To a party of seasoned adventurers such as yourselves, this is but another dull tavern in another dull town in some nameless province. It is but another passage of time between the challenges of true adventuring. Such is the doldrum of existence waiting for another opportunity. Outside the Inn, a fog lies over the town this evening, draping everything in its clammy grasp. The damp cobbled street shines as the light of street lanterns dances across the slick stones. The cold fog chills the bones and shivers the soul of anyone outside. Yet inside these tavern walls the food is hearty and the ale is warm and frothy. A fire blazes in the hearth and the tavern is alive with the tumbling voices of country folk. Suddenly, a hush falls over the tavern. Even the flagons of ale seem to silence themselves. The tavern door swings open. Framed by the lamp-lit fog, a form strides into the room. His heavy, booted footfalls and the jingle of his coins shatter the silence. His brightly colored clothes are draped in loose folds about him and his hat hangs askew, hiding his eyes in shadows. Without hesitation, he walks directly up to your table and stands proudly in a wide stance with folded arms. His accented voice speaks, "I have been sent to you to deliver this message! If you be creatures of honor, you will come to my master's aid at first light. It is not advisable to travel the Svalich woods at night!" He pulls from his tunic a sealed letter, addressed to all of you in beautiful flowing script. He drops the letter on the table. "Take the west road from here some five hours march down through the Svalich woods. There you will find my master in Barovia." Amid the continued silent stares of the patronage, the gypsy strides to the bar and says to the wary barkeeper, "Fill the glasses, one and all. Their throats are obviously parched." He drops a purse heavy with gold on the bar. With that, he leaves. The babble of tavern voices resumes, although somewhat subdued. The letter is lying before you. Dated yesterday, the ink is still not dry and the parchment is crisp. The seal is of a crest you don't recognize.
Ravenloft game thread
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To a party of seasoned adventurers such as yourselves, this is but another dull tavern in another dull town in some nameless province. It is but another passage of time between the challenges of true adventuring. Such is the doldrum of existence waiting for another opportunity. Outside the Inn, a fog lies over the town this evening, draping everything in its clammy grasp. The damp cobbled street shines as the light of street lanterns dances across the slick stones. The cold fog chills the bones and shivers the soul of anyone outside. Yet inside these tavern walls the food is hearty and the ale is warm and frothy. A fire blazes in the hearth and the tavern is alive with the tumbling voices of country folk. Suddenly, a hush falls over the tavern. Even the flagons of ale seem to silence themselves. The tavern door swings open. Framed by the lamp-lit fog, a form strides into the room. His heavy, booted footfalls and the jingle of his coins shatter the silence. His brightly colored clothes are draped in loose folds about him and his hat hangs askew, hiding his eyes in shadows. Without hesitation, he walks directly up to your table and stands proudly in a wide stance with folded arms. His accented voice speaks, "I have been sent to you to deliver this message! If you be creatures of honor, you will come to my master's aid at first light. It is not advisable to travel the Svalich woods at night!" He pulls from his tunic a sealed letter, addressed to all of you in beautiful flowing script. He drops the letter on the table. "Take the west road from here some five hours march down through the Svalich woods. There you will find my master in Barovia." Amid the continued silent stares of the patronage, the gypsy strides to the bar and says to the wary barkeeper, "Fill the glasses, one and all. Their throats are obviously parched." He drops a purse heavy with gold on the bar. With that, he leaves. The babble of tavern voices resumes, although somewhat subdued. The letter is lying before you. Dated yesterday, the ink is still not dry and the parchment is crisp. The seal is of a crest you don't recognize.
"Each player must accept the cards life deals him or her: but once they are in hand, he or she alone must decide how to play the cards in order to win the game." She says to the table. "Will we play together? Or are there those among us here that would rather play for themselves? I have no manner of distate to give greater than that for one who contracts for business and decides instead that personal gain is more important then the team's mission."
Rolls
Investigation - (1d20+4)
(12) + 4 = 16
"What pray tell of the letter? Is it anymore forthcoming than it deliverer?"
"Parched, yes," he says, and gives a sharp whistle to attract the barkeep's attention. He waves his empty cup to make his meaning clear, and sways slightly as he waits for Katerina to report on the letter's contents.
Hail to thee of might and valor:
I, a lowly servant of the township of Barovia, send honor to thee. We plead for thy so desperately needed assistance within our community. The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our town cannot protect her. She languishes from her wound and I would have her saved from this menace. There is much wealth in this community. I offer all that might be had to thee and thy fellows if thou shah but answer my desperate plea. Come quickly, for her time is at hand! All that I have shall be thine!
Kolyan Indrirovich,
Burgomaster
As with the seal, there is little you recognise in his accent or manner. Fluently spoken and not restrained by the trappings of his somewhat lost dialect, his communication imparts a charm that could not be interpreted as being suspicious. The parchment is well-formed and white as the new moon outside, telling of the honesty and earnest of its contents, at least in the promise of wealth.
"Funny that they knew we'd be here tonight, or maybe the messenger was just looking for any adventurers?" he mutters, mostly to himself. Then he speaks a bit louder, addressing the group. "As mysterious as the circumstances are, the message seems clear enough. This Ireena woman has been woundedsomehow, and the people need our aid. If it is within our power to help, I think we must. At the very least, I would speak to this burgomaster and see what the evil is that oppresses Barovia."
Rolls
Intelligence check (Barovia or Svalich Woods) - (1d20)
(8) = 8
"What evil? Does the letter specify? I hardly think all this drama with the gypsy would be necessary if the good Burgomaster were seeking a simple healer. Evil takes many forms, and I've a bad feeling about these circumstances. I am in agreement with Iskandil that it warrants investigation"
As if they would be leaving immediately, Sindar stands adjusting his coat. The flaps of the long coat barely covering hand crossbows and the pommel of a finely silvered rapier.
Born a commoner and not one for fancy words, she says grimly from the shadows of her hood, "I'll answer this summons. Alone if I must, though it looks like we're all in agreement here. Rest and then tomorrow we'll see what's what. But don't sleep too soundly. Think about it: people know who we are and where to find us."
In a short, but not sloppy amount of time Lysander and Steel are prepped and ready to ride. When his companions appear they are greeted with a warm chipper smile and a hearty "Good Morning!"
Grizel enters the yard on a black destrier with white fetlocks. And greets Lysander and Faelor by rising her mailed fist. "Mornin'! Are the others still sleepin'? I'm anxious t'be on our way."
Rolls
Warhorse HP [Find Steed] - (3d10+3)
(516) + 3 = 15
"I guess we're ready to go, " he says, taking a playful swing at the mist with his staff.
How much to borrow a horse? If it's too expensive Katerina will just walk.
Rolls
Investigation - (1d20+3)
(12) + 3 = 15
The cart is quite full of his still and supplies., and the elf walks alongside it as the group travels.
"Apple brandy. Very strong." He walks alongside the donkey, using his staff as a walking stick and occasionally taking a bite of the carrot.
Rolls
Perception - (1d20+3)
(5) + 3 = 8
Rolls
Nature (to determine if the forest is unnatural) - (1d20+3)
(18) + 3 = 21
You all can tell Lysander's optimistic outlook is at least partly show. He strives to be an eternal beacon of hope, but you know he has the same foreboding feelings the rest of you share, if not for the same reasons.
Hotay leans over and shoves Iskandil with his nose, causing the elf to step into a deep mud puddle.
"Nobody ever said donkeys were natural," Iskandil tells the donkey irritably, but he's already reaching into his pocket for another apple.
Rolls
Perception - (1d20+5)
(1) + 5 = 6
Edit: autocorrect errors.
A lone wolf cries in the distance.
Rolls
Secret Roll
for 1 minute, the staff uses Wisdom instead of Strength for attack and damage, and does d8 damage. It also becomes magical
OOC:
Trying to leverage my Natural explorer to see if I can gain any insight into the wolves intentions or locations. I gave both bonuses just in case.
Rolls
Survival (+7), Nature +1 - (1d20)
(14) = 14
You hear three wolves. They are a little more distant this time but it is hard to discern their intentions. You do notice, however, a dead figure in the underbrush, wearing a grey cloak. A shortsword lays by his side and the other hangs from its sheath. He holds an envelope crumpled in his hand. The remains of his armour and clothes are torn and raked with claw marks. Paw prints of many large wolves are pressed into the clay around the body. The man has obviously been dead for a short time.
Rolls
Investigation - (1d20+4)
(6) + 4 = 10
"Hail thee of might and valor:
I, the Burgomaster of Barovia send you honor — with despair. My adopted daughter, the fair Ireena, has been these past nights bitten by a creature calling its race "vampyr." For over 400 years he has drained this land of the life-blood of its people. Now, my dear Ireena languishes and dies from an unholy wound caused by this vile beast. Yet I fear, too, that the creature has some more cunning plan in mind. He has become too powerful to be fought any longer. So I say to you, give us up for dead and encircle this land with the symbols of good. Let holy men call upon their power that the evil one may be contained within the walls of weeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours. There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life.
Kolyan Indirovich,
Burgomaster"
You are chilled to the bone by the intense howling of five wolves, surrounding you, nearby and just detectable through the folds of mist.
Rolls
Stealth (wolves) - (1d20+4)
(11) + 4 = 15
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Sindar reaches down, and loads two regular bolts into his hand crossbows, then scans the trees, readying to defend himself and the party.
As they approach, their eyes seem to glow faintly red through the fog, as if reflecting light. But from what source?
all but Lysander and Iskandil are surprised. All PCs are granted inspiration. Sindar may execute a readied action at the end of the surprise round
Rolls
Wolf 1 Initiative - (1d20+2)
(17) + 2 = 19
Wolf 2 Initiative - (1d20+2)
(6) + 2 = 8
Wolf 3 IN - (1d20+2)
(19) + 2 = 21
Wolf 4 IN - (1d20+2)
(7) + 2 = 9
Wolf 5 IN - (1d20+2)
(4) + 2 = 6
and fwiw, it may not be a bad idea to roll everyone's initiative, just to keep things speedy.
Rolls
Initiative - (1d20+3)
(4) + 3 = 7
Rolls
Lysander IN - (1d20+2)
(20) + 2 = 22
Sindar IN - (1d20+3)
(18) + 3 = 21
Grizel IN - (1d20)
(10) = 10
Katerina IN - (1d20+3)
(20) + 3 = 23
Faelor IN - (1d20+2)
(12) + 2 = 14
Lysander 22
Wolf 3 21
Sindar 21
Wolf 1 19
Faelor 14
Grizel 10
Wolf 4 9
Wolf 2 8
Iskandil 7
Wolf 5 6
Lysander cries out when the wolves appear then intones a prayer while grasping for his holy symbol. "Oh! Saga bless and guide we fools. Part the veil of mystery and show us the light of truth!" With a sweeping motion of his arm Lysander poors a blue flame from his cup. It dissipates quickly but bright sparks flutter down on the heads of Iskandil, Karenina and Sindar. You feel the divine presence if Saga ready to guide your hand and help you stave off injury.
Those three characters have Bless on them. Roll an extra d4 on attacks and saving throws (1d20+1d4) until I say otherwise.
Cross posted there...ignore my initiative...I like yours DM. Actions remain the same.
Rolls
Lysander Initiative - (1d20+2)
(14) + 2 = 16
Rolls
Wolf 3 bite Sildar - (1d20+4)
(16) + 4 = 20
Wolf 1 bite Iskandil - (1d20+4)
(1) + 4 = 5
Wold 4 bite Lysander - (1d20+4)
(8) + 4 = 12
Wolf 2 bite Iskandil - (1d20+4)
(16) + 4 = 20
Wolf 2 bite Iskandil, pack tactics (adv) - (1d20+4)
(6) + 4 = 10
Sindar knocked prone
Rolls
Sindar damage - (2d4+2)
(22) + 2 = 6
Sindar STR save or knocked prone - (1d20+1, 1d4-1)
1d20+1 : (2) + 1 = 3
1d4-1 : (4) - 1 = 3
Iskandil damage - (2d4+2)
(11) + 2 = 4
Iskandil STR save - (1d20+1, 1d4-1)
1d20+1 : (16) + 1 = 17
1d4-1 : (1) - 1 = 0
Katerina will draw her twin rapiers as part of her Move, and use the Attack action against the wolf in base contact with her (presumably Wolf 1). She will attack until it is dead and then move into its space to engage the other two. She will use a bonus action to use an Off hand attack and then action surge to use a second Attack action for 5 total attacks. I will roll all attacks seperately in consecutive edits.
Rolls
Attack 1 against Wolf 1 with bless roll seperate - (1d20+6)
(4) + 6 = 10
Bless Roll - (1d4)
(1) = 1
Attack 1 damage - (1d8+3)
(2) + 3 = 5
Attack 2 against Wolf 1 with bless roll seperate - (1d20+6)
(17) + 6 = 23
Bless - (1d4)
(3) = 3
Attack 2 damage - (1d8+3)
(6) + 3 = 9
Attack 3 against Wolf 1 with bless roll seperate - (1d20+6)
(5) + 6 = 11
Bless - (1d4)
(1) = 1
Attack 3 damage - (1d8+3)
(8) + 3 = 11
Attack 4 against Wolf 1 with bless roll seperate - (1d20+6)
(8) + 6 = 14
Bless - (1d4)
(1) = 1
Attack 4 Damage - (1d8+3)
(4) + 3 = 7
Attack 5 against Wolf 3 with bless roll seperate - (1d20+6)
(17) + 6 = 23
Bless - (1d4)
(4) = 4
Attack 5 Damage - (1d8+3)
(7) + 3 = 10
Rolls
Attack - (1d20+5)
(18) + 5 = 23
Damage - (1d8)
(1) = 1
Edit: Note to self: remember that you are blessed. +1d4. You got away with it this time, but don't let it happen again.
Rolls
Shillelagh Attack - (1d20+7)
(6) + 7 = 13
Shillelagh Damage - (1d8+4)
(2) + 4 = 6
Rolls
Melee Attack vs. Wolf(#?) - (1d20+3)
(14) + 3 = 17
Damage vs Wolf (#?) - (1d6)
(5) = 5
Iskandil crushes the first, evidently arthritic, wolf. The wolf near to Lysander rushes in to find a weak spot in his armour. Hotay rears up, panicked as he hears the tearing of flesh and smells blood through the mist. A few items fall off the cart.
The warhorse, startled by hotay, backs away, unsure if to flee or to stay by its master. Steel remains strong, holding a defensive position.
Katerina strikes at the central wolf, which cannot possibly dodge all of her quick flourishes. Three cuts and it falls with a whelp as the pain surges to it's wounds. Lysander lunges at a wolf, it's blunt force seemingly not impairing it.
The remaining wolf facing the front of the party backs off (disengage), rushing to Lysander's exposed back.
Katerina
Lysander
Wolf 3
Sindar
Faelor
Grizel
Wolf 4
Iskandil
Wolf 5
Rolls
Wolf 5 bite Lysander
Wolf 5 bite Lysander (pack tactics)
Hotay (draft horse) morale - WIS saving throw - (1d20)
(6) = 6
Steel morale - (1d20+1)
(15) + 1 = 16
Other warhore morale (remind me of name) - (1d20+1)
(5) + 1 = 6
Hotay advantage (quick kill/distance) - (1d20)
(3) = 3
Half move to rise to knees, attack action to fire main hand crossbow, then bonus action to fire offhand crossbow
Rolls
Attack w/first hand crossbow - (1d20, 1d4+6)
1d20 : (11) = 11
1d4+6 : (4) + 6 = 10
Attack with offhand - (1d20, 1d4+6)
1d20 : (5) = 5
1d4+6 : (1) + 6 = 7
Damage with first hand crossbow - (1d6+3)
(5) + 3 = 8
Damage with second hand crossbow - (1d6)
(2) = 2
Rolls
attack roll - (1d20+7)
(13) + 7 = 20
damage - (1d8+2)
(7) + 2 = 9
OOC:
*Rerolling Attack 2 damage as I got a 1 & a 2 [Great Weapon Fighting]
*Just a reminder: if either of these attacks drop a wolf, Grizel gets another melee attack as a bonus action [Great Weapon Master]
Rolls
Greatsword attack 1 - (1d20+6)
(9) + 6 = 15
Attack 1 damage - (2d6+3)
(53) + 3 = 11
Divine Smite damage - (2d8)
(48) = 12
Greatsword attack 2 - (1d20+6)
(4) + 6 = 10
Attack 2 damage - (2d6+3)
(12) + 3 = 6
Divine Smite damage - (2d8)
(56) = 11
Rerolling Attack 2 damage [Great Weapon Fighting] - (2d6+3)
(66) + 3 = 15
"Great lady, grant me your divine fire so that it may burn untruth from the world."
