Countessa De'Ambraith |
"I wonder..." Countessa kneels and begins to pry up some of the tiles with her dagger; enough to break the circle. She puts them into her pouch for safekeeping.
GM Haladir |
Map updated
After Petracleus sounds the "all clear," the rest of the party makes their way to the roof of this tower. You all hear a very distant rumble of thunder.
Countessa approaches the pentagram inlaid onto the floor...
Surprise round!
Perception checks...
Celowyn: 1d20 + 15 ⇒ (10) + 15 = 25
Countessa: 1d20 + 5 ⇒ (7) + 5 = 12
Daimon: 1d20 + 9 ⇒ (17) + 9 = 26
Ireena: 1d20 + 2 ⇒ (8) + 2 = 10
Petracleus: 1d20 + 5 ⇒ (18) + 5 = 23
Theodora: 1d20 + 3 ⇒ (19) + 3 = 22
Verran: 1d20 + 6 ⇒ (14) + 6 = 20
Initiative checks...
Celowyn: 1d20 + 3 ⇒ (6) + 3 = 9
Countessa: 1d20 + 5 ⇒ (6) + 5 = 11
Daimon: 1d20 + 6 ⇒ (11) + 6 = 17
Ireena: 1d20 + 2 ⇒ (5) + 2 = 7
Petracleus: 1d20 + 4 ⇒ (12) + 4 = 16
Theodora: 1d20 ⇒ 14
Verran: 1d20 + 1 ⇒ (13) + 1 = 14
Initiative order: Daimon, Petracleus, Verran, Theodora, Countessa, ...something..., Celowyn, Ireena
...As Countessa starts to kneel beside the pentagram, Daimon, Petracleus, Theodora and Verran all hear the faint and distant whimpering of a young man pleading for his life.
Everyone is up in the surprise round! What do you do?
Petracleus |
"Wait, do you hear that? Someone is in trouble... but where in the name of the gods are they?"
Unsure as to how this may pan out, and thinking that someone may need their aid, Petracleus draws both of his weapons... (or if he can't draw both, just his off-hand sword).
GM Haladir |
In reaction to the spectral voice calling for help from the pentagram, everyone makes a run for the stairs, with a few of you peeking over the edge.
A ghostly image of a man appears, lying in the center of the pentagram, his hands and feet bound to rings set in the points of the star. He pleads for mercy that does not come. Three disembodied female voices cackle and chant, and then a ghostly and nightmarish vision of a demon appears within the pentagram. It reaches down with a taloned hand and rips the man's heart from his chest. The man cries out in anguish, and a chorus of other, different voices join his final wail of despair. The spectral visions of the now-dead man and the demon then disappear from view, as his lamentations echo from the looming towers.
You all feel a tinge of horror and sympathy for the victims of the coven, but those of you that made it to the stairs are out of the area of effect.
Ireena Will save: 1d20 + 3 ⇒ (4) + 3 = 7
Celowyn Will save: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18
Ireena falls to her knees and starts to sob. "I recognized him... that was poor Piotr..."
Ireena is under a crushing despair effect.
What do you do?
Countessa De'Ambraith |
Countessa dashes into the room and puts her arms around Ireena. "I'm so sorry that you had to see this," she says, trying to comfort the distraught woman.
Theodora Galdron |
Theodora returns to the room once the voices disappear and looks over at Ireena with concern, "Sorry I didn't figure it out sooner, we could have spared you whatever terrible thing you just saw."
GM: I just reviewed the description of the room and have a question. Can we perceive the hallway with blue smoke? I may have missed it mentioned, but it sounded to me that we don't notice it.
GM Haladir |
It's not a cortidor, but a bridge (with no railing) to the north tower. Ignore the blue smoke on the map: It's not there. The map is from the D&D 3.5 version, which totally changed this encounter area, and not for the better IMO. I modified the map to match what's there in this version, but didn't bother to draw over the smoke on the bridge.
Petracleus |
Petracleus nods at Theodora's suggestion, "I pray that you are right... anything that could turn this nightmare towards our own advantage will be welcomed".
Ready to cross the bridge as required.
GM Haladir |
Okay... moving on!
Countessa: Now that the haunt has manifested, you're pretty sure it would be safe to pry up one of the bronze tiles of the pentagram, if you would like.
