Damon Van Brandt |
attack: 1d20 + 11 + 4 ⇒ (6) + 11 + 4 = 21
attack: 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24 (+2 to each if flanking )
damage: 1d8 + 6 + 4 ⇒ (8) + 6 + 4 = 18
damage: 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Damon makes a 5ft step to attempt to flank with doppel.
hang on big guy, I got your back.
Lars, the Masked Goblin Watcher |
First, the Hex
Will Save: 1d20 + 9 ⇒ (4) + 9 = 13 Will save failed.
Second
People move in, and Dimitri fumbles an arrow.
Third
I'm not entirely sure where Astrid was prior to moving, and due to how long it took me to get to this post, I'm just going to assume she moved around his AoO range
Fourth
With the Advent of a second chance at hitting this recently-dead captain, the Doppel raises his mighty Zweihander and brings it down in yet another crushing blow, placing it firmly in the creatures chest, tearing away flesh and bone.
The Wight is Demoralized as well.
Wight 45/86
Wight's turn
Taking his damage all from the towering Barbarian, and being completely surrounded making his escape impossible, the Captain, whether in a wave of poor decision or not, continues to attack; Focusing upon Doppel as the beacon for his rage.
Attack: 1d20 + 11 - 2 - 1 ⇒ (18) + 11 - 2 - 1 = 26
Damage: 1d4 + 14 + 1d6 ⇒ (4) + 14 + (1) = 19
The Blow is well placed, taking the wind out of the Barbarian yet again as the 2 exchange blows mutually.
Beads postpones so I can keep tabs on this.
Damon's Turn
Damon's furious attacks are enough to harm the creature even more, nearly severing it's head as both blades land against the neck.
Wight=79/85
Doppel
Wight
Damon
Beads
Dimitri
Astrid
Lizzie "beads" Tamar |
Lizzie smiles softly, noticing her hex took hold. for 8 rounds
She casts it again, determined to weaken the wight-captain as much as possible.
-2 to AC. Evil eye hex can be stacked, as long as it's a different effect every casting.
Astrid Brahms |
Attack: 1d20 + 11 + 2 - 2 ⇒ (20) + 11 + 2 - 2 = 31
Crit-Confirm: 1d20 + 11 + 2 - 2 ⇒ (17) + 11 + 2 - 2 = 28
Damage: 1d10 + 13 ⇒ (9) + 13 = 22
x3 critical! 66 Damage
Astrid raises her spear and thrusts with all her might. Her strike aims true and slams into the beast skewering it.
Duboris |
Daaaaaayum
The Captain falls to the ground in a slump, with the red glow of hatred fading from his eyes as he dies once again. With him dead, the room seems... vacant somehow. Opposite the room are a set of stairs you're fairly sure lead up to the section above; where the man jumped down from.
Combat Over
Lizzie "beads" Tamar |
Heal hex, CMW: 2d8 + 5 ⇒ (8, 4) + 5 = 17
Lizzie had noticed the harm the armored man had suffered.
Walking up to him, she taps his back.
"The count's minions will have a hard time."
He feels some of his wounds closing.
Landsknetch Doppel |
Will: 1d20 + 3 ⇒ (19) + 3 = 22
Doppel stops dead when Lizzie touches his back. However, he says nothing. He doesn't even give her a wicked glare. More courtesy than the masked merchant got earlier, at least.
After a few moments of uncomfortable silence Doppel goes back to his search, heading up the stairs into the unseen loft.
Lizzie "beads" Tamar |
Lizzie wasn't exactly new to people giving her looks at the healing magic, it didn't much bother her.
She didn't speak, merely a small assuring nod, leaving the man alone afterwards.
There's no save vs a heal spell, as far as i'm aware. ;)
Landsknetch Doppel |
Doppel is stubborn, paranoid, and likely delusional. On top of that we have all just met so there's no trust beyond a mutual need for survival. I also have the Superstition rage power (which requires me to save against all spell effects while raging) and Witch Hunter. Thus, I've decided to RP him as hateful of magic in all forms and will be making saves whenever I can.
Perhaps, in the future, if our characters develop to the point where he can trust you then he won't make saves. Until then: half-healing.
Lizzie "beads" Tamar |
Haha, ok. It's going to be an interesting challenge for me too, with everybody this virtuous and me being in the (well meant) morally grey. We'll manage somehow ;)
Duboris |
While it isn't much, the captain of the ship had a Cloak of some sort, and while it looks like it could be magical, is in tatters. Just as well, a soiled ring with strange runes upon it lays around on a severed finger.
Atop the upper loft, there's little more than a broken steering wheel. It seems before the man had jumped down he made it a point to sabotage the instruments of the ship, so, in a manner of speaking, you're trapped her from what it seems. It seems fixable, but, as it is the ship isn't going any deeper into the mainland.
