GM Barlowe's Curse of Strahd (Inactive)

Game Master R0B0GEISHA


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Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

I don't know, the light moved from us as quickly as we approached it. It seemed off, so we came back. I agree though, the road beckons. Wellby begins trotting down the muddied road.


1st & 2nd Floor Map! 3rd Floor Map!

Continuing on the path, the fog spills out of the forest to swallow up the road behind you. Ahead, jutting from the impenetrable woods on both sides of the road, are high stone buttresses looming gray in the mist. Huge iron gates hang on the stonework. Dew clings with cold tenacity to the rusted bars. Two headless statues of armed guardians flank the gate, their heads now lying among the weeds at their feet. They greet you only with silence.

As you approach the gates, they swing open without an apparent operator, their hinges screeching in protest. Beyond, the road leads deeper into the forest. Towering trees, whose tops are lost in heavy gray mist, block out all but a death-gray light. The tree trunks are unnaturally close to one another, and the woods have the silence of a forgotten grave, yet exude the feeling of an unvoiced scream.

Felix:
You catch the unmistakable scent of rot. Something nearby is dead.


Male Human NG Male Human Cleric (Arcana Domain) 1; HP:10/10; AC:18; Initiative:+2; Perception:+5; L1 Spells: 2/2

Felix holds up his right hand, signaling the party to halt for a moment.

"Hold. I sense... death. I smell rot and decay. Whether it's something dead, or something undead, we should prepare ourselves. Keep an eye out for it. Stay close."

Nocturnus:
Excited, Felix? It may be time to put your meager powers to good use.


Narrator - Roll20 Map

Well Felix.... Dinaeri said, airily turning his head side to side as he peered at the surroundings.

We have but only one choice.

Raising his hand, he pointed ahead past the Gates.

We continue marching fourth. As it stands we're walking unknown territory. We are indeed out of our depth and there is no telling what could, and likely is, lurking within these woods. Trouble could rear its ugly face from multiple directions at any given moment, so I think it best to press on until we hit some kind of settlement, though do keep your wits about you.

All of you. he finished, firing off a quick glance at the whole troupe, before focusing his attention toward the direction they're travelling once more.

Perception for any kind of movement, unnatural shadows or sounds: 1d20 + 2 ⇒ (11) + 2 = 13


Sorcerer (Gold Dragon) 6 | AC: 16 | Init: +3 | HP: 44/44 | SP: 6/6 | Saves: Str -1, Dex +3, Con +5, Int -1, Wis +0, Cha +7 | Per: 13

Vasilios finally dares to speak his mind. -Maybe it's a trap, and there are no such things as "Barovia" or a "Burgermeister"...

He puts his hand on his belt to feel the pouch full of strange components, a gesture to ensure his mettle.


Narrator - Roll20 Map

Still focused ahead, Dinaeri gave a simple response. Regrettably, I feel there is no "maybe" about it Vasilios.

Did he not think this strange from the start? Perhaps I am alone in my thoughts.

Dinaeri appears curious but not overly concerned by the current situation.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Wellby sighs, It's burgomaster, Vasilios. It is the equivalent to "magistrate" in common, though I have not heard anyone near the Coast that went by that moniker. If there is something dead nearby we should probably at least keep an eye out for it simply to make sure something does not shamble out of these damned woods for us.

Wisdom(Perception): 1d20 + 1 ⇒ (14) + 1 = 15


Male Human NG Male Human Cleric (Arcana Domain) 1; HP:10/10; AC:18; Initiative:+2; Perception:+5; L1 Spells: 2/2

Felix stays in the center of the party, behind Dinaeri. His shield is ready and strapped to his left arm; his Holy Symbol faintly glowing and gripped in his right hand.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Expecting trouble, Alton pulls out his Rapier, and tiptoes forward. Let's hope my mercenary training helps.....


1st & 2nd Floor Map! 3rd Floor Map!

