Curse of Strahd by hiiamtom (Inactive)

Game Master hiiamtom


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The floor of this basement is hewn from the hard clay underneath the house. Though smoothed out, it's easy to see dozens and dozens of people have walked through this area many times.


"Where it only that the spirits had been less tumultuous." muses Urrnir as she pokes around the room with the butt of her spear. "Perhaps they'd have been able to offer something in the realm of useful information. We should check the other coffins."


Balandusk seems a little apprehensive about disturbing the tombs. "I don't know if disturbing the dead is a good idea. On the other hand, the dead seem to be already disturbed in this place, so I am sure opening the other tombs couldn't make things worse."


Bazim is not sure opening the tombs is a good idea either, as he said before, but if it means returning the dead to their rest, then he is willing to help.

"Why dont we first check out the rest of this basement...perhaps we will not need to open the other crypts if we find the creature we seek in these tunnels."

Bazim will make for the other open area that we saw when coming down the stairs...


Updated Map

This room is still supporting the house above, you can see the floorboards above you. There is a grid of wooden posts supporting the house above the tunnel every five feet in any direction.

In the center of the room is a heavily used banquet table with dark stains in the wood and benches along the sides of the table. The room stinks of death because of the mostly consumed human bones no coated in patches of mold from the rotting flesh still clinging to some of the bones.

To the north and west are hallways leading deeper into the basement, and the chanting can be heard still emanating from these halls a little louder than before. To the south is an alcove with a pile of junk, you can see something shiny glinting in the light the party's magically enhanced equipment.


"Hmmm...wonder what that is?"

Bazim wanders over and looks to see what is shining in their light.


HP 9/23 Perception +3 Investigation 0

Stay back, Bazim, it could be a trap. Emron murmurs.


Bazim sees several copper coins before a snake like creature leaps from its hiding place in the alcove, bearing barbed tentacles and a gnashing beak-like maw.

Tentacle Attack: 1d20 + 4 ⇒ (18) + 4 = 22, Advantage: 1d20 + 4 ⇒ (15) + 4 = 19
Weapon Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10 slashing damage
Bazim Constitution Save: 1d20 + 2 ⇒ (17) + 2 = 19
Beak Attack: 1d20 + 4 ⇒ (17) + 4 = 21, Advantage: 1d20 + 4 ⇒ (7) + 4 = 11
Weapon Damage: 1d6 + 2 ⇒ (3) + 2 = 5 piercing damage
Lingering Injury: 1d20 ⇒ 6

The attack bends Bazim's body further past its limit, pushing his broken bones into his internal organs and staggering him. You have the same injury as before, but now the DC to act is higher. You are at 0 HP, and are still standing but have 3 levels of exhaustion (1/2 speed and disadvantage on rolls).

The creature caws at the paladin.

Initiative:
Baladusk Initiative: 1d20 + 2 ⇒ (7) + 2 = 9, Disadvantage: 1d20 + 2 ⇒ (16) + 2 = 18
Bazim Initiative: 1d20 ⇒ 7
Urrnir Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Emron Initiative: 1d20 + 1 ⇒ (20) + 1 = 21
Mythandir Initiative: 1d20 + 2 ⇒ (11) + 2 = 13, Disadvantage: 1d20 + 2 ⇒ (17) + 2 = 19

Creature: 1d20 + 2 ⇒ (17) + 2 = 19

Order:

  • Emron
  • Creature
  • Everyone else

Emron may act.


HP 9/23 Perception +3 Investigation 0

Ah! Hell's! Why is it always THEM!
Does my rage last this long?
If so(longsword): 1d20 + 5 ⇒ (20) + 5 = 25
damage: 1d10 + 5 ⇒ (3) + 5 = 8
critical damage: 1d10 + 5 ⇒ (1) + 5 = 6


You have not been injured or attacked, so no.

The creature takes a big blow from the mighty barbarian.

Creature Constitution Save: 1d20 ⇒ 3

The sword slices deep, cutting off two of the creature's four tentacles and leaving it severely injured. It howls a terrible noise and lashes back at the barbarian.

Tentacle Attack: 1d20 + 4 ⇒ (2) + 4 = 6, Disadvantage: 1d20 + 4 ⇒ (12) + 4 = 16

The attack is sloppy and completely ineffectual.

That crits saved you guys! All PCs may act.


Calling upon his holy powers, Bazim heals himself of some of the damage he has taken. He staggers out of the way so the others will have a clear shot at the creature.

