Haladir |
At the Varisian camp...
At Countessa's question, Madame Eva looks up and fixes her with a cold stare. Her lip curls into a half-smirk. "Many say these lands are forever cursed. All who have tried to overthrow the Lord of Barovia have perished. The people of this valley have all but given up hope. The Harrow has given you guidance for how to succeed. However, they are silent on whether or not you will be successful."
As you stand to leave, she calls out, "Wait! One final reading before you go..."
You are now receiving Harrow points: these work similarly to Hero Points. I'll post a bit more on these later. Please mark down the card on your character profile.
She looks at Petracleus and turns over a card...
Ethic: 1d3 ⇒ 1 ...lawful
Moral: 1d3 ⇒ 2 ...neutral
...and a card for Daimon...
Ethic: 1d3 ⇒ 2 ...neutral
Moral: 1d3 ⇒ 2 ...neutral
...and a card Countessa...
Ethic: 1d3 ⇒ 2 ...neutral
Moral: 1d3 ⇒ 3 ...evil
...and one for Verran...
Ethic: 1d3 ⇒ 3 ...chaotic
Moral: 1d3 ⇒ 2 ...neutral
...and a card forAymehn...
...and one for Merrick...
She looks you all over and proclaims, "I also foresee that two of you will not live to see another day, yet the rest of you will find new companions in your quest. So says the Harrow."
She then gestures to the door of her tent.
Celowyn |
Celowyn paused for a moment, considering the question. "I...I'm okay, I think," she finally responds. "Under the circumstances. Having a goal to stay focused on helps."
She gives Theodora a small, but genuine, smile. "And being in good company does too. I know some folks would say that I should've spent time alone with my thoughts, to deal my loss and whatnot. They'd mean well but I think they'd be wrong, at least for me. I never was one to do a lot of sitting around; just don't have it in me."
Perception: 1d20 + 15 ⇒ (10) + 15 = 25
Petracleus |
Petracleus shoots Madame Eva a withering look at her casual pronouncement that two of those present will die this very day - yet manners (and the presence of the ne'er do wells outside the tent) dictate that he still graciously thanks Eva and bids the fortuneteller farewell...
Outside of the claustrophobic atmosphere of the tent, he smiles thinly at Damion, "Worry not friend, her kind prey on the superstitious and the foolish... we are always masters of our own destinies".
GM Haladir |
At Madame Eva's camp...
At Daimon's question, Madame Eva raises her hands as if to say, "this is out of my hands," and then gestures again toward the door.
Aymehn seems a bit shaken at the pronouncement that two of their number are about to die. "I don't reckon that the spirits of the forest are quite ready for me yet, but if they are, I am ready for them." He then fumbles in his pack for a moment, finding a smooth, flat, black stone that appears almost perfectly circular. He lays the stone on Madame Eva's felt-lined card table and nods to her before exiting the tent.
Outside the tent, Merrick scoffs at the prediction of doom. "Pffft. Whatever. She's just another Varisian huckster." He looks around the camp at the many eyes watching them. He mutters in a low voice, "They're probably all Sczarni. Watch your purses."
Deciding that there is little left to accomplish at the Varisian encampment at Tser Pool, the adventurers head south on the road, back to Barovia.
At the crossroads...
Theodora's Perception: 1d20 + 3 ⇒ (18) + 3 = 21
As the two women walk between the crumbling graveyard and the decrepit gallows, both hear the sound of the gallows opening, a body dropping six feet, and the snapping of bones. Glancing at the gallows, you see the ghostly image of a hooded man hanging from the beam and twisting in the wind.
Celowyn's initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Theodora's initiative: 1d20 ⇒ 7
This is the manifestation of a haunt. Celowyn: you may act in a surprise round before the haunt takes effect!
Celowyn |
Surprise Round
"What in the-!?" Celowyn gasps with surprise and horror as her eyes settle on the ghostly figure. Unsure of what to do, she instinctively takes a step back as she raises her bow.
Combining drawing her bow with moving back as a single move action if possible; if not she'll just do the step back and draw her weapon next round.
GM Haladir |
Theodora: Sorry-- missed your roll! We'll go with your roll since it's higher, but still not enough to beat a haunt...
