GM Haladir's I6: Castle Ravenloft (Inactive)

Game Master Haladir

Campaign site on Obsidian Portal

Player maps:

Castle Ravenloft (main floor)
Castle Ravenloft (third floor)
Castle Ravenloft (fourth floor)
Castle Ravenloft (fifth & sixth floors) <---Party Location

Castle Ravenloft Exteriors

Map: Village of Barovia

PC Status
Countessa hp 33/38; 2 Hero Points
Damion hp 37/58; 2 Hero Points
Petracleus hp 32/45; 2 Hero Points
Theodora hp 58/58; 2 hero Points
Verran hp 22/36; 2 Hero Points

Party NPC Status
Celowyn hp 36/47
Ireena hp 20/49

Active Buffs: none


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M Human Cleric 6 | hp 36/36

Perception: 1d20 + 6 ⇒ (20) + 6 = 26

Verran lets his compatriots do the talking while he silently observes the room. Almost on accident he notices there are other figures in the bar who appear interested in the group. Sitting down next to Merrick, Verran gives him a surreptitious tap on the back and shoots a glance to where he noticed the people listening in.

Bluff to make it subtle: 1d20 + 1 ⇒ (7) + 1 = 8


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick nods minutely to Verran to let him know he understands the gesture, not looking in the direction the cleric indicates. He just sits calmly, nursing his drink when it is forthcoming, trying not to let the dark mood infect him.


Your humble narrator

The barkeep points at the bill of fare as he brings over a pitcher of ale and a flagon of red wine.

Bill of Fare

Drink:

Small beer (mug 2cp / pitcher 1sp)
Amber ale (mug 4cp / pitcher 2sp)
Stout (mug 4cp / pitcher 2sp)
House wine (glass 4cp / flagon 2sp)
Vintage wine (bottle 10gp)
Cider (glass 4cp / flagon 2sp)
Mead (glass 8cp / flagon 4sp)
Grappa (glass 1sp)
Whiskey (glass 1sp)
Absinthe (glass 5sp)
Herb Tea (pot 5cp)

Food:

Bread (2 cp/loaf)
Soup (3 cp)
Stew (5 sp)
Roast fowl (1 gp)
Roast joint (2 gp)
Meat Pie (5 sp)
Cheese (wedge 1sp)
Fruit (seasonal 1 sp)
Pudding (1 sp)

To your inquiry about rooms, he remarks, "Only the night, huh? Well, you can stay here in the common room for two shillings a head. I have three private rooms, each could sleep two if you're friendly. Those rooms are three ducats a night. I also have two larger rooms with two double beds each. Those are one ducat a head, minimum charge four ducats a night."

The Varisian man at the next table mutters, "Puteți găsi vă stau la Barovia mai mult decât intenționați."

Varisian:
"You may find yourselves staying in Barovia longer than you intend."

Aymehn and Verran:
You notice that the man in the corner is also watching you closely.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

"Meat pie for me, thanks. Send a pudding to that fellow in the corner, on me."

Maybe a dessert will cheer that chap up. Either that, or I've just insulted him. Either way, it's better than just being stared at.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick looks over the Bill of Fare for a couple of minutes. "Good sir, I believe I'll have a loaf of bread, a bowl of stew, and a roast fowl. Let me get a flagon of mead, as well." He hands the man two ducats, waving away any change.

I believe that's 1 gp, 9 sp, and 2 cp.

As the man wanders away to fill their orders, he turns his attention to his companions. "So, how about sleeping arrangements?"


"Bread, bird and beer for me." Damion will pay the innkeeper and after the man walks away adds under his breath with a sly look towards Mericks, "I avoid inn food where I can't identify what it's made of. You wouldn't belive what ends up in some stews."

On the question of sleeping arrangement he'll shrug, "Common room is fine for me."


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

"I suppose I'd rather live in ignorance and enjoy my meal." Merick smirks, pouring himself a measure of the pitcher of ale and taking a gulp while they wait for their stuff.


"In that case, you should try the meat pie"


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

"I'll take one of the private rooms - Aymehn, I know you'd prefer to sleep beneath the trees, but I don't reckon that's too sensible until we get to know the place... Humour me and sleep in my room tonight? No elven songs, I promise..."

Sliding coin across the table, the bard orders stew and fruit to accompany his wine...savouring his food, and the warmth of the fire, Petracleus feels content for the first time today...

Leaving his bow on the table, unplayed, he tries to make eye contact with the man drinkimg alone...and, if it seems okay, goes over and introduces himself as Petracleus, a wandering bard...


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

"A private room for me, please," Countessa smiles, sliding three gold coins across the table.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick shrugs, counting out three gold coins. "I suppose I'll take the last one, since I doubt Countessa wants to share." He chuckles, turning to Damion. "Unless you fancy sleeping on the floor in here, you're welcome to bunk with me, mate."


"Sure, thanks."

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

"I will try my hardest not to snore, Petracleus. And if that fails, I will endeavor to at least snore in rhythm."


M Human Cleric 6 | hp 36/36

Verran shrugs and resigns himself to the common room. He keeps his meal modest, only ordering a flagon of mead and a bowl of stew. He continues to stare down the people that have been watching the group.


Your humble narrator

The barkeep whistles with two fingers and a skinny lad in a greasy apron comes out of the back with your food. The fare at the Blood on the Vine is decent, though unremarkable. However, the drinks are all excellent.

The man in the corner seems a bit puzzled when the skinny lad delivers him a honey cake, and you see the boy point toward your table. The man smiles weakly and raises his glass to you again.

Taking that as a sign, Petracleus gets up and heads over to that table. The man gestures to an empty chair at his table.

Now that you're closer, you can see that this man is very well-dressed. He's young: he's seen perhaps just 25 winters. His dark hair is shoulder-length and tied back, and he wears a goatee. You also notice that he hasn't shaved in a few days. You can smell the heavy, sweet odor of wine on the man's breath, and you can tell he's rather drunk. His words are ever-so-slightly slurred, and he speaks with a pronounced Ustalavic accent.