In his hand his goblet fills with blue holy fire and with a flick of his wrist he flings it at one of the wolves.
I am unsure which wolves might remain. Please have this target a wolf that is already injured. Now to the other confusing part of this situation. From what I have read casting in melee no longer provokes "Attacks of Opportunity" only movement not part of the Disengagedoes that. However casting a ranged spell in melee does cause disadvantage for the attacker. BUT, Sacred Flame does not require an attack roll, it gives the target a Dexterity saving throw.
So, the way I see it is that the wolf I am attacking gets Advantage on it's Dexterity saving throw, because I would have disadvantage normally, so that translates to advantage for the wolf. Does that make sense? Am I missing anything? reference pg 195 for Opportunity Attacks and pg 204 for Spell Casting Saving Throws and Attacks.
Finally...the DC for the Dex Saving throw is 15
Rolls
Sacred Flame damage (no damage on save) - (1d8)
(8) = 8
All players gain 41 EXP
Rolls
Wolf 5 bite Lysander - (1d20+4)
(2) + 4 = 6
Wolf 5 DEX saving throw (no advantage by RAW) - (1d20+2)
(20) + 2 = 22
"Another letter from someone claiming to be the burgomaster," he says, thinking aloud. "Telling a story that begins the same, but hopes for a very different end. Why was this man returning to Barovia when he hadn't delivered his message?"
Tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet cobblestones. The tall shapes become recognizable as the dwellings of the village of Barovia. The windows of each house stare out from pools of black nothingness. No sound cuts the silence except for a single mournful sobbing that echoes through the streets from a distance. The river Ivlis flows as clear as a blue winter sky through the valley; at least, that is what you think you hear, gently flowing some distance to the south.
OOC: Grizel expends one use of Divine Sense. Also, here's a perception roll for good measure.
Rolls
Perception - (1d20+3)
(9) + 3 = 12
On your left, some kind of shop. The sparse light from this building spills out from behind drawn heavy curtains. A sign over the door creaks on its hinges, proclaiming this "Bildrath's Mercantile."
From the right, a single shaft of light thrusts into the main square, its brightness like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs precariously askew proclaiming this the "Blood on the Vine Tavern." The tavern building is about 60 feet square.
The wailing is louder again, coming from a path to the left. As you step into the square, you see that there are two more paths buried in the fog.
A moaning sob floats through the still, gray streets, coloring your thoughts with sadness. The sounds flow from a dark, two-story townhouse, 60ft down the road.
Rolls
Secret Roll
OOC: Is my Divine Sense still in effect?
Divine Sense lasts only 2 turns (12s), so no
"Madam? Hello?" Sindar will talk calmly to the weeping woman.
OOC: I'd like to have a good look at the woman, to see if anything about her is amiss. If she starts talking to us, I'll try to use Insight to gleam more information from he mannerisms.
Rolls
Perception +7 (expertise) - (1d20+7)
(2) + 7 = 9
Insight, if we start to interact with her - (1d20+5)
(2) + 5 = 7
"Miss, we are travelers from foreign lands who have come to alieve the troubles of this land. Please tell us what ails you, and we will do for you what we can.
She seems too upset to talk, almost beyond sanity. You notice she is poor, wearing stitched-up clothing, and is a little weak from malnutrition.
She talks to the group as if one entity, perhaps too distraught to entertain you each as individuals.
My name is Mary. I doubt you shall now me much longer for I feel I will perish in my grief soon.
The Burgomaster lives just at the bottom of this road. He is the wealthiest person in our community, but his mansion is boarded up just like all of our buildings. For at night, he comes with his wolves...
He has two children, Ireena and Ismark. I do not know why he has sent for you, for it is an extreme unkindness to trap you here. There is no way out...I hope his intentions are true and honorable
As for my daughter, she fled my care. I kept her trapped here for her own safety"
Although she seemed to have calmed for talking you through the situation, bringing up her daughter again seems to cause her more stress. She falls silent and sullen.
"We will see. The vampyr may find that he has caught more in his trap than he bargained for."
Sindar makes ready to move to the Burgmaster's estate.
Though she is last to leave, she pushes herself to the front of the column to help lead on to the Burgomaster's mansion. She walks with purpose as she pushes forward into the mists. "The quality of mercy shall not be bestowed this creature of the night."
Rolls
Perception - (1d20+5)
(17) + 5 = 22
What manner of foul immortal must this Strahd be to lord over this land for a century? No matter, this is precisely the kind of tyranny that Grizel has sworn to end. But first, this Burgomaster. Remembering the wolf ambush, she keeps a sharp lookout.
OOC: Grizel activates Divine Sense. Also, here's a Perception check.
Rolls
Perception - (1d20+3)
(9) + 3 = 12
Remember that your perception checks will be at disadvantage due to the thick mist, which lightly obscures anything at 10ft, and heavily obscures anything at 20ft. However, all you find are more boarded up building as you walk south down this straight road.
One building is a larger plan like a guest house, and is not fortified like the others. You pass this on your left immediately after leaving Mary's.
After pressing about 70ft further through the mist, you approach the estate. A weary-looking mansion squats behind a rusting iron fence. The iron gates are twisted and torn. The right gate lies cast aside while the left swings crazily in the wind. The stuttering squeal and clang of the gate repeats with mindless precision. Weeds choke the grounds and press with menace upon the house itself. Yet, against the walls, the growth has been trodden under to form a path all about the domain. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black blottings tell of the fires that have assailed the walls. Not a pane nor shard of glass stands in any window. All the windows are barred with heavy planking, each plank marked with stains of evil omen.
You estimate the mansion to be approximately 120 feet long east to west and 50 feet wide north to south. The door ahead of you is nestled firmly shut.
"We have come in answer to your summons, burgomaster," he calls out loudly. Then he mutters to the others. "Looks like he's had some trouble. Wolves and fire. Do vampyrs use fire?"
edit: The names are similar and I read to fast. Forgive my screw up
Katerina looks about for the source of the voice as well as any obvious traps.
Rolls
Perception (Disadvantage) - (1d20+5)
(18) + 5 = 23
Perception (Disadvantage) - (1d20+5)
(10) + 5 = 15
You do not see anyone nearby, but it is certain that the voice comes from the door.
It opens: "please come in. My name is Ireena Kolyana and I think I could use your help."
Rolls
Secret Roll
Secret Roll
It is obvious that some evil is snarling in the mist behind you. Ireena widens her eyes, and beckons you in with haste: "those dogs are here, hurry in!"
Rolls
Secret Roll
OOC: Grizel readies Bane spell at Level 2 (up to four targets). The trigger is when the wolves are in sight and in range (30ft)
She draws a sharp dagger.
(More rolls, map and order to come. I have rolled HP for Hotay and Steel...let me know if you already have. Alastor's stats belong to Grizel)
Sindar (28)
Worg (21)
Steel (18)
Iskandil (17)
Lysander (14)
Ireena (11)
Grizel (READY) and Alastor (8)
Hotay (7)
Faelor/Katerina (7 - you decide)
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Hotay IN - (1d20)
(7) = 7
Steel IN - (1d20+1)
(17) + 1 = 18
Secret Roll
Lysander IN - (1d20+2)
(12) + 2 = 14
Iskandil IN - (1d20+3)
(14) + 3 = 17
Grizel IN - (1d20)
(8) = 8
Faelor IN - (1d20+2)
(5) + 2 = 7
Sildar IN - (1d20+3)
(20) + 3 = 23
Katerina IN - (1d20+3)
(4) + 3 = 7
Magical energies begin to coalesce around me as I consider which spell to cast.
A fell creature breaks out of the mist, but it was not the wolf you were expecting. A much larger, faster, more monstrous creature darts towards the group, choosing Faelor as an obvious target. Sindar launches a bolt from behind the hefty door, which implants into the creature, a fine shot considering the crowd of his companions close by.
The worg snaps it's powerful jaws at Faelor, sensing his magical prowess, but misses in it's blind rage.
Steel is spooked, being pressed against a wall at the start of the engagement, and darts behind Alastor, keeping an eye on Lysander.
Sindar (28)
Steel (18)
Iskandil (17)
Lysander (14)
Ireena (11)
Worg 1 (10, near death, stunned)
Grizel and Alastor (8)
Worg 3 (8)
Hotay (7)
Faelor (7)
Katerina (7)
Rolls
Sindar shoots hand crossbow at worg - (1d20+6)
(18) + 6 = 24
worg damage - (1d6+3)
(1) + 3 = 4
Worg bites Faelor - (1d20+5)
(3) + 5 = 8
Steel morale - (1d20+1)
(2) + 1 = 3
((casting Guiding Bolt, using my second 1st level spells for the day. If this is a hit, the next attack aggainst this vreature has advantage))
Rolls
Guiding Bolt Attack Roll - (1d20+7)
(18) + 7 = 25
Guiding Bolt damage - (4d6)
(5314) = 13
Bonus Action to Wild Shape into Dire Wolf
Action to bite. On a hit, DC 13 strength save or prone.
Current AC 14/hps 37/Str 17 Dex 15 Con 15
Rolls
Bite to hit (with advantage) - (1d20+5)
(11) + 5 = 16
Bite to hit (with advantage) - (1d20+5)
(6) + 5 = 11
Bite Damage - (2d6+3)
(33) + 3 = 9
Ireena darts sideways across the battlefield, dodging Iskandil and swiping the worg with her dagger, making a skilful lunge into the worg's muscle tissue.
Two more Worgs pounce from the mists, fiendishly lunging at any threats they perceive. Iskandil takes another bite wound from a second challenge (total 23 damage), but the other worg is blinded as Grizel unleashes the bane spell.
You hear the pounding of claws further out in the mist - it is certain that this is not the full pack.
let me know if my images are showing up ok - I'm using Tinybox
Rolls
Worg bite Iskandil - (1d20+5)
(10) + 5 = 15
Iskandil piercing damage - (2d6+3)
(56) + 3 = 14
Ireena dagger > worg - (1d20+5)
(11) + 5 = 16
Worg piercing damage - (1d4+3)
(4) + 3 = 7
Worg bite Iskandil - (1d20+5)
(19) + 5 = 24
Worg bite Grizel - (1d20+5)
(3) + 5 = 8
Iskandil piercing damage - (2d6+3)
(24) + 3 = 9
First worg saving throw - (1d20-1)
(14) - 1 = 13
Middle worg saving throw - (1d20-1)
(20) - 1 = 19
Save for Worg near Grizel - (1d20-1)
(3) - 1 = 2
Oops - forgot the Worg's save - (1d20+3)
(20) + 3 = 23
OOC:
Worg must succeed on a DC 14 Str save or be knocked prone. If the target is knocked prone, Alastor can take a
bonus action this round to make another hooves attack. Rolling that bonus attack now just in case.
I'm not certain which worgs have been affected by Grizel's Bane spell. Those would have 1d4 penalty on attacks and saves.
Rolls
Trampling Charge - (1d20+4)
(11) + 4 = 15
Hooves damage - (2d6+4)
(12) + 4 = 7
Bonus hooves attack - (1d20+4)
(20) + 4 = 24
Bonus attack damage - (2d6+4)
(56) + 4 = 15
[ooc: disengage action.]
Even as she shouts she begins to enter her battle trance and can feel herself limber as she draws her swords and then dances about flitting her attacks in where they will hurt the worgs the most.
Katerina moves up to the worg, drawing her swords as part of her move, and then uses the Attack action for two attacks followed by a bonus action off hand attack.
Rolls
Attack 1 agaist Worg 1 - (1d20+6)
(20) + 6 = 26
Attack 1 Damage - (1d8+3)
(6) + 3 = 9
Attack 3 agaist Worg 1 - (1d20+6)
(9) + 6 = 15
Attack 2 Damage - (1d8+3)
(1) + 3 = 4
Attack 4 agaist Worg 1 - (1d20+6)
(16) + 6 = 22
Attack 3 Damage - (1d8+3)
(1) + 3 = 4
Crit Attack 1 - (1d8)
(7) = 7
((DC 15 Dexterity save or take the damage below. Target cannot benefit from cover))
Rolls
Sacred Flame Damage - (2d8)
(14) = 5
Another worg emerges from the mist, veering left to stick with the pack, taking a bite of Ireena, who remains powerfully composed. Hotay freaks and tries to pull the cart around the side of the building.
Faelor steps away carefully, weary of being marked, to make way for Katerina, who makes three successful piercing jabs. The worg ducks to the ground and snarls.
Another worg emerges through a fold of mist, squaring off with Alastor, making a successful bite attack.
Rolls
Worg trample save - (1d20+3)
(6) + 3 = 9
Bane - (1d4)
(3) = 3
(Trample attack 2 was a crit) - (2d6)
(52) = 7
Worg bite Ireena - (1d20+5)
(12) + 5 = 17
Ireena piercing damage - (2d6+3)
(23) + 3 = 8
Hotay morale - (1d20)
(3) = 3
Worg 6 bite Alastor - (1d20+5)
(19) + 5 = 24
Alastor piercing damage - (2d6+3)
(14) + 3 = 8
Sindar (28)
Steel (18)
Iskandil (17)
Lysander (14)
Ireena (11)
Worg 1 (10)
Grizel and Alastor (8)
Worg 3 (8, injured, prone)
Hotay (7)
Faelor (7)
Katerina (7)
Worg 6 (3)
On a hit, DC 13 strength save or prone.
Rolls
attack - (1d20+5)
(2) + 5 = 7
attack - (1d20+5)
(8) + 5 = 13
damage - (2d6+3)
(35) + 3 = 11
Attack action, followed by bonus action attack. Will re-target if necessary for second attack.
Rolls
Attack - (1d20+6)
(4) + 6 = 10
Damage w/crossbow - (1d6+3)
(5) + 3 = 8
Bonus Attack - (1d20+6)
(16) + 6 = 22
Damage - (1d6+3)
(5) + 3 = 8
Sneak Attack Damage to first successful hit - (2d6)
(52) = 7
Steel falls back, not comfortable in the constant thick mist, staying close to Lysander but keeping distance from the fray.
Iskandil wrestles the (east) worg to the ground, returning to position as another holy light strikes his foe.
Ireena hears the call and disengages from the enemy: "the fight is yours. I will see to your beast". She retreats west and places a gentle hand on hotay's mane.
Worg 1 (left) appears to follow, but instead circles Iskandil to flank, evidently feeling him as the main threat. He is able to wrench the dire wolf's ankle.
Rolls
Steel morale - (1d20+1)
(4) + 1 = 5
Worg 3 (right) str save - (1d20+3)
(5) + 3 = 8
Worg 3 dex save - (1d20+1)
(7) + 1 = 8
Worg 1 bite iskandil - (1d20+5)
(11) + 5 = 16
Advantage - (1d20+5)
(19) + 5 = 24
Iskandil piercing damage - (2d6+3)
(24) + 3 = 9
Sindar (28)
Steel (18)
Iskandil (17)
Lysander (14)
Ireena (11)
Worg 1 (10, near death, stunned)
Grizel and Alastor (8)
Hotay (7)
Faelor (7)
Katerina (7)
OOC:
*Alastor Trampling Charge vs the downed Worg 3. I don't know if he automatically gets his bonus attack (because the worg is already prone) or if Worg 3 still gets a chance to avoid the bonus attack by making its DC 14 Strength saving throw vs being knocked prone.
*Alastor draws Worg 6's opportunity attack so Grizel can move freely.
Rolls
Alastor hooves attack vs Worg 3 - (1d20+4)
(20) + 4 = 24
Alastor 2nd attack roll (advantage vs prone) - (1d20+4)
(13) + 4 = 17
Hooves damage - (2d6+4)
(14) + 4 = 9
Hooves crit. damage - (2d6)
(55) = 10
Alastor bonus attack - (1d20+4)
(11) + 4 = 15
2nd attack roll for bonus attack (advantage vs prone) - (1d20+4)
(13) + 4 = 17
Hooves damage - (2d6+4)
(14) + 4 = 9
Hotay pulls away from Ireena, a stranger even if a kind one, and drags the cart further across the overgrown lawn, nearly knocking Ireena prone.
Rolls
Hotay morale - (1d20)
(6) = 6
Worg 6 opportunity attack against Alastor - (1d20+5)
(1) + 5 = 6
Ireena DEX saving throw - (1d20+4)
(9) + 4 = 13
OOC:
*Bonus action for Thunderous Smite vs. Worg 6. Extra 2d6 damage and Str save or get knocked back 10 feet and prone.
