Celowyn |
"That could work," Celowyn nods. "I'll have a listen at the other two doors, just to make sure there's nothing close by before we head down."
Stealth: 1d20 + 11 ⇒ (15) + 11 = 26
Moving quietly, she creeps up to the northern door and has a listen...
Perception: 1d20 + 15 ⇒ (3) + 15 = 18
Assuming nothing happens...
Satisfied that there aren't any immediate threats beyond the door, she quickly moves to the western one and presses her ear against it...
Perception: 1d20 + 15 ⇒ (19) + 15 = 34
Petracleus |
"Downwards? I had thought to climb to the higher points of the castle... and maybe see the sun one last time", Petracleus sighs, "But I'd wager that our 'host' is somewhere in the depths of this place..."
Setting a pair of lights fluttering into the darkness, Petracleus looks downwards, "Shall we?"
GM Haladir |
The norther door is barred from this side. It's obvious that it leads back outside to the walkways outside the the third floor of the inner keep; you're pretty sure that the walkway connects to the one along the curtain wall the separated the inner and outer courtyard to the walk around the main perimeter walls.
Celowyn hears the faint sound of a woman sobbing or weeping beyond the door to the west.
GM Haladir |
The northern door is barred from this side. It's obvious that it leads back outside to the walkways outside the the third floor of the inner keep; you're pretty sure that the walkway connects to the one along the curtain wall the separated the inner and outer courtyard to the walk around the main perimeter walls.
Celowyn hears the faint sound of a woman sobbing or weeping beyond the door to the west.
Actions?
Celowyn |
"Shhhh..." Celowyn whispers, her eyes first narrowing and then widening as she listens at the western door. "I hear someone crying...it sounds like a woman."
Her first instinct is to try and open the door and head to the woman's rescue but then she stops. "I...I don't know if it's real or if it's a trap...or more ghosts..." she says, her mind drifting back to their very recent encounter with the ghostly halfling and the spiders.
GM Haladir |
You open the door and move past it. The light from your torches show a corridor leading south endind at a closed wooden door, and an alcove-lined corridor leading west. The room is occasionally lit by the flash of distant lightning, shining in through the gaping holes in the roof.
Long, low moans drift down from alcoves that line both walls of this long hall. The ceiling has fallen here, leaving rubble strewn across the floor. Overhead, the beams of Castle Ravenloft's roof are exposed. Sporadic lightning from the clouds above flashes into this hall, as rain drips down from the sodden rafters. A graven statue stands within each of the 10 alcoves. Shafts of light cross die statues' faces at obscure angles. Another sudden flash and crack of lightning reveals their faces formed in the shapes of terrified men and women.
A stairway at the far end of the alcove-lined corridor leads down into darkness.
The translucent, ghostly form of an armored woman kneels in the corridor near the stairs. Her back is to you, and her ghostly hands are pressed to her face as she weeps.
The wet, rubble-strewn floor in the alcove-lined corridor is difficult terrain.
Your actions?
Celowyn |
"Would she give chase or is she bound to this room?" Celowyn whispers. The sight of the weeping form sends a shiver down her spine, but she tries her best to keep her head. "If she is bound here then maybe we can try speaking with her and then fall back if we have to," she suggests bravely.
Petracleus |
Feeling a dread chill in his chest where the spectral ballista struck him, Petracleus is cautious, "This place seems to echo with the spirits of those who were once here... who is this lady? and would she mean us harm?" Petracleus' question is posed to no-one in particular for who amongst them could have an answer... but it is the looks of agony and fear of the statues that is most telling, "Something terrible surely happened here... Verran, can you settle this unquiet spirit?"
Michael Meunier |
religion: 1d20 + 8 ⇒ (1) + 8 = 9
Verran studies the situation with his usual unblinking look. His faith was telling him to do one thing but a tiny part of his heart was telling him to do another. Hearing the bards question, he nods slightly
"Possibly, but it would help if we knew who she was. She has the look of a warrior, possibly one of the former defenders of this castle. Since hauntings are usually reflections of past events, I'm beginning to get the impression there was some sort of battle here, probably a result of the current occupant's arrival."
GM Haladir |
The kneeling spirit does not yet seem to have noticed your arrival. Through her sobs, you can hear her muttering something, but it's hard to make out what.
You're not quite sure about that one phrase, but it sounded like Kelish.
If you speak Kelish or make a DC 15 Linguistics check, you may reveal the second spoiler below.
Your actions?
Celowyn |
Auto-success on the Perception check.
"I think you're right, 'Dora," Celowyn whispers as she listens to the spirit's words. "Or maybe they were part of a group like ours that came here once. The halfling ghost from earlier? Sounds like she knew him."