"So, an auspicious evening! We get very few newcomers to Barovia... which is, on the whole, a good thing I would imagine. What brings you to our accursed village? Oh, where are my manners?" He stands up, swaying a little before catching himself on the table. He then gives you a curt bow and extends his hand. "Ismark Kolyavich. It's not yet official, but I seem to be the burgomaster now." He sits back down, and a look of despair crosses the man's face.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

"Forgive my rudeness, but... is this the custom here? One simply declares oneself the burgomaster?" Countessa asks, genuinely confused.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick frowns. "Kolyavich? Why does that sound familiar? Wasn't the burgomaster that wrote us named Kolyah?"


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Shaking the new Burgomaster by the hand, Petracleus congratulates him on his new position, "We were led to believe that there was another Burgomaster in post not several days past, Kolyan Indrirovich? May I ask, what happened to him?"

Leaving the question hanging, Petracleus pours the man another glass of wine.

Petracleus, Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

"...and why would it be a good thing that you have few newcomers to your village?"


How are the other locals reacting to his announcement?


Your humble narrator

At Petracleus' question, Ismark drains his wine glass and smiles mirthlessly. He says in a somewhat loud voice, "There was indeed another Burgomaster until a week ago. Kolyan Indrirovich was my father. He is dead. Seeing as I doubt anyone else wants the job, the burden falls to me. Tell me—how do strangers to this town know my father's name?"

Daimon glances over to the other people in the tavern. Behind the bar, the innkeeper has moved close as he can to Ismark's table. The three Varisians playing cards are no longer making any pretense of their game, and are now blatantly watching the conversation in the corner.

After the bard refills the new Burgomaster's glass, Ismark takes another long draught. To the next question he remarks, "You wouldn't believe me if I told you. You'll find out soon enough. I'll just say that I hope you like it here. Although I doubt you will."

After another pause, he asks, "Again—what brings you to town, and how do you know my father's name?"


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

...I want to keep this man's trust...maybe it is time for a little bit of honesty, poor fellow seems to be at his wit's end...

"I am truly sorry for your loss Burgomaster Kolyavich... It is a sad thing for a son to inherit his father's work before time...". Petracleus sits in respectful silence for a moment before answering Ismark's rather pointed question. "When I previously said we are travellers passing through, that was only half the story - we are indeed travellers although our destination until yesterday was Kavapesta. This may come as surprise Burgomaster - and Desna knows I don't understand it myself - but we are here at the invitation of your father". Rifling around in his pockets, he brings out the letter that was delivered by the enigmatic Varisian in Brathlewhyte and places it on the table.

Watching for a reaction, Petracleus fixes his gaze upon the Burgomaster, "When...and how...did your father die?"

Petracleus, Sense Motive: 1d20 + 9 ⇒ (2) + 9 = 11


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

If the burgomaster happens to look his way, Merick nods gravely to confirm Petracleus' story. Otherwise, he stays silent, letting those more skilled at wordplay take the lead.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Aymehn, ever uncomfortable in social situations, focuses on his pie made of mystery meat.

Glad Petracleus is around... Shouldn't interrupt him while he's... I wonder why they didn't strike those mortar joints above the... this pie could use some gravy...


M Human Cleric 6 | hp 36/36

Verran knows well enough to let the Bard handle the talking bits. As things play out though, Verran gets an increasingly concerned look on his face. Things were beyond not right here. It was almost like he was back in Geb.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Countessa remains silent, letting the bard do his job.


Your humble narrator

Ismark' expression turns genuinely quizzical at the letter from the mysterious Varisian in Brathlewhyte.

He unfolds the letter and examines it carefully.

He then looks up and shakes his head. "I am sorry to disappoint you, but this letter is a forgery. And not a good one. This is not my father's handwriting or his signature. And while he and I love her dearly, Ireena is not 'the love of his life.' She is his daughter, my sister. But she is ill... and in grave danger." He looks up, with an odd expression... hope? "Are you truly here to help us?"


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Countessa nods mutely to her companions, silently voicing her opinion.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick mimics Countessa, giving Petracleus an affirming nod as the young man tells his short story.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

...a forgery? Why? ...and what about the letter on our friend in the woods...a forgery too I guess?

"You say your sister is ill and in danger also? What kind of danger? We have a priest with us who has considerable skill in the healing arts...maybe he could see what afflicts your sister so?"

Petracleus' fingers drum gently on the table, a strangely rhythmic pattern that, were anyone from Brevoy, they would recognise as a marching song beloved of armies from the region...he looks to his friends for affirmation and, seeing it, continues, "Something is deeply wrong here Burgomaster, neither myself nor my friends could simply walk away from this place now... I do believe we will help you, in whatever way we can"

Waving to the barkeep for a bottle of wine, Petracleus asks once more, "So Burgomaster...let's start from the start, when and how did your father die?"


"Strange. Why forge such a letter? Is he lying?"
sense motive: 1d20 + 9 ⇒ (20) + 9 = 29

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Aymehn is as shocked as his companions at the revelation regarding the authenticity (or in-authenticity) of the letter.

If ours was a forgery, then what of that poor chap we found in the woods?

Aymehn's discomfort returns as he suppresses a shiver.

In an attempt to be ever vigilant, Aymehn scans the room to check for any signs of trouble from the other patrons.

Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Sense Motive: 1d20 + 4 ⇒ (6) + 4 = 10


Your humble narrator

GM screen:
Varisians' perception: 1d20 + 8 ⇒ (2) + 8 = 10
Varisians' Bluff: 1d20 + 10 ⇒ (17) + 10 = 27
Ismark's Sense Motive: 1d20 + 8 ⇒ (16) + 8 = 24

Daimon:
You're pretty sure he's telling the truth. In vino veritas, after all...