*Grizel then charges Worg 1 with Divine Smite.
Rolls
Greatsword attack vs Worg 6 - (1d20+6)
(13) + 6 = 19
Greatsword damage - (2d6+3)
(45) + 3 = 12
Thunderous Smite damage - (2d6)
(64) = 10
Greatsword attack vs Worg 1 - (1d20+6)
(15) + 6 = 21
Greatsword damage vs worg 1 - (2d6+3)
(14) + 3 = 8
Divine Smite damage vs worg 1 - (2d8)
(26) = 8
Rerolling the ace on that last damage roll [Great Weapon Fighting] - (1d6)
(1) = 1
Rerolling the reroll - (1d6, RA)
(2) = 2
Sorry for all the rolls! I am supposed to reroll aces & deuces - (1d6, RA)
(2) = 2
*facepalm* - (1d6, RA)
(62) = 8
I also wondered when you figured out you could attack at the same time as your mount!
Worg 6 takes 22 damage (massive damage, attack one) and dies instantly in shock.
Grizel charges at Worg 1, dealing 16 damage (massive damage) and stunning the creature!
Rolls
Massive damage CON save - (1d20+3)
(10) + 3 = 13
Thunderous Smite STR save - (1d20+3)
(6) + 3 = 9
Massive damage effect - (1d10)
(1) = 1
Worg 1 CON save massive damage - (1d20+3)
(3) + 3 = 6
Worg 1 system shock - (1d10)
(5) = 5
I also wondered when you figured out you could attack at the same time as your mount!
Steel (18)
Iskandil (17)
Lysander (14)
Ireena (11)
Worg 1 (10, near death, stunned)
Grizel and Alastor (8)
Hotay (7)
Faelor (7)
Katerina (7)
"You're a donkey with the heart of a chicken," he says, his soothing tone at odds with his irritable words. He takes hold of the reins and continues trying to calm the beast. "They're only worgs. They're nothing to be afraid of."
Rolls
Animal Handling - (1d20+7)
(7) + 7 = 14
"They are dead?" Ireena asks amusedly in her distinctive accent. "We should go indoors. Beasts too...there is no other way".
OOC: What was the nature of the evil I sensed back at the house we passed? Was it worg or was it something else?
Rolls
Attack 1 - (1d20+6)
(4) + 6 = 10
advantage vs stunned - (1d20+6)
(14) + 6 = 20
Damage - (2d6+3)
(11) + 3 = 5
Attack 2 - (1d20+6)
(14) + 6 = 20
advantage vs stunned - (1d20+6)
(7) + 6 = 13
Damage - (2d6+3)
(21) + 3 = 6
Attack 1 damage reroll - (2d6+3)
(43) + 3 = 10
Attack 2 damage reroll - (2d6+3)
(66) + 3 = 15
Perception (keeping a lookout) - (1d20+3)
(10) + 3 = 13
another roll in case disadvantage due to mists - (1d20+3)
(20) + 3 = 23
"Is this entire land overrun by these deranged wolves?" he asks. "And you, are you well? Has the vampyr continued its attacks?" Then, realizing they've hardly really had the chance to be introduced, he clears his throat. "Forgive me. I am Iskandil. How can it be that your father has been dead the past ten days, when we recieved a letter from him that was dated the day before yesterday."
Everyone gains 85 EXP from defeating the Worg pack - add to character sheet
Ireena leads you and your mounts indoors, and Grizel closes the heavy door onto the swirling mists. You notice that the day has grown unnaturally dark.
The interior of the house is well furnished, although the fixtures show sign of considerable wear. Obvious oddities are the boarded-up windows and the overuse of holy symbols in every room. The stench in the house is horrible.
There is a large opening inside the house. Ireena instructs you to keep your mounts here - any that are left outside will not survive the night in Barvia and so all livestock is led into buildings. "You have horses like Strahd. I know they might prefer to sleep in hay, so I will fetch what I can later. For now, please enter..."
She leads you to the first door on the right of a corridor up ahead. There are four loungers which each could comfortably fit three people each, and four tables, spread to each corner of the room. She beckons you to sit in the south side of the room, and takes the very corner.
"If that is wine, may I drink? I have never tasted the product of another land, from which no doubt you all are from. Perhaps we will need some comfort for the news I must break to you."
She explains to you that the Burgomaster is in a side drawing room — dead. He is lying in a room that is dark, despite the candles burning in his honour.
"I am afraid you are all trapped in our community, from what we have gathered. I don't recall any villager ever entering Barovia from outside, but those who leave are choked by the fog. That is, those who can survive the dogs. They attack the house each night, tearing apart any living flesh that strays outside, with other, terrible, unspeakable creatures. My father could not stand the assault and his heart gave in one night, and no-one of the village has enough steel to help Ismark to bury him. The wolves stopped attacking the very night after father died.
Those dogs outside, though...they are servants of the Count, warped by his magic. We call them 'Worgs'.
I must tell you the truth, one that the villagers cannot take but I am in the hopes that you might. I have been twice bitten by this creature, Strahd, who calls himself Vampyr...he comes here and drains my blood, like I am a goat to be milked. I have been defiled by that evil creature, and what is more, the Holy Symbol has been stolen. It was the one thing the creature was afraid of, and now I have no means of protection other than your timely appearance here. Perhaps you are sent of the Gods to me?".
You say you have a letter from my father - please let me see it? I was not aware that he had sent word outside"
Rolls
Insight on Ireena - (1d20+2)
(10) + 2 = 12
You say a man was killed - you think one of the gypsies is responsible? They are a law to themselves but they would do no harm unless they had good reason to.
It is a mystery to me why anyone would use my father's name in this scheme. They clearly know much about me".
The original letter is no doubt a forgery!
The stench of the Burgomaster's corpse still seeps through with the door shut, as if it is pressed into the walls.
OOC: Burning another use of Divine Sense
(Doesn't work for creatures behind cover btw)
"Let us rest while we have a safe roof over our heads comrades. I'll keep watch. Ireena, are the windows boarded up on the second level? I'll keep watch over the front street while my comrades bind their wounds."
She returns with antiseptic herbs, strange bandages, and a thick, black hot liquid, which has a bitter but fragrant aroma.
You take a short rest, so spend hit dice if necessary
Rolls
Secret Roll
She supplies 3 rations, including crackers, cheeses, small pale cabbages and simple herbs.
Thunder rumbles quietly outside...
Rolls
Secret Roll
Secret Roll
OOC: I'll give a perception, and an investigation roll, in case one of them is more appropriate
Rolls
Perception +7 (expertise) - (1d20+7)
(13) + 7 = 20
Investigation +4 - (1d20+4)
(3) + 4 = 7
"Ireena. Ireena! It's Ismark. You have to let me in...the wolves! There are eyes everywhere. Please let me in before they kill me!"
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
"Ismark! I totally forgot! Ismark lives here, but normally stays 'til late at the Tavern. Where is he?"
Heavy thuds batter the house from the East and West. It appears that creatures are trying to smash open the boarded windows.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
OOC:
-I hope the other party members are coming to help keep the wolves at bay!
-Readied action: Channel Divinity (Abjure Enemy). Trigger: if any hostile creature comes through the door.
Sindar rushes toward the door, waiting for some backup, or Ireena to open the door for Ismark on the other side.
A few seconds later, the doors burst open.
Grizel holds up her Holy Symbol to the monster, making him shiver. Bats swarm in, and two wolves rush in beside you.
Something breaks on the west side of the building, and something like a holwing wind and a swarm of thousands of claws and teeth is evidently about to enter through a window at the end of the West hallway.
Bats h (22)
Lysander (20)
Wolf e (20)
Hotay (19)
Bats j (16)
Iskandil (16)
Wolf g (16)
Strahd (16)
Grizel (charmed) and Alastor (14)
Falfaelor (14)
Bats b (13
Katerina (13)
Wolf f (12)
Wolf h (12)
Ireena (11)
Wolf a (7, dead)
Steel (7)
Bats g (6)
Bats i (6)
Wolf b (5)
Sindar (4)
Bats a (3)
Rolls
Wisdom Save - (1d20+7)
(15) + 7 = 22
Disadvantage - (1d20+7)
(15) + 7 = 22
Secret Roll
Bats a IN - (1d20+2)
(1) + 2 = 3
Bats b IN - (1d20+2)
(11) + 2 = 13
Wolf a IN - (1d20+2)
(5) + 2 = 7
Wolf b IN - (1d20+2)
(3) + 2 = 5
Strahd IN - (1d20+4)
(12) + 4 = 16
Lysander IN - (1d20+2)
(18) + 2 = 20
Iskandil IN - (1d20+3)
(13) + 3 = 16
Sindar IN - (1d20+3)
(1) + 3 = 4
Grizel IN - (1d20)
(14) = 14
Katerina IN - (1d20+3)
(10) + 3 = 13
Falfaelor - (1d20+2)
(12) + 2 = 14
Hotay IN - (1d20)
(19) = 19
Steel IN - (1d20+1)
(6) + 1 = 7
Secret Roll
Secret Roll
Ireena IN - (1d20+3)
(8) + 3 = 11
"[OOC: Readying my action to cast magic missile at the first enemy I see.]
Rolls
Magic Missile - (1d4+1)
(4) + 1 = 5
other 2 magic missiles - (2d4+2)
(13) + 2 = 6
Moving into the hallway and stopping 15' back from the wolf by Gizel . Then casting Guiding Bolt as a 2nd level spell.if I did my counting right I should still bE 5ft from the bats also.
Rolls
Guiding bolt attack - (1d20+7)
(4) + 7 = 11
Guiding bolt Radiant damage - (5d6)
(24323) = 14
I can roll new attacks if you want but I chaged the target to Strahd who I should be able to move up to and see.
Rolls
Rapier 1 v Wolf - (1d20+6)
(14) + 6 = 20
Rapier 2 v Wolf - (1d20+6)
(15) + 6 = 21
Rapier Off Hand v Wolf - (1d20+6)
(8) + 6 = 14
Rapier 1 Damage - (1d8+3)
(2) + 3 = 5
Rapier 2 Damage - (1d8+3)
(8) + 3 = 11
Rapier Off Hand Damage - (1d8+3)
(4) + 3 = 7
Flanking advantage - BF - (1d20+6, 1d20+6, 1d20+6)
1d20+6 : (7) + 6 = 13
1d20+6 : (6) + 6 = 12
1d20+6 : (20) + 6 = 26
Offhand crit - BF - (1d8)
(8) = 8
Lysander had to aim high to avoid Grizel, and Strahd didn't even need to dodge.
Strahd counters by striking Grizel. His speed and composure are supernatural, as if blessed by some powerful God. The light seemed to distract him for a moment, however, causing him to miss.
Hotay panics, jostling left and right with futility.
Strahd Strikes at Grizel again, but the blow is deflected.
Rolls
Strahd strikes Grizel - (1d20+9)
(1) + 9 = 10
Hotay morale - (1d20)
(8) = 8
Unarmed vs Grizel - (1d20+9)
(4) + 9 = 13
Rolls
Greatsword attack 1 vs Strahd - (1d20+6)
(3) + 6 = 9
Greatsword attack 2 vs Strahd - (1d20+6)
(9) + 6 = 15
Attack 1 damage - (2d6+3)
(63) + 3 = 12
Attack 2 damage - (2d6+3)
(11) + 3 = 5
rerolling 2nd damage roll - (2d6+3)
(61) + 3 = 10
Divine Smite damage - (3d8)
(374) = 14
Alastor vs. wolf - (1d20+4)
(19) + 4 = 23
2nd attack roll if advantage from flanking - (1d20+4)
(14) + 4 = 18
hooves damage - (2d6+4)
(15) + 4 = 10
Iskandil steps out, casting poison spray at the nearest bats and returns to position in the room.
Strahd seems frustrated, and bows to Grizel, exuding a chilling but comfortable aura: "Forgive me, lady, but may I come in?"
Rolls
Bats wis save - (1d20+1)
(14) + 1 = 15
Grizel wis save - (1d20+3)
(10) + 3 = 13
Bats a poison damage (con save, not wis) - (1d12)
(1) = 1
You hear bashing noises from the east and west entrances of the manor house.
The lower swarm of bats fly into Sindar, swooping and biting.
Katerina bravely steps into Swarm of Bats A, making several quick steps and rapier strikes against Strahd, who is watching his back against Sindar. All three strikes connect, with the final hit causing a serious gash. His body and cloak feels like thick cotton through your blade, and it resists some of the force of the weapons.
This enrages Strahd, who instantly lunges for a bite attack, sinking into her neck and drawing some blood. It stings for a prolonged moment of time and she feels her energy draining at the same time.
Rolls
Bats b bite Sindar - (1d20+4)
(18) + 4 = 22
Sindar damage - (2d4)
(12) = 3
Strahd bite Katerina - (1d20+9)
(13) + 9 = 22
Kat piercing damage - (1d6+4)
(6) + 4 = 10
Kat necrotic damage, subtracted also from max HP - (3d6)
(212) = 5
Wolf A attempts to overrun Ireena, who blocks it's path. It turns around and attacks Sindar instead, disoriented, and misses
Steel senses the urgency of the situation, and summons willpower even without Lysander nearby. He rears up, coming down on Wolf A and killing it under his weight.
Wolf B strikes at Sindar, who feels pressed in, surrounded by foes and surprisingly few allies. Wolf B sinks it's teeth into his leg, forcing him to kick it away.
Rolls
Ireena dagger > bats, flanking advantage - (1d20+5, 1d20+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (2) + 5 = 7
bats damage - (1d4+3)
(2) + 3 = 5
Overrun: Wolf vs. Ireena (athletics, bonus action) - (1d20+1, 1d20+1)
1d20+1 : (6) + 1 = 7
1d20+1 : (8) + 1 = 9
Wolf A bite Sindar - (1d20+4)
(4) + 4 = 8
Steel Morale - (1d20+1)
(20) + 1 = 21
Steel HOOFS wolf A, flanking advantage - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (2) + 4 = 6
Wolf damage - (2d6+4)
(33) + 4 = 10
Wolf B bites Sindar, flanking advantage - (1d20+4, 1d20+4)
1d20+4 : (12) + 4 = 16
1d20+4 : (4) + 4 = 8
Sindar damage - (2d4+2)
(43) + 2 = 9
"Saga, grant us your grace so we may see the truth behind the lies of this world!"
i'm Using inspiration on this Check
Rolls
Dispel Magic caster check - (1d20+7)
(11) + 7 = 18
Dispel magic caster check w/inspiration - (1d20+7)
(13) + 7 = 20
The bats on Katerina continue to bite, getting more aggressive now. More bats appear from the west (right) corridor, giving evidence that more creatures have broken in.
Lysander steps out into the corridor, directing his spell at Grizel, who immediately comes round (no check/inspiration required). He hears the battering of running paws and wings behind him. Hotay stays still, unable to flee.
Rolls
Sindar rapier > strahd, flanking - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (17) + 6 = 23
Damage, sneak attack - (1d8+3, 2d6)
1d8+3 : (2) + 3 = 5
2d6 : (32) = 5
Bats (a) bite Katerina - (1d20+4)
(20) + 4 = 24
Katerina damage - (4d4)
(3132) = 9
Secret Roll
Secret Roll
Secret Roll
Hotay morale - (1d20)
(17) = 17
Round 2
Bats h (22, near death)
Lysander (20, Spirit Guardians 15')
Wolf e (20)
Hotay (19)
Bats j (16, barely injured)
Iskandil (16)
Wolf g (16)
Strahd (16)
Falfaelor (14)
Grizel (grappled) and Alastor (14)
Bats b (13
Katerina (13, weakened)
Wolf f (12)
Wolf h (12)
Ireena (11)
Steel (7)
Bats g (6)
Bats i (6)
Wolf b (5)
Sindar (4, weakened, dying)
Bats a (3, barely injured)
[OOC: Casting Scorching Ray on Bats h (2 rays) & j (1 ray).]
Rolls
1st ray attack - (1d20+7)
(2) + 7 = 9
1st ray at Bats H - (2d6)
(15) = 6
2nd ray attack - (1d20+7)
(15) + 7 = 22
2nd ray at Bats H - (2d6)
(66) = 12
3rd ray attack - (1d20+7)
(7) + 7 = 14
3rd ray at Bats J - (2d6)
(21) = 3
imposing Wild magic roll - BF - (1d20)
(17) = 17
Strahd makes a quick flourish to push Sindar against the door, only missing. He strikes again, but instead of pushing him forward, he pulls him inward, making it impossible to escape his blood-scarred teeth. He laughs menacingly, booming and intimidating: HAHAHAHAHAHAAA! (Sindar is subject to the grappled condition)
Falfaelor's first ray extinguishes itself on the polished oak wall, leaving a burn mark. The next two rays hit Bats h (including final ray, due to cover). Faelor feels a shiver of unstable magical energy, as often happens when casting powerful spells.