Her expression is grim. "From what she's saying...Strahd killed whoever else she was with and made her watch. The halfling was afraid of spiders in life..." she lets the thought trail off.
Theodora Galdron |
Perception: 1d20 + 3 ⇒ (20) + 3 = 23
"Oh dear, she was in also in the service of the Sarenrae. We've got to see what we can do to help her move on. I'll approach her if rest of your want to stand back. If she becomes violent, then we can try a martial approach." Theodora suggests with a sad grimance.
Verran of Pharasma |
Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Verran nods apprehensively. While he did prefer that they put this spirit to rest, she was what she was and the Lady of Graves was clear about what twas to be done in these circumstances. It was best to be ready. Reaching into his pack he palmed out two vials of Holy Water and slipped one to Damion whispering,
"Just in case"
Theodora Galdron |
Theodora moves forward slowly towards the apparition with her palms out in non-threatening gesture. When she is within 10 feet, she calls out to the spirit, "Greetings Sister, may the light of Sarenrae be upon you. My name is Theodora, Paladin in the service of the Dawnflower. You seem very sad, is there anything I could do to help you?"
Countessa De'Ambraith |
Every muscle in Countessa's body tenses. Fly, you fool! Something is horribly wrong here! Despite this, she stands her ground, bringing to mind the words to her lightning bolt.
GM Haladir |
Diplomacy check for Theodora: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29 ...including a +2 Circumstannce bonus for invoking Sarenrae's name.
Theodora approaches the weeping spirit that kneels on the floor with calming words. At the mention of the Dawnflower's name, the spirit stops sobbing and turns to face her. The spirit appears to be that of a woman with Keleshite features. She wears a tabard emblazoned with the symbol of Sarenraae over full plate armor. "You... you know of the Dawnflower? Her light shines not in this hell, for the lord of this castle is nigh invulnerable. Save youselves and flee from here lest he find you!" Her voice has a distinct Kelesh accent, and her words have an archaic air about them.
At that, all of you hear evil laughter echoing out from each of the alcoves along the walls.
A look of alarm animates the ghost's face. "No! Be wary! The evil spirits return to taunt me!"
I think it's time to roll for initiative. For this encounter, I'm going to put up a tactical map, as it's a bit more complex than theatre-of-the-mind will easily allow. I hope to have that ready sometime tonight.
Petracleus |
Instantly on edge, Petracleus watches the alcoves for signs of movement...
Petracleus, Initiative: 1d20 + 4 ⇒ (5) + 4 = 9
GM Haladir |
Okay, Tactical Map is up and linked from here and from the campaign header.
Everyone can position themselves where they want at the start of this combat.
Initiative for Daimon: 1d20 + 6 ⇒ (20) + 6 = 26
Cursed Spirit initiative: 1d20 + 2 ⇒ (14) + 2 = 16
Ireena init: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative order: Monsters, Daimon, Countessa, Celowyn, Petracleus, Ireena, Verran, Theodora.
I'll start the combat once everyone is in position.
From out of several of the statues float malevolent-looking spirits, five in all. All are vaguely humanoid in appearance with glowing red eyes, but their forms are misty and indistinct. The eyes of one of them seem to burn with a deeper evil than the rest.
Petracleus |
I only have 'View' permissions to the map... but Petracleus looks like he's in an okay position anyway.
Convinced that what they are facing are the unquiet dead, Petracleus tries to recall what he has previously heard about such apparitions...
Petracleus, Knowledge (Religion): 1d20 + 6 ⇒ (15) + 6 = 21
Haladir |
There's no surprise round due to the ominous laughter...
Theodora is pretty sure that these malevolent spirits are undead, and would probably be affected by positive energy.
The greater creature is a wraith; it hungers for the life-energy of the living, and can permanently drain the vitality away from those it touches. 1d6 Con drain on a failed saving throw.
The four lesser creatures are cursed spirits. They have an aura of despair about them, and can also drain away the vitality of the living. The aura of despair imposes a -2 penalty on all saving throws to adjacent creatures. Their touch causes fatigue on a failed saving throw; a creature already fatigued becomes exhausted on a failed save.
A reminder of my house rule regarding incorporeal undead: Such creatures take full damage from all positive energy attacks, regardless of source.
Round 1
Initiative order: Monsters, Daimon, Countessa, Celowyn, Petracleus, Ireena, Verran, Theodora.
Wraith: hp 42/47
Spirit 1: hp 19/19
Spirit 2: hp 14/19
Spirit 3: hp 9/19
Spirit 4: hp 14/19
Lady Shantia: hp 92/92
Wraith v. Theodora: 1d20 + 6 ⇒ (12) + 6 = 18 ...hit
Damage: 1d6 ⇒ 6
Spirit 1 v. Theodora: 1d20 + 4 ⇒ (5) + 4 = 9 ...miss
Spirit 2 v. Verran: 1d20 + 4 ⇒ (20) + 4 = 24 ...hit, crit threat
Confirm?: 1d20 + 4 ⇒ (1) + 4 = 5 ...no.