Aymehn:
The three Varisians seem to have gotten bored with your conversation and have returned to their card game. The bartender is still eavesdropping.

Ismark beckons all of your party to his table. You crowd around, and he leans in, whispering, "This village and the lands around it are cursed. Cursed by that devil in the castle: Count Strahd. No one can come or go without his leave. We have been under his domination for centuries. No one dares to openly defy him-- those that do end up dead. Indeed, only two of late opposed the Baron: the village priest Ilya Danovich and my father. Our house had been protected by a family relic: a powerful holy symbol that kept the Master and his minions at bay. Ten days ago ago, that symbol disappeared from its place. That night, our house was attacked all night by the servants of the Master. My father, sister, and I held them off, but they kept coming, night after night. After three days, my father was in despair. He penned a letter of warning and sent it off with his most trusted servant. He thought that, should there still exist an outside world, the leaders there could ward and quarantine this valley, containing the evil. That night, the Master's minions breached the house, and his wild beasts tore my father apart before my eyes.

"There is one more thing. About a month ago, Strahd became obsessed with my sister Ireena. He sent several letters inviting her to his castle. The Count even showed up at our door, asking to see her. We did not invite him inside, and she refused him. Yet, she has awoken twice so far with a bite on her neck. I fear for her safety... and what the Count has in mind for her.

"Ireena is at the house now. I should return there, too. The sun has set, and I fear the Master will resume his attacks to take my sister from us all. I shudder to think what would become of her should he succeed."

At that, Ismark drains his glass and stands.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick's brow furrows in concern. "And this is the ruler of these lands!? Perhaps...perhaps there is a misunderstanding. Maybe an audience with him would clear things up?"

As the man mentions bites and refusals to enter, Merick's head cocks to the side, "Why would there be bite marks on your sister's neck, sir?"


Your humble narrator

The color drains of Ismark's face at Merick's question. "Ah. You don't understand. Count Strahd has ruled here for at least five hundred years. He may appear human, but he has not aged a day. The rumors are that he is of a race called the vampyr. I fear that he may have bitten my sister twice so far. They say that after the vampyr bites you three times, you are destined to become one yourself!"


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

"Vampyr?" Countessa says, seeking clarification. "I have heard tales of such creatures, but I thought they were stories to frighten children."


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Petracleus, Knowledge (Religion) – what does he know about the Vampyr: 1d20 + 6 ⇒ (11) + 6 = 17

As the Burgomaster stands to leave, his words wrench at the bard’s honour such that he cannot help but to offer to provide protection, ”Please… We will help you… Regardless of whatever this ‘Vampyr’ may be, the Count Strahd you describe is a tyrant… a man who takes what he wants. I will not let that stand – let us protect your sister this night and, on the morrow, we will travel to the castle”

…I hope I am talking for the rest of us when I am offering protection…


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Merick nods his agreement with Petracleus, looking to the burgomaster with anticipation of his answer to Countessa's question.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Aymehn smiles and nods at Petracleus, pleased that his close friend shares his feelings of outrage and his desire to right these wrongs.


M Human Cleric 6 | hp 36/36

Religion: 1d20 + 8 ⇒ (18) + 8 = 26

At the mention of the "Count" that was plaguing this village and how it was attacking this man's family, Verran straightened in his chair. He had a rather good understanding of such creatures from his studies at the temple and had personal experience of what they could do from his time in Geb. The thought that he'd been "raised" to be consumed a creature like that put an additional sense of urgency in his voice.

"I will not allow such a creature to terrorize your family any further. Such an abomination must be dealt with, though one of that age is likely quite powerful."


Your humble narrator

Verran:
With that roll, you know a very good deal about vampire lore.

The vampyr, or vampire, is an undead creature that was once a living person. A vampire retains the appearance it had in life, although they tend to develop some bestial features, such as elongated ears and pronounced canine teeth. A vampire retains the memories and some of the personality of the individual it was before transforming, but the process warps the individual's soul, twisting it to evil. Vampires feed on the blood of the living, and treat living people as prey. A vampire can create more of its own kind by draining a victim of blood. Three days later, the person will rise again as a vampire. Some see transformation into a vampire as a form of immortality, for vampires do not age, and continue to exist until slain. Some vampires have lives for centuries... or millennia.

It is said that vampires have many supernatural powers. Vampires have control over creatures of the night: bats, rats, and wolves. Some vampires are said to be able to transform themselves into such creatures. They can also transform into a cloud of smoke. Vampires cannot be harmed by normal weapons; only silver weapons that have been augmented by magic have a chance of affecting a vampire. Beware of meeting a vampire's gaze, for they can beguile those who look into their eyes.

A vampire cannot approach a believer presenting a holy symbol. They also cannot abide the smell of garlic. Vampires do not cast a reflection in mirrors; many vampires avoid mirrors because they remind them of what they have lost in the transformation. Vampires cannot enter a dwelling unless invited in by someone within; however once invited in it can come and go as it will until a special ritual is performed.

Vampires are hard to kill. Cutting them down with weapons or magic will force a vampire into its smoke-cloud form. In this form, the vampire will try to return to its coffin, where its body re-forms, and it must rest for a day. During this time, it is especially vunlerable to attack. Consequently, vampires typically guard their coffins well, and may have many hidden in various places.

Vampires typically sleep all day and are active at night. They usually sleep in the coffin they had been buried in, however any protected place will suffice. Direct sunlight renders a vampire powerless, and prolonged exposure to the light of the sun can burn a vampire as if it were searing flame. Fire affects vampires normally. Aside from exposure to sunlight, a vampire can also be slain immediately by driving a wooden stake through its heart. However, the vampire only remains dead for as long as the stake remains. To finish the job, its head must be severed and anointed with holy water.

To Countessa, Ismark remarks, "No, such monsters are all too real. The people of this village know this far too well."