Strahd sinks his teeth into Sindar once more, and he falls limp, prompting Strahd to release him to the ground.
Rolls
Iskandil quarterstaff (2h) bats h - (1d20+7)
(20) + 7 = 27
Damage - (2d8+4)
(42) + 4 = 10
Strahd strikes Sindar - (1d20+9)
(3) + 9 = 12
Strahd strikes Sindar - (1d20+9)
(16) + 9 = 25
Sindar damage - (1d6+4)
(6) + 4 = 10
Sindar necrotic damage, also lowers max HP - (3d6)
(524) = 11
Sindar damage - (1d6+4)
(3) + 4 = 7
Sindar necrotic damage, also lowers max HP - (3d6)
(232) = 7
Seeing Sindar bleeding out at her feet, Grizel knows she must act quickly or he may die. With a snarl she slashes at Strahd, her furious attack crashing through the vampire's defenses. She slashes twice before launching herself at Strahd.
OOC:
Crit generates bonus melee attack [Great Weapon Master] for a total of 3 attacks.
Using the last attack to grapple Strahd and move him as far away as she can from Sindar.
Rolls
Alastor hooves attack vs. Strahd (adv from flank) - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (9) + 4 = 13
hooves damage - (2d6+4)
(33) + 4 = 10
Grizel greatsword attack vs. Strahd (adv from flank) - (1d20+6, 1d20+6)
1d20+6 : (5) + 6 = 11
1d20+6 : (20) + 6 = 26
Greatsword damage - (2d6+3, 2d6)
2d6+3 : (53) + 3 = 11
2d6 : (63) = 9
Bonus greatsword attack vs. Strahd (adv from flank) - (1d20+6, 1d20+6)
1d20+6 : (13) + 6 = 19
1d20+6 : (2) + 6 = 8
Greatsword damage - (2d6+3)
(16) + 3 = 10
rerolling that ace - (1d6)
(5) = 5
Grapple roll - BF - (1d20+6)
(2) + 6 = 8
advantage (flanking) - (1d20+6)
(12) + 6 = 18
Grapple check [Athletics] (adv from flank) - (1d20+6, 1d20+6)
1d20+6 : (1) + 6 = 7
1d20+6 : (10) + 6 = 16
Bats b move to Grizel in defence, bouncing off her armour.
Rolls
Bats b munch on Grizel - (1d20+4)
(7) + 4 = 11
Strahd's opposing roll (athletics) - (1d20+4)
(8) + 4 = 12
Attack action, Bonus Action Off Hand, Action Surge Attack action. All with advantage due to grappled condition.
Rolls
Attack 1 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (7) + 6 = 13
1d20+6 : (20) + 6 = 26
Attack 1 Damage - (1d8+3)
(4) + 3 = 7
Attack 2 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (15) + 6 = 21
1d20+6 : (8) + 6 = 14
Attack 2 Damage - (1d8+3)
(2) + 3 = 5
Attack 3 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (18) + 6 = 24
Attack 3 Damage - (1d8+3)
(5) + 3 = 8
Attack 4 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (2) + 6 = 8
1d20+6 : (4) + 6 = 10
Attack 4 Damage - (1d8+3)
(4) + 3 = 7
Attack 5 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (8) + 6 = 14
1d20+6 : (4) + 6 = 10
Attack 5 Damage - (1d8+3)
(8) + 3 = 11
Critical Damage Attack 1 - (1d8)
(4) = 4
If you're ok with it I can move you opposite Alastor - you can move there and back (thus gaining flanking) without provoking any AOOs
The first 3 hits are effective, but they really don't seem to hurt him as much as they would a normal humanoid. While he is grappled, you notice that the earlier wounds you gave him have healed up, leaving only small cuts in his clothing. He is in a worse condition now than before but his eyes tell you his body is still full of vitality.
The pounding of paws in the corridor does not stop. The grey shapes of bouncing wolves, almost colliding with each other, captures Falfaelor's eyes as they bound in for the attack.
"Stop!" cries Ireena, moving into position and driving her dagger at Strahd.
Steel stops attacking now that his mark is dead, and holds position patiently, knowing that the bats are not going to harm him yet.
The corridor becomes filled with bats and wolves, thickening with a swarm of deadly animals of the night.
Wolf B attacks Alastor, sweeping under his legs while he is attacking Strahd and using the distraction to it's advantage. Alastor is getting weak, having suffered wounds earlier in the day.
Sindar is coughing and writhing on the floor, holding his wounds to stay conscious as long as possible.
Katerina is attacked once more by the bats, which cause no more real damage. Bats also move onto Iskandil, mainly being a nuisance. (casting spells in the bats will require a dexterity check if they require Somatic components.)
Strahd groans in pain, and attempts to grab Grizel. He is successful, and returns the grapple. The two of them are now locked in contest.
Rolls
Ireena stab Strahd, flanking - (1d20+5, 1d20+5)
1d20+5 : (16) + 5 = 21
1d20+5 : (20) + 5 = 25
Damage - (2d4+3)
(42) + 3 = 9
Steel morale - (1d20+1)
(13) + 1 = 14
Wolf B bite Alastor, pack tactics - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (12) + 4 = 16
Alastor piercing damage - (2d4+2)
(32) + 2 = 7
Sindar first death saving throw - (1d20)
(15) = 15
Bats (a) bite Katerina - (1d20+4)
(3) + 4 = 7
Bats h bite Iskandil - (1d20+4)
(5) + 4 = 9
Secret Roll
Strahd unarmed > Grizel - (1d20+9)
(9) + 9 = 18
Lysander casts Spirit Guardians then moves adjacent to Strahd. Any enemy that enters or starts its turn within 15ft of Lysander needs to make a DC 15 saving throw or take 3d8 damage. Half damage on a miss. Allies are unaffected.
Hotay takes his chances and flees blindly into the lounge whilst the door is open (I assume he is untied from the cart while at rest)
Bats move onto Faelor, provoking AoO from Iskandil. (Faelor may have difficulty casting, DEX check for Somatic components)
I forgot Faelor's readied magic missiles spell from earlier, so I adding the damage to bats j. Sorry!
A wolf charges at Falfaelor from the corridor.
Grizel can not escape the expert skill of Strahd, who maneuvers the grapple to take his first bite of Grizel. The spirit guardians flit around the battlefield, and Strahd's skin turns from moonlight blue to cracked grey, peeling into dust. "You cannot kill me with just magic, cleric!"
Rolls
Wolf e bites Iskandil - (1d20+4, 1d20+4)
1d20+4 : (10) + 4 = 14
1d20+4 : (13) + 4 = 17
damage - (2d4+2)
(44) + 2 = 10
Hotay morale - (1d20)
(9) = 9
Iskandil quarterstaff (2h) bats j - (1d20+7)
(9) + 7 = 16
Bats j bite Faelor - (1d20+4)
(10) + 4 = 14
Bats j damage - (1d8+4)
(3) + 4 = 7
Faelor damage - (2d4)
(34) = 7
Wolf g bite Falfaelor, pack tactics - (1d20+4, 1d20+4)
1d20+4 : (8) + 4 = 12
1d20+4 : (11) + 4 = 15
Falfaelor damage - (2d4+2)
(33) + 2 = 8
Grizel piercing damage (bite auto-hit) - (1d6+4)
(4) + 4 = 8
Grizel necrotic damage, also lowers MAX hp - (3d6)
(343) = 10
Strahd radiant damage (SG) - (3d8)
(577) = 19
Rolls
Strahd unarmed > Lysander - (1d20+9)
(1) + 9 = 10
Faelor's hands streak with bright blue energy, filling the corridor with the destructive energy of pure lightning!
(Bats j, i, wolves f, g are dead. Mixed them up!)
The corridor is cleared, but a small fire has started smouldering against the rear wall.
Strahd sinks his teeth into Grizel again, draining more precious life energy.
Rolls
Dex saves for bats j, i, f - (1d20+2, 1d20+2, 1d20+2)
1d20+2 : (10) + 2 = 12
1d20+2 : (4) + 2 = 6
1d20+2 : (7) + 2 = 9
Wolves g, j - (1d20+2, 1d20+2)
1d20+2 : (7) + 2 = 9
1d20+2 : (3) + 2 = 5
Bat j lightning damage - (8d6)
(14534112) = 21
Bat i lightning damage - (8d6)
(16562426) = 32
Bat f lightning damage - (8d6)
(41431416) = 24
Wolf j lightning damage - (8d6)
(45122624) = 26
Wolf g lightning damage - (8d6)
(26132654) = 29
Wild magic - (1d20)
(10) = 10
Grizel piercing damage (bite auto-hit) - (1d6+4)
(1) + 4 = 5
Grizel necrotic damage, also lowers MAX hp - (3d6)
(222) = 6
Alastor is heartened by Grizel's resolve but the warhorse is also at his limit. He rears to deliver one last barrage on Strahd.
Grizel uses Lay On Hands to bring herself up from 3hp to 18hp. (10hp now remain in healing pool)
Rolls
Alastor's hooves attack vs Strahd (flanking advantage) - (1d20+4, 1d20+4)
1d20+4 : (8) + 4 = 12
1d20+4 : (4) + 4 = 8
Hooves damage - (2d6+4)
(51) + 4 = 10
Flanking with Sindar, she follows her own advice and lunges and twists, stabbing her rapiers in a stoccato pitch.
Rolls
Attack 1 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (16) + 6 = 22
1d20+6 : (20) + 6 = 26
Attack 1 Damage - (1d8+3)
(4) + 3 = 7
Attack 2 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (13) + 6 = 19
1d20+6 : (18) + 6 = 24
Attack 2 Damage - (1d8+3)
(2) + 3 = 5
Attack 3 vs Strahd (Advangage) - (1d20+6, 1d20+6)
1d20+6 : (1) + 6 = 7
1d20+6 : (5) + 6 = 11
Attack 3 Damage - (1d8+3)
(4) + 3 = 7
Attack 1 Crit - (1d8)
(7) = 7
The swarm of holy spirits rip bats out of the unnatural colony. The remaining few bats make a frenzied assault on the cleric.
because Sindar is dying, he cannot be used to flank. There doesn't seem to be a way to get advantage with the current placements so I'll take first rolls
Katerina makes 2 cuts into his mottled but tough flesh, and the blunt force seems to be causing lasting damage now.
Another wolf runs down the corridor, just dodging the low embers, and runs to maul Iskandil.
Ireena cuts down a bat from Lysander's space. Steel is holding ground.
Faelor is assaulted by bats, but Iskandil makes a sharp swing to stop them.
Wolf b makes a killing lunge at Alastor, failing when a bright white spirit collides with it mid-flight, slamming into into a wall.
Another board splinters loudly elsewhere, and rabid barking echoes from the left corridor.
Rolls
Strahd unarmed > Lysander - (1d20+9)
(1) + 9 = 10
Bats b radiant damage - (3d8)
(177) = 15
Bats b bite Lysander - (1d20+4)
(12) + 4 = 16
Wolf h dex save in fire - (1d20+2)
(9) + 2 = 11
Wolf h bites Iskandil, pack tactics - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (1) + 4 = 5
Ireena slashes at bats b - (1d20+5, 1d20+5)
1d20+5 : (1) + 5 = 6
1d20+5 : (14) + 5 = 19
Damage - (1d4+3)
(2) + 3 = 5
Steel morale - (1d20+1)
(10) + 1 = 11
Iskandil aoo - (1d20+7)
(14) + 7 = 21
damage - (1d8+4)
(4) + 4 = 8
Bats g bite faelor - (1d20+4)
(7) + 4 = 11
Wolf B bite Alastor, pack tactics - (1d20+4, 1d20+4)
1d20+4 : (2) + 4 = 6
1d20+4 : (20) + 4 = 24
damage - (4d4+2)
(1332) + 2 = 11
Spirit guardians may stop wolf - (3d8)
(455) = 14
Sindar death saving throw (1 success) - (1d20)
(18) = 18
Bats a guardian damage - (3d8)
(414) = 9
Bats (a) bite Katerina - (1d20+4)
(4) + 4 = 8
Bats h bite Iskandil - (1d20+4)
(5) + 4 = 9
Secret Roll
Secret Roll
Secret Roll
Wolf e makes a lunge at Falfaelor.
Iskandil will strike Wolf e, downing it in one.
Strahd pulls Grizel close like an expert ballroom dancer, draining life blood from her veins, and she remains strong. Edit - Grizel still has HP!
Creatures are approaching from the left corridor towards Faelor, but they are not within reach yet.
Strahd lunges at Lysander to attack. Lysander was expecting to be grabbed, but Strahd throws a punch, sending him off balance, and the spirit guardians disappear from sight, leaving a hazy aura in the air.
Rolls
Strahd DEX save - (1d20+9)
(5) + 9 = 14
Wolf e bite Faelor - (1d20+4)
(19) + 4 = 23
bite damage - (2d4+2)
(12) + 2 = 5
Hotay morale - (1d20)
(14) = 14
Iskandil hits wolf e - (1d20+7)
(8) + 7 = 15
damage - (1d8+4)
(6) + 4 = 10
Grizel damage - (1d6+4)
(4) + 4 = 8
Grizel necrotic damage (also lowers max HP) - (3d6)
(111) = 3
Strahd takes damage from SG - (3d8)
(633) = 12
Strahd unarmed > Lysander - (1d20+9)
(15) + 9 = 24
Lysander damage - (1d8+4)
(3) + 4 = 7
Lysander concentration DC10 - (1d20-1)
(5) - 1 = 4
::Using Turn Undead, DC 15 Wisdom, Range 30 ft., in case any of the other monsters are undead, though it seems it might just be Strahd. Last ditch effort I think.::
[OOC: casting magic missile at wolf e.]
[OOC: Also spending one Sorcery point to reroll damage for the missile dealing only 1+1 damage (Empowered Spell).]
[OOC: and for only 1 more damage, the total damage is 12.]
Rolls
Magic Missile - (3d4+4)
(412) + 4 = 11
Wild Magic - (1d20)
(17) = 17
Magic Missile - (1d4+1)
(2) + 1 = 3
Rolls
Alastor's hooves attack vs Strahd (flanking advantage) - (1d20+4, 1d20+4)
1d20+4 : (5) + 4 = 9
1d20+4 : (8) + 4 = 12
Hooves damage - (2d6+4)
(42) + 4 = 10
Grizel greatsword attack 1 vs Strahd (flanking advantage) - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (16) + 6 = 22
Attack 1 damage - (2d6+3)
(15) + 3 = 9
re-rolling that ace [Great Weapon Fighting] - (1d6)
(5) = 5
Grizel greatsword attack 2 vs Strahd (flanking advantage) - (1d20+6, 1d20+6)
1d20+6 : (16) + 6 = 22
1d20+6 : (11) + 6 = 17
Attack 2 damage - (2d6+3)
(66) + 3 = 15
Rolls
Attack 1 vs Strahd - (1d20+6)
(4) + 6 = 10
Attack 1 Damage - (1d8+3)
(7) + 3 = 10
Attack 2 vs Strahd - (1d20+6)
(7) + 6 = 13
Attack 2 Damage - (1d8+3)
(4) + 3 = 7
Attack 3 vs Strahd (Bonus Action) - (1d20+6)
(16) + 6 = 22
Attack 3 Damage - (1d8+3)
(5) + 3 = 8
Lysander is continuously assaulted by bats, but they are ineffectual.
Katerina's strikes are caught by Strahd in his hands, like a tough leather glove. She twists the last cut and he recoils, although seeming not even to tire from battle.
Ireena tries to free Lysander from the bats, and cries: "in here. Carry the fallen!" Before retreating to the lounge where hotay is.
Bats g moves onto Faelor's space to attack, and Iskandil tries to stop them again.
Bats a viciously swarm on Katerina, causing serious damage. More bats appear behind you in the middle of the hall.