Celowyn: As long as you have at least a +1 BAB, you can draw a weapon as part of a move action.
I've linked the map: Crossroads in the campaign header.
At the crossroads...
Surprise Round
At the sound of a hanging and the ghostly apparition, Celowyn falls back and quickly gets out her bow and nocks an arrow.
But at the same moment, both women feel a rope slip around their necks! Celowyn feels it just for a fleeting moment but then shakes it off. But Theodora feels the rope tighten around her neck as the ground beneath her feet suddenly drops away! She cries out as she feels herself fall straight downward, and then feels a terrible jerk from the rope around her neck!
Theodora: Please make a DC 16 Will save...
Please make a DC 16 Fortitude save.
Celowyn sees that her traveling companion reflexively clutches at her neck.
Round 1
The PCs have the initiative!
Celowyn sees that the ghostly apparation hanging from the gallows is still there, but it does not appear to move. However, she hears the sound of moving earth from the graveyard: Mound of earth beside the gravestones are moving! Gray, withered hands thrust upward from the earth, as several corpses begin clawing their way out of their graves!
I have marked the map with several zombie tokens. The zombies will take all of this round to dig themselves out, and are effectively prone this round; they'll get to their feet on the next round.
* * * * *
On the road from Tser Pool...
As the adventurers begin their return journey back to Barovia, they hear cries of alarm from farther down the road to the south. The voices sounds like those of women.
At this point, let's say that you're all about 120 feet off the north edge of the map. It's Round 1 for you folks, too!
Theodora Galdron |
Will Save: 1d20 + 6 ⇒ (12) + 6 = 18
Sighing with relief as she realizes she was not in fact choking, Theodora quickly regains her composure as she draws her falchion and advances on the closest zombies. Seeing the sheer number of likely undead, she decides to soften them up with channeling. "This place is accursed!" She declares angrily afterwards.
Channel positive energy to harm (uses 2 uses of lay on hands) DC : 3d6 ⇒ (3, 4, 3) = 10
DC 15 Will save for half damage
Celowyn |
Round 1
Celowyn feels a brief thrill of fear as she sees Theodora stagger and clutch at her neck, but is relieved to see her shake off whatever the apparition had tried to do. But she is decidedly not relieved to see the numerous figures clawing their way from the graveyard. Acting quickly, she fires off two arrows at the nearest of the creatures.
Attack vs. Zombie (Favored Enemy, PB Shot, Rapid Shot): 1d20 + 10 + 4 + 1 - 2 ⇒ (11) + 10 + 4 + 1 - 2 = 24
Damage: 1d8 + 3 + 4 + 1 ⇒ (5) + 3 + 4 + 1 = 13
Attack vs. Zombie (Favored Enemy, PB Shot, Rapid Shot): 1d20 + 10 + 4 + 1 - 2 ⇒ (7) + 10 + 4 + 1 - 2 = 20
Damage: 1d8 + 3 + 4 + 1 ⇒ (1) + 3 + 4 + 1 = 9
"No kidding!" she responds. "Uh...there's an awful lot of them, though! Should we retreat?"
Celo's target priority starts with the two closest to Theodora first and then she'll go for whichever one is next closest after those two. She's also got Precise Shot so no penalties for firing into melee.
Petracleus |
At the sound of the first cry, Petracleus is already running – drawing his rapier in one elegant motion, he looks along the road to see where the noise originated from…
Petraceleus, Perception: 1d20 + 8 ⇒ (7) + 8 = 15
GM Haladir |
Notes about terrain: The shrubbery marked on the map indicates difficult terrain (heavy undergrowth). Movement on the road or scrubby grass is normal. The rubble piles are crumbled walls and are likewise difficult terrain. The intact walls are three feet tall, and can provide partial cover; jumping over the wall requires a DC 15 Acrobatics check and takes two squares of movement; beating that by 5 does not affect movement, but failure at the check ends your move at the wall; failure by 5 or more means you're prone. You can climb over the wall automatically as a move action. Gravestones likewise provide partial cover, and same rules apply if you want to jump or climb over them.
