Curse of Strahd by hiiamtom (Inactive)

Game Master hiiamtom


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Balandusk's clothes and equipment were reduced to bits and pieces. His race lets him come back to life, but it is without equipment if his body was destroyed.


"Never heard of it? Is it on the Moonsea? It looks..well...like no place I have ever been before"

The dwarven paladin seeks out his connection with his god in this foreign land, offering a short prayer for guidance.


As Bazim prays the mists obscuring vision suddenly sudders and pulls back dramatically as lightning strikes high on the mountainside revealed in front of them. The lightning shows the profile of a massive castle with spires that stretch impossibly high into the sky. It takes a few seconds for the thunder to echo down to the village you are standing in booming ominously.


"No...it is a land locked country" says Urrnir slowly as the clouds part. She swallows hard at sight of the castle and says "We need to go there."


HP 9/23 Perception +3 Investigation 0

Ne'er heard of it either.
Emron looks at the castle.
Why? Unless whoever killed our friends is in there.


What now, guys?


Is there any sore or tavern that looks open near to where we are?"


You'd have to walk around a bit but you could probably find one. It looks like you are in a more residential area of this large village.


Balandusk stands up and looks towards the castle on the mountainside. "You want us to go there?" He turns his attention to Urnir. "That lightning strike was rather ominous. I'm not quite sure why we should go there, but if you say we must, then I will follow. But first," he moves his hands to cover himself, "I would like to find some clothes."

Are there any people around, or is this area devoid of people? I'd like to find some clothes, though I wouldn't be able to afford any as my money was destroyed as well. I guess it's a good thing I went with monk, as his fighting ability isn't hindered by not having any gear. Honestly, I didn't even think of that when I chose the class. Just a happy little coincidence


You have not seen hide nor hair in this village, just run down buildings and streets.


Urrnir will move to the nearest house (besides the one they just came from). Suspicious of the circumstances, she will try knocking on the door. If no one answers she attempts to kick the door in.


Urrnir tries to break the door down after no answer.

Urrnir Attack: 1d20 + 5 ⇒ (19) + 5 = 24, Advantage: 1d20 + 5 ⇒ (9) + 5 = 14

Urrnir is able to break the lock off the rotting wood holding the door shut.

???: 1d20 ⇒ 13
1d4 ⇒ 4
1d8 - 1 ⇒ (7) - 1 = 6

Muscling the door open Urrnir sees a ruinous interior to this home, the furniture is broken and there is trash piled up. There is a stirring as two couples appear to be squatting in this house. A woman and her teenage daughter scream and run deeper into the building but two men and a woman don't move from make-shift furnishings. They sit watching a group of five children ranging from about 5 years old into their teens walking in a slow circle on a well worn carpet. They do not react to Urrnir's entry.


Urrnir stands in the doorway, watching the seen through narrowed eyes.

"I am Lieutenant Drahaenn of the Barovian Army" she says in a clear, commanding voice. She displays her sign of rank so that it is easily visible. "Who is the family head here?"

She holds her hand out to her companions, indicating that they should stand away.


HP 9/23 Perception +3 Investigation 0

Emron walks in front of Balandusk, so no one inside the house sees him without anything on.
So.... I guess this be Barovia?
He pats himself, looking for something. He withdraws a silvered shortsword (from the chest). He offers it to Balandusk
Want it? I have a magic longsword as well.


Urrnir finally gets a stirring from the group as the stop and turn in near unison and drop to their hands and knees. The oldest speaks with his nose to the floor, Forgive any offense, we do not deserve the wrath of the De- our Lord. If you require a tribute, we have naught to give but we will do what we can to meet your demands.


"Fear not, and raise yourselves from your knees. I do not seek tribute..." she curls her lip and digs through her belt pouch, withdrawing three golden coins. She tosses them towards the man who spoke.

"If you can, spare a set of rags and a room. If you do not have the means, keep the coin and tell me who in this village can still accommodate strangers."


Balandusk takes the shortsword from Emron. "Thank you, my friend." He steps away from the view of the people within the house, hoping they can find some clothing for him to cover himself.


HP 9/23 Perception +3 Investigation 0

Does anyone have a map?


To Urrnir
The woman who had run away now runs back and dives on the coins, no one else in the room has much of a reaction and remains bowed. The old man repeats, We no nothing, we serve Strahd.

