Curse of Strahd by hiiamtom (Inactive)

Game Master hiiamtom


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Balandusk does similar to Urnir, using a ki point to do the Disengage action as a bonus action to follow her up the stairs. When he gets to the top, he turns and tosses another radiant bolt at the zombie that attacked him.

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 radiant damage (if it hit)


You would have to move through a few spaces occupied by opponents, and not just their reach. Can you give me an Acrobatics check, Balandusk?

If it fails, your movement may not make it to the top of the stairs.


HP 9/23 Perception +3 Investigation 0

longsword: 1d20 + 5 ⇒ (18) + 5 = 23
damage: 1d10 + 3 ⇒ (8) + 3 = 11
Emron tries to clear the way for Balandusk.


Sure. Luckily I am proficient with the skill, so hopefully my roll won't be as bad as my attack roll

Acrobatics: 1d20 + 4 ⇒ (10) + 4 = 14


Bazim again tries to hit one of the zombies with his warhammer.

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

Man, these dice do not like me...lol


Bazim's hammer crushes the skull of the zombie harrying Emron and its severed limbs stop moving as it slumps to the floor dead.

Urrnir runs up the stairs and Balandusk follows reaching the top of the stairs himself, but stopped by the door. The bolt his fires on the run missed its mark.

Emron's sword takes out the headless zombie as he charges for the stairs, the body split in two no longer moves at all along with the severed arm.

That leaves only a few zombies left that turn their attention on the three easy targets. One of the zombies missing a leg hops after Balandusk, but can't make it to the top of the stairs. The other one doesn't need to go far to attack Emron.

Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (7) + 3 = 10
Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (4) + 3 = 7
Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (1) + 3 = 4

But the claws and teeth cannot get past Emron's swordsmanship and spiked armor. The final unscathed zombie shambles after Bazim.

Zombie Attack Roll: 1d20 + 3 ⇒ (14) + 3 = 17
Zombie Attack Roll: 1d20 + 3 ⇒ (1) + 3 = 4
Zombie Attack Roll: 1d20 + 3 ⇒ (7) + 3 = 10

But the defense of the sturdy dwarf proves too great a challenge for the rotting corpse.

DM Notes:
Urrnir 9/29+1 HP - inspiring word 3/3 - severed thumb
Emron 8/23 HP - rage 0/3
Bazim 20/20 HP - 1st level 2/2
Balandusk 14/24 HP - ki 1/3

Injured Zombie 1 - 35 damage taken, missing left leg and right arm - dead
Injured Zombie 1's leg - 0 damage taken - dead
Injured Zombie 1's arm - 0 damage taken - dead

Injured Zombie 2 - 30 damage taken, missing head and right arm - dead
Injured Zombie 2's head - 0 damage taken - dead
Injured Zombie 2's arm - 0 damage taken - dead

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

Zombie - 0 damage taken

Urrnir is behind the door at the top of the stairs, Balandusk is in front of it. Emron is at the bottom of the stairs, and Bazim in the open room. One zombie stands in front of each of the male PCs.

Everyone may act!


Seeing his sucess in dropping the foul undead, Bazim swings his hammer down on the creature before him.

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Balandusk takes the shortsword given to him when the others left that house, and strikes at the zombie in front of him...
Shortsword Attack: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7 piercing damage
...and uses his bonus action to make an unarmed attack at the zombie
Unarmed Strike: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 + 2 ⇒ (1) + 2 = 3 bludgeoning damage


Panting, Urrnir can hear the sounds of fighting on the other side of the door. Her hand hovers the lock, but she hesitates. Deep down she's not sure she could live with herself if she were to abandon her companions now if they still needed her.

Instead she quickly sets down her glaive (now useless) and her pack. She hurriedly opens it and retrieves a small work hammer from within. Rising to her legs she braces and throws the door open.

If I Can Get an Attack In:

[spoiler=Hammer]1d20+3[/dice] Add +2 if I'm proficient with this
[spoiler=Improvised Damage]1d4+3[/dice]


Sorry, I'm traveling for work and my schedule is inconsistent.

???: 1d20 ⇒ 8

Bazim's hammer swipes a leg from under the zombie with a mighty blow, he is getting used to how this things' bodies work.