He seems genuinely taken aback by Petracleus' offer to help defend him and his sister. "Thank-you! I had feared we were lost tonight, and sought bravery in wine before the sun sets. If you are sincere, you are welcome to stay in our guest house tonight-- although I cannot guarantee that it would be safe from the Master's depredations." He looks at the barkeep, who shrugs. He continues, "But for that matter, I fear that Arik would have to saythe same were you to stay here for the night."


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

"Many a foul creature has met its end through our steel and sorcery, sir. If you can be helped, we're the folks to make it happen. It's funny, though...with all that's going on here, I have never even heard of your lord." Merick gives the man a puzzled look. He had heard of the ice witches of Irrisen, of the devil house of Thrune in Cheliax, but not once of this dread 'vampyr' practically in his own backyard.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Petracleus gathers his violin and his travelling bag from near the fire and, reaching into his coin purse, enquires of the barkeeper, ”It appears that we are needed elsewhere this night, I thank you for your wine, your food and your hospitality – I would still wish to stable my horse here tonight, how much would you charge for that?”

Seeing that the Burgomaster has had quite enough to drink, the bard offers him a shoulder to lean against, ”Thankyou for your offer of lodgings, I do believe we will take you up on that… if you are ready to leave? Let us make haste before night-time is upon us”

…if the poor man was seeking courage in his drink, he didn’t find it…nor was it ever there…

Nodding at his travelling companions as if to suggest he is ready to leave, he waits to hear what the Burgomaster has to say about Lord Strahd.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Polishing off food and drink and thankful for a reason to move around, Aymehn heads outside to wait for his companions. Maybe he can dig a hole or two before the others are ready to mount up.


Reluctantly Damion stands to follow the others, grumbling, "It's probably started raining again."


Your humble narrator

Arik the barkeep agrees to stable your horses as you accept Ismark's hospitality. You settle up your tab and head out into the night.

You stand to gather your things to head into the gloom. As if on Daimon's cue, lightning flashes in the darkness, followed by a loud peal of thunder.

Ismark is slightly unsteady on his feet, but still leads you into the night. Eerily shrouded by mist, you walk through the village square, then turn left onto a unnamed street leading south.

GM screen:
wandering monster check: 1d6 ⇒ 3 ...Time for an encounter.
Encounter: 1d12 ⇒ 4
number: 3d4 ⇒ (4, 1, 2) = 7

Perception checks:

Aymehn: 1d20 + 14 ⇒ (17) + 14 = 31
Countessa: 1d20 + 5 ⇒ (14) + 5 = 19
Daimon: 1d20 + 9 ⇒ (5) + 9 = 14
Merick: 1d20 + 1 ⇒ (8) + 1 = 9
Petracleus: 1d20 + 5 ⇒ (2) + 5 = 7
Verran: 1d20 + 6 ⇒ (6) + 6 = 12
Ismark: 1d20 - 2 ⇒ (19) - 2 = 17

The rain starts as you trudge along the cobblestones. Streetlamps provide feeble illumination into the misty gloom. As Ismark leads you south, you unexpectedly find a group of people walking toward you in the gloomy night. They suddenly quicken their pace toward you.

Aymehn, Countessa, and Daimon:
You all notice that the people approaching you have very unnatural, jerky gaits. You all get a very bad feeling about this!

Initiative:
Aymehn: 1d20 + 1 ⇒ (14) + 1 = 15
Countessa: 1d20 + 5 ⇒ (8) + 5 = 13
Daimon: 1d20 + 6 ⇒ (5) + 6 = 11
Merick: 1d20 + 6 ⇒ (11) + 6 = 17
Petracleus: 1d20 + 4 ⇒ (10) + 4 = 14
Verran: 1d20 + 1 ⇒ (11) + 1 = 12
Ismark: 1d20 ⇒ 17
zombies: 1d20 - 1 ⇒ (17) - 1 = 16

Surprise Round
Aymehn, Countessa, and Daimon may act in the surprise round

Ismark shouts, "Wh..who goes there?!" and draws his rapier. He take a defensive fencing stance, blade pointing into the mist. As the crowd approaches, you can all see that they are people no longer: tattered, filthy clothes hang off gaunt, emaciated, limbs. The skin of the creatures is ashen gray or the dull purple of a bruise. They shamble forward to attack with filthy claws and necrotic teeth!

What are you doing?

Ambient light is dim. Each of the two lampposts casts normal light in a 20-foot radius. Creatures more than 10 feet away have partial concealment due to the mist and rain. Creatures more than 20 feet away have total concealment.

EDIT: Combat map is up, linked in campaign header.


GM Haladir wrote:

Arik the barkeep agrees to stable your horses as you accept Ismark's hospitality. You settle up your tab and head out into the night.

You stand to gather your things to head into the gloom. As if on Daimon's cue, lightning flashes in the darkness, followed by a loud peal of thunder.

Damion doesn't even glance up at the sky as the lightning flashes muttering glumly, "Told you."


"Watch youselves. Those aren't people... not anymore"

Damion will draw his greatsword as he moves forward 30'

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Aymehn nods understanding in response to Damion's warning. His right hand unhooks his sling as his left hand reaches into his side pouch to fiddle with the collection of smooth river stones tucked away there.

Aymehn casts Magic Stone on the river rocks.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Countessa unlimbers and loads her crossbow.


Your humble narrator

Initiative order: Merick, Ismark, zombies, Aymehn, Petracleus, Countessa, Daimon

Surprise Round

GM screen:
The zombies take a standard action charge.
Zombie 1 vs. Ismark: 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 ...miss
Zombie 2 vs. Ismark: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 ...miss

The zombies lurch forward with a burst of speed. Two close on Ismark and try to strike him, but the local nobleman dodges with surprising speed given his state of inebriation. He manages to draw a rapier to defend himself. Aymehn takes three round stones from a pouch and casts a spell on them. Countessa cocks her crossbow and loads a quarrel. With a shout, Daimon closes with the zombies, drawing his greatsword as he approaches.