Rolls
Bats b bite Lysander - (1d20+4)
(5) + 4 = 9
Ireena stab bats b, flanking - (1d20+6, 1d20+6)
1d20+6 : (16) + 6 = 22
1d20+6 : (9) + 6 = 15
Damage - (1d20+3)
(1) + 3 = 4
Steel morale - (1d20+1)
(14) + 1 = 15
Iskandil aoo bats g - (1d20+7)
(2) + 7 = 9
Bats g bite Faelor - (1d20+4)
(17) + 4 = 21
Sindar death save - (1d20)
(12) = 12
Faelor damage - (2d4)
(11) = 2
Bats (a) bite Katerina - (1d20+4)
(20) + 4 = 24
Damage (crit/half swarm balance out) - (2d4)
(43) = 7
Bats h bite Iskandil - (1d20+4)
(8) + 4 = 12
Strahd WIS save vs. Turn - (1d20+7)
(14) + 7 = 21
Hotay Morale - (1d20)
(13) = 13
Wolf d appraches Faelor from behind and goes to bite his legs. Iskandil strikes the bats on him, swatting the remaining few.
Strahd makes a few frenzied attacks. "You are not very welcoming, friends?"
Rolls
Strahd bite Lysander - (1d20+9)
(9) + 9 = 18
Lysander damage - (1d6+4)
(4) + 4 = 8
Lysander necrotic damage (lowers max hp also) - (3d6)
(616) = 13
Wolf d bites Faelor - (1d20+4)
(9) + 4 = 13
damage - (2d4+2)
(11) + 2 = 4
Iskandil quarterstaff (2h) bats h - (1d20+7)
(19) + 7 = 26
Damage - (1d8+4)
(6) + 4 = 10
Strahd strikes Grizel - (1d20+9)
(15) + 9 = 24
Strahd bites Lysander - (1d20+9)
(4) + 9 = 13
Grizel damage - (1d8+4)
(8) + 4 = 12
Rolls
First death save - (1d20)
(16) = 16
Strahd moves up the hallway, running up the wall as he goes, as if gravity does not hold him down. He is too fast for opportunity attacks.
He leaps onto Iskandil's back to drain blood.
Rolls
Grizel death save - (1d20)
(5) = 5
Strahd bite Iskandil - (1d20+9)
(14) + 9 = 23
Damage (piercing, necrotic) - (1d6, 3d6)
1d6 : (3) = 3
3d6 : (465) = 15
That's odd. I rolled all my attacks and damage but only some of them went through ...
Rolls
Damage 1 - (1d8+3)
(4) + 3 = 7
Damage 2 - (1d8+3)
(5) + 3 = 8
Attack 3 vs Strahd - (1d20+6)
(16) + 6 = 22
Damage 3 - (1d8+3)
(3) + 3 = 6
Attack 1 vs Strahd - (1d20+6)
(19) + 6 = 25
Attack 2 vs Strahd - (1d20+6)
(5) + 6 = 11
Crit Damage - (1d8+3)
(4) + 3 = 7
Ireena flanks with her, swinging a dagger.
Faelor is bitten by the remaining bat hovering in his space (1 failed death save)
Lysander is also assaulted by bats
Rolls
Bats (a) bite Katerina - (1d20+3)
(12) + 3 = 15
Ireena slashes at Strahd, flanking - (1d20+5, 1d20+5)
1d20+5 : (6) + 5 = 11
1d20+5 : (19) + 5 = 24
Damage - (1d4+3)
(4) + 3 = 7
Steel morale - (1d20+1)
(10) + 1 = 11
Bats g bite faelor - (1d20+4)
(18) + 4 = 22
Faelor damage - (1d4)
(2) = 2
Bats (a) bite Lysander - (1d20+4)
(19) + 4 = 23
Damage - (1d4)
(1) = 1
Bats h bite Iskandil - (1d20+4)
(5) + 4 = 9
Bats c bite Katerina - (1d20+4)
(12) + 4 = 16
Ireena aoo vs Bats c - (1d20+5)
(6) + 5 = 11
Bats c (20, badly injured)[/color]
Lysander (20)
Wolf d (16)
Iskandil (16, dying)
Bats e (15)[/color]
Falfaelor (14, near death, prone)
Grizel (weakened, dying) and Alastor (14)
Katerina (13, weakened)
Ireena (11)
Steel (7)
Bats a (3, injured)
[OOC: Don't I have to make 3 successful saving throws (10+) in a row to become stable?]
Rolls
Death Saving Throw - (1d20)
(20) = 20
Lysander casts Sacred Flame on bats a, exuding radiant light like a barrier but dissipating harmlessly.
Wolf d jumps over Faelor's body, lunging at Katerina.
Iskandil smacks Strahd with his magically imbued quarterstaff.
"I MUST LEAVE NOW! I bid you farewell..."
Strahd tries to clear a path through Iskandil. Ireena and Katerina will get AoO if he can make it!
Iskandil falls, taking a punch on the ground. Strahd flees up the hallway, followed by bats (disengage). Strahd shoots further out of sight, leaping over the smouldering fire.
"HAHAHAHAHAHAHA!", his voice echoes, audible probably throughout Barovia. The bats and wolves twitch responsively, ready to guard their master's retreat.
Rolls
Bats a dex save - (1d20+2)
(17) + 2 = 19
Wolf d bites Katerina, pack tactics - (1d20+4, 1d20+4)
1d20+4 : (14) + 4 = 18
1d20+4 : (5) + 4 = 9
Katerina damage - (2d4+2)
(43) + 2 = 9
Iskandil quarterstaff (2h) Strahd - (1d20+7)
(12) + 7 = 19
Damage - (1d8+4)
(1) + 4 = 5
Strahd bite Iskandil - (1d20+9)
(16) + 9 = 25
Strahd strike Iskandil - (1d20+9)
(7) + 9 = 16
Overrun Iskandil if necessary - (1d20+4)
(17) + 4 = 21
Ireena aoo Strahd - (1d20+5)
(7) + 5 = 12
Iskandil damage (piercing, necrotic, bludgeoning) - (1d6+4, 3d6, 1d8+4)
1d6+4 : (4) + 4 = 8
3d6 : (524) = 11
1d8+4 : (5) + 4 = 9
Rolls
Opportunity Attack - (1d20+6)
(1) + 6 = 7
Damage - (1d8+3)
(1) + 3 = 4
[OOC: casting Scorching Ray at wolf d, bats c & d.]
Rolls
Wild Magic - (1d20)
(2) = 2
Scorching Ray - (2d6)
(65) = 11
Scorching Ray - (2d6)
(65) = 11
Scorching Ray - (2d6)
(35) = 8
Ranged attack - wolf d - (1d20+7)
(5) + 7 = 12
Ranged attack - bats c - (1d20+7)
(12) + 7 = 19
Ranged attack - bats d - (1d20+7)
(9) + 7 = 16
Strahd's hollow laughter echoes throughout the night, reverberating with unnatural force. He is far beyond your reach now, but it certainly doesn't feel like your last meeting.
The remainder of the creatures swarm around you, although less aggressive it seems.
Rolls
Grizel death save - (1d20)
(6) = 6
Katerina attacks bat H - (1d20+6)
(13) + 6 = 19
damage - (1d8+3)
(4) + 3 = 7
Katerina attacks bat C - (1d20+6)
(1) + 6 = 7
Katerina attacks bat C - (1d20+6)
(6) + 6 = 12
damage - (1d8+3)
(2) + 3 = 5
Ireena tries to stabilise Grizel - (1d20+4)
(19) + 4 = 23
Steel morale - (1d20+1)
(18) + 1 = 19
There is little you can do but to regather, tend to wounds and take a long rest. (we can meet the new players then as well!)
Long rest - Regain 1/2 of total hitdice, all HP and spell slots, etc.
All players who participated gain 808 experience points
The following morning when you wake, it appears that Iskandil, Sindar and Lysander left during the night with Hotay and Steel, leaving no clue as to why.
"Something is different", muses Ireena. "I have never seen the Count attack with such aggression. Perhaps we should attend the church to Pholtus to speak with the priest. I am not well received there but you may go. We also should visit the Tavern and possibly Madame Eva, who has the most knowledge of all in the village. Getting it from her will be a challenge I suspect..."
The day is dark outside, sun obscured by clouds and heavy fog.
Grizel wakes with a start. "STRAHD!!"
All PCs who lost max hp regain upon long rest
"I know little of him...but I know this. His mind is powerful, but it is not sound. The power that is given him, to that creature, must too instill madness, but not of the usual kind. Obsession, jealousy and fear seem to torture his mind.
Perhaps your description is more accurate, and his sensibilities are truly infantile"
When she wakes she dons fresh clothes and puts on her armor over. She listens as Ireena and Grizel speak. "This Madame, why would she make difficult the retrieval of inportant informations? Does not this vampyr threaten her as well?"
Grizel is afraid. She almost died last night, but that is not what chills her to the bone. Strahd made a puppet out of her. A toy. After what the Carnlys had done to her she had sworn no man would ever treat her like that again - a plaything to be tossed aside when one is finished. But that monster did, and without even lifting a finger. She must end him!
Her dark thoughts are interrupted when she realizes she cannot feel Alastor through the bond. Did he perish during the fight? She finishes with her armor, and straps on her weapons. If Alastor has gone back to his home plane then she will need to find a new steed.
"We should see this Madam Eva right away. We know very little and it's precisely people like her that can shed light on ... our situation."
Ireena agrees and quietly leads you back to the village square. She begins to turn you down the west road past the river, but several figures emerge through the fog, with a recognisable invitation letter.
enter the new players!
In a lower, and more normal voice the gnome chastises the crows head, "Hush now bird, let me handle this", he then turns and addresses you directly, "Could you assist us? I think this is the direction we should indeed be traveling. But I'm not so certain." he is wildly waving a small folded letter.
She will nod once as she approaches.
"I guess I should have known. This isn't the first time...", he says sullenly as he crumples the parchment. "I shall take you up on your offer then and travel with you to right this wrong."
"Who offered?!", the brass crows head asks abruptly. The gnome eyes the crow crossly.
I step forward briskly, stopping a pace ahead of the gnome, "Zinnarath." I introduce myself with a tone and cadence suggesting that the name alone carries weight, "I'm not keen to donate my time. I'm less keen to be led into a trap like some stock animal. What do we know and how do we kill it?"
He quickly clamps his other hand around the now closed beak of the bird and looks terrible embarrassed. "A thousand apologies madame. It seems such a long time on the road has arrested his manners. Simply locked them up without warrant.", he states.
The gnome readjust and starts to address Zinnarath, "I was just telling our new friend here that I, Sir Victor Von Fisk...the third...esquire, would join in the cause as well." As he is speaking he is reaching out for the hand of the young woman who had told him about the letter, but not wanting to break eye contact with Zinnarath he simply ends up repeatedly grabbing at the air about a foot away from where the woman stands.
"L-leave?"
Rolls
Strength to try and pull Justice closer to the group. - (1d20-1)
(6) - 1 = 5
"Ass!", the crows head screeches towards the gnome in it's high mock voice.
"Enough from you", Victor says, shaking the staff a little.
He joins back up with the rest of the group after this small exchange.
Grizel’s reverie is broken by the arrival of the newcomers. Grizel is curious but she remains silent. She eyes the large half-orc woman appraisingly. Another strong warrior besides herself and Katerina. Good. But her experience gained in the militia tells her that so many strong ones thrown together can sometimes also be trouble. Her thoughts are broken again by the tiefling speaking in a strange tongue. To Grizel’s horror and surprise, an unfamiliar tongue issues from her own mouth in reply!
"OL SONF VORSG GOHO IAD BALT LONSH CALZ VONPHO SOBRA
ZOL ROR I TA NAZPSAD GRAA TA MALPRG."
The words sound unearthly...imperious but not unkind. What in the world did she just say?!
OOC: Grizel has just spoken in Celestial. She doesn't yet understand it. She will in time.
"Remind me of that later...", he whispers to the crow.
Though she is unsure what Grizel had said, she knows it is an abomination to her lineage. She almost finds herself praying to Demogorgon... but is able to stop herself just in time.
"My companions speak truth. It is certain that you have been lured here by an imposter, and your lives are in great danger. We live difficult lives in Barovia, under the Count and the evil forces that also dwell here, but it is all we have ever known. What is worse, is that he has taken considerable interest in our new arrivals, and not in a friendly way. We ought to head immediately to madame Eva, unless you have immediate business in the Tavern, church or Mercantile"
The buildings are tattered, heavily boarded, and show signs of assault. Claw marks, blood stains, and burn marks. You hear livestock in some buildings, and the smell of manure is intoxicating at times.
"Eva"
"Say there, girl, what did you say your name was again?", he asks, turning his staff slightly to also face in her direction as they walk.
The human has done it. I can feel it.
He produces a small item out of his pocket. It looks like a small copper cube. It seems to actually just be a copper cube, but as he presses on one side a small portion on the top clicks into place and a small flame is produced at the top. He tosses it to Faelor. As it leaves his hand the panel clicks closed and it returns to looking like a copper cube.
"Just one of a few things us tinkers like to play with.", he says, "Do you have interest in the trade? The tinkers guild is always looking for members with strong crafting talents and an eye for precious and magical materials."
Father may approve greatly, I think to myself.
"Torment!", he announces loudly as he turns back to the tiefling. "I used to know a tiefling named Torment. Troubled girl really, owned her own ship at one point. Carried around a spear with the impaled heads of her foes at another point. Did you know her by chance?"
"Racist!", the copper crows head caws out once more. Victor only looks at it with contempt.
'Torment' the word catches my ear, snaps me out of my drifting thoughts. Victor's description and casual tone start my blood boiling. In a flash, there is a dagger in my hand and I'm behind Victor. One hand is gripping his shoulder too firmly, and the other pressing the dagger subtly into his side. "Watch who you speak of with casual disrespect. You never know whose First Mate will be listening."
After a moment too long I release my grip and covertly slip the dagger back into the sheath at my hip. It had been months since Torment's Revenge was captured, and while I may have betrayed her, she was still my captain and my mentor.
Victor strolls along again, rubbing his shoulder a bit more and checking to see if the dagger left a mark on his cloak.
Justice smiles at Faeofaelor and acknowledges him, trying to say anything. "Th-anks"
The fantastical is not new to her, however. She leads you to meet Madame Eva, and you set off west, veering south, spotting a vague black monstrosity a mile above you to your right. You can make out a sheer cliff and tall towers, but it seems so far away, but no less imposing.
You walk over a stone bridge, hearing the rushing of the river Ivlis underneath. Your journey is nearly a mile. Suddenly, the road splits into the forbidding Svalich woods. The northern fork slants up slightly to the north while the southern fork slants slightly downward. Dense fog obscures your vision. A cold autumn wind whistles down the northern lane, cutting icily through your clothing. Dead brown leaves rush about. There is no sound other than the wind and leaves.
She leads you up the northern path, to the 'Tser Pool Encampment'. The canopy of mist and branches overhead suddenly gives way to black clouds boiling far above. There is a clearing here. Dry, brittle grass rustles in the biting wind. On the far side of the clearing are several colorful wagons parked on the banks of a pool. The mournful strains of an accordion mix meekly with the moaning of the wind. Several brightly clad figures surround a large, roaring fire. The road seems to pass close by this camp. There are 10 gypsies standing and sitting around the fire.
OOC:
Folk Hero Feature : Rustic Hospitality
"Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you."
A young girl approaches Grizel and makes an unusual hand gesture.
"It was fated that you would visit this humble camp. Madam Eva foretold your coming. She awaits you. Follow me."
She leads you to a small tent away from the camp, from which a pale light glows, gesturing you in from a distance.
"Excuse me my fine fellows and fellowesses, a roaming bad such as yourself must known of many unique and prized objects, materials, or components. Might I talk of barter with you?", the gnome joyfully says. He will pull out the fire starter he has crafted and see what they think of the craftsmanship. Whether they think it good or not he will launch into a lengthy explanation of how it was made.
During the explanation he hears the girl say something about the Madame, but simply tells Grizel that he will get the gist from them later.
You bring treasure from another land, one crafted with your own skill? Alas, even we are unable to pass the mists. It goes against our nature, for we are travellers, meant to be free to roam.
What we have to barter is what we found here, but that makes it all the more precious"
After speaking his riddle, the gypsy opens his hand to take the object. The rest of the group have left
She notices the half-orc following and makes a note in her head that she is uneasy. The Vistani are certainly a strange lot if you are unwise to their ruses. She will take all this Madame Eva has to say with a grain of salt. Her father taught to look out for what they call in their circles lectură de gheață or "readings from ice", a common practice among the "psychics" and "seers" of the nomads.
After a moment, seeing the rest have dispersed the gnome turns to the remaining gypsy, "Thank you for indulging this old aritche, keep these as gifts, and may your bounty here be ever plentiful." He stands and starts to make his way to the tent the others were led to, talk of his craft has suddenly left his interests. He only thinks of the haunting melody as he goes.
