Curse of Strahd by hiiamtom (Inactive)

Game Master hiiamtom


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Bazim moves to the space where the creature came from and looks around.

Perception: 1d20 + 1 ⇒ (14) + 1 = 15


Bazim finds the alcove to be difficult to move around the refuse that is left, but otherwise unremarkable.


HP 9/23 Perception +3 Investigation 0

Emron tries to arrange the chunks into a shape resembling Balandusk.
He's not going to want to see his body like this..


"Well you only told him you would not leave him here...not rearrange his parts into a pleasing form", the paladin says, not really sure what to think of Emron's actions.


"Stop playing with bodies it's...unpleasant. Anyways, we've rooted out the evil of this place so hopefully that settles things."


Where to now, guys?


Can you post the updated map here...I cannot remember if there was another passage we have not seen yet or not...thanks!


HP 9/23 Perception +3 Investigation 0

Yer right... Emron stops, and rises. Thar's probably more evil,tho. Like that Gustav fella.


Last House Map

Last Basement 1 Map

Basement 2 Current Map


Looks like there is some areas on the level above that we have not checked out yet....maybe we should go and search those aread?


Anyone?


Ok we are going up to the next level to examine the areas we did not on our way down.

Sorry was waiting to see who agreed or wanted to do something else


Urrnir will take position at the head of the group.

Just returned from a convention will resume normal posting.


HP 9/23 Perception +3 Investigation 0

Sorry. Next level then


Just waiting to come back to life :)


First person to choose a direction wins! Options:

  • North
  • South East
  • South West


North!! Woot I win!!


Bazim gains an inspiration!

Updated Map

At the center of this room is a 4-foot diameter shaft with a 3-foot stone wall surrounding the outside. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the opening, like any well you have seen before.

The five side rooms contain wooden framed beds with moldy straw mattresses of a much higher quality than the other room. Each room has an ancient looking chest with a rusted padlock.


HP 9/23 Perception +3 Investigation 0

Emron walks into the closest (bottom right) room. He tries to force a chest open. strength: 1d20 + 3 ⇒ (17) + 3 = 20


Bazim keeps a close eye on Emron and their surroundings.

"Not too sure this is the best time to be hunting for treasure Emron."

[ooc]Does Bazim still feel the presence of evil here? Is it as strong as it was?]/ooc]


Emron uses his boot to crack down on the rusted lock, breaking it with ease. Inside the chest he finds a shortsword that catches the light in an interesting way; picking it up and turning it he realizes it is silvered.

Bazim using his divine sense doesn't perceive anything wrong with these rooms - they appear to be standard living quarters, free of the desecration of the cult rituals. They didn't shit where they eat so to speak.


HP 9/23 Perception +3 Investigation 0

Emron grins. We can find things to kill beasties. Like this


"It makes my skin crawl to think that I woke up in this place..." comments Urrnir as she stars to search the room.


Breaking open the rest of the chests you find:

  • A pouch made of pale leather containing 11gp and 60sp
  • A folded black cloth with three marbled green gems
  • An eyepatch with an opaque red gem set into the leather
  • An ivory hairbrush with unique pale silver bristles

It takes a few minutes to break the chests open and collect the goods around torn clothing and other object unrecognizable due to the extreme aging.


HP 9/23 Perception +3 Investigation 0

Emron walks up a flight of stairs and investigates the room with the tables.


Urrnir covers his rear.

"Tell me...what do you think happened here to cause all this. You don't seem too knowledgeable about the situation so I'd imagine that you didn't come here with the intention of finding...this."


Emron finds the same moldy straw pallets and weathered table as before. There are more footprints in the clay up here than below.


We stumbled upon this place same as you. We were in the wood when this house just appeared. Now we need to be rid of this horrible place, but make sure it does not cause harm to any other wanders."

I guess we will go back and check the other 2 crypts...I dont think we did that..just the one


HP 9/23 Perception +3 Investigation 0

Someone must've been here.
Emron turns to Urrnir. Found this durned place when we went werebeastie huntin'.


Where to now?


Were the other crypts empty? I thought we were going to check them out next??


I missed that! D'oh!