Round 1: Declarations

Everyone: Please state your Round 1 actions.

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Your humble narrator

Discussion thread for GM Haladir's Castle Ravenloft adventure.

Before I link the Gameplay thread, I'd like to first flesh out each PC's backstory, and also put together a history of the party as a whole. I would encourage at least some of your to interweave your backstories. For example, Verran is a Pharasmin priest and Merick spent a chunk of his childhood in a Pharasmin temple after his parents were killed. It might be cool if the two or you were at the same temple when young, and have been friends for a long time.

Your party has been adventuring in Ustalav for about two years. You have had some success so far: enough that you have something of a reputation, at least locally. There may be a song about your exploits that had gotten popular, or a (perhaps exaggerated) story about you that people share around the fireplace.

When we start play, you will be on a not-well-traveled road along the Kingfisher river, about three days journey west of the town of Carrion Hill in County Versex. The land around you is becoming hilly and less cultivated. You are approaching the village of Bracklewhyte as the sun is setting.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Reporting for duty!


Male Human Techie 2 / Bureaucrat 6

A couple of things about bookkeeping...

I will keep track of PC status in the campaign header: current hit points and any other effects that might be happening. I'll also note ongoing buffs and how long they're running in the header.

I will also link pertinent maps, handouts, or other information when relevant.

Given my other experience with the Play-By-Post format, I would hazard a guess that this game will take six months to a year to complete (real-world time). Presently, I don't have a successor adventure in mind; I may be open to continuing if people want to do so. We'll see when the time comes.


I am here.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

I've DM'd From the Shadows and Roots of Evil. Both are good in their own way.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Well...if we have been adventuring a while, long enough for songs to be written - then I hope that Petracleus knows the songs (maybe he even wrote some of them...talking up everyone else's heroic exploits of course!!!)

Thanks for selecting Petracleus for this adventure...very much looking forward to it (he is my first ever bard!!!)...


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Everyone in the party would be well aware that Countessa is seeking her lost brother, last seen in Ustalav almost four years ago.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

I could see Countessa having joined forces with Merick about two years ago, after a chance meeting in a tavern in Ustalav. She would seek safety in numbers, and traveling with a priest gives her an odd comfort.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Also, as a matter of record, Countessa casts extended mage armor on herself each morning before setting out for the day. It lasts 10 hours, which should get her just about through an entire day without having to worry about it too much.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Not that Merick would mind hanging out with such a lovely lady, but he is a fighter, not a priest. Though he is rather tight with the Pharasmans.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

I am so happy to be able to join you all in the adventure, as is Aymehn. I will report back later this evening with some ideas.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

I imagine that Aymehn and Petracleus have been acquainted for some time. Aymehn was studying a particularly interesting mud pile when Petracleus came riding by him on his way to Ustalav. Some scuffle or misunderstanding caused the two to work together to save their skins.

They have functioned as a bit of an odd couple since. The well mannered, well dressed human lordling; and the strange, smelly dwarf who prefers to sleep outside.

Petracleus' way with word and tune helps to keep the eccentric druid focused and on task, a not insignificant accomplishment. Meanwhile, Aymehn's strange habits (rubbing mud on his elbows, walking around with pockets full of rocks, endlessly toying with new acidic concoctions) provide Petracleus ample stories and anecdotes to record via word and song.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

I could also imagine that Aymehn believes he once saw Countessa's brother with the rangers near the Orcish borders of Ustalav. He does not have much information as to the fate of the young adventurer, but believed that someone with the rangers might have more knowledge.

Alas, the rangers could not provide Countessa any information, but the adventures that were shared on the way to and from the ranger encampment were enough to spark a friendship (or at least an adventurer's respect) between Aymehn and Countessa.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Everyone in the party is well aware of Aymehn's strange habits. He is not rude, but he is eccentric. He prefers the outdoors. He spends inordinate amounts of time staring at ordinary rocks. He collects dirt. He will talk long and frequently on the many varieties of mud found throughout the Inner Sea region.

The party forgives these oddities, because they know that Aymehn is fiercely loyal and extremely capable.


I doubt that Damion would have started off as friends with anyone else in the party. They're the type of people he would have seen as marks when he was still with the Blackhearts :-). They probably hired him for a job and after he proved to be reliable, offered him a partnership.

As for a song, how about some Garth Brooks...

"Cause I've got friends in low places
Where the whiskey drowns
And the beer chases my blues away
And I'll be okay
I'm not big on social graces
Think I'll slip on down to the oasis
Oh, I've got friends in low places"


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Sounds like we're forming up nicely. I can definitely see Countessa seeking the company (and relative safety) of Merick, Aymehn, and Petracleus. She's a little taken aback by the intimidating presence of Damion, but likens his size to a good measure of protection.

As for her quirks, Countessa often gets into her cups a little too deeply and so tries to avoid alcoholic libations where possible. She likes animals; cats, in particular, and is well-versed in the ranks of nobility in the Inner Sea region. She is also something of a free spirit and sometimes fails to consider what effect her lack of modesty may have upon others.

Her biggest flaw is her crippling claustrophobia. As a child, she once spent a terrifying night locked in a closet and has developed a dread of dark and enclosed spaces. She always has a light spell prepared, just in case. (Yes, I do intend to role-play this weakness. I don't expect any bonuses to offset it, I just feel that it makes the character more believable.)


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

And a little about me (the player):

I've been gaming for well over 30 years. I started in 1978, with the Holmes edition of D&D. Since that time, I've played and GMed every edition of D&D and more games of other systems than I can shake a dice at. Chances are you can't name a game system that I haven't at least heard of, if not read, GMed, or played.

I'm an old-school grognard, through and through. I like the modern systems, but 1st edition AD&D will always hold a special place in my heart. Countessa is definitely made in the spirit of such.