For visual reference, I have marked your positions on the Castle Ravenloft Exteriors map.
After a few moments, Ireena collects herself, although she still seems to be troubled by the vision she saw.
You walk single-file across the stone bridge to the north tower, nearly two hundred feet above the courtyard below. There is no railing on the bridge, which is still slick with rain, and some of the stones are a bit loose. As each of you cross, and unexpectedly strong gust of wind nearly knocks you off balance, but none of you stumble, as you make your way to the landing in the opposite tower.
A mosaic floor adds a touch of color to the otherwise dark, cold, empty tower that rises into blackness above you. A spiral staircase rises slowly into darkness, hugging the outer wall. Another set of stairs also spiral down the tower. The stairs have no railing in either direction. The darkness in this tower feels particularly oppressive.
Map updated. What do you do?
Petracleus |
Examining the mosaic for imagery, Petracleus agrees with Damion, "Let us head upwards... maybe a high vantage will allow us to see things that we cannot yet perceive".
GM Haladir |
I'm going to ask you to look at the map and position yourselves on the landing. Something is going to happen when the first person steps onto the staircase, so someone needs to be on one of the first squares of the stairs leading up...
Petracleus |
I'm going to ask you to look at the map and position yourselves on the landing. Something is going to happen when the first person steps onto the staircase, so someone needs to be on one of the first squares of the stairs leading up...
Go on then, Petracleus will lead the way...
Petracleus |
Petracleus bows graciously at Theodora's offer...
Happy for Theodora to go first if she 'wants' to...
GM Haladir |
Theodora leads the way up the wooden staircase that spirals along the inside of the hollow tower into the gloom. She has not taken more than three steps when a reddish light flares to life overhead, settling into a dull, pulsating glow. You feel more than hear a low rumble that pulses along with the light. You can now all see the immensity of this tower. The spiral staircase circles around to the tower's full height of 240 feet. At the domed pinnacle of the tower about 70 feet above your heads, a pulsating heart made of stained glass beats with the angry red light, floating in midair. This glass heart is the apparent source of the light and the sound, and it is terrible to behold.
At the same time, a decorative halberd that had been hanging on the wall across from the landing floats off its hooks and flies toward you, swinging menacingly. Looking down, you see several more are flying up from below.
It will take a moment for the flying halberds to reach you, so there is no surprise round.
Initiative Rolls
Celowyn: 1d20 + 3 ⇒ (3) + 3 = 6
Countessa: 1d20 + 5 ⇒ (19) + 5 = 24
Daimon: 1d20 + 6 ⇒ (14) + 6 = 20
Ireena: 1d20 + 2 ⇒ (1) + 2 = 3
Petracleus: 1d20 + 4 ⇒ (16) + 4 = 20
Theodora: 1d20 ⇒ 9
Verran: 1d20 + 1 ⇒ (20) + 1 = 21
Monsters: 1d20 + 1 ⇒ (17) + 1 = 18
Initiative order: Countessa, Verran, Daimon, Petracleus, Theodora, Monsters, Celowyn, Ireena
I am putting a token for the guardian on the map, with a note that it's 70 feet up... that's a complete turn of the spiral stairs.
Everyone may go!
Petracleus |
Breaking into a song of bravery, of those who climb to lofty heights and of those who would reject evil in all of its forms, Petracleus starts to ascend the stairs...
Not quite bursting into Inspire Courage yet... but it's on the way!!!
Countessa De'Ambraith |
Countessa sighs and draws her wand of magic missiles, sending two missiles towards the closest of the halberds.
Damage: 2d4 + 2 ⇒ (2, 1) + 2 = 5
Wand of magic missiles: 35 charges
GM Haladir |
Sorry for the long pause, everyone. Life got unexpectedly busy, and I was reduced to posting to my other games via my phone whenever I had a few minutes to myself. But I find it nearly impossible to run a complex combat via my phone, especially as I can't update the map.
GMPC for Verran.
Daimon: The halberds are animated objects. Attempting to sunder them is the same as just attacking them.
Theodora: The heroes win initiative, and the halberds are indeed flat-footed.
Round 1
Countessa uses her wand to fire two bolts of magical energy at one of the halberds, apparantly damaging it somewhat.
As one of the halberds flies closer, Verran smashes it with his heavy mace.