Lay on Hands for 10hp


Urrnir quickly rushes forward and stabs at the blob with her polearm. "Finish it quickly!" she snaps.

Attacking with polearm master for my bonus action. Activating Warlord's Favor to give Emron advantage.

Glaive: 1d20 + 5 ⇒ (1) + 5 = 6
Damage: 1d10 + 3 ⇒ (4) + 3 = 7
Pommel Bash: 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


Waiting on Balandusk & Emron


Balandusk moves in to attack the creature, swinging with his quarterstaff two-handed.
Quarterstaff attack: 1d20 + 4 ⇒ (9) + 4 = 13
quarterstaff damage: 1d8 + 2 ⇒ (1) + 2 = 3 bludgeoning damage (if hit)
He then plants the butt of the staff on the floor and uses it as a balance to kick the creature (bonus action Unarmed Strike)
Unarmed attack: 1d20 + 4 ⇒ (15) + 4 = 19
Unarmed damage: 1d4 + 2 ⇒ (1) + 2 = 3 bludgeoning damage (if hit)


Bazim energizes himself with his faith after being injured, allowing Urrnir an opportunity.

She lashes out with her glaive, but strikes a wooden support beam on accident sending a strong vibration through her hands and making them sore. Experienced as she is, she brings the pommel up in an attempt to strike the creature in its maw but only manages a glancing blow.

Balandusk also leaps into the fray missing with his staff, but landing a solid kick... but it feels as effective as striking a stone wall. Whatever this creature is it feels like it is carved from marble.

Emron still enraged lashes out against the creature.

Melee Weapon Attack: 1d20 + 5 ⇒ (19) + 5 = 24 -> Marked
Longsword Damage: 1d10 + 5 ⇒ (5) + 5 = 10

Severely injured, the creature attempts to flee irrationally provoking opportunity attacks.

Melee Weapon Attack: 1d20 + 5 ⇒ (2) + 5 = 7, Advantage: 1d20 + 5 ⇒ (15) + 5 = 20
Longsword Damage: 1d10 + 5 ⇒ (10) + 5 = 15

Emron's blow finishes the monster off, driving the sword through it's mouth and puncturing it's body one third of its length down.

Examining the refuse pile the creature hid in, you find 15 polished copper pieces that catch the torch light.

You are all free to act. Urrnir, you notice your glaive could use some maintenance.


HP 9/23 Perception +3 Investigation 0

Sorry for not posting.
Bazim! Emron runs over to Bazim and pats him over,feeling for protruding bones.


"I'm....OK. I was able to heal the worst of the damage. I just feel foolish for falling for such a ruse. My apologies. Lets see where that chanting is coming from now, shall we?"

The paladin dusts himself off and once the party is ready, heads towards the noise.


"No, I think it is better to head back to the main room and rest for now. We're all teetering on the brink of exhaustion."


"Again, perhaps this is a better course to follow. With everything that has happened to us, I must confess I feel a bit drained. A rest would be welcome, but not too long else those chanters might escape!"


"A short rest, then."


Taking an hour's reprieve all the way back on the first floor of the house, the soft chairs wine and fire provides surprising comfort.


HP 9/23 Perception +3 Investigation 0

This durned house should have ne'er been built! Emron yells, spitting on the floor. He paces around, anger oozing from his pores.


"I agree. We must try to put these spirits to rest or they will continue to prey on others."


Once rested the group files back down into the cellar and returns to the site where they heard the chanting only a few hours ago.

Sorry, just wanted to move it along if that is ok!


HP 9/23 Perception +3 Investigation 0

Emron looks for creatures that might have taken the place of the one he killed.


Emron Wisdom(Perception): 1d20 + 3 ⇒ (20) + 3 = 23

Emron does not find anything interesting in the room.

Do you go North or West?


HP 9/23 Perception +3 Investigation 0

North


Updated Map!

Emron saunters down the northern hall and comes to a crossing with Mythandir following close behind. To the north he sees another room, larger than the others, that appears to be another living quarters. To the west he sees a hallway that has a couple branches. From this position he clearly hears the chanting grow and wane to the west.

Mythandir says, Finally some progress! and trots off to the west. He only makes it a few feet when the floor collapses underneath him and he falls into a pit below lined with spikes. There is a short and brief cry of pain before Mythandir grows silent.