I am very careful not to meta-game. I will not read spoilers that are not specifically addressed to my character (or me), or if they are in a language Countessa does not speak. I enjoy immersing myself in the character and the game. If you see something (other than spell names of magical items) in parentheses, it is Countessa's internal monologue. She is not speaking the words, I'm just giving you some insight into her thought processes.

I'm very happy to have been accepted for this adventure, as I have run it numerous times, but have never had the pleasure of experiencing it from the other side of the screen.


Male Human Techie 2 / Bureaucrat 6

A few things about this game, particularly those who've played in Ravenloft settings in the past...

I am mostly going to run the original 1983 I6: Ravenloft version, converting monsters, NPCs and traps from their AD&D version to a Pathfinder version. There are a few bits and pieces that I'm going to lift from WotC's 2006 book Expedition to Castle Ravenloft, which was both a conversion of the original module to OGL 3.5 rules, and an expansion of the original module to a minicampaign. And there's a bit more that I'm writing, partly to have the module make sense in Golarion, and partly to flesh out a few things that were only hinted at in the original. That said, I'm going to keep as much of the look-and-feel of the original Old School module as much as I can.

A note about "Old School" fantasy gaming...

Keep in mind that AD&D didn't have a formal concept of APL or Challenge Rating; some encounters will be cakewalks and others may be tougher than APL+4. That's part of the old-school feel. Please be aware of this: Some encounters are there for you to flee, not fight. (Old-time players may well remember running away from encounters with some regularity...)

And a little about me...

I've been playing versions of D&D since the age of 13 back in 1982, starting with a group that played a hybrid of OD&D/Chainmail and AD&D. I had a falling-out with them (they were much older than me), and I started my own group using the Tom Moldvay version of the D&D Basic Rules in 1983. We graduated to AD&D in '85, and I switched to 2e when it came out in 1990 while I was in college. In that time, I played through I6: Ravenloft twice (once ending in a TPK). I also GMed it all the way through in one 11-hour marathon session on Halloween 1991.

I took a break from D&D starting in 1992, and mostly played GURPS, Champions, Call of Cthulhu, and Amber Diceless Role-Playing for about a decade. I joined a D&D 3.0 group in 2001, and we switched to 3.5 when that came out. We mostly played D&D 3.5 and ADRPG through the aughts. In 2011, I suggested we switch to Pathfinder, and I've pretty much been playing PFRPG exclusively since then. I ran Rise of the Runelords from 2011 until that group broke up in 2013, about halfway through the AP.

Currently, IRL I'm GMing a semi-homebrew PFRPG game set in Golarion called "Champions of Old Korvosa." I'm also playing a gnome sorcerer in a Skull and Shackles game. On the boards, I'm playing in two other APs (Carrion Crown and Shattered Star), and I'm also GMing a Rise of the Runelords game.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Those are good suggestions, I think. Merick is pretty easy-going, so he'd be just as liable to let a pretty young wizard join with him as he would a grizzled dwarf. As long as they proved to be capable companions, he'd love to have them along. I imagine him relishing his role of front-line defender.


Your humble narrator

I just posted a prologue on the Gameplay thread. Please hold off on posting there until I give the word. Thanks!


A bunch of old timers! I started playing in basic training in the early 80s. This should be fun!


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Petracleus, despite turning his back on a lordly life (that was lost to him anyway), believes in the heroic tales of old - of maidens rescued from dragons, communities saved from the grasp of tyrannical rulers, glorious kingdeoms of pageantry and honour. So, to a certain extent, the party of adventurers that has somehow formed around him is living up to his dream of a diverse band of heroes gathering with a single destiny - as yet unknown to them...

In terms of how they met each other, I definitely agree that Petracleus and Aymen have known each other for a while - none of the others know just how they ended up travelling together and, if they ever thought to ask, the bard would smile at the druid and coyly say that one day he would write a song of it... He sees a kindred spirit in Countessa - someone who has lost family and still holds on to the hope of being reunite with them one day.

Petracleus is a friendly sort - he is happiest around the campfire or the hearth of a good tavern with a fine wine, good company and stories to tell. Always prepared to talk his way out of a bad situation, Petracleus is still a capable fighter - skilled with rapier, his style seems excessively flamboyant and 'taught'...

He tells no-one, not even Aymen whom he has come to trust with his life, of his noble background (even if his mannerisms and courtesies do sometimes betray him) - indeed, he appears to have a simmering resentment of such inherited power...


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

So me...

I played Dungeons and Dragons - Red and Blue TSR Boxed Sets back in the day plus a good lot of Warhammer Fantasy Roleplay - I always found the contrast in the two worlds they presented / different takes on what a 'hero' is to be fascinating... Then life got in the way - university, career and moving away from gaming friends...

About seven years ago I got reintroduced to D&D (now as 4E) and had a few happy years with that - I really liked the gaming system but missed the 'world' that should have come with it - I wanted more from the Dark Sun and Eberron lines than just a campaign book, a player's guide and a starting adventure so, when it became clear that 4E wasn't going to continue, I looked around and discovered Pathfinder... and have been playing that for the last three years.

In terms of me on these boards, I am playing in three games now - this (as a bard), a low level module that is just drawing to a close (as a sorcerer) and also in an Iron Gods game (cleric of Desna)...

I am also GM'ing five games...

  • Shattered Star, Hello Haladir / Ziomarra!!!
  • Two Emerald Spire games, Hello Whtknt / Drusellia!!!
  • A Wardens of the Reborn Forge game - in it's final third now (has been good fun although we've lost / replaced a few players along the way)
  • and a fourth attempt at getting a party through the Godsmouth Heresy!!!

IRL, I play more Adventure Card Game than I do RPG - I seem to have more luck getting groups together for that somehow...


M Human Cleric 6 | hp 36/36

Sorry folks, I had a really busy day yesterday and hadn't realized I'd been selected until this morning =). I'll give everyone's stories a good read when I'm more awake and start fabricating a way to make Verran fit into this bunch.