The woman now stands and speaks, Your generosity will pay for my family's meals for some time, and I thank you. Please, run away from here this land is lost to the Devil himself. If you require rest you can find refuge in the church or one of the abandoned homes in this village.


Let us go to this church and from there decide what we are to do. Who is this Strahd person? The local ruler? Is that his castle and why do the people fear him so?"

The dwarven paladin has plenty of questions, but no answers...


She can't decide between anger and pity, so Urrnir puts on a scowl and turns away from the family. She returns to her companion.

"An abandoned home could be safer, but if you wish we can head for the church. I can explain any questions you may have but I fear you may not like the answers."


"I know nothing of this world. You, however, seem to be familiar. Usually a church is the best place to go. Curious why you say an abandoned house would be safer."


"Indeed Bal...you take the words right from my mouth. As well, I take it we are no longer on the reality we called home, but some other 'world'. If this is indeed your home, you need to tell us about this place."


"It is as when we met, that I do not know where it is you all come from. This is my homeland of Barovia. I..." Urrnir chews on words, unsure how to proceed with an explanation.

"This village shares the name with the land. Its ruler is Lord Strahd, and he spreads his terrible influence from there. Castle Ravenloft" and she indicates the castle.

"I fear the church may have been corrupted by Strahds influence. Such a thing is not unheard of in these parts. On top of that, recall that your countenance is that of monsters in my homeland, especially Balandusk's. It could be that you are mistaken for one of Strahds beasts and hunted. "

I'll do my best to answer whatever questions I can, just ask away.


I'm just letting this go because there isn't a reason to cut it short and it's important roleplay for the story. When you want to move on let me know.


"If this church has been corrupted by this evil ruler, then I think it is very important that we try to cleanse it of that taint."


"How would you propose such a thing?"


"Well let us go to this church and see what has been done to desecrate it. Until we see what we are up against we are in the dark. Can yuou lead us there?"


"Who is this Lord Strahd? If he is such a terrible leader, why do these people cower and not stand against him?" He looks at the village, and says more to himself, "How can he influence this village so greatly?" He raises his voice so he knows the others can hear. "They see me as a monster, hmm? That can be addressed. We just need to get me some clothing to cover me, and a hooded cloak to hide my face better. But that seems to be the hard part."


HP 9/23 Perception +3 Investigation 0

Aye. Maybe an abandoned house has clothing.


"I believe so." responds Urrnir to Bazim.

She then turns to Balandusk "Did you not see the people, the state of this village? How can they fight when they can hardly manage to survive? Even if they did somehow come to arms, they'd be cut down in short order."


"Well then, lets find friend Balandusk some clothes and then off to this church."


I guess we'll start looking for abandoned houses and breaking in to find some clothes.


HP 9/23 Perception +3 Investigation 0

Emron looks around, going to the nearest abandoned house.


Balandusk follows Emron, hoping for some houses that are not occupied if they are just going to break into the houses.


Apologies!

???: 1d20 ⇒ 17

Emron tears the boarded up windows of a nearby home, and gets a wave of stench as his reward. Looking inside there appears to be some waste or spoilage that is the source, but there is also a set of stairs to a top floor that may escape it.


Urrnir once again takes to forcing inside. Once in she'll head for the stairs, one hand covering her nose while the other grips her glaive.


Something rises from the refuse...

???: 2d4 ⇒ (2, 4) = 6

6 obviously undead villagers left rotting in this abandoned home shuffle towards the open window.

Initiative:
Urrnir: 1d20 + 1 ⇒ (3) + 1 = 4
Emron: 1d20 + 1 ⇒ (11) + 1 = 12
Bazim: 1d20 ⇒ 5
Balandusk: 1d20 + 2 ⇒ (19) + 2 = 21

Zombie: 1d20 - 2 ⇒ (14) - 2 = 12

Turn Order:

  • Balandusk & Emron
  • Zombies
  • Party
  • Balandusk and Emron may act!


    Balandusk moves into the house, and positions himself to let loose his breath weapon, trying not to hit Urnir, and as many zombies as he can.

    Breath Weapon: 2d6 ⇒ (6, 2) = 8 necrotic damage. DC 12 Con save for 1/2 damage.


    Emron charges in with his sword.