The foul scent leads you to a human corpse half-buried in the underbrush about fifteen feet from the road. The young man appears to be a commoner. His muddy clothes are torn and raked with claw marks. Crows have been at the body, which is surrounded by the paw prints. The man has obviously been dead for several days. He holds a crumpled envelope in one hand.

The letter has a large "B" set into its wax seal and the parchment is worn and flimsy.

Letter:
Hail to thee of might and valor,

I, the Burgomaster of Barovia, send you honor—with despair.

My adopted daughter, the fair Ireena Kolyana, has been these past nights bitten by a vampire. For over four hundred years, this creature has drained the life blood of my people. Now, my dear Ireena languishes and dies from an unholy wound caused by this vile beast. He has become too powerful to conquer.

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 devil may be contained within the walls of weeping Barovia. Leave our sorrows to our graves. 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

The letter is dated one week ago.


Narrator - Roll20 Map

I'm going to just go with this for flavour, so apologies if you wouldn't do this Felix, but I think you're the only one with death sense, haha.

With Felix behind him, Dinaeri had opted now to take point.

Marching fourth, the scent of rotting flesh grew stronger and with a little guidance from Felix, the group had found the source of the foul stench.

Seeing the body of a commoner slumped to the ground, Dinaeri took a closer look and at further inspection, noticed the crumpled up parchment still grasped tightly in this poor souls hand.

My apologies he said, crouching down by the deceased fellow.

Prying the letter away, Dinaeri broke the wax seal and began reading the contents aloud.

Upon finishing, he closed the parchment once more, deciding to keep it for no discernible reason at this point, simply sliding it into his carrying pack.

Well, this letter appears more complete than that of the one shown to us previously. I suppose now that we know we'll be dealing with vampires, our surroundings make a little more sense. However, had we known Vampires were an issue to begin with, I feel many of us would be hesitant in taking up this task.

Dinaeri sighs, seemingly mournful of what he can see before him.

Perhaps this poor soul was the carrier of a message meant for other adventurers, never making it past this realm.

Extending his arm, with not quite straightened fingers, the Eladrin gestured his hand towards the corpse, gently lowering his extended arm from head to toe. May you find happiness in the afterlife.

With that, Dinaeri stepped away with a saddened expression and headed back to the main path.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton stares at the body, looking a bit more sad than you would expect of one who stated that they used to be in the business of waging war for hire.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Hmmm... Let me see these letters, Wellby lays the letters out on his pack to compare the two, The stationary is different but what else...

Investigation: 1d20 + 2 ⇒ (13) + 2 = 15


1st & 2nd Floor Map! 3rd Floor Map!

Wellby:
The only major differences between the letters are the dates and that the second letter is addressed to nobody.


Male Human NG Male Human Cleric (Arcana Domain) 1; HP:10/10; AC:18; Initiative:+2; Perception:+5; L1 Spells: 2/2

It's totally fine, Dinaeri. No problem! :)

Religion Check on Vampires (If Possible): 1d20 + 3 ⇒ (2) + 3 = 5

Felix' expression is blank as they approach the body, and again even as Dinaeri reads the letter aloud. His demeanor appears cold and distant; regarding the events with calm, emotional detachment.

Nocturnus:
Vampires are worthy foes. You're in over your head, Felix.

Slowly, he seems to collect himself. He approaches the corpse, and presents his Holy Symbol. It glows slightly brighter, as if bestowing some minor blessing. Finally, he speaks.

"Rest in peace, brave soul. Your deeds in life will bring you favor in the world beyond."

Felix turns back to address the party. "Would there be any objection to a proper burial? I know we may be short on time, but this man certainly deserves some measure of dignity."


Sorcerer (Gold Dragon) 6 | AC: 16 | Init: +3 | HP: 44/44 | SP: 6/6 | Saves: Str -1, Dex +3, Con +5, Int -1, Wis +0, Cha +7 | Per: 13

-Vampires... my grandma said they abhor fire... maybe that's why I'm here...