I see Verran as a rather dour and depressing type, until undead show up. If it's escaped the Boneyard, there's only one solution in his mind and it's all about that mace (apologies for the ear worming that's happening right now). Verran's backstory is heavily inspired by the PFS module You Only Die Twice. Not to spoil anything, but the adventure is set in Geb and involves interactions with slaves kept by their undead overlords. After awhile since they're treated like cattle, those slaves are portrayed as steadily losing their mind in the steadily mentally turning into a cow sense. Verran's been through that and thus doesn't entirely remember his past before he was liberated by Phrasmans who regularly raid those "farms". If someone wants to have a connection to Verran that neither of them are entirely aware of, I'm open to the idea.

As for me, I have been doing this D&D thing on and off since 3.0 game out. I've also dabbled in Star Wars (RCR and SAGA) and Cthulhu/Delta Green. I'm only in one other PBP on here right now, which is the only dice based PBP I've been in. However, I'm kept quite busy as the PFS Venture Captain of Richmond. I also have a long history in diceless/free form PBP.

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

So, a bit about me, then. I began reading Dragonlance novels when I was about 12 years old. I thought the world was fascinating, but had no idea that there was a game that accompanied the novels.

Of course, later I learned about D&D and loved the idea of staying up late slaying dragons and looking for treasure. Unfortunately, I never fell in with any friends who shared my desire to roll dice in a dungeon. Pen and paper RPGs were always this really interesting and exotic thing to me that I kept in the back of my mind.

In college I played a pirated version (it was easy to be a thief back then) of Baldur's Gate II on my laptop. I vigorously researched things called THACO and AC. My thirst for an actual gaming group grew.

In law school I saw the Pathfinder Core Rule Book at a Barnes and Noble. I was immediately drawn to the art on the cover and in the bowels of the giant tome. The book came home with me and I spent time studying my first ever official RPG material.

It took me a long time to finally find a game. I moved to Charleston, WV after law school, a town that has a surprisingly robust Pathfinder Society scene. I play when I can at Society meetings and would consider Pathfinder my main hobby.

I formed a gaming group with my wife and my neighbors. We mostly play board games (I love board games), but eventually I drew up characters for each of them and ran them through a couple of old 3.5 adventures.

As for now, I am currently GMing Rise of the Runelords for a group formed from my aforementioned neighbors and some handpicked gamers I met at PFS. They are a rag-tag group of weirdos and we are having a blast.

This is my first PBP. So, if I break protocol, or have bad manners please feel free to point it out to me. I am quite excited to be playing by post, and quite excited that it is an adventure from the days when I merely wished I was playing D&D.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Been playing since the mid-80's (although I was a child at that time), and really haven't stopped since. My RL group has had attrition and expansion at times, but we never actually stopped.

Been playing PbP for almost a year now, and I'm in quite a few games, plus DMing a few. Ravenloft was the big campaign for me back in the 90's, and I was a bit upset that the product wasn't supported more than it was.

Looking forward to gaming with you all. :)

Verran, I can definitely see Merick and you having been teamed up for a while, hunting the undead. Then we added Countessa (who found a priestly type and a warrior to protect her), and then the others.

Grand Lodge

Human Expert 6

@Merrick: Can definitely see that working. Could have either been at the same temple and/or they could have met "on the wall" where one could have pulled the other out a hail of Zombies/Orcs/etc. (well, probably one of those two in Lastwall :P ).


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

I run a Mongoose Traveller game on Mondays for my RL group, as well as a Skull & Shackles game both online and in RL. I'm also kept quite busy being VC for South Mississippi.


Your humble narrator

Oh, and just for the sake of disclosure...

As Petracleus mentioned, I'm a player in his Shattered Star PbP.

Merick's player is also in my Rise of the Runelords game.

And Daimon's player and I were both privileged to be a part of RPGSS 2014 finalist Mike Kimmel's all-too-short-lived game Thralls of Thrune: The Sunless Citadel, along with fellow 2014 RPGSS finalist Robert Brookes.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Small world. I'm from East Central MS, myself. :)

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Sweet! The Sunless Citadel is one of the adventures I persuaded my wife and neighbors to play.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Whereabouts, Merick? I'm from Ocean Springs, along the Gulf Coast.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

Meridian, right across from our sister state.


Your humble narrator

I'm in central New York State, USA, about 50 miles south of Syracuse. (And about 230 miles west of NYC.)

I grew up in southern New Hampshire and lived in Boston for little while ("Let's go Red Sawx!"). I've been here since the early '90s.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Grew up around the world; literally. I've lived in Germany, England, Italy, New York state (right in your neck of the woods, Haladir), Mississippi, Kentucky, Illinois, California, Virginia, and Honduras. I was an Air Force brat, grew up and joined the same service. Spent 7.5 years in the Air Force, then got out and went into security for a few years before settling into an 8-5 desk job. Did that for 12 years before being terminated because of my disability (they didn't come right out and say that, of course) and now I'm retired.


M Human Cleric 6 | hp 36/36

Glad to know there's at least one other Yank in the bunch then :P. Yes, I know, I'm the VC of the capitol of Dixie...but I'm still a darn yankee :P.


GM Haladir wrote:

Oh, and just for the sake of disclosure...

And Daimon's player and I were both privileged to be a part of RPGSS 2014 finalist Mike Kimmel's all-too-short-lived game Thralls of Thrune: The Sunless Citadel, along with fellow 2014 RPGSS finalist Robert Brookes.

I miss that game <sigh>


Your humble narrator

A few things about play-by-post...

1. Post in present-tense, unless you're relating something that happened in the past.

2. Put your dialog in quotes and use the bold tag. This makes it absolutely clear what you said aloud.

3. Put you thoughts and internal musings in italics. This helps the other players and GM know your state of mind.

Combat

Initiative: I'll roll for the party. I tend to prefer group initiative for PbP, so either the monsters go first and then the PCs, or vice-versa. When it's the party's turn, everyone posts their actions. I'll then sum up what happens in a narrative after everyone has declared their actions. Order of actions will mostly follow individual initiative order, but I may adjust that for story purposes.