Balandusk rushes down the stairs and to the next foe, stabbing it in the shoulder and kicking it in the midsection. The blows seem to land hard but without the gore we've seen so far.

Urrnir Attack Roll (Improvised): 1d20 + 3 ⇒ (16) + 3 = 19
Improvised Hammer Damage: 1d4 + 3 ⇒ (4) + 3 = 7
???: 1d20 ⇒ 12

The hammer lands on the shoulder Balandusk hit and breaks the joint causing its right arm to fall to the ground. Emron, seeing Urrnir's hand throws the longsword to her to use, A PROPER WEAPON!

Then he takes out his maul from his back and heaves the weapon at the nearest monster.

Emron Attack Roll: 1d20 + 5 ⇒ (7) + 5 = 12
Maul Damage: 2d6 + 3 ⇒ (2, 2) + 3 = 7
???: 1d20 ⇒ 4

The blow brings the zombie in front of to the ground after clubbing it's final leg away where it stops moving. The zombies shamble into motion to attack once more.

The remaining zombie at the bottom of the stairs attacks Emron.

Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (13) + 3 = 16
Bite Damage: 1d4 + 1 ⇒ (2) + 1 = 3

Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (15) + 3 = 18
Claw Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Injured Zombie 4 Attack Roll: 1d20 + 3 ⇒ (7) + 3 = 10

The creature bites Emron despite his armor's inadvisable spikes, and rakes a hand across his arm drawing blood. Bazim's target attempts the same.

Injured Zombie 5 Attack Roll: 1d20 + 3 ⇒ (4) + 3 = 7
Injured Zombie 5 Attack Roll: 1d20 + 3 ⇒ (5) + 3 = 8
Injured Zombie 5 Attack Roll: 1d20 + 3 ⇒ (12) + 3 = 15

But the creature cannot land a meaningful hit.

DM Notes:
Urrnir 9+1/29 HP - inspiring word 3/3 - severed thumb
Emron 1/23 HP - rage 0/3
Bazim 20/20 HP - 1st level 2/2
Balandusk 14/24 HP - ki 1/3

Injured Zombie 1 - 35 damage taken, missing left leg and right arm - dead
Injured Zombie 1's leg - 0 damage taken - dead
Injured Zombie 1's arm - 0 damage taken - dead

Injured Zombie 2 - 30 damage taken, missing head and right arm - dead
Injured Zombie 2's head - 0 damage taken - dead
Injured Zombie 2's arm - 0 damage taken - dead

Injured Zombie 3 - 30 damage taken, missing right leg & arm, left leg - dead
Injured Zombie 3's leg - 0 damage taken - dead
Injured Zombie 3's arm - 0 damage taken - dead
Injured Zombie 3's other leg - 0 damage taken - dead

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

Injured Zombie 5 - 12 damage taken, missing left left
Injured Zombie'5's leg - 0 damage taken

Everyone May Act!


In one motion Urrnir drops the hammer she was using and catches the longsword that was thrown to her with the same hand. A neat trick, but there was no time to consider that. She lays into the remaining zombies with the longsword now.

Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 3 ⇒ (7) + 3 = 10


HP 9/23 Perception +3 Investigation 0

Take care of it, Urrnir!
Maul: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 2d6 + 3 ⇒ (3, 1) + 3 = 7


Bazim continues to hammer on the undead creatures.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage:1d8 + 5 ⇒ (3) + 5 = 8


Balandusk uses the shortsword to attack the undead nearest him...

Attack: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

...then uses his Martial Arts to strike again
Attack: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


???: 5d20 ⇒ (6, 11, 3, 13, 17) = 50
Emron Advantage: 1d20 + 5 ⇒ (16) + 5 = 21
Balandusk Advantage: 1d20 + 4 ⇒ (15) + 4 = 19
Balandusk Advantage: 1d20 + 4 ⇒ (15) + 4 = 19

Urrnir swipes the final leg from the zombie at the bottom of the stairs, and Emron crushes its shoulder breaking its arm loose. Balandusk is then able to deliver the final blow by swiftly stabbing the creature's head before vaulting across to where Bazim is fighting.

Bazim's hammer breaks the second leg on the zombie causing it to fall to the ground allowing Balandusk to strike with his leg while the creature is on the ground separating it's head from its body.

The headless, legless creature flails at Bazim and Balandusk with clawed arms.