Will save zombie 2 (DC 15): 1d20 + 3 ⇒ (19) + 3 = 22
Will save zombie 3 (DC 15): 1d20 + 3 ⇒ (20) + 3 = 23
Will save zombie 4 (DC 15): 1d20 + 3 ⇒ (5) + 3 = 8
Will save zombie 5 (DC 15): 1d20 + 3 ⇒ (5) + 3 = 8
Will save zombie 6 (DC 15): 1d20 + 3 ⇒ (17) + 3 = 20
Will save zombie 7 (DC 15): 1d20 + 3 ⇒ (19) + 3 = 22
Will save zombie 8 (DC 15): 1d20 + 3 ⇒ (16) + 3 = 19
Will save zombie 9 (DC 15): 1d20 + 3 ⇒ (18) + 3 = 21
Will save zombie 10 (DC 15): 1d20 + 3 ⇒ (17) + 3 = 20
Will save apparation (DC 15): 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
Good rolling, zombies! 4&5 take full damage, rest take half.
Initiative: Countessa: 1d20 + 5 ⇒ (10) + 5 = 15
Initiative: Daimon: 1d20 + 6 ⇒ (12) + 6 = 18
Initiative: Petracleus: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative: Verran: 1d20 + 1 ⇒ (15) + 1 = 16
Initiative order: Celowyn, Daimon, Verran, Countessa, Petracleus, Theodora.
I do group initiative generally, but individual initiative indicates order of action. You can post in any order, but I'll order things in the end-of-round narrative; this might impact actions and I'll either ask for a clarification or just make it work to tell a good story...
Round 1
Question for the four PCs approaching from the north: Are you running or double-moving toward the sound of the fighting? If you're running, you can place your token on the first row of squares on the map, but you'll be flat-footed until your next action. If your're double-moving, you'll enter at the end of the next round.
At the sound of fighting to the south, the PCs heading south from Tser Pool heroically run toward the sound of danger.
As you round the bend past some trees, you see two human warriors gearing up to fight near the gallows and graveyard you'd passed earlier. Zombies appear to be rising from their graves, and a ghostly figure is hanging from the gallows pole.
Celowyn and Theodora hear the sound of a group of armored people approaching quickly from the north. However, their attention is focued on the undead beore them. As the zombies dig themselves out of their own graves, Theodora summones the burning righteousness of the Dawnflower. Her holy symbol shines like the midday sun, and its holy light burns all of the zombies... and seems to also affect the ghostly bound figure still hanging from the gallows.
Celowyn Fires a volley of arrows, striking two of the zombies each through an eye. They twitch for a moment then stop moving.
Zombie 2: dead
Zombie 3: dead
Zombie 4: hp 2/12
Zombie 5: hp 2/12
Zombie 6: hp 7/12
Zombie 6: hp 7/12
Zombie 6: hp 7/12
Zombie 6: hp 7/12
Zombie 6: hp 7/12
Spectre: hp 47/52
Your turn!
Petracleus |
Petracleus’ voice rings loud and clear as he tells of the inevitable victory of light over darkness, day over night, life over undeath…
Petracleus, Single Move Action plus Bardic Performance: Inspire Courage
Everyone gets a +1 to Attack Rolls / Damage Rolls and, furthermore, a +1 to Saves vs Charm and Fear Effects
Petracleus |
Petracleus: I'm assuming you took the Run action in Round 1...
Yes, I think running is the best bet... Get the strangers inspired as well (I assume that's cool?)
Celowyn |
Round 2
Even amid the fighting, it's easy for Celowyn's ears to pick up the sounds of footfalls and clattering armor that rapidly approach the crossroads. Throwing a quick glance over her shoulder, she chuckles grimly. "Looks like the cavalry's here 'Dora!" she calls as she shifts closer to her companion and readies another arrow. "Let's just hope they're on our side!"
As she takes aim at another zombie a male voice rings out in song, the words bolstering her mind and her heart. "Guess that answers my question," she smiles, now feeling as if she could do nearly anything.