Damage: 2d4 ⇒ (2, 2) = 4
Spirit 3 v. Daimon: 1d20 + 4 ⇒ (6) + 4 = 10 ...miss
Spirit 4 v. Countessa: 1d20 + 4 ⇒ (19) + 4 = 23 ...hit
Damage: 2d4 ⇒ (4, 4) = 8
Wraith save (DC 13): 1d20 + 6 + 2 ⇒ (10) + 6 + 2 = 18 ...success
Spirit 2 save (DC 13): 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 ...success
Spirit 3 save (DC 13): 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 ...fail
Spirit 4 save (DC 13): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23 ...success
The most malevolent of the ghostly spirits floats toward Theodora, reaching out to her with a spectral hand. It passes through her armor, and she feels the cold touch of the grave leech her life-energy. Theodora: Take 6 hp negative energy damage, and please make a DC 17 Fortitude save. This attack happens before the cursed spirit approaches, so there is no penalty on the saving throw.
Following suit, one of the lesser shadowy spirits floats over to Theodora and attempts to do the same, but the paladin evades its grasp.
Another of the spirits floats through the wall and reaches out toward Verran. Verran feel the dull, icy touch of the creature reach through his armor and into his body, drawing forth some of his life essence. Verran: Take 4 hp negative energy damage and also make a DC 14 Fort save. You have a -2 penalty on the roll due to the spirit's aura of despair.
Another spirit floats down the hall toward Daimon and reaches out to touch him, but the half-orc easily dodges.
One more floats through the walls between the alcoves and attacks Countessa. Its eerie spectral hand plunges into the wizard's chest, and she can feel its cold, incorporeal fingers pass through her heart, taking something of her essence away! Take 8 hp negative energy damage, and also make a DC 14 Fort save. You have a -2 penalty on the roll due to the spirit's aura of despair.
Verran already declared his action for this round, so I'm going to resolve it now.
Verran raises his holy symbol and invokes the name of the Lady of Graves to collect these restless spirits. Pale gray radiance bathes the room, and the wraith and three of the spirits shriek in pain.
The ghost of the paladin and the farthest spirit are out of range.
Everyone else may take their actions!
Celowyn |
As the bulk of the spirits fall on the group Celowyn swiftly steps back and takes aim at the one menacing Verran, opening fire.
Attack vs. Spirit (+1 Darkwood Comp. Longbow; Favored Enemy, Precise Shot, PB Shot, Rapid Shot): 1d20 + 10 + 4 + 1 - 2 ⇒ (17) + 10 + 4 + 1 - 2 = 30
Damage: 1d8 + 3 + 4 + 1 ⇒ (7) + 3 + 4 + 1 = 15
Attack vs. Spirit (+1 Darkwood Comp. Longbow; Favored Enemy, Precise Shot, PB Shot, Rapid Shot): 1d20 + 10 + 4 + 1 - 2 ⇒ (1) + 10 + 4 + 1 - 2 = 14
Damage: 1d8 + 3 + 4 + 1 ⇒ (2) + 3 + 4 + 1 = 10
Woo...think I got all the bonuses and penalties accounted for, but let me know if there are any questions on anything! Celowyn's bow is magical so it should at least help put a dent in these things.
Theodora Galdron |
Fort Save: 1d20 + 9 ⇒ (8) + 9 = 17
"With the light of Sarenrae guiding my hand, tonight your torment ends!" Theodora announces as she prepares to smite the most malevolent spirit. Ignoring the pain from its foul touch she swings her falchion at the creature.
Smite active on the more powerful spirit. Ignores any DR. Depending on how you want to adjudicate it, incorporeal may or may not be considered a form of DR. RAW, I'd say that it's not.
+1 Silver Falchion vs. Powerful spirit + Smite - Power Attack: 1d20 + 12 + 3 - 2 ⇒ (20) + 12 + 3 - 2 = 33
Confirmation: 1d20 + 12 + 3 - 2 ⇒ (7) + 12 + 3 - 2 = 20
Regular Damage + Smite Undead + PA: 2d4 + 8 + 6 + 10 ⇒ (2, 1) + 8 + 6 + 10 = 27
Extra Crit Damage if confirmed: 2d4 + 8 + 6 + 10 ⇒ (1, 2) + 8 + 6 + 10 = 27
Theodora now has a +3 deflection bonus to her AC against the Powerful Spirit.