Lizzie "beads" Tamar |
Lizzie's gaze comes upon the ring Damon is holding.
"Excuse me sir Damon, may i have a look at that? I might be able to find out if there's something special about those engravings."
If he doesn't mind;
Spellcraft on ring: 1d20 + 9 ⇒ (12) + 9 = 21
Lizzie "beads" Tamar |
If Damon did let her inspect the ring;
"Ah, a useful item. This ring has a protective enchantment on it.
Which of you wants it? Otherwise i can keep it with me."
Duboris |
Walking into the room, Thomas, and the other man both walk in against the winds of the cold in a slight hurry. "Seems you guys finished off the captain then..." he says as he looks down at the body and people look around at the items present. "That ring isn't gonna do us a lot of good, either, if we don't get onto the ice flows and make for the castle." he says quite keenly. Thomas stands around gruffly, obviously trying to shake off the cold.
On the top of the deck, Doppel manages to find a ivory parchment that seems strangely resistant to the cold, thanks to not being paper.
Lizzie "beads" Tamar |
I can see it rolling like a soccer ball. Nifty image.
"Agreed, we gain nothing more by merely staying here."
Lizzie pulls her cloak tight as she prepares to head into the cold again.
Duboris |
Dimitri the cape is tattered, but it's not damaged beyond effectiveness. It was mostly just slightly addled by the sudden shift into a necromantic creature and seems soiled and rather stinky as a result. Beyond that, it's still a functional cloak of sorts.
The party ventures onward, coming to the side of the boat and jumping down into the hard-as-steel ice flows below by using the ladder, looking back at the looming figure. The bald man smirks beneath his clothes; "Damned fool of a belmont's already ran off... Can't even see him in this godforsaken blizzard!" he exclaims as the wind picks up.
Duboris |
The treck through the giant icy fjord is brutally cold, but is mitigated in the fact that most people handle it surprisingly well. The chill is painful to most, but, thanks to the relative warmth of the stone that beads brought, it doesn't seem to do much in the way of actual harm. Thomas and the bald man, who eventually reveals his name to be Dunbar tag along as much as possible. The group comes, thanks to Doppel, to a massive ice spire that rises from the ground.
The group eventually comes to an opening, where their feet actually touch dirt. It seems the frozen sea finally gave way to land, and now, only a couple of hundred yards in the distance, is the village before the castle, bendt, lightless and quiet as death.
Lizzie "beads" Tamar |
Lizzie was silenty very content with her bringing the heatstone in preparation, as the colder air turned her breath into a visible puff.
"You are skilled in this sir Doppel, i take it you've been through trecking many times before then."
As they arrived within sight of the village, her eyes turned a tad more serious. "A imminent sight, i have no doubt we're going to see action once we set foot in it."
Landsknetch Doppel |
Doppel stops within sight of the village to check his weapon and readjust his armor. "Nothing but fiends walk these grounds now. We could pass through and make straight for the castle. However, night will come soon. It may be wise to stop here in the village and moving out on the 'morrow."
As he speaks he watches the houses carefully, searching for any signs of movement.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Damon Van Brandt |
Yes, We need to find a sheltered area first however perhaps a house though I fear we may find we are unwelcome guests there... Then again, It isn't wise to camp in the middle of a snowstorm.. or light a fire on a plains. Attracts attention, as if we haven't gotten enough of that yet. He sniffs, his face stubble covered in frost. He scans the area, trying his best to find a suitable place to hunker down, and one hopefully devoid of too much trouble.
perception: 1d20 + 15 ⇒ (7) + 15 = 22
survival: 1d20 + 11 ⇒ (16) + 11 = 27
Duboris |
As you look into the Village, and, begin traversing it's streets, you come to realize that it is completely and utterly vacant. The village is cold, unsurprisingly, and the windows blackened and broken. Bodies litter the place, long dead, seemingly. Many seem to have been reanimated and left there. In some places, the corpses heap into hills taller than 8 feet and, if it were actually warm, you could perhaps be defeated by what you imagine they would smell like. Completely in disarray, it seems the place has already had it's fill of necromantic subterfuge.. and yet... something catches the collective eye of the party.
On the hill, with just one torch lit outside, far and away, is a quaint structure. A strange building, in it's own right, that seems relatively undamaged and away from the chaos. It looms, looking out towards the castle in the far distance.
Landsknetch Doppel |
Doppel is unphased by the mounds of corpses; they were to be expected - this was the domain of Dracula after all. Instead he heads towards the unscathed building sitting silently on the nearby hill.
"I have no want to sleep among the dead. That structure will make a good shelter for the night, regardless of its resident."