Attack #1 vs. Zombie (Favored Enemy, PB Shot, Rapid Shot, Inspire Courage): 1d20 + 10 + 4 + 1 + 1 - 2 ⇒ (8) + 10 + 4 + 1 + 1 - 2 = 22
Damage: 1d8 + 3 + 4 + 1 + 1 ⇒ (6) + 3 + 4 + 1 + 1 = 15
Attack #2 vs. Zombie (Favored Enemy, PB Shot, Rapid Shot, Inspire Courage): 1d20 + 10 + 4 + 1 + 1 - 2 ⇒ (2) + 10 + 4 + 1 + 1 - 2 = 16
Damage: 1d8 + 3 + 4 + 1 + 1 ⇒ (8) + 3 + 4 + 1 + 1 = 17
Celo will fire at the top zombie on the easternmost side of the graveyard and then at his adjacent buddy.
Theodora Galdron |
"Yes, things are starting to look up, but I am a bit worried about the ghostly figure on the gallows. I'll help mop up here until they are in range to distract the rest of the zombies." Theodora says with an optimistic smile as she charges the zombie directly south of her.
Silver Falchion + Charge - Power Attack + Inspire Courage: 1d20 + 12 + 2 - 2 + 1 ⇒ (8) + 12 + 2 - 2 + 1 = 21
Damage + Power Attack: 2d4 + 7 + 6 + 1 ⇒ (3, 2) + 7 + 6 + 1 = 19
Haladir |
So, everyone from the north was taking the Run action in Round 1 toward the sound of combat. I have placed the tokens of PCs and NPCs entering from the north on the map. That's where you are at the beginning of Round 2. Petracleus' standard action for Round 2 is bardic performance; he still has a move action. Countessa, Daimon, and Verran can take their actions.
Petracleus |
Petracleus, scowling as he counts the raised dead, draws the shortsword from his belt...
Move action to draw Shortsword, Petracleus is now dual wielding.
Haladir |
Sorry for the unexpected break. I'm now healthy enough to resume posting.
Round 2
The sound of a heartening song lifts the spirits of all of the adventurers, friends and strangers alike.
Celowyn lets loose another volley of arrows, and two more zombies fall just as they finished standing up.
Daimon likewise hits a zombie with an arrow, but this one does not fall and continues its advance.
Verran moves toward the graveyard, calling out a prayer of protection to Pharasma. Answering her servant, the priest is surrounded by a faint shimmer of holy radiance.
Choosing not to drop her guard and run toward the fray, Countessa continues to hustle toward the sounds of fighting. Countessa is on the map at the end of this round.
Aymehn moves toward the fight, with Merrick right beside him. Their stature and heavy armor (respectively) slows their movement compared to their friends.
Theodora charges into the pack of rising zombies and with a mighty swing of her falchion and removes the head of one of them. Its body spasms then fall to the ground, twitching.
zombie vs. Theodora: 1d20 + 4 ⇒ (17) + 4 = 21 ...hit
zombie vs. Theodora: 1d20 + 4 ⇒ (1) + 4 = 5 ...miss
damage: 1d6 + 4 ⇒ (3) + 4 = 7
Phantasmal killer effect on Aymehn. He fails both saves for plot reasons.
But despite their fellows falling left and right, the remaining zombies lurch midlessly forward. Three reach Theodora, and one manages to smash her in the face with a decayed but strangely solid fist. Theodora: take 5 hp damage
And as Aymehn rushes past the gallows, he notices too late the ghostly figure of the man hanging from the gallows. The dwarven druid stops in his tracks as he regards the hanging ghost with an expression of sheer terror. Aymehn then clutches at his throat and struggles for air as if he were being strangled. He manages to make a few gurgling gasps as his face turns blue. His neck then jerks sideways as his body goes limp and he collapses to the ground.
The ghostly figure hanging from the gallows turns toward you all. Its face is twisted into a mad grin and its eyes glow with red malevolence.
Your turn!
Theodora Galdron |
Theodora continues to hack away at the zombies near her if any remain standing after the priest's channeling. "Thank you!" She calls out to the cleric afterwards.
She'll move to the nearest zombie if the three on her are destroyed. On the off chance that they are all destroyed, she'll double move to the ghost.
Falchion - PA + IC: 1d20 + 12 - 2 + 1 ⇒ (3) + 12 - 2 + 1 = 14
Damage: 2d4 + 7 + 6 + 1 ⇒ (3, 3) + 7 + 6 + 1 = 20
Please adjust the numbers as necessary if Inspire Courage is not applicable.