Verran's mace: 1d20 + 8 ⇒ (13) + 8 = 21 ...hit
Damage: 1d8 + 3 ⇒ (2) + 3 = 5
Daimon pauses a moment as one of the flying halberds approaches him, and smashes it with his greatsword. His blade cuts into the animated weapon, sending cracks through its haft and gouging its blade.
Daimon's damage: 2d6 + 7 ⇒ (6, 4) + 7 = 17
Petracleus begins a preamble to a heroic song.
Theodora's falchion connects with the attacking animated halberd, splintering its haft and breaking a visible crack in its blade.
The flying halberds close to engage the heroes, but none get past anyone's defenses.
Halberd 2 v. Daimon: 1d20 + 3 ⇒ (3) + 3 = 6 ...miss
Halberd 3 v. Verran: 1d20 + 3 ⇒ (7) + 3 = 10 ...miss
Halberd 4 v. Countessa: 1d20 + 3 ⇒ (9) + 3 = 12 ...miss
Monster Status
Halberds: AC 16
Halberd 1: 5/21 (Theodora)
Halberd 2: 7/21 (Daimon)
Halberd 3: 19/21 (Verran)
Halberd 4: 16/21 (Countessa)
Halberd 5: 21/21
Halberd 6: 21/21
Halberd 7: 21/21
Halberd 8: 21/21
Guardian: AC 16; hp 102/102
Celowyn. |
Drawing her black-bladed longsword, Celowyn moves forward to attack the animated halberd fighting Verran.
Melee: 1d20 + 8 ⇒ (10) + 8 = 18
Damage: 1d8 + 2 ⇒ (8) + 2 = 10
GM Haladir |
Halberds: AC 16
Halberd 1: 5/21 (Theodora)
Halberd 2: 7/21 (Daimon)
Halberd 3: 12/21 (Verran)
Halberd 4: 7/21 (Countessa)
Halberd 5: 21/21
Halberd 6: 21/21
Halberd 7: 21/21
Halberd 8: 21/21
Guardian: AC 16; hp 102/102
Both Countessa and Ireena press attacks on the animated weapons, further chipping and cracking them.
Everyone may go!
Theodora Galdron |
Theodora keeps her focus on the halberd in front of her as she attempts to thoroughly break it.
+1 Silver Falchion - PA: 1d20 + 11 ⇒ (13) + 11 = 24
Damage: 2d4 + 8 + 6 ⇒ (3, 4) + 8 + 6 = 21
+1 Silver Falchion - PA Iterative attack: 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 2d4 + 8 + 6 ⇒ (4, 2) + 8 + 6 = 20
Petracleus |
Feeling slightly ludicrous, with the weapons themselves now become enemy, Petracleus launches into a rousing song...
Petracleus, Inspire Courag: A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.
Countessa De'Ambraith |
Countessa does as she is instructed, falling back behind Ireena. As she does so, she fires off two more magic missiles.
Damage (magic missiles): 2d4 + 2 ⇒ (3, 2) + 2 = 7
Wand of magic missiles: 34 charges
GM Haladir |
Apologies for the unexpected break. See the Discussion thread for more information.
Channeled Positive Energy: 3d6 ⇒ (6, 4, 3) = 13
Halberd 7 v Verran: 1d20 + 3 ⇒ (10) + 3 = 13 ...miss
Halberd 8 v. Celowyn: 1d20 + 3 ⇒ (13) + 3 = 16 ...miss
Celowyn sword v Halberd 8: 1d20 + 8 ⇒ (7) + 8 = 15 ...miss
Ireena Power Attack v Halberd 8: 1d20 + 11 - 2 ⇒ (16) + 11 - 2 = 25 ...hit
Damage: 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Monster Status
Halberds: AC 16
Halberd 1: 0/21 (Theodora)
Halberd 2: 0/21 (Daimon)
Halberd 3: 12/21 (Verran)
Halberd 4: 0/21 (Countessa)
Halberd 5: 0/21
Halberd 6: 0/21
Halberd 7: 8/21
Halberd 8: 2/21
Initiative order: Countessa, Verran, Daimon, Petracleus, Theodora, Monsters, Celowyn, Ireena
Round 2
Countessa blasts the animated halberd attacking her with her wand of magic missiles. Magical sparks crackle from where the energy bolts smash into it, and it breaks into pieces that now litter the floor.