-I don't know about you, my friends, but if there are vampires behind this, count me in for giving them what they deserve

I'll be a bit away until tomorrow, sorry


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Vampires! Don't worry, i'm sure we can take 'em Alton does a few practice moves with his rapier


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton begins to look around for any other beings
Perception: 1d20 - 1 ⇒ (17) - 1 = 16


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Best to keep moving. Everything about this is the worst.


1st & 2nd Floor Map! 3rd Floor Map!

As you leave the body where it lies, a lone howl pierces the night. Seconds later, a second howl answers it, sending goosebumps down your neck. The voice of the strange man from the inn floats through your mind, It is not advisable to travel the Svalich Road at night!

You hurry past the gates and further into the woods. Thankfully, the gloomy forest yields up no danger and eventually opens into a wide, grassy field. Somewhere to the south, you hear the sound of rushing water, although it is difficult to see how far with the presence of the mist.

The road gradually turns from mud into gravel and tall shapes loom out of the dense fog that surrounds everything. The muddy ground underfoot gives way to slick, wet cobblestones. The tall shadows become recognizable as village dwellings. The windows of each house stare out from pools of blackness. No sound cuts the silence except for the soft whimpering of pair of children standing in the middle of the otherwise lifeless street.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Wellby's nurturing instinct kicks in reason be damned, You there! Children! Why are you wandering the streets at this hour? Where are your parents? Wellby crouches in front of them and smiles warmly. He offers them some rations and water if they are hungry.


1st & 2nd Floor Map! 3rd Floor Map!

The younger child, a boy, clutches a stuffed toy and begins to cry even harder. The older girl shushes him and turns to Wellby. "We don't know where our parents are," she explains, trying to put up a brave front. "There's a monster in our house and we can't find them anywhere!"

She then points to a tall brick row house that has seen better days. Its windows are dark. It has a gated portico on the ground floor, and the rusty gate is slightly ajar. The houses on either side are abandoned, their windows and doors boarded up.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Is everyone out of the house? Do you have anywhere you can go?


Narrator - Roll20 Map

Dinaeri crouched down beside Wellby and looked to both children.

That house there you say? he said with a smile.

My name is Gauldrin and as luck would have it, I come from the land of fairies. I am a King of sorts and it is my duty to help good people such as yourselves to feel comforted. Worry not, for the people I travel with are good of heart and are here to protect you.

Dinaeri then places his hand on the crying boys head and speaks with a much softer and friendlier voice.

I can assure you, no harm will come to you under my watch, so there is no need for those tears. Besides, how would you protect your sister with water in your eyes? Dinaeri tried to express a more endearing smile at this point, in the hope he'd give the boy some level of confidence and assurance that everything will be ok.

Persuasion: 1d20 + 3 ⇒ (17) + 3 = 20

Lifting his hand from the boys head, he looked to both of them once more and said; I would be more than happy to take a look inside of your house. I ask only that you remain close by and out of sight until the return of myself and those I travel with.

Looking to the house he asked; Is there a hidden entryway into your home that would allow for us to enter unnoticed? It would be very helpful to us. Dinaeri smiled at the pair once more.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton walks up to the children, who, since Alton is of small-stature, are probably the same height as him. Monsters! We've fought worse things! Don't worry, we'll get 'em!


Sorcerer (Gold Dragon) 6 | AC: 16 | Init: +3 | HP: 44/44 | SP: 6/6 | Saves: Str -1, Dex +3, Con +5, Int -1, Wis +0, Cha +7 | Per: 13

Vasilios tries to calm his nerves.

-Okay. First time you can get into a fight for a long time, and in this place... I... the children shouldn't be that close...

He shakes his head, trying to make his fears flee. Closes his hand around his dagger and rises his head high.

-We'll kick their arses proper, I swear- he says, probably making some of his companions open their eyes.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton looks toward Vasilios and whispers The children!