Bazim Strength(Athletics): 1d20 + 5 ⇒ (6) + 5 = 11, Bazim Advantage: 1d20 + 5 ⇒ (1) + 5 = 6 -> With Emron assisting.
Bazim Strength(Athletics): 1d20 + 5 ⇒ (1) + 5 = 6, Bazim Advantage: 1d20 + 5 ⇒ (10) + 5 = 15
Bazim Strength(Athletics): 1d20 + 5 ⇒ (6) + 5 = 11, Bazim Advantage: 1d20 + 5 ⇒ (15) + 5 = 20

The Northern most crypts are labeled with the names of Rose and Thorn, Rose's tomb has a stone slab that has a steady trickle of dampness rolling down the wall. The stone is swollen and stuck fast.

Thorn's tomb is easily moved, with an empty coffin on a stone bier inside.

The final tomb is of Elisabeth Durst, and the stone was weak and brittle. The slab falls away and crumbles revealing a coffin with the lid placed on top. The coffin sits on a stone bier.

Updated Map


HP 9/23 Perception +3 Investigation 0

So, where to now?


Is elisabeth's coffin empty?

"We have yet to find the body of the the father, and some others are missing...We've missed something."


HP 9/23 Perception +3 Investigation 0

Their bodies are dirt already.


Sorry! I've been out of town and didn't think it would take me down all weekend!


No worries :) I believe we are all still here


still here...just trying to think what we have missed...


Elisabeth's coffin is the only one with a lid on it, you would have to investigate further :)

Emron hears a strange sound coming from the spiral staircase up into the house.


HP 9/23 Perception +3 Investigation 0

Emron turns towards the staircase.
Balandusk? Is it ye?


Bazim, ignoring the sounds from the stairs, pushes the lid off of Elisabeth's coffin.

"Fergive me. but we need to know if this evil has truly been removed from this house."


Bazim pushes the lid aside revealing an empty coffin, the stone makes a terrible sound as it scrapes against the body of the coffin and makes a load thud on the floor.

Some dust falls from the ceiling above, giving a brief warning before a pile of foot long centipedes fall on top of Bazim and the coffin.

Swarm of Centipedes Attack: 1d20 + 3 ⇒ (10) + 3 = 13

Even missing his shield, the centipedes bite on mail and gambeson harmlessly.

Turn Order:
Emron Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
Bazim Initiative: 1d20 ⇒ 9
Urrnir Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Swarm of Centipedes Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

Turn Order:

  • Urrnir
  • Swarm of Centipedes
  • The dwarves
  • Urrnir may act!


    Urrnir moves towards the centipedes and starts stabbing at them with her Glaive.

    Glaive: 1d20 + 5 ⇒ (6) + 5 = 11
    Damage: 1d10 + 3 ⇒ (5) + 3 = 8
    Pommel Bash: 1d20 + 5 ⇒ (3) + 5 = 8
    Damage: 1d4 + 3 ⇒ (3) + 3 = 6


    HP 9/23 Perception +3 Investigation 0

    On his turn:
    longsword: 1d20 + 5 ⇒ (18) + 5 = 23
    damage: 1d10 + 3 ⇒ (1) + 3 = 4
    Emron moves towards the centipedes and attacks.


    Urrnir swings around Bazim, but just manages to brush a few of the light-weight insects into a writhing mass inside the coffin and off Bazim's shoulders.

    The few that remain continue to munch on Bazim.

    Swarm of Centipedes Attack: 1d20 + 3 ⇒ (13) + 3 = 16

    But they don't seem able make any headway.

    Frustrated, Emron swings wildly gruesomely destroying the body of a single centipede.

    Bazim and Urrnir may act!


    Bazim drops onto the floor and rolls about, trying to squash as many of the beasties as possible.

    Not sure what I would roll for this action!!


    Sounds like an unarmed strike, but I'll give you advantage on the attack.


    Cool...thanks!

    Attack-unarmed (rolling): 1d20 + 5 ⇒ (15) + 5 = 20
    Attack-unarmed (rolling)-Advantage: 1d20 + 5 ⇒ (12) + 5 = 17

    Damage: 6 points


    HP 9/23 Perception +3 Investigation 0

    Emron drops the longsword, takes out his maul; after all, crushing a group of tiny creatures is easier than slicing them.
    maul: 1d20 + 5 ⇒ (5) + 5 = 10
    damage: 2d6 + 3 ⇒ (5, 3) + 3 = 11


    Glaive: 1d20 + 5 ⇒ (13) + 5 = 18
    Damage: 1d10 + 3 ⇒ (3) + 3 = 6
    Pommel Bash: 1d20 + 5 ⇒ (17) + 5 = 22
    Damage: 1d4 ⇒ 4

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