Petracleus |
Seeing his good friend fall, Petracleus runs to Aymehn’s aid…kneeling beside the fallen dwarf and cradling his head, Petracleus whispers, ”It’ll be alright good friend… just hold on… just hold on…”
…unable to tell exactly what fate has befallen Aymehn (no skill ranks in Heal… yay!!!!), Petracleus tries to determine what manner of abomination is dangling from the gallows…
Petracleus, Knowledge (Religion – I’m assuming it’s undead!!!): 1d20 + 6 ⇒ (13) + 6 = 19
Celowyn |
Round 3
Out of the corner of her eye Celowyn can see more people rush to her and Theodora's aid. However, her newfound confidence is shaken as one of them, a dwarf, suddenly collapses to the ground near the gallows. She calls out to the man that rushed into the fray with Theodora.
"Priest! Can you banish the spirit? If so, leave these walking corpses to us!"
With the zombies continuing to advance, she drops back another pace and levels her bow at the ones that surge past Theodora and the priest towards herself.
Attack #1 vs. Zombie (Favored Enemy, PB Shot, Rapid Shot, Inspire Courage): 1d20 + 10 + 4 + 1 + 1 - 2 ⇒ (10) + 10 + 4 + 1 + 1 - 2 = 24
Damage: 1d8 + 3 + 4 + 1 + 1 ⇒ (2) + 3 + 4 + 1 + 1 = 11
Attack #2 vs. Zombie (Favored Enemy, PB Shot, Rapid Shot, Inspire Courage): 1d20 + 10 + 4 + 1 + 1 - 2 ⇒ (1) + 10 + 4 + 1 + 1 - 2 = 15
Damage: 1d8 + 3 + 4 + 1 + 1 ⇒ (3) + 3 + 4 + 1 + 1 = 12
I'm assuming that the vertical-line zombies are the ones still alive? If so, Celo is taking a 5 foot step back and shooting at the two that are advancing towards the path.
Countessa De'Ambraith |
Countessa brings to mind the words of a spell and stretches out her fingers. Three missiles of force dart from her fingertips to unerringly strike the specter hanging from the gibbet.
Magic missile: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11
GM Haladir |
Round 3
(Reminder) Initiative order: Celowyn, Daimon, Verran, Countessa, Petracleus, Theodora, undead.
Celowyn sinks two arrows into a zombie before it falls.
Daimon also fires an arrow at the ghostly figure on the gallows. Fired from an enchanted bow, the arrow appears to slightly damage the creature as it flies through it.
Invoking the holy power of the Lady of Graves, eerie purplish radiance rises from the ground under the feet of all of the undead creatures in the area. This radiance seems to sear at both the rotting flesh of the zombies and the translucent form of the ghost, drawing the power of unlife from them. All of the remaining zombies collapse to the ground, while the spectre's grin is replaced with a grimace. It also shrieks eerily.
The ghost shrieks again as Countessa's bolts of arcane energy slam into it.
Petracleus attempts to help the stricken Aymehn... but feels no pulse. The dwarf's skin is cool and clammy. He looks at the ghostly creature and thinks he may know what it might be...
Seeing the zombies surrounding her collapse, Theodora turns and hustles toward the ghost that's still on the gallows. However, as she closes, the ghost sinks into the ground.
All the zombies are dead.
Spectre: hp 25/57
Your turn!
Petracleus |
"Damion!!! Your bow will do little against this gallowed apparition... It's a Spectre!!! Countessa's magic or Verran's faith... That is what we need now... And end it quickly, Aymehn is in a bad way here..."
His voice trails away as the spectre seems to disappear...
Petracleus, Total Defense
"Keep your wits about you... the danger may not have passed..."
Theodora Galdron |
Knowledge (religion): 1d20 + 3 ⇒ (6) + 3 = 9
Quietly calling upon the blessings of Sarenrae, Theodora gives her bonded falchion a keen edge in case the ghost returns. With a firm eye on the ground around her, she refrains from any distracting conversation.
Standard action: Use Divine Bond to give +1 Falchion the Keen quality.