Status: I'll keep track of PC status in the campaign header. That will include current hp, any nonlethal damage, and any other states that may be in effect.

Maps: When necessary, I'll put up combat maps, linked in the header. I use Google Docs for maps. However, I'm going to try running some combats without a map, with just descriptions rather than a full tactical display. That will be for purposes of mood: This is a horror game, and the specifics of a tokens on a grid make it more like a board game.

Ongoing effects: If a PC is under an ongoing effect that takes her out of the action for X rounds (e.g. Paralyzed, panicked), I'll let her make a save each round to end (or lessen) the effect. Because being removed from play isn't fun. Most bad guys will be out for the duration, buy major villains will be treated as PCs.

I fall squarely on the narrative side on the "Narrative vs. Simulation" argument. The story is the important part, and the game rules are there to serve the story.


Oh, sorry. Ahem... "I miss that game" <sigh> :-)


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

"Sounds good GM :-)"

The Iron Gods game I am in, players are keeping track of their HP - needless to say that makes a cleric's life pretty difficult - who's hurt? anyone? No... all good, I'll do something combative then... Oh, what... sorry? you're bleeding out? maybe you could have told me or something!!!

Yeah. with you on the ongoing effects and a new save each round - sitting out a combat because you failed on a 'save or suck' roll is not fun - having said that, one of my Godsmouth Heresy just failed a Will Roll against a Necrophidius' 'Dance of Death' - Dazed for 2d4 rounds!!! At the moment, I am holding him to that as the creature is already on half HP (so there won't be 2d4 rounds)...

Oh, and if any of you are thinking I post really early in the morning - it's just time zone fun - currently living in the UK (have lived in Australia as well)...


Your humble narrator
Damion Kush wrote:
Oh, sorry. Ahem... "I miss that game" <sigh> :-)

Yeah, I do too. That was a very fun game with amazing players.

Everyone:

I think I'll be ready to start the actual game in a day or two. Please finalize your backstories.

Let's nail down your last adventure: For the past month or two, the party had been adventuring in and around Carrion Hill, and successfully overcame a conspiracy that was up to something nefarious.

What was the conspiracy? Who were its members? How did you figure it out? What did you do to defeat them? And what lead/hook are you following that would cause you to head west into the mountains?

Just a little background: Carrion Hill is one of those places with a history involving the Old Cults, but your last adventure need not involve anything Lovecraftian (unless you want it to). Since it's Ustalav, there is pretty much always the involvement of something creepy-- whether it's "normal" monsters, dark fey, the undead, or Creatures From Beyond.

The next settlement of any size west of Carrion Hill would be Pharasmin holy city of Kavapesta, which lies over the mountains. The road from Carrion Hill to Kavapesta is perilous and not well-traveled. When we start play, you will be approaching the village of Brathlewhyte along the Kingfisher River, which sits at a crossroads.

Grand Lodge

Human Expert 6

Hmm, dark creepy conspiracy that may or may not involve tentacles. I'll get right on that with the thinking. I'll work on my backstory as soon as I can, maybe tonight, more likely tomorrow


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.
GM Haladir wrote:

Let's nail down your last adventure: For the past month or two, the party had been adventuring in and around Carrion Hill, and successfully overcame a conspiracy that was up to something nefarious.

What was the conspiracy? Who were its members? How did you figure it out? What did you do to defeat them? And what lead/hook are you following that would cause you to head west into the mountains?

I guess we should each aim to answer an element of the GM's question...so, if I may, I'd like to suggest the protagonists...

...Derro - nasty little fey-like creatures who are more than willing to perform hideous experiments on their captives...

So, anyone else... What were they up to?

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

This particular derro tribe was systematically kidnapping children from a nearby academy. The derro would feed their test subjects a variety of concoctions made from hallucinogenic fungus and send them back to the surface to study how sunlight affected the heavily dosed small human bodies. It is believed they were attempting to make human skin melt under the sun.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

The derro were ultimately defeated by an incursion into their lands by the party, following the trail of one of the children who thought to leave clues to their passing. The battle was difficult and the journey dangerous, but eventually the children were freed and the threat of the derro menace ended when the heroes destroyed the laboratory used to make the concoctions.


After defeating the Derro, the party discovered some notes and personal items that the Dero (the crazy little kleptomaniacs) apparently stole from someone who was funding their operation. The party made some inquiries and traced the items to a necromancer who engineered the abductions and experiments in order to draw atention away from his own activities.


Male Human Fighter 5 HP 49/49 | AC 27 /T 13 /FF 25 | F +6 R +4 W +4 (+5 vs Fear) | Perc +1 | Init +6

In keeping with the Gothic theme, most of the children were driven hopelessly mad by the Derros' cruel experiments, leaving a bittersweet ending for the group.


Your humble narrator

Derro kidnapping children and performing hideous experiments on them, ruining their lives forever, in service to a necromancer with inscrutable motives. That story warms the cockles of my black, black heart.

I knew I picked the right players for this game!

That's actually a very cool adventure plot. I may have to write that someday!


GM Haladir wrote:

Derro kidnapping children and performing hideous experiments on them, ruining their lives forever, in service to a necromancer with inscrutable motives. That story warms the cockles of my black, black heart.

I knew I picked the right players for this game!

That's actually a very cool adventure plot. I may have to write that someday!

"And I would have got away with it too, if it hadn't been for you meddiling kids!"

Grand Lodge

Druid 5 || HP 43/43 || AC 18/12 Tch/17 FF || F+8 R+4 W+10 || CMB +4 CMD 15 || Perception +14 || Init +1

Now I want to know more about the necromancer. I bet he was gathering doo dads for a phylactery.

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