Male Human NG Male Human Cleric (Arcana Domain) 1; HP:10/10; AC:18; Initiative:+2; Perception:+5; L1 Spells: 2/2

Felix keeps his distance from the children, appearing noticeably distraught. Despite his attempts to remain stoic, the concern on his face is plain to see. When he finally speaks, he addresses only his own companions.

"Everything else can wait. I propose we aid these children before continuing our mission. Thankfully, that seems to be the group consensus."

Nocturnus:
Are you avoiding them because of me? I don't waste my time on brats. I've long since found more amusing ways to torment you.


1st & 2nd Floor Map! 3rd Floor Map!

Sorry about my absence, guys. I've been having major internet issues. Comcast is the devil.

The house in question is a tall and narrow, four floors of brick and leaded glass that end in a steeply-sloped roof. A balcony juts from the third floor. A wrought-iron gate with hinges on one side and a lock on the other fills the archway of a stone portico. Oil lanterns hang from the ceiling of the portico by chains, flanking a set of oak doors.

"The baby," the boy whimpers. "We left Walter in his crib!"

"There's only one way in," the girl explains to Dinaeri. "The front door. If you promise to kill the monster, I'll keep Thorn here by the door."

The children.


Sorcerer (Gold Dragon) 6 | AC: 16 | Init: +3 | HP: 44/44 | SP: 6/6 | Saves: Str -1, Dex +3, Con +5, Int -1, Wis +0, Cha +7 | Per: 13

Vasilios "bravely" directs his steps to the front door of the house, resolved to take action now.

-Now, this would be an excellent trap. But who would be so wicked to employ children in his cruelties? No one, I hope... unless...

I have to say the pic of the children is everything but calming...


Narrator - Roll20 Map

Leave it to us. he smiled, before following Vasilios to the front door.

What manner of monster could be residing here? he thought to himself, signalling Vasilios to enter simultaneously, as he pushed gently on the front door, unsure on whether it was locked or not.

Haha, I agree. Now I know what they look like I was going to do an insight check, but Dinaeri, giving them a name you hadn't heard before, seemed too trusting of children. Somewhat naive. He trusts on the good he believes reside in people so didn't think to question their character, haha.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Wellby walks in step with the others to mask his appearance between people - just in case.

Dexterity(Stealth): 1d20 + 7 ⇒ (17) + 7 = 24


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton also attempts to walk in step with the rest of the party
Stealth: 1d20 + 5 ⇒ (13) + 5 = 18


1st & 2nd Floor Map! 3rd Floor Map!

The oak doors lead to a grand foyer. Hanging on the south wall is a shield emblazoned with a coat-of-arms, a stylized golden windmill on a red field, flanked by framed portraits of stony-faced aristocrats. Mahogany-framed double doors leading further into the house are set with panes of stained glass.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton, rapier drawn, slowly opens one of the doors, and attempts to look for anything inside
Perception: 1d20 - 1 ⇒ (19) - 1 = 18


1st & 2nd Floor Map! 3rd Floor Map!

Reference map now included in my header.

The doors lead to a wide hall that runs the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. Mounted on the wall above the fireplace is a longsword with a windmill cameo worked into the hilt. The wood-paneled walls are ornately sculpted with images of vines, flowers, nymphs, and satyrs. The decorative paneling follows the staircase as it circles upward to the second floor.

A pair of doors in the north wall lead further into the house, as well as an alcove with a different pair of doors facing north and east. There is also a door in the south wall.

Alton, if you're looking for anything specific, you'll have to tell me. I don't usually reward flat Perception tests unless there's something hiding in plain sight.


Sorcerer (Gold Dragon) 6 | AC: 16 | Init: +3 | HP: 44/44 | SP: 6/6 | Saves: Str -1, Dex +3, Con +5, Int -1, Wis +0, Cha +7 | Per: 13

For now, until it's combat time, Vasilios is going to let his stronger friends lead, and he'll follow them at some distance, maybe 10 to 15 feet.