    Attack: 1d20 + 5 ⇒ (15) + 5 = 20
    Damage: 1d10 + 3 ⇒ (5) + 3 = 8

    ???: 1d20 ⇒ 8

    The rotten flesh is easy to hew, cutting one leg clean off from the zombie. The limb begins to twitch and wiggle moving in erratic patterns as if still alive.

    The zombies shuffle forward, the one by Emron lashing out violently.

    Attack: 1d20 + 3 ⇒ (5) + 3 = 8
    Attack: 1d20 + 3 ⇒ (12) + 3 = 15
    Attack: 1d20 + 3 ⇒ (12) + 3 = 15

    It's teeth and clawed hands strike fruitlessly at his spiked armor.

    These guys have three attacks, but lose limbs easily. It's not like any zombie you have faced before.

    The zombies are much closer now, next turn they will all be able to attack!

    Everyone may act!


    Slow to get started, Bazim wades into the undead with his hammer swinging.

    Attack-melee: 1d20 + 5 ⇒ (2) + 5 = 7
    Damage: 1d8 + 5 ⇒ (7) + 5 = 12


    Separated from the others, Urrnir backs away and raises her glaive. She places herself on the stairs and starts to shout at the zombies, hoping to distract some of them.

    Moving onto the stairs and adopting tunnel fighter stance


    Poking Emron and Balandusk.


    Balandusk's chest glows slightly, and he lets forth a blast of golden radiant energy towards a zombie.
    Radiant Sun Bolt attack: 1d20 + 4 ⇒ (8) + 4 = 12
    dmg: 1d4 ⇒ 1 radiant damage.

    He reaches deep inside himself, and finds the power to release 2 more blasts (using 1 ki point to make 2 more Radiant Sun Bolt attacks).
    Radiant Sun Bolt attack: 1d20 + 4 ⇒ (5) + 4 = 9
    dmg: 1d4 ⇒ 2 radiant damage.
    Radiant Sun Bolt attack: 1d20 + 4 ⇒ (11) + 4 = 15
    dmg: 1d4 ⇒ 4 radiant damage.

    Each attack going for the same zombie


    HP 9/23 Perception +3 Investigation 0

    Sorry!
    longsword: 1d20 + 5 ⇒ (15) + 5 = 20
    damage: 1d10 + 3 ⇒ (4) + 3 = 7
    Emron swings, aiming for the neck of a zombie.


    Looks like I lost my post earlier and didn't realize it. Sorry for the delay.

    Balandusk, your radiant bolts add your Dexterity modifier to their damage.

    ???: 1d20 ⇒ 13

    The hobbled zombie is attacked again by Emron, this time the blow takes the right arm of the creature as Balandusk fires several brilliant bolts of energy scorching its body. Bazim tries to capitalize on the attack, but just misses as the creature moves in a jerky and unpredictable fashion.

    Meanwhile, Urrnir tries to draw the attention of the group of undead.

    Urrnir Intimidation: 1d20 + 4 ⇒ (12) + 4 = 16

    The noise draws 2d4 ⇒ (1, 2) = 3 of the zombies to the stairs as they try and attack Urrnir. She is prepared to defend against this and lashes out in a blur of glaive attacks.

    Urrnir Attack Roll: 1d20 + 5 ⇒ (14) + 5 = 19
    Glaive Damage: 1d10 + 3 ⇒ (8) + 3 = 11
    ???: 1d20 ⇒ 18

    The first zombie loses its head to her attack.

    Urrnir Attack Roll: 1d20 + 5 ⇒ (5) + 5 = 10
    Glaive Damage: 1d10 + 3 ⇒ (2) + 3 = 5
    ???: 1d20 ⇒ 6

    The second its right leg.

    Urrnir Attack Roll: 1d20 + 5 ⇒ (14) + 5 = 19
    Glaive Damage: 1d10 + 3 ⇒ (5) + 3 = 8
    ???: 1d20 ⇒ 1

    The third loses its left leg. The headless zombie shambles forward further to try and attack Urrnir with its clawed arms, but Urrnir reacts with another attack.

    Urrnir Attack Roll: 1d20 + 5 ⇒ (1) + 5 = 6
    Advantage: 1d20 + 5 ⇒ (19) + 5 = 24
    Glaive Damage: 1d10 + 3 ⇒ (5) + 3 = 8
    ???: 2d20 ⇒ (18, 8) = 26

    She lops off its right arm as it reaches forward to attack her.