[ OOC: Victor doesn't know the meaning of the word aritche, but he tries to use it as best as he can given the context of it's use last time. ]
He throws the music box into the air before catching it skillfully, and the music takes a creepy turn in it's path through the air. The gypsies beside him lean in to inspect it.
"Safe travels, kind aritche. The fates have blessed you and good fortune surely awaits."
Members of the group cackle heartily with enjoyment.
The others have entered the tent.
Within, all is dimly illuminated in pools of red light. A small, low table stands across from the doorway, covered in a black velvet cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. She speaks. Her voice crackles like dry weeds. Her tone soars and falls like the wind outside. "At last you have arrived!" Her sudden cackling laughter bursts like mad lightning from her withered lips.
Justice looks between Grizel and the Gypsie. She begins to say something, but stops. It wasn't worth the time.
Victor turns to continue his walk towards the tent with the pipe in hand. After a few steps, as he walks, he does the familiar gesture and utters the magic words, in the blink of an eye he vanishes. After a few moments, just as instantaneously, he appears inside the tent and without a word he takes another puff on the pipe.
[ OOC: Victor cast Blink and appears inside the tent. I'm assuming since it is not in combat I can simply use it to teleport somewhere once. I'll spend the slot to use the effect if that is okay. ]
The gypsy was about to speak a word of parting, but the crowd fades to a blur as Victor is sucked out of the material plane. Walking inside the veiled image of the tent, Victor reappears inside the tent with the party. Madame Eva was already looking in your direction.
"Hello Victor, little Aritche. Is that choking grass? Would you be kind enough to share?
Victor feels a tickle in his throat, but overcomes the urge to cough. She was playing with your mind through the power of suggestion, for it tastes like ordinary pipeweed.
"The fates favour this one. If he perseveres, a great master of his trade he will become. Riches are the key, but the door is veiled by light."
She seems to be addressing herself only.
"Grizel, the one who wields death, even over those she loves when the time calls for it. In her search for justice she is a danger to the haughty, but does she align to fate or do the winds lead her along the unerring path?" She looks up to you, smiling knowingly.
And Justice you have indeed found. Justice with a white heart, one that is jaded by many internal forces. A traveller, but not one of mundane sort. What little it would take to shatter that precious porcelain shell?"
Rolls
Victor WIS save - (1d20+5)
(18) + 5 = 23
"Eva!", the crow caws in its high mock voice. As this event is seen more and more it is becoming all too clear that the crows voice is simply Victor speaking for the crow, in a high mock voice.
A moment later he lets out a small dry cough, that choking grass certainly earned it's name. His throat feels abnormally dry. He tries to restrain further coughs to seem as though it is nothing new to him.
Rolls
Performance Check to see if I'm playing it cool - (1d20+1)
(17) + 1 = 18
"Relax, aritche, there are no ill effects to experience from mere pipeweed."
Looking at Grizel, she explains: "I have only the truth told to me by the stars and fates. They know why you are here, but not the path you will take, but you will dance with them. They wish to tell you something through the cards, for the cards speak of the workings of many true things. If you will allow it, I will ask of them on your behalf. What say you?"
Turning back to victor:
"Tell me the name of the crow spirit who spoke my name. Come, little bird, do not be shy."
"Speak so well," the raven echoes as it mimics Victor's voice.
"Unfortunately, when he is dismissed to the vessel, he still holds a link to my mind. Though, he certainly helps me remember.", Victor says as he breaks a small bit of bread from a ration and hands it to the now physical bird.
"Remember.", the crow caws after finishing it's bread.
She thrusts her hand into a fold in her clothing, and retrieves a morsel of fresh, plump barley, which she throws towards Nightshade to catch.
"For who else do the fates read for the benefit of this day?"
Rolls
Insight - (1d20+1)
(2) + 1 = 3
"The Black Queen, you call yourself? There IS a certain darkness about her. Perhaps all of you are here as punishment for a betrayal of sorts, whether you are aware of it or not. The mists are not certain..."
"Falfaelor, your token represents chaos and destabilisation, I cannot comment further. You share a oneness with the fates, that much is certain."
She makes no comment about Kat, but holds a brief, but prolonged, stare.
"My time is precious, now will you accept a reading? It will make certain the ambiguity of the realities you face."
She pauses over the deck, before drawing the first card, which she places to one side on the table.
"This card is a symbol of great power. It tells of a powerful force for good and protection against the forces of darkness."
"This is a very bad sign. This is in the very heart of darkness: his home, his source. It is his center and his life. It is the one place to which he must return. However, There is a very good influence there. If you are there, the powers of good will aid you."
She places the second card so that it overlaps the first, as if the two are related in some way.
"This card tells of history. Knowledge of the ancient may help you understand a foe."
"This is the mother’s place. The wand is a dark shadow of evil cast over that place. You fight under its influence here."
"This is the object of your search! Ah! I see darkness and evil behind this card! It is a powerful man whose enemy is light and whose powers are beyond mortality!"
"He lies with a fallen prince of old. The brother of dark is light and lies resting in this place. The Pentacle blesses your skill there, but bodes poorly for your protection"
She goes to draw another card
"This card is good for you. It is a card of power and strength, the victor’s card. It tells of a weapon of light, a weapon with a vengeance."
"This is in the very heart of darkness: his home, his source. The wand is a dark shadow of evil cast over that place. You fight under its influence here."
"And here is the root card. Out of darkness and chaos, this card find the reason and foundation for darkness and chaos. This card shows the purpose of all things. It is the key to life and death and else beyond."
"The darkness loves a light and desires it. Great subtle plans are in motion about you; plans that the dead may find warmth from the living."
She pauses quietly, before collecting the cards in and closing her eyes, as if to send you away. You feel her calm presence compelling you to leave the tent.
As you leave, Madame calls out for Katerina under her breath, so that she will pause. The rest she speaks in Patterna, as if talking to herself:
"Your father searches for you, Katerina, but not all is as you would expect. You ought to return here in some time, for the fates will reveal a path to you once you haven proven yourself to them. Now leave."
Ireena speaks up to the group:
"She is a strange lady. The villagers think she is crazy, but she has an uncanny knack for saying the right thing. I would caution you to respect her words.
I fear you will decide to visit Castle Ravenloft in your time here. Now would be a good time to see it, as it is but a mile up the road. Most who set off there never come back, however, so I would suggest we do not approach it unless absolutely necessary..."
Victor turns to Madame Eva, "He seems to like you. Many pleasant and plentiful days to you Madame."
He then turns and walks out with his new friends and turns to them all after they have emerged from the tent. "So...did anyone catch what she was saying? I sort of was thinking about something else.", he says as he idly munches on a bit of bread from his ration and takes puffs from the pipe.
If you want to try the other path, we would have to head back to the fork in the road. Certain death lies in the woods, so it would be better to avoid taking shortcuts.
I will warn you once more. Many who ascend to the castle never return. Evil monsters spawn from the graves, and there are many unintended grave sites in the woods"
The fog lies thick on the road, and you can barely make out the other tents and carriages 50ft away. The day is still bright, as far as you can tell, for the sun is difficult to track.
He has been idly tinkering with something in his hands during the ritual. He finally snaps something into place and produces a familiar object and one he has learned to craft blindfolded after years of practice. It is another small copper cube. A fire starter.
"She has already given us the torch, surly among all of us we can provide at least one spark", he clicks the side of the fire starter and a small flame is produced on the top.
"Spark!", Nightshade echoes, still perched on Victor's shoulder.
[ I have crafted another fire starter with my Tinker racial trait. As of now it is the only tinker creation I have. I gave away the two others I had before. I think I can have a max of three crafted at a time. ]
Rolls
Secret Roll
[ OOC: How far across does this water look? I will also percept for alternative paths. ]
Rolls
Perception - (1d20+2)
(8) + 2 = 10
The water is clear and deep, disturbed by the powerful water which sprays over the pool at the base of the fall, lightly tickling your face with wet mist.
As the bird flies off and begins a trip around the water from above Victors eyes go white and he is suddenly blind and deaf to the world. He sees, but he sees through the eyes of the bird as they soar above the water, he hears what the bird hears.
[ OOC: Victor can look and hear through his familiar though it leaves him completely vulnerable. Is there anything else the bird could see from higher up above? I will roll a perception for the bird using the Monster Manual stats for a Raven (+3 to perception). ]
Rolls
Nightshade's Perception - (1d20+3)
(12) + 3 = 15
Thinking we're walking to greet death has put me in a sour and sarcastic mood.
Victor scowls at the staff for a moment then turns to anyone else who followed them down this path, "It would appear we've hit a dead end. We should return back and take the other path."
Shen then turns to Victor and nods once.
Rolls
Examination - (1d20-2)
(7) - 2 = 5
Rolls
Secret Roll
Suddenly, the sound of water tickles your ears, and you approach the bridge, now a thousand feet above the bottom of the falls. The roar of the waterfall is now so far away that it is muffled.
A lone villager sits on the edge of the bridge, staring into the beauty of the waterfall.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
As the group moves forward Grizel's expression turns grim as the mist thickens. She takes out a tiny strip of white cloth and binds it around the chain of her amulet. She murmurs something under her breath and the amulet glows. She looks at Kat & Zinn. "You two wouldn't mind some help, would you?" With their assent she passes her hand over them and they feel vitality flowing into them, bolstering their toughness and resolve.
OOC: Grizel casts Aid (For the next 8hrs each target’s hit point maximum and current hit points increase by 5) on herself, Kat, and Zinn if they are willing. Oherwise Grizel will choose two other targets.
Rolls
Perception - (1d20+3)
(14) + 3 = 17
"Good day," he says cheerfully
"It's like a tunnel of water and light, isn't it? This is the only place where the fog clears. Clean, pure water..."
OOC: Activating Divine Sense.
"Some of the villagers went up to the castle, you know. I told them it was dangerous. I'll wait here for their return. They are bent on destroying the Count, with their pitchforks and clubs...if you see them, say that Bernie is waiting for them. They will probably perish unless you can help them, so please hurry"
Bertie stares absentmindedly into the cascade.
Taking in a breath Justice starts continuing over the bridge. She turns and says to Grizel in a stuttering voice. "F-forgeet"
[ OOC: Victor is tinkering as they are walking to craft a small clockwork toy bear. It takes about an hour to complete and costs me 10 GP worth of material. (Let me know if this hike up the mountain takes more than an hour) ]
[ OOC: Victor is tinkering as they are walking to craft a small clockwork toy bear. It takes about an hour to complete and costs me 10 GP worth of material. (Let me know if this hike up the mountain takes more than an hour) ]
lol! Definitely earns inspiration if you don't have it already!
The party continues along the road, which is no longer a steep incline, but seems to take the form of a well-cared for roadway.
There is something watching you from the woods that press in on the road. It's foggy, but you can see a few large, slow moving creatures prowling behind the dense woodland as you walk, perhaps 40ft away from the side of the group.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Looking back and forth nervously about the woods, Justice slinks to the back of the group, avoiding eye contact with Grizel.
Rolls
Perception - (1d20-2)
(20) - 2 = 18
OOC:
Personality Trait: I can stare down a hell hound without flinching
Oath of Vengeance Tenet: Fight the Greater Evil
The creatures are still watching your 7-strong group from a distance in the woods. Their eyes occasionally glow and flicker as they do.
He tries to scan his eyes across the shapes the others have mentioned to see if he can discern anything about them.
[ OOC: I would like to see if I can roll Nature to try and identify the creature. If it is a natural entity maybe that is something legit. If not I'll roll perception too, use that to try and identify the creature. If I'm really lucky you can use my first roll and just apply whatever modifier you want? Lol. ]
Rolls
Nature - (1d20+4)
(18) + 4 = 22
Perception - (1d20+2)
(8) + 2 = 10
((OOC: Justice is not standing directly in front of Victor, but a little to the side. In a guarding way, not a rude way.))
Rolls
Perception - (1d20+3)
(12) + 3 = 15
Victor is certain that they are being watched by some kind of wolf. Their glowing eyes signal that these could be the legendary worgs, not as intelligent but much larger and more vicious. They have been said to track groups for miles before attacking, waiting for an opportune moment to pick off individuals. There's no way to be certain as they are obscured by the dense mist and foliage.
Rolls
Perception - (1d20+4)
(1) + 4 = 5
I then go back inside and find a seat.
After passing through the craggy peaks of the Balinoks, the road takes a sudden turn to the east and the startling awesome presence of Ravenloft itself towers before you. The carriage comes to a stop just in front of twin guardhouses of turreted stone, broken from years of use and exposure. Beyond these, a 50-foot-wide precipice gapes between the Balinok cliffs and the walls of Ravenloft, a chasm of dizzying depth that disappears into the fog-shrouded distance far below. The lowered drawbridge of old shorn-up wood beams hangs precariously between you and the arched entrance to the courtyard. The chains of the drawbridge creek in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles seem to stare at you from their hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Ravenloft stand open. A rich warm light spills from them into the courtyard. Torches flutter sadly in sconces on both sides of the open doors.
Rolls
Secret Roll
He follows quickly behind and the beak of his staff opens as a mist pours out and forms into a Nightshade on his shoulder. He gestures to it to stay quiet as they follow Zinnarath into the castle.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
[ OOC: Perception roll to see if I see anything unusual or suspicious on the far end of the bridge. ]
Rolls
Perception - (1d20+2)
(17) + 2 = 19
Victor crosses the creaky bridge and enters through the open portcullis archway, which has a dark slimy patch stuck to the shadowy cobbles above your head. It opens into a huge area.
Thick cold fog swirls around in this darkened courtyard. Sporadic flashes of lightning lance the angry clouds overhead. Thunder pounds the courtyard. A light drizzle begins to fall. Ahead, torch flames flutter in the wind on each side of the keep's open main doors. Warm light spills from those open doors into the courtyard. Doors in the gate towers on each side of the tunnel entrance are shut against the rain. A howling wind rushes through the courtyard. The dark towers of the keep loom above in the mists. Flickering lights shine from a short round tower on the south east side of the keep. Tall stone walls surround the courtyard.
"Wait! Are you sure this is the right thing to do? We could be defenseless if we enter 'his' home..."
Rolls
Secret Roll
"Doom!", Nightshade caws. "Fate!"
Turning to Zinnarath I gesture to the fog covered courtyard and the lights across it, "Something is... Foreboding... About this entrance. We should stick close together as we enter."
"Door.", I command Nightshade. He flys from my shoulder to find a perch near the door. I see if anything happens as he crossed the courtyard to land near the door.
Rolls
Perception - (1d20+2)
(9) + 2 = 11
Suddenly, something occurs to her, "Where are th' townfolk as went chargin' up 'ere the boy spoke of?"
OOC: How tall are these doors & corridors? As long as it is possible Grizel will stay mounted.
[OOC: Oops. That bonus is suppose to be +5 to my Perception. That'll be a 15 total.]
Rolls
Perception - (1d20+1)
(10) + 1 = 11
I've traveled all over defendin' folk, simple folk who just wanna be left in peace, against mad kings an' evil lords. But folk are like sheep - they need someone lookin' after 'em. Are folk better off after they been saved? What they need's a good leader who'll love 'em an' look after 'em. I've seen folk who didn' wanna be left without a ruler an' all after I took down their overlords... wanted me to rule 'em! Bawled like babies. I wonder if it woulda been so bad t' live in the castle an' rule 'em proper, be the kind Lady Grizel?
Would folk wanna be saved, really, if they knew what's good for 'em?
Shunning the south hallway with the music, Zinnarath pushes the heavy doors open to reveal a long passage. This long, dusty hall leads eastward into the dark heart of Ravenloft. Statues line the hallway on both sides, their eyes seeming to watch you as you pass.
"Where?" Justice tentatively asks.
Rolls
Investigation? - (1d20+4)
(11) + 4 = 15
Another statue catches your eye from down the hall, seeming to watch you, searching deep down into your being.
Looking down the corridor, it seems to go on forever into total darkness. (Those with darkvision can just make out the grey outline of double doors once you begin walking). You hear the rain start to beat the courtyard outside, growing heavier quickly and accompanied by a flash of thunder.
Rolls
Secret Roll
Carved into the door's decorations are two suns, a mountain, and a heart.
Is it really wrong for the strong t' rule over th' weak? Isn't that th' natural way o' things? That makes everyone stronger, don't it?