HP 9/23 Perception +3 Investigation 0

Nooo! :(
Mythandir!!! Emron reaches down into the pit, grasping at air. Realizing it's too deep, Emron's eyes roll back, and his mouth froths, he hacks at the floor, the wall, and the ceiling in a mindless rage.


Urrnir does her best to restrain Emron. Even resorting to a quick slap should he need it. "Enough! Direct your grief to the task at hand. Two have already been lost in this mad house and I'm growing tired of it. Let's get this done."


The crushing sorrow of losing yet another comrade grips Bazim's heart.

"We must end this, and now! Before there are none of us left to battle this evil. Come Emron, steel your heart and save your righteous anger for those who have caused the deaths of our friends. Let us make them pay for their evil and cleanse this place for any other who might come after us!"

Can we get past the pit?


Of course, but you need to decide how. It's about 5-6ft across.


Does it take up the entire space in front of us, or could we skirt along the sides?


Entire space


How long are the tables back in the other room? Would one of them be long enough? Bazim will search the area for material that he can use to fashion some sort of bridge.

"Come friends, lets see what we can do to cross this hole!"


Yeah, the table would absolutely work it's at least 6ft long and sturdy even with age.

Also, I'll give you guys a helpful hint.


As a dwarf I was worried I would be penalized for the jump due to our squat nature...but being able to jump as far as your strength...wow..thats pretty far!!

Dragging one of the tables over, Bazim, with help, maneuvers it over the pit and soon the group is across.

"Now lets see where this leads to, but let's go slow...never know when another pit might open at our feet!


Waking up from his rather unexpected nap, Balandusk feels slightly refreshed. He caught the conversation about losing another member, closing his eyes and shaking his head in sorrow.

He follows Bazim and the others across the table. "The quicker we are out of this cursed house, the better."

Sorry for the long silence, but I should be good now.


Updated Map

The stairs lead down to a landing and then down again into darkness. The chanting is loud and nonstop, He is the Ancient. He is the Land.


HP 9/23 Perception +3 Investigation 0

Emron stops hacking, and draws deep breaths. He seems calmer, but his sword his still in one hand. He strides across the table and pushes his way to the front of the group. I shall lead Emron looks for another trap perception: 1d20 + 3 ⇒ (11) + 3 = 14


Nodding to the other dwarf, Bazim takes up position right behind him, keeping his weapons ready for anything.


Urrnir will take the rear, holding her weapon at the ready. "Head for the chanting and let's end this game of cat and mouse."


Updated Map

Entering the deepest depths of this basement, the chant grows unbearably loud, He is ancient! He is the Land!

The first room you enter is much like the rest, cut from clay with wooden support beams. There are thirteen niches cut into the walls, each with a strange item:

  • A small, mummified, yellow hand with sharp claws
  • A knife carved from bone
  • A dagger with a rat's skull set in the pommel
  • An 8-inch-diameter varnished orb
  • An aspergillum carved from bone
  • A folded cloak made from a strange leather
  • A desiccated frog tied to a stick
  • A bag full of some strange material
  • The finger of a humanoid
  • A 6 inch tall wooden figure of a mummy, arms crossed over its chest
  • An iron pendant of a devil's face
  • A particularly small shrunken head
  • A small wooden coffer

There are two southern route, one bends away quickly while the other slopes into water. An iron portcullis blocks the entrance to a room partially submerged in murky water. A strange alter sits in the center of the room and a pile of rotten garbage and what appear to be body parts. The chanting is echoing from the sunken chamber.


HP 9/23 Perception +3 Investigation 0

Emron grimaces and tries to ignore the sound of the chanting. He pauses for a moment to look at the strange assortment of items, then he goes down the slope. He pauses just before the water and the portcullis and stabs his sword in the pool of water, testing for creatures in the murk.


The water makes some splashing sounds from the stabbing.


"I would much prefer to investigate on dry land first Emron. We can always come back and search this flooded room."

Bazim would rather check out the other southern route once they have investigated this room.


Updated Map

This area appears to be a prison. There is only a single skeleton left hanging in these rusty manacles.


Darn..well I guess it is into the water now!

Bazim moves towards the watery passage, his eyes darting at anything that seems out of place.


Nothing moves, but there is no clear indication about how to get beyond the iron bars of the portcullis.


HP 9/23 Perception +3 Investigation 0

Emron grunts,and indicates the way to the other passage.
Let's go then
He strides forward, and cautiously creeps into the other passage.

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