Damion Kush |
"It may not be much, but it's what I've got"
Damion will ready an action to shoot at the Spector if it reappears (will take a 5' step if necessary), looking around wildly to make sure it doesn't rise out of the ground behind him!
bow(readied action): 1d20 + 7 ⇒ (10) + 7 = 17
damage: 1d8 + 5 ⇒ (1) + 5 = 6
Celowyn |
As the remaining zombies collapse, Celowyn shoots a quick look around before hurrying over to where some of their rescuers huddle near the fallen dwarf. Bow still in hand, she drops to one knee and attempts to make a cursory examination of the dwarf to see if anything can be done for him.
Heal: 1d20 + 9 ⇒ (15) + 9 = 24
Petracleus |
There is an almost pleading look in Petracleus' eyes as he looks to Celowyn, "He was... he is my friend... Can you do something for him?"
GM Haladir |
Round 4
With the destruction of the zombies and the sudden disappearance of the ghost, there is a sudden lack of targets. Several party members ready an action for if and when the apparition reappears.
Petracleus continues to kneel next to his fallen dwarven companion. Celoyn joins him and examines Aymehn, quickly determining that the dwarf is no longer among the living.
Merrick also kneels beside Aymehn and places a hand on his fallen friend's chest. "What did it do to you, my friend?" he asks. "And where did it... UGH!"
Merrick quickly gets to his feet and staggers backward as the rest of you see a ghostly arm reach up from the ground into Merrick's chest. The rest of the spectre rises from the ground as well.
At the sudeden reappaerance of the spectre, Verran invokes the name of Pharasma, Countessa releases another volley of magic missiles, and Daimon lets fly an enchanted arrow.
Spectre: hp 2/53
As the ghostly purple glow rises from the ground, the spectre shrieks as if in pain. Then the bolts of arcane force and Daimon's enchanted arrow all hit the thing. Its shrieks echo through the mist-shrouded woods. The spectre's features become distinctly less substantial, but its face becomes a mask of fury and hatred as it presses its attack.
Merrick clutches his heart and staggers back from the thing. You all notice that Merrick's face appears more weathered and his hair is now streaked with gray.
Your turn!
Theodora Galdron |
Although shocked at Merrick's sudden affliction, Theodora presses forward to attack the spectre, calling upon the power of Sarenrae to smite it. With a look of righteous fury, she moves next to the creature and swings her enchanted falchion in a powerful arc.
Swift Action: Choose spectre as target of Smite Evil.
Move Action: Move adjacent to spectre
Standard Action: Attack spectre with falchion.
+1 Keen Falchion + Smite - Power attack: 1d20 + 12 + 3 - 2 ⇒ (10) + 12 + 3 - 2 = 23
Damage + PA + Smite Undead bypasses DR: 2d4 + 8 + 6 + 10 ⇒ (1, 4) + 8 + 6 + 10 = 29
If for some reason the spirit isn't evil, then -3 to the attack, and -10 to the damage.
Touch AC is 13 against the spectre.
Damion Kush |
Damion will drop his bow and move to the spectre, drawing his sword as he goes. (He should be able to get to a flanking position)
greatsword: 1d20 + 10 - 2 + 2 ⇒ (10) + 10 - 2 + 2 = 20 (power attack, flank)
damage: 2d6 + 7 + 4 + 2d6 ⇒ (4, 6) + 7 + 4 + (4, 4) = 29 (pwr attack, sneak attack) (21 damage if the spectre can't be sneak attacked :-(
Celowyn |
Celowyn looks up at the young man, the pain in his eyes reminding her all too keenly of her own. "I'm sorry...there's nothing I can do for him," she responds quietly. "He's crossed the river into the B-watch it!" she cries as the ghostly arm shoots out of the ground and grasps at one of the other men huddled around the dwarf.
Round 4
Acting on a mixture of training and instinct Celowyn rises to her feet and falls back a pace from the spirit, raising her bow and firing off a single shot in one fluid motion.
Attack (Longbow; Favored Enemy, PB Shot, Inspire Courage): 1d20 + 10 + 4 + 1 + 1 ⇒ (5) + 10 + 4 + 1 + 1 = 21
Damage: 1d8 + 3 + 4 + 1 + 1 ⇒ (3) + 3 + 4 + 1 + 1 = 12
Celo takes a 5 foot step back and fires; her longbow is a +1 Darkwood if it makes a difference...though I think Theodora might've already taken care of it!