Verran tries to recall what he has read about animated weapons in haunted castles... "From what I've read, it's possible that these halberds are animated by the spirits of the dead! Let me try exorcising them!" Verran then holds his holy symbol prominently and invokes the name of the Lady of Graves. Pale light glows from his holy symbol, and the animated halberds nearby all suddenly stop their attacks and vibrate. With disconcerting moans, vaguely-humanoid ghostly shapes fly out from within the weapons into the darkness, and the halberds engaged in combat all clatter to the floor. But more fly forward from the cavernous darkness in the center of the tower! These seem to be slightly charred, perhaps from Verran's channeling of holy power.
Daimon swings at the new halberd that had replaced the one exorcised by Verran, and smashes it to pieces.
Petracleus continues his song, lifting everyone's spirits in this place of dread.
Theodora cuts through the haft of the second halberd fighting her, sending its pieces tumbling into the darkness below.
The remaining two halberds attack Verran and Celowyn, but neither are able to land a blow.
Celowyn strikes the animated halberd, but her sword only knocks it slightly aside without apparently damaging it.
Ireena starts to circle the halberd, smashing at it with her sword. Wood splinters from the haft, but the weapons keeps fighting.
Everyone may go!
Petracleus |
Still singing, Petracleus steps forwards to attack the closest of the halberds...
Petracleus, Two-Handed Fighting, Rapier vs Halberd attacking Celowyn (Inspire Courage): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for 1d6 + 2 + 1 ⇒ (5) + 2 + 1 = 8
Petracleus, Two-Handed Fighting, Shortsword vs Halberd attacking Celowyn (Inspire Courage: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18 for 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8
Theodora Galdron |
It looks like there is still an active halberd next to Theodora. If that's the case, she'll attack it. Otherwise, she'll double move south of Petracleus to attack one of the weapons next round.
+1 Silver Falchion - PA: 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 2d4 + 8 + 6 ⇒ (2, 3) + 8 + 6 = 19
+1 Silver Falchion - PA Iterative attack: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 2d4 + 8 + 6 ⇒ (1, 1) + 8 + 6 = 16
Damion Kush |
Verran tries to recall what he has read about animated weapons in haunted castles... "From what I've read, it's possible that these halberds are animated by the spirits of the dead! Let me try exorcising them!" Verran then holds his holy symbol prominently and invokes the name of the Lady of Graves. Pale light glows from his holy symbol, and the animated halberds nearby all suddenly stop their attacks and vibrate. With disconcerting moans, vaguely-humanoid ghostly shapes fly out from within the weapons into the darkness, and the halberds engaged in combat all clatter to the floor. But more fly forward from the cavernous darkness in the center of the tower! These seem to be slightly charred, perhaps from Verran's channeling of holy power.
"Go Verran! They didn't like that. Make the lazy bastards 'exercise' some more!"
He'll glance up at the glowing heart above them, perception: 1d20 + 10 ⇒ (3) + 10 = 13
What is the big heart thing. Are we supposed to be attacking it?"
Damion will move and attack another halberd, greatsword: 1d20 + 10 - 2 + 1 ⇒ (13) + 10 - 2 + 1 = 22 (power attack, inspire courage]
damage: 2d6 + 13 + 1 ⇒ (5, 6) + 13 + 1 = 25
GM Haladir |
That'll do it!
Between all of your attacks, you smash the remaining animated halberds to pieces. Ghostly forms fly into the darkness from their shattered remains.
Pulsating with an angry blood-red glow, the heart made of stained glass menacingly hovers about twenty-five feet above you. To reach its level, you'll need to make a full circuit of the stone staircase spiraling up the inside of the tower.
You can all feel the entire tower pulsate as one with the heart.
What do you do?
Petracleus |
A little smile curls across Petracleus' lips... but instantly disappears as his attention turns towards the beating heart. Yet to sheathe his weapon, the bard looks towards Verran and to Countessa - be the abomination profane or sorcerous, he is confident that they will know how to destroy this...
Theodora Galdron |
"Although I'm quite sure I already have the answer, let me check it for evil. I might need someone to stand nearby to catch me if the evil is too powerful. Might one of you check it for magic as well?" Theodora says before moving up the stairs. She waits to see if anyone follows her up then afterwards uses her Detect Evil ability on the pulsating heart.