Rolls
Perception (disadvantage bec. of darkness?) - (1d20+3, 1d20+3)
1d20+3 : (14) + 3 = 17
1d20+3 : (15) + 3 = 18
You notice that dim, focused light from somewhere seems to be reflecting off of their polished eyeballs, giving the illusion of their eyes following you. Each statue is holding a unique pose, pointing to heaven or earth, standing straight or hunching; in armour or court robes.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
[ OOC: Victor has darkvision. ]
Rolls
Secret Roll
Rolls
Investigate - (1d20)
(7) = 7
Conveniently, I have the same bonus on investigation and perception as I'm not sure what you would want
Rolls
Investigation/Perception - (1d20+4)
(10) + 4 = 14
Rolls
Perception (disadvantage from dim light?) - (1d20+3, 1d20+3)
1d20+3 : (19) + 3 = 22
1d20+3 : (13) + 3 = 16
Investigation (disadvantage from dim light?) - (1d20-1, 1d20-1)
1d20-1 : (10) - 1 = 9
1d20-1 : (3) - 1 = 2
There are two other entryways in the chapel, each with two visible statues in alcoves. Both Grizel and Zinnarath spot a movement up in the ceiling, where there is likely an upper level accessible from another floor (to Zinarrath only).
Faelor approaches, and finds that the statue is actually a carved icon of the purest silver, glowing faintly in response to the shaft of light. The figure draped over the altar is a dead cleric, who looks important in his heavy, decorated black robes. There is an expression of anguish on his face.
Rolls
Perception - (1d20+4)
(12) + 4 = 16
He has the bird land and look around the upstairs. It will be sitting on the handrail of the floor above when Zinnerath gets to the top of the stairs.
[ OOC: Victor summons his familiar, commands it to scout the upstairs, and then views it remotely. He is blind and deaf to what is around him, but hopefully from the high vantage point can still see his body below him. ]
Rolls
Nightshade's Perception - (1d20+3)
(1) + 3 = 4
Rolls
Secret Roll
"[OOC: *sees roll* yup, it's a cleric.]
Rolls
Investigate - (1d20)
(3) = 3
Victor thinks to himself, Nightshade is certainly going to give me an earful for this one when I summon him again.
Victor runs to meet Zinnarath, and something catches his ear. A dark figure is scrambling down the wall behind him, towards Justice and Katerina.
Perfectly silent, the pale, female figure drops from the wall and lunges at Katerina with claws and teeth!
Rolls
Creature IN, stealth - (1d20+3, 1d20+6)
Ireena, Justice, Grizel, Kat - (1d20+3, 1d20+2, 1d20, 1d20+3)
1d20+3 : (6) + 3 = 9
1d20+2 : (8) + 2 = 10
1d20 : (3) = 3
1d20+3 : (7) + 3 = 10
Faelor, Victor, Zinnarath - (1d20+2, 1d20+1, 1d20+4)
1d20+2 : (1) + 2 = 3
1d20+1 : (6) + 1 = 7
1d20+4 : (9) + 4 = 13
Claws, teeth - (1d20+6, 1d20+6)
1d20+6 : (6) + 6 = 12
1d20+6 : (16) + 6 = 22
Damage, necrotic damage (also reduced max HP) - (1d6+3, 2d6)
1d6+3 : (1) + 3 = 4
2d6 : (22) = 4
A staircase of old wood climbs shakily up a stonework shaft. With each step upon it, the wood strains underfoot, creaking and groaning.
In her attentiveness, Zinnarath is the first to react to the sound of a hostile creature in the chapel.
Move Action: Down the stairs - space behind Victor
"Free" Action: Draw both hand crossbows (with my Dual Weapon feat I can draw 2 weapons for free instead of the usual one)
Action: Pew...
Bonus Action: Pew!
Rolls
Hand crossbow 1 - Attack - (1d20+7)
(16) + 7 = 23
Attack 1 - Damage (if hits) - (1d6+4)
(5) + 4 = 9
Hand crossbow 2 - Attack - (1d20+7)
(10) + 7 = 17
Attack 2 - Damage (if hits) - (1d6+4)
(1) + 4 = 5
Sneak Attack Damage (if either hits) - (3d6)
(432) = 9
Creature > Zinnarath > Kat > Justice > Ireena > Victor > Faelor > Grizel
Rolls
Magic Missile - (3d4+3)
(133) + 3 = 10
Wild Magic check1 - (1d20)
(19) = 19
Ireena is much faster to act. She lunges at the creature, drawing her dagger and stabbing in one swift movement, facing her opponent with fearless confidence. (Moving between justice and creature)
The dagger almost breaks on the woman-like creature's hard skin. But it pierces nonetheless, causing the creature to gargle a hoarse shriek.
Rolls
Ireena dagger strike - (1d20+5)
(17) + 5 = 22
damage - (1d4+3)
(4) + 3 = 7
Bonus action to cast Enchant Weapon on greatsword.
Expending one 1st level spell slot for Divine Smite.
Great Weapon Fighting: Reroll 1's or 2's (damage roll). Must use the new roll.
Damn these low rolls! :-P
Rolls
Attack: +1 Greatsword - (1d20+7)
(16) + 7 = 23
Damage - (2d6+4)
(12) + 4 = 7
Damage reroll [GWF] - (2d6+4)
(31) + 4 = 8
Smite damage [radiant] - (2d8)
(36) = 9
additional smite damage - BF - (1d8)
(6) = 6
[ OOC: Victor moves through Zin's spot so Zin is between him and the creature, then he casts levitate. The creature can avoid being lifted if it makes a DC15 Constitution saving throw. If it doesn't I want to move it to a place teen feet off the ground where it can't reach anything to propel itself. ]
I'm not too sure about the mount, as the rules are hopelessly unclear. I would say attack away - it's ridiculously overpowered at the moment but won't be at other times. It will probably becomes more obsolete as you gain levels (a bit like Dire Wolf Druid!)
[/note]
Rolls
Creature's CON save vs Levitate - (1d20+3)
(3) + 3 = 6
The creature grabs the door (which is ajar, inward opening), pulling itself inward. It releases it's arms to jump and swing at the party, but gravity does not help it.
Creature > Zinnarath > Kat > Justice > Ireena > Victor > Faelor > Grizel
Rolls
Creature DEX check - (1d20+3)
(15) + 3 = 18
Since the action sequence on all of this is fiddly here it is:
Free: Drop Crossbow 1
Action: Attack with Crossbow 2 (reloading as part of the attack because I have a free hand)
Free Object Interaction: Draw Crossbow 3 (already loaded)
Bonus Action: Attack with Crossbow 3 (this is probably a twisting of the rules, as technically I believe you're supposed to have the weapon *in hand* when you make your main attack in order to get the free offhand attack... but I'm a badass swashbuckler so, it's cool? No real abuse here I don't think. Just wheedling my way around the loading property, and I'm dropping weapons so this can't go on forever.
Rolls
XBow 1 - (1d20+7)
(18) + 7 = 25
XBow 1 Damage - (1d6+4)
(6) + 4 = 10
XBow 2 - (1d20+7)
(2) + 7 = 9
XBow 2 Damage - (1d6+4)
(6) + 4 = 10
Sneak Attack Damage (if either hits) - (3d6)
(515) = 11
Impressed by Zinnarath's crossbow-slinging, Ireena stares for a short time before retreating to search amonst the broken chapel furniture for something to throw at the creature. Sheathing her dagger, she pulls out a small brick and a sharp length of wood.
Creature > Zinnarath > Kat > Justice > Ireena > Victor > Faelor > Grizel
Rolls
Investigation - (1d20)
(15) = 15
OOC: Trying to get it away from anything it can grapple onto.
A sharp, purple claw catches behind the door of the entrance, but the creature is pulled out into the middle of the room, where it now remains at your mercy.
She cries out in a gargle-like cry:
"FOOLS! Toy with me and this day will be your last!!"
Rolls
Str saving throw (disadvantage due to reduced mobility) - (1d20+3, 1d20+3)
1d20+3 : (11) + 3 = 14
1d20+3 : (11) + 3 = 14
Rolls
Crossbow - (1d20+7)
(10) + 7 = 17
Damage - (1d6+4)
(4) + 4 = 8
Sneak Attack - (3d6)
(231) = 6
"Ughh...stop! What good am I to you full of steel and clots?"
Magic missile the creature from my last 3rd level slot. EDIT: Total 18 force damage.
Rolls
Magic Missile (3rd Level) - (1d4+1, 1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (2) + 1 = 3
1d4+1 : (4) + 1 = 5
1d4+1 : (2) + 1 = 3
1d4+1 : (1) + 1 = 2
1d4+1 : (4) + 1 = 5
Creature (badly injured) > Zinnarath > Kat (inactive) > Justice (inactive) > Ireena > Victor > Faelor > Grizel
Rolls
Falling damage - (2d6)
(51) = 6
Rolls
Attack: +1 Greatsword (advantage vs prone) - (1d20+7, 1d20+7)
1d20+7 : (3) + 7 = 10
1d20+7 : (15) + 7 = 22
Damage - (2d6+4)
(56) + 4 = 15
Grizel may take an AoO (attacks this turn are at disadvantage whilst she is dodging)
Rolls
AoO: +1 Greatsword (disadvantage?) - (1d20+7, 1d20+7)
1d20+7 : (16) + 7 = 23
1d20+7 : (6) + 7 = 13
damage - (2d6+4)
(34) + 4 = 11
Smite damage [radiant] - (3d8)
(635) = 14
Rolls
Attack 1 - (1d20+7)
(6) + 7 = 13
Attack 1 (Disadvantage) - (1d20+7)
(12) + 7 = 19
Damage 1 - (1d8+4)
(7) + 4 = 11
Attack 2 - (1d20+7)
(15) + 7 = 22
Attack 2 (Disadvantage) - (1d20+7)
(4) + 7 = 11
Damage 2 - (1d8+4)
(8) + 4 = 12
Sneak Attack (if either hit) - (3d6)
(212) = 5
Ireena sees her opportunity and launches her precious dagger at the creature from range. It clatters against one of the rapiers as the creature deflects the melee attacks.
(Victor and Faelor may act, and then Grizel's turn will take effect)
Rolls
Ireena throws dagger (disadv.) - (1d20+5, 1d20+5)
1d20+5 : (7) + 5 = 12
1d20+5 : (6) + 5 = 11
OOC. Another 18 force damage. For the tally I'm out of third level slots.
Rolls
Magic Missile (2nd Level) - (1d4+1, 1d4+1, 1d4+1, 1d4+1)
1d4+1 : (3) + 1 = 4
1d4+1 : (3) + 1 = 4
1d4+1 : (4) + 1 = 5
1d4+1 : (4) + 1 = 5
On this, she hits the floor. Seconds later, she dissolves into dust, her clothing only partially disintegrating.
Grizel, Victor, Zinnarath, and Grizel gain 450exp each.
Ireena is the first to step towards the pile, passing Zinnarath and picking up her dagger.
"Poor soul. May you find rest in oblivion."
The furniture here is all ruined and it appears that nothing valuable would have been left around. The ceiling is too high to see, but a small balcony can be seen high in the air above the entrance doors. It might be hard to get to from here.
Two other exits can be seen either side of the room. Zinnarath walked a little way up the top staircase which folds in on itself. The other is a spiral which goes up or down.
She points to the stylised carving of a silver sun at the base of the statue, from which a generic figure of some nonspecific deity emerges.
The slender statue is about a foot high, made of the purest silver, and weighs 5lbs. As you take it, you feel like it rejects you, but no adverse effect comes.
Rolls
Arcana Check on Symbol - (1d20+7)
(5) + 7 = 12
Out loud, Grizel says to the others, "Well, what're we dawdling about here for? We waitin' for Strahd t' come t' us?"
"I do not feel safe here. Do you want to hunt this monster or should we leave? If we take the first course, we should choose our path carefully. There must be more of these creatures lurking about."
Ireena points to the pile of dust at Zinnarath's feet.
Alastor, sensing Grizel's unease, neighs appreciatively and cocks his head towards his rider.
Who wishes to pocket the silver icon, and which path will you take? You feel a dark foreboding about this place and it seems like your mages require some rest. You think it possible to rest here but the dark plarform and distant, unseeable ceiling high above makes you feel uncertain.
"Stay here, my friend." Grizel tells Alastor out loud. She shoulders her gear and, sword drawn, follows closely behind Zinn.
A staircase of old wood climbs shakily up a stonework shaft. With each step upon it, the wood strains underfoot, creaking and groaning. You begin to work your way up. Assumedly, Zinn is also reloading her hand crossbows.
Of course reloading.
The room here is dark, so much so that the shaft of light in the chapel far below looks bright when you see it. As the pair of warriors enter the room, their light source extinguishes as a chilling breeze snuffs it out in an instant. The female half-orc approaches.
Compared to downstairs, the air here is unsettlingly cold and brings with it a sense of unease as you stand 50ft above a massive room.
Activating Divine Sense: Detect evil w/in 60ft. Does not ignore full cover.
Rolls
Initiative - (1d20)
(13) = 13
Mardak crouches low, hand resting on the pommel of one of his daggers. He glances up at the party, attempting to tell if they are friend or foe, rolls Insight to read their body language.
Mardak absentmindedly mutters, "From the darkness glimmers the light of my salvation." Louder he states, "I am Mardak Goodbarrel, an adventurer, fleeing from an unknown evil, who are you? Perhaps we may work together to overcome the evil of this place?"
I edited this because I accidentally posted it too soon, still figuring out the layout of the forum.
Rolls
Insight on party - (1d20+5)
(8) + 5 = 13
Rolls
Insight disadvantage due to darkness - (1d20+5)
(10) + 5 = 15
As Grizel charges at the chair, the air grows colder, and a voice emerges.
"You have come to slay us as you destroyed that woman as she begged for mercy?"
Rolls
Creatures initiative roll - (1d20+2)
(6) + 2 = 8
Rolls
Initative - (1d20+5)
(7) + 5 = 12
Turning to face towards the unnerving voice Mardak expends 2 Ki points to cast Darkvision on myself and examine the room more intently.
Mardak then mumbles, "A clever person turns great troubles into little ones and little ones into none at all. Time to see if I am as clever as I think"
Mardak then moves alongside Grizel, muscles tensed readied to explode into action. Basically ready to attack on my next turn.
Rolls
Roll for Initiative - (1d20+4)
(12) + 4 = 16
Lighting: Darkness
"Now how will I respond when you beg for mercy? GHEHRHEHEHE!"
Victor (18)
Mardak (16: cast darkvision)
Grizel (13: attacking)
Zinnarath (12: shooting)
Faelor (12: Mage Armour)
Ireena (10)
Undead (8)
Balder (4: light and bardic inspiration)
Rolls
IN: Ireena, Faelor, Victor, Balder - (1d20+3, 1d20+2, 1d20+1, 1d20+1)
1d20+3 : (7) + 3 = 10
1d20+2 : (10) + 2 = 12
1d20+1 : (17) + 1 = 18
1d20+1 : (3) + 1 = 4
Foe HP - (13d8, 13d8)
Seeing the ghostly nature of his enemies, Mardak believes his fists may not be the most effective tool to vanquish this foe. Reaching into my tool belt I pull out a flask of Holy Water, which I toss at Or spray? I'm not certain how using the Holy Water would work against a ghost one of the apparitions.
Don't forget the 1 point of splash damage in a 20' radius :).
I have two attacks if possible I would like to throw 2 flasks of holy water at the same target
Rolls
Throwing (or spraying) Holy Water - (1d20+7)
(4) + 7 = 11
Holy Water Damage - (2d6)
(31) = 4
Throwing Holy Water - (1d20+7)
(11) + 7 = 18
Holy Water damage - (2d6)
(22) = 4
Though acutely aware that she is at a great disadvantage in the dark, Grizel does not falter. She trusts in her divine senses and charges the evil emanations, the great blade of her enchanted sword whipping through the dark.
"Why would I grant ye mercy? Ye who serve Strahd?!"