    Zombie Attack: 1d20 + 3 ⇒ (15) + 3 = 18
    Disadvantage: 1d20 + 3 ⇒ (15) + 3 = 18
    Claw Damage: 1d6 + 1 ⇒ (4) + 1 = 5
    Urrnir Constitution Save: 1d20 + 2 ⇒ (18) + 2 = 20

    The claw cuts her flesh tearing at her remaining stamina and now the severed arm reaches from below!

    Zombie Attack: 1d20 + 3 ⇒ (16) + 3 = 19
    Disadvantage: 1d20 + 3 ⇒ (20) + 3 = 23
    Claw Damage: 1d6 + 1 ⇒ (6) + 1 = 7
    Injury: 1d20 ⇒ 2

    The lack of limbs don't seem to slow these creatures as the severed arm grabs Urrnir left hand holding the glaive and with startling strength twists and digs into her flesh at the same time. She feels incredible pain and hears a loud popping sound as she looks down to see the severed arm holding her thumb - which is completely separated from her hand.

    This is a bad place for Urrnir to be, she cannot use the injured hand to hold or use an object and she is currently at 0HP - so she has disadvantage on attacks, saves, and ability checks as well as moves at half speed.

    The zombies facing the rest of the group lash out, the injured zombie attacking Emron with its claws and mouth.

    Zombie Attack: 1d20 + 3 ⇒ (15) + 3 = 18
    Bite Damage: 1d4 + 1 ⇒ (4) + 1 = 5

    Zombie Attack: 1d20 + 3 ⇒ (2) + 3 = 5

    Emron feels stinging pain as the zombie bites through his armor and catches his shoulder. The severed arm on the ground writhes around and strikes at Bazim.

    Zombie Attack: 1d20 + 3 ⇒ (2) + 3 = 5
    Disadvantage: 1d20 + 3 ⇒ (9) + 3 = 12

    But the limb cannot cause and harm.

    The final zombie shambles after Balandusk and attacks

    Zombie Attack: 1d20 + 3 ⇒ (6) + 3 = 9

    Zombie Attack: 1d20 + 3 ⇒ (16) + 3 = 19
    Claw Damage: 1d6 + 1 ⇒ (4) + 1 = 5

    Zombie Attack: 1d20 + 3 ⇒ (13) + 3 = 16
    Claw Damage: 1d6 + 1 ⇒ (4) + 1 = 5

    The creature can't bite him, but its claws pierce his scales.

    DM Notes:
    Urrnir 0/29 HP - inspiring word 1/1 - Crippled hand
    Emron 8/23 HP - rage 0/3
    Bazim 20/20 HP - 1st level 2/2
    Balandusk 14/24 HP - ki 2/3

    Injured Zombie 1 - 28 damage taken, missing left leg and right arm
    Injured Zombie 1's leg - 0 damage taken
    Injured Zombie 1's arm - 0 damage taken

    Injured Zombie 2 - 19 damage taken, missing head and right arm
    Injured Zombie 2's head - 0 damage taken
    Injured Zombie 2's arm - 0 damage taken

    Injured Zombie 3 - 5 damage taken, missing right leg
    Injured Zombie 3's leg - 0 damage taken

    Injured Zombie 4 - 8 damage taken, missing right leg
    Injured Zombie 4's leg - 0 damage taken

    Uninjured Zombie - 0 damage taken

    Everyone may act!


    "No, not like this" grumbles Urrnir as she grips at her thumb. "You'll not have me yet, fiend!"

    Inspiring Word: 1d10 ⇒ 9

    With a rush of renewed vigor, Urrnir kicks at the nearest zombie and turns and sprints up the remaining stairs.

    Disengage and heading upstairs, potentially looking for some furniture or something to block the stairs.


    At the top of the stairs is an unlocked door, when Urrnir opens it the entire upstairs is coated in dust and thick cobwebs. It appears that this is a small storage space with two windows overlooking the cobblestone of the street out front. There are dilapidated wooden crates and broken furniture up here.

    There is a sizable bolt attached to the door.

    You can open and close the door as a part of your movement, but locking it has to wait until your next turn. The door is the only entrance and exit.


    Can I at least hold myself against the door?


    Yes.

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