave the village. You can still see it in the distance, clinging to tall evergreens as the road crosses a river and then runs along the forest. You travel for a good 20 minutes or so until you reach the spot described to you by the gypsy man.
An old wooden gallows creaks in a chill wind blowing down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: "Barovia" to the east, "Tser Pool" to the north, and "Castle Ravenloft" to the west. Across from the gallows, a low wall, crumbling in places, partially enclosed a small plot of graves—presumably housing those who died at the end of that rope.
A yell grabs your attention as you approach the crossroads, and you see an armoured man charging toward the graveyard, drawing a gleaming silver sword as he runs. A jet-black raven flies at his shoulder. The you see three dark smears of air encircling him, like shadows cast by clouds.
The man has long black hair and a neatly trimmed beard. He wears full plate armor and carries a shield and longsword. An amulet shaped like a raven’s head hangs around his neck.
Roll Initiative.
An old wooden gallows creaks in a chill wind blowing down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: "Barovia" to the east, "Tser Pool" to the north, and "Castle Ravenloft" to the west. Across from the gallows, a low wall, crumbling in places, partially enclosed a small plot of graves—presumably housing those who died at the end of that rope.
A yell grabs your attention as you approach the crossroads, and you see an armoured man charging toward the graveyard, drawing a gleaming silver sword as he runs. A jet-black raven flies at his shoulder. The you see three dark smears of air encircling him, like shadows cast by clouds.
The man has long black hair and a neatly trimmed beard. He wears full plate armor and carries a shield and longsword. An amulet shaped like a raven’s head hangs around his neck.
Roll Initiative.
Rolls
Ashlyn's initiative.
Man's initiative.
"Shadows's" initiative.
Breaking tie Ashlyn - (1d20)
(10) = 10
Breakint tie man - (1d20)
(6) = 6
Oct 7, 2016 10:35 pm
Weiryn prepares for battle, holy symbol in hand.
Rolls
Initiative - (1d20+1)
(18) + 1 = 19
Oct 7, 2016 10:38 pm
Ujjaya quickly nocks an arrow. Does he recognize the amulet? Might it be the Holy Symbol of Ravenkind?
Last edited Oct 7, 2016 10:43 pm
Rolls
Initiative - (1d20+6)
(13) + 6 = 19
Knowledge... History (+1)? or Religion (+10) - (1d20)
(17) = 17
Oct 7, 2016 10:49 pm
Ujjaya will be reminded of an old defunct order of knights called the Knights of the Raven which was an order of knights dedicated to fighting the undead. They apparently had the aid of a celestial raven animal companions and were devoted to the ideal of good symbolized by the raven and that good could flourish only in the face of great evil. Hmm, could it be that the order is not as defunct as people had originally thought?
Oct 7, 2016 10:56 pm
You can go ahead and place your counters on the road, behind the dotted line.
Oct 8, 2016 5:27 am
OOC:
Init, could someone place me in the spot we've designated in the marching order? Rolls
Initiative - (1d20+6)
(8) + 6 = 14
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