Rolls
+1 greatsword attack #1 (disadvantage) - (1d20+7, 1d20+7)
1d20+7 : (19) + 7 = 26
1d20+7 : (9) + 7 = 16
damage - (2d6+5)
(53) + 5 = 13
smite damage - (3d8)
(422) = 8
+1 greatsword attack #2 (disadvantage) - (1d20+7, 1d20+7)
1d20+7 : (10) + 7 = 17
1d20+7 : (18) + 7 = 25
damage - (2d6+5)
(23) + 5 = 10
rerolling that deuce (Great Weapon Fighting) - (1d6)
(3) = 3
(On my turn I'm casting light on my axe. Ill also use a bonus action to grant Bardic Inspiration to Mardak)
Action: Crossbow Attack, drop crossbow
Free Interaction with Item: Draw Rapier
Move: Split - move forward to engage, use Bonus Action to attack with rapier, use move to move away
Rolls
Crossbow Attack - (1d20+7)
(14) + 7 = 21
Crossbow Damage - (1d6+4)
(2) + 4 = 6
Rapier Attack - (1d20+7)
(8) + 7 = 15
Rapier Damage - (1d8)
(6) = 6
Sneak Attack Damage (if either hits) - (3d6)
(315) = 9
Mardak can see that the room beyond the balcony has a huge, decorative dome-shaped ceiling. This room looks well-decorated but you can't see colour with darkvision. Mardak can't see any undead yet, he only knows that Grizel has announced that there are two on the chairs. They are obviously sentient and have not expressed any solid hostility yet.
Holy water isn't the 'Attack action', it's a separate action so 'extra attack'/dual weapon fighting can't apply to it. Also, holy water counts as an 'improvised weapon' which means that you don't add your proficiency bonus to the attack roll. Be careful not to waste that stuff. It could be gold dust in this place!
Also be aware that these huge chairs provide cover: total cover from behind, 3/4 at the back from an angle, 1/2 from the side, which means the AC to hit these things could be quite high if you don't go around the front of the chairs.)
Mardak shouts in the direction of the voice, "I believe you have me mistaken for someone else. I have slain no one in this vicinity, especially not one who begged for mercy."
Mardak will then attempt to look (Perception) for what creatures are making such wild accusations, perhaps they are confused and can be persuaded we pose no threats.
I will have a dagger ready though, to throw at any creatures that make threatening moves. Caution is never a bad thing :).
Rolls
Perception to examine room for creatures - (1d20+2)
(2) + 2 = 4
"EAAAAGGGHHHHHHHHHHHHHH!!"
The creature is so shocked by the sheer force of the attack that it cannot take a reaction this turn.
Zinnarath's crossbow bolts shoots right through the chest of the creature as it shakes violently, to no effect. She whips her rapier out, stepping in front of the chair, and swings it at the enemy. It passes right through her incorporeal body with no effect, but the sight of the evil creature looks horrifying in her low-light vision.
Ireena steps out and sees the ghostly body, and some new warriors stood by the open door. She runs past the melee combat zone and approaches Mardak. "We should leave this wretched place! Do not anger these spirits!"
She spins around to see a terrifying sight, as the ghosts rise up from the chairs. "I serve not Strahd, I am older than Strahd!" One lunges for Grizel's neck, and the other faces the party with a neutral stare, boiling with anger!
Grizel avoids the grasp, her senses bright and clear despite the lack of light. The creature in the adjacent chair continues rising, until it releases a head-crushing scream, it's face contorting along with the darkness around it. (Grizel cannot see it and is immune to the effects! Nor can Victor, who paused in the corridor)
Zin, Balder and Faelor are subject to the Frightened condition for 1 minute:
• A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
• The creature can’t willingly move closer to the source of its fear.
Balder's shield now lights the area.
Rolls
Massive damage CON save - (1d20)
(6) = 6
System shock effect - (1d10)
(3) = 3
Reroll (doesn't make sense) - (1d10)
(2) = 2
reroll - (1d10)
(2) = 2
Come on, random generator... - (1d10)
(3) = 3
First roll that isn't a 2 or 3! - (1d10, 1d10, 1d10, 1d10)
1d10 : (9) = 9
1d10 : (1) = 1
1d10 : (7) = 7
1d10 : (5) = 5
Corrupting touch - Grizel (advantage due to blindness/darkness) - (1d20+4, 1d20+4)
1d20+4 : (1) + 4 = 5
1d20+4 : (4) + 4 = 8
WIS save - Uvek (advantage - Brave) - (1d20+2, 1d20+2)
1d20+2 : (12) + 2 = 14
1d20+2 : (17) + 2 = 19
WIS saves - Zinn, Balder, Ireena, Faelor - (1d20+1, 1d20+0, 1d20+1, 1d20+2)
1d20+1 : (11) + 1 = 12
1d20+0 : (9) = 9
1d20+1 : (19) + 1 = 20
1d20+2 : (7) + 2 = 9
Lighting: bright (20ft from balder. Dim 20ft outside of that)
Victor (18): Temporary DMPC: firebolt
Mardak (16): battle bardic inspiration 1d6, perception check
Grizel (13): Intimidation check, vow of emnity
Zinnarath (12): Frightened, "Moved into stair well, scared"!
Faelor (12): Frightened, fleeing
Ireena (10): running
Undead (8) (a, chair near the stairs): injured, no reaction. (b): uninjured and very frightening
Balder (4): Frightened, retreating
Turn: Move into stair well, be scared.
Rolls
Save vs fear - (1d20+1)
(7) + 1 = 8
I shout to Balder, the human and I know each other at least a little, "Balder, lets follow this woman out of this chamber, she counsels to not anger these spirits, and I for one see the wisdom in such logic. We have fled a powerful ghostly threat, I do not seek to anger another such power needlessly."
With that I will follow Ireena out of the room, attempting to examine the next chamber I am exiting into (Perception).
Rolls
Perception - (1d20+2)
(17) + 2 = 19
Rolls
Intimidation - (1d20+6)
(2) + 6 = 8
"How did you get in? Find the stairs!" Mardak knows that they came in through a staircase which can be found in the throne room at the end of the hallway. Ireena dashes 40ft down the hallway, checking to see if the others will follow. This 20-foot-wide hall has a dark vaulted ceiling. Shadows seem to dance across the distant ceiling. A low moan rises and falls the length of the corridor, intoning sadness and despair. With your darkvision you spot a an imperfection in the wall about halfway up the hall, indicating a secret door (this is where you stop with 35ft movement). He also hears footsteps coming up the steps, far at the other end of the corridor. It sounds like four humanoids approaching, and they could be in sight within 2-3 rounds.
The creature replies to Grizel: "I think I would prefer if you DIE. Look how you scarred me, my beautiful form! Oh!" She pulls at her hair, revealing elven ears on her ugly, ravaged ghostly face.
Yay for imgur!
Rolls
Victor - fire bolt attack roll - (1d20+7)
(8) + 7 = 15
Secret Roll
Secret Roll
Secret Roll
"Young woman, do not flee further down this hall, more individuals seem to be running this way, though we do not know if they are friend or foe," I say to Ireena. I don't know her name yet lol
I then mutter, "Between a rock and a hard place... I do not wish to perish in this chamber... when faced with an attack from both directions, a wise man withdraws."
I then Investigate(Int) the secret door, looking for traps.
After which, if I have time (I am unsure if I can do two skill checks in a turn) I will attempt to open the secret door.
Rolls
Investigate Door - (1d20+1)
(4) + 1 = 5
Rolls
Save vs fear - (1d20+2)
(2) + 2 = 4
The other ghost continues to assault Grizel from the cover of the chair.
Rolls
ghost a > corrupting touch > Grizel - (1d20+4)
(14) + 4 = 18
ghost b > corrupting touch > Baldur - (1d20+4)
(1) + 4 = 5
Grizel necrotic damage - (3d6+2)
(643) + 2 = 15
Lighting: bright 20ft from balder. Dim 20ft outside of that. Darkness beyond that.
Frightened individuals repeat their WIS save at the end of every round, but at disadvantage if there is line of sight with the ghost. If you succeed, the effect ends and you become immune for 24h.
Victor (18): Temporary DMPC: firebolt
Mardak (16): battle bardic inspiration 1d6, opening secret door and investigating the mechanism.
Grizel (13): attacking, and reasoning with, the ghosts
Zinnarath (12): Frightened, retreating down stairs.
Faelor (12): Frightened
Ireena (10): entering secret door
Undead (8) (a): un-undead. (b): uninjured and very frightening
Balder (4): Frightened, hiding in secret room
Rolls
Victor firebolt ghost A - (1d20+7)
(15) + 7 = 22
Damage - (1d10)
(7) = 7
This deep shaft smells of well-oiled wood. There is a large wooden screw along the east wall, and another along the west wall.
I state to my fellow adventurers, "This could be a dead end. I am now gnome, but I will do my best to figure out the mysteries of this room. If I cannot find anything quickly, it looks like we will be forced into a desperate fight. Can anyone within this room assist me (this turn)? This could be an escape to salvation, so that we may better examine our goals.
Rolls
Investigate Room for Switches and levers - (1d20+1)
(15) + 1 = 16
As she fights alone, the paladin realizes grimly that they might all die here, and Strahd will live. We can't die t' these ghosts...they're nothing! Strahd is the goal! What was it that Madame Eva said? There are forces for good here...a great weapon...and help t' be found! She'd said, "Knowledge of the ancient may help you understand a foe." The ghost had said twas older'n Strahd! Could th' ghost be of help?
"Hold, restless spirits! HOLD! Our quarrel's with Strahd. If yer not in league with that devil then 'praps lettin' us pass will help ye! What d'ye know 'bout him? Aid us an' I'll spare ye!"
OOC:
Tenets of Vengeance: Fight the Greater Evil. Faced with a choice of fighting my sworn foes or combating a lesser evil. I choose the greater evil.
Rolls
+1 greatsword attack #1 (advantage) - (1d20+7, 1d20+7)
1d20+7 : (3) + 7 = 10
1d20+7 : (13) + 7 = 20
damage - (2d6+5)
(22) + 5 = 9
rolling those two deuces [Great Weapon Fighting] - (2d8+5)
(36) + 5 = 14
misrolled previous! please ignore! rerolling the deuces - (2d6+5)
(65) + 5 = 16
+1 greatsword attack #2 (advantage) - (1d20+7, 1d20+7)
1d20+7 : (4) + 7 = 11
1d20+7 : (11) + 7 = 18
damage - (2d6+5)
(55) + 5 = 15
CON save for magic weapon DC10 - (1d20+1)
(18) + 1 = 19
(Magic weapon is still active for Grizel after being hit)
Note: Grizel has inspiration, as do Faelor and Zinn. Expend it to gain advantage on a roll, even (immediately) after rolling
Rolls
Faelor save vs fear - (1d20+2)
(13) + 2 = 15
Rolls
Saving - (1d20+1)
(3) + 1 = 4
Rolls
Stealth Check - (1d20+1)
(3) + 1 = 4
Save vs fear - (1d20)
(16) = 16
Ireena steps forward and takes her hand to the levers, using the little light she has from Balder's shield before he ends the spell.
Mardak watches closely as she squeezes a lever downwards, triggering a series of rod and cog movements up the wsll , resulting in a noise of rattling of chains and crashing metal echoing from a distant point down the pitch black shaft, which ends quickly. The mechanism is not really moving as you expected.
This is interrupted by a violent scream, which is more like a wail. The remaining ghost ripples with discordant spiritual energy from deep in her core, releasing a deafening roar of sadness. Everyone feels a piercing pain in their head, but Grizel and Victor are too close for just discomfort. Both drop to 0hp instantly
The creature falls through the stone, weeping and wailing to herself, unlikely to return...for now. 229 experience to all party members
Rolls
Ireena INT check - (1d20)
(12) = 12
Wail - psychic damage - (3d6)
(651) = 12
Con saves - Grizel, Victor - (1d20+1, 1d20+1)
1d20+1 : (8) + 1 = 9
1d20+1 : (11) + 1 = 12
I also attempt to figure out which levers to pull alongside Ireena.
Intelligence check to operate the contraption, with advantage.
Rolls
Intelligence to operate contraption - (1d20+1)
(6) + 1 = 7
Second roll for INt Check due to advantage - (1d20+1)
(16) + 1 = 17
Rolls
Grizel death save - (1d20)
(14) = 14
Victor death save - (1d20)
(3) = 3
I then cautiously poke my head out into the hallway, and glance down into the room where the ghosts were. Seeing the two adventurers collapsed on the ground I rush over to the Paladin first, and give here a healing potion. I will attempt to pour it in her mouth or on her wound, which ever is required
Rolls
Healing Potion - (2d4+2)
(14) + 2 = 7
" I'm not sure what came over me Mardak, but I'm back now. I can take it from here."
(Casting light on my axe and using a bonus action to cast Healing word on Victor).
Rolls
Healing word - (1d4+4)
(2) + 4 = 6
Grizel uses Lay On Hands to restore 15hp to herself and 10hp to Victor.
Remembering the beings coming from down the hall I attempt to listen for any sounds of marching feet, or any unusual shapes.
Rolls
Perception down the hallway - (1d20+2)
(11) + 2 = 13
Given the panic of the brief encounter with the ghosts, along with your dwindling resources, your minds quickly wander to finding a means of escape or perhaps somewhere to rest. Baldur and Mardak are aware that they can return downstairs via the main staircase*, but in the rush they were in did not spot any path leading upwards.
The others know no route other than through the chapel, and they have no idea where other doors and staircases lead. There is a feeling here that you are being watched or pursued, but you can't quite figure out the source of your anxiety.
*not drawn on the map. Whoever made this map forgot to add them in, so they are marked as visible 10' squares on the room to the left of the screen. Come to think of it, I will just add counters to show what they are!
"There's things t'be learned here. Things t' help us fight Him, Madame Eva said. But damn, I'm tired! What the hell is that clickin' an' clankin'?"
OOC: Is Grizel's weapon still enchanted?
Rolls
Investigation - (1d20-1)
(15) - 1 = 14
[Concentration on Magic Weapon was broken when you hit 0hp]
After handing it over he looks around to find where Zinnerath has gotten off to. Seeing her visibly shaken he does his best to not appear hurt, despite the dull pain he still feels, Looks like the gnome stood up to the fighting a bit better than that half-orc. He smiles, but it quickly turns into a grimace as he winces with a sharp pain in his side.
"Strange that one denied eternal rest may rest so; however, I do not think now is the time to ponder this riddle. Perhaps we may have been able to converse with this creature, but that time most likely has passed, as my master told me many time, "Do not anxiously expect what is not yet come; do not vainly regret what is already past." Many of you are hurt, rest would do us all some good, perhaps we can see if this room I have found can be secured, if so, it may make a sound place to rest.
I then gesture back to the secret contraption room I found, giving what I hope is a friendly grin. Years of living as an orphan on the streets has left my face marked by pox scars and old cuts, several of my teeth are also missing. My current state of cleanliness cannot altogether make the marks of my past disappear.
Would you like to:
- short rest?
- long rest?
- both?
- jump on the platform?
She takes a long moment to stare at the holy icon in her hands. "So many things t' puzzle out here. An' I've never been good with puzzles."
Grizel closes her eyes and takes a deep breath. She reaches out to her steed. "Alastor. I don't think ye can follow where I'm goin' my friend. You go back home. Thank ye fer yer help."
The lift never came back down, leaving a dark, stony chamber that drops into the void. You all avoid sleeping near it.
Two hours pass and Zinnarath chooses the second watcher for the night, or a waking person may volunteer.
Rolls
Secret Roll
Mardak takes another 2 hour watch. He muses that dusk may be approaching, and that could be a dark time for you all in more ways than one. (Mardak may take the benefits of a short rest now to regain ki). Child-like footsteps pass in the hallway outside, like someone is creeping slowly and deliberately.
2 hours remain to rest.
Rolls
Secret Roll
She sits on a throne, arrayed in power and splendor. She dispenses justice, and is loved and revered by all for generations. She is Grizel the Radiant.
She turns and smiles to her consort, Strahd the Undying, just as Jonah and Ellie are escorted into the throne room. They kiss her and bow to her, lovingly and proudly. Of course they are alive and well. All is as it should be.
Her cup-bearer, Ireena, enters and stands beside her throne. Grizel drinks deeply.
Umbert and Garrett Carnly are brought before her. They are beaten and flogged, and savaged by wolves before Grizel descends and beheads them as the court cheers applauds. She dispenses justice. All is as it should be.
Grizel crooks her finger and Ireena approaches adoringly. Ireena, her cup, is warm and compliant. Grizel drinks from her veins, the blood rich and honeyed. She is Grizel the Everlasting. All is as it should be.
Though I am curious to see who is sneaking in the hallway, since the rest of my party is indisposed I will resist the temptation. Since my watch is over I will wake up our next watchman, if we have no one else I can remain watching as I didn't need a long rest.
I have no reason to suspect something is going on with Grizel correct?
The footsteps stop and start but disappear after about a minute.
The bird doesn't actually need to eat, but it makes it feel more like a real creature to Victor.
Rolls
Perception Check - (1d20+2)
(19) + 2 = 21