Zombie Attack Roll: 1d20 + 3 ⇒ (20) + 3 = 23, Disadvantage: 1d20 + 3 ⇒ (12) + 3 = 15

Zombie Attack Roll: 1d20 + 3 ⇒ (8) + 3 = 11, Disadvantage: 1d20 + 3 ⇒ (11) + 3 = 14

The flailing is easy for them to dodge.

DM Notes:
Urrnir 9+1/29 HP - inspiring word 3/3 - severed thumb
Emron 1/23 HP - rage 0/3
Bazim 20/20 HP - 1st level 2/2
Balandusk 14/24 HP - ki 1/3

Injured Zombie 1 - 35 damage taken, missing left leg and right arm - dead
Injured Zombie 2 - 30 damage taken, missing head and right arm - dead
Injured Zombie 3 - 30 damage taken, missing right leg & arm, left leg - dead
Injured Zombie 4 - 32 damage taken, missing both legs and right arm - dead

Injured Zombie 5 - 25 damage taken, missing both legs and head
Injured Zombie 5's left leg - 0 damage taken
Injured Zombie 5's right leg - 0 damage taken
Injured Zombie 5's head - 0 damage taken

Everyone may act, time to finish these guys off!


Make sure to add in the bonuses from Lead the Attack folks. You're getting half my proficiency as a damage bonus (+1) anytime you attack a target that I've attacked. I think that'd have been 4 extra damage last round.

Urrnir stands on the stairs above the struggling zombie and hacks away wildly with her longsword.

Longsword: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Urrnir strikes down the final zombie in her fury.

The house falls deathly quiet and the smell is unpleasant, what do you do?


Urrnir returns upstairs and starts to search for rags - maybe something she can use to wrap her hand.


HP 9/23 Perception +3 Investigation 0

Emron kicks on of the zombies. Wonder how this happened.
He looks for clues. Investigation: 1d20 ⇒ 1


It's not pretty, but Urrnir's bleeding has stopped and her wound is clean and safe from further harm.

Emron figures the zombies must have been the family that lived here, and the garbage seems about as old as they are.


HP 9/23 Perception +3 Investigation 0

Died quite a while ago. He heads upstairs, and looks for a set of clothes for Balandusk.


Urrnir aids in the search for supplies. "'Tis the curse of Strahd." she says in response to Emron.

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


HP 9/23 Perception +3 Investigation 0

He did this?


"Do you mean directly? No, probably not. However, he casts dark shadows over these lands that give rise to creatures like those."


"Let us hurry and find some clothes for Balandusk, as Emron suggested. Then lets head to the church."


"How can one person do such a thing?" Balandusk asks as he joins the others in the search for clothing.


In the home there are only simple clothing designed for humans, and nothing Balandusk finds fits him properly. There's enough here that he can make do, even if it's not well suited for travel.

There is no signs that anyone has lived in the house for a long time, even the boards shuttering the windows and doors are aged and warped.

Village Map

If you go somewhere give me a rough idea the direction you take (i.e. we take the main road west and then the road north to the church) so if anything is in between I can let you guys know.


HP 9/23 Perception +3 Investigation 0

Scary.... Emron looks towards the church. To there, then!
He walks off towards the church. [ooc]main road west, road north to the church.[/b]


Balandusk looks at all the rags, and grabs a small blanket to tie around his waist. "I guess this will have to do for now." After finally covering up, he follows Emron.


Fog obscures sight beyond a few shadows of homes in front of you as you walk the slick, wet cobblestone mainstreet west towards the center of the village. The windows not yet boarded up are black pools without any sign of residency like a normal village. No sound cuts the silence except for a mournful wail that echoes through the streets from a distance away.

Soon you come to a small square, and signs of life in this village. The southern building allows sparse light to spill from tightly drawn heavy curtains. A sign over the door, creaking on its hinges, reads "Bildrath's Mercantile."

To the north you spot a single shaft of light thrusting 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 to be the Blood of the Vine tavern. Emron is the first to spot that the name is actually "Blood of the Vine" but a vandal changed the name on the sign.

The church is along the road going north from the square.

Updated Map.

Let's get things started back up!


"Come, the church is this way" says Urrnir, leading the group north.