-We should check this floor first, shouldn't we?- says Vasilios while admiring the decoration. -Oh, these motives on the walls remind me of my homeland...


1st & 2nd Floor Map! 3rd Floor Map!

That's a good point, Vasilios. We should establish a marching order.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Because of the children, Wellby would be stealthing behind the first medium sized person.

Wellby takes in the sights, the finery reminds him too much of better times - even with the poor situation.


1st & 2nd Floor Map! 3rd Floor Map!

Wellby, the children are staying outside.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Sorry I did'nt say what Alton is looking for. He is looking for any people. As for the marching order, Alton is at the front, or, if someone else wishes to be in the front, he is just behind that person


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Let me elaborate: normally Wellby likes hanging back, but with children involved he wants to be almost at the front of the order.

Wellby opens the west (down in the drawing) door.


Narrator - Roll20 Map

I find myself in agreement with you, Vasilios. spoke Dinaeri as he admired the surrounding decor, looking for anything that appeared out of place or strange, while keeping track of the whereabouts of those he travelled with.

Perception to see if anything appears out of place - Any unusual bumps in the wall, raised floor in certain areas, dust movement from ajar hidden doorways behind Grandfather clocks or portraits etc: 1d20 + 2 ⇒ (1) + 2 = 3

Even after a considerable amount of time peering about the place, Dinaeri could see nothing out of the ordinary, opting instead to continue his search at a later time, as he entered the room with Welby.


1st & 2nd Floor Map! 3rd Floor Map!

I will update the map when I get home.

The door Wellby opens leads to an oak-paneled room resembling a hunter's den. Mounted above the fireplace is a stag's head, and positioned around the outskirts of the room are three stuffed wolves.

Two padded chairs draped in animal furs face the hearth, with an oak table between them supporting a cask of wine, two carved wooden goblets, a pipe rack, and a candelabrum. A chandelier hangs above a cloth-covered table surrounded by four chairs.

A pair of cabinets stand against the walls.


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Wellby first takes a sniff of the wine, and then checks the cabinets.


Male Lightfoot Halfling Level 1 Bard || Perception -1 || Initiative +3 || Hp:9 || Ac:14

Alton walks beside Welby, and checks the cabinets himself. After a few seconds, he picks a piece of parchment out of his paper and begins writing something down


1st & 2nd Floor Map! 3rd Floor Map!

The wine is a fine red with a strong aroma of honey and black currants. The cask says it is called Red Dragon Crush and came from the Wizards of Wine vineyard.

The east cabinet is locked. The north cabinet contains a set of playing cards and an assortment of wine glasses.


Narrator - Roll20 Map

Dinaeri simply carried on inspecting his surroundings. It wasn't his home. He had no business raiding through drawers, cupboards and worktops, with the thought not once even crossing his mind.

He was however particularly curious of the Stag Head mounted above the fire place.

One of the Wood Elves more favourable mounts. Now a mere head forever staring off into the unknown. What an unfortunate end to such a beautiful creature.

Perception to see if anything looks out of place or odd about the Stag head and Fireplace: 1d20 + 2 ⇒ (12) + 2 = 14


Male Halfling (Lightfoot) Rogue 1; AC 14, HP 4/10, perception 11

Wellby pockets the cards and pours himself a glass of wine to taste before checking the locked cabinet. I'm sure this family has secrets hidden somewhere, a monster doesn't end up in the basement of a home like this by accident.

Dexterity check: 1d20 + 3 ⇒ (5) + 3 = 8
Theives' tools: 1d20 + 7 ⇒ (13) + 7 = 20

Sipping the wine he opens the cabinet casually (I think).


1st & 2nd Floor Map! 3rd Floor Map!

Dinaeri:
Nothing seems to be out of order, except for a vague sense of unease that you can't shake.

The locked cabinet pops open after some brief work from Wellby. It appears to be a hunter's locker. Inside are a heavy crossbow, a light crossbow, a hand crossbow, and twenty bolts for each weapon.

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