HP 9/23 Perception +3 Investigation 0

The tavern probably has zombie.... brain... mush, or whatever that Strahd person did to the ale.


"Lets see the church first, then maybe check out the tavern."


"I would agree. Church first. I am a little leery of what we would find in the tavern in this... place."


Atop a slight rise, against the roots of the pillar stone that supports Castle Ravenloft, stands a gray, sagging edifice of stone and wood. This church has obviously weathered the assaults of evil for centries on end and is worn and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. In the silence of the village, the wind causes the raters to strain and creak feebly against their load.

Approaching the church, the heavy wooden doors of the church are covered with claw marks and scarred by fire.


"An ominous sight! I hope it was able to weather the assault against the evil forces of this place. Come and lets see!"

Bazim moves towards the doors and tests to see if they are bared or not.


The doors are damaged but stout - and locked from the inside.


Urrnir approaches the door as well, but she does not investigate. Instead she bangs loudly against the wood with her uninjured hand.


Urrnir hears some muffled screaming coming from inside, but can't quite make out the words. It continues for a while and there is no sign of anyone coming to the door.


Urrnir casts a a glance to the others, something that says I told you so

Are there windows, any obvious ways to break in?


Urrnir looks around and sees solid stone walls on the front of the building, but maybe there is something around the corner.


I'll start searching the perimeter of the building until I find something that looks promising.


Walking around the side of the building there are stained glass windows lit from the inside around the back half of the building. The decoration blocks the view.


Urrnir calls out to the others: "Come here. We can go through this window hopefully"


Breaking the window takes an attack roll just FYI, but you take advantage on the roll.


"I really hate to damage this place more than it already is, but we have to get inside and see who, or what is making those noises."

That said, the dwarf hefts his hammer and smashes the window.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25
Damage: 1d8 + 5 ⇒ (7) + 5 = 12


Balandusk follows Urnir, and winces as Bazim shatters (I am assuming) the window.
"I don't know if doing that will endear us to those inside, but I guess we had no other choice."


Critical Damage: 1d8 ⇒ 3

Bazim strikes the window, whose metal lattice wraps around his hammer and rips clean from the windowsill. He has to give a jerky shake to drop the remnants of the window from his hammer, but the path is clear.

Inside is an aging chapel, in shambles with the pews rotten and mostly broken. Dozens of candles mounted in candlesticks and candelabras light every dusty corner in a fervent attempt to rid the chapel of shadows. Inside sleeping near a claw-scarred stone altar with golden icon of a sun cresting the horizon lays a man in priest vestments, asleep with a flagon of wine draining onto the stone floor. Next to him hangs a long, thick rope that stretches up into the bell tower.

To the south is a hallway leading towards the entrance. The muffled screams can be heard much clearer. From beneath the chapel floor, you hear a young man's voice cry out, Father! I'm starving!

The noise does not seem to rouse the sleeping man.

Urrnir:
The symbol on the alter is that of the Morning Lord, one of two deities acknowledged in Barovia dating back to before Strahd's invasion of the land. The Morning Lord and Mother Night both watch over this land according to its people.


"Someone check the priest, I'm going to try and find a way down stairs"

Urrnir starts looking for someway down in the main area and then the southern hallway.


Church Map

The ten-foot-wide, twenty-foot-long hall leaves the brightly lit chapel behind, the light enough to barely illuminate the front half of the church. The hall reeks of mildew, and on room by the front door has water collecting on the floor. There are foor rooms, two on each side of the hall.

The south-west room is dirty and dark, there is a wooded bed with a straw-filled mattress. Mounted above the bed's head-board is a wooden holy symbol. There is salt scattered along the ground.

The western room contains a wooden bed with a straw-filled mattress, next to which rests a small table with an oil lamp burning brightly on it. Mounted above the bed is another sun-shaped wooden holy symbol.

The eastern room holds an old desk and chair sitting on the southern wall, a gold colored holy symbol mounted above it - this time a sunburst. A ten-foot-long iron rod attached to teh north wall stands bare, suggesting a tapestry once hung there. Against the far wall stands a wooden cabinet with four tall doors.

The south-east room is damp. Time an neglect have punched holes in the ceiling of this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and padlock. The young man can be heard more clearly here through the wooden door, Father! Feed me, I will wither to nothing! Father! Please!

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