D&D 5e Curse of Strahd

Game Master Benjen Harris

Maps/Handouts

Initiatives:

[dice=Splitz Initiative] 1d20 + 1 [/dice]
[dice=Del Initiative] 1d20 + 0 [/dice]
[dice=Ash Initiative] 1d20 + 3 [/dice]
[dice=Diaz Initiative] 1d20 + 1 [/dice]


301 to 350 of 734 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>

Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Well that was a bit of a hike, but at least we are down. Starting to get late I think we should try to find a place to make camp.

Survival: 1d20 - 1 ⇒ (19) - 1 = 18

Splitz searches around for a good and somewhat protected spot to hunker down.


Maps/Handouts

With that check, Splitz begins to search around for a good spot to camp and you find two options relatively near by. You find a small cave that could fit the six of you. And you find an area of the woods which has a heavy canopy of leaves but is clear enough to make camp.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

A roof over our heads would be nice, but I worry about being trapped if we are attacked. The woods gives us more options but more avenues of attack. I do not see a clear advantage one way or the other

Whichever the party chooses, Diaz will set up the bear trap on the perimeter. He will also let everyone else know it's location.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Splitz scratches the stubble on his chin, as he considers Diaz's words.

Good thoughts Diaz, I was thinking the cave, but I agree it is more risky if escape is needed, it may also be more secluded. Brothers Mourningstone, what say you?


Male Human Paladin 2 | hp 22/22 | AC 19 | Pass Perc 11 | Pass Invest 10 | Pass Insight 13 | Spell Slots 2/2

Since leaving Madam Eva's encampment, Ash's mood has been as dark as the Barovian sky. His hollow eyes stare off into nothing as he trods along with the party. Despite this, he is always within arm's reach of his brother.
When the Baron directs his question to the brothers, Ash casts his eyes up to look at the Baron for an uncomfortably long few moments. Then, without a word, he looks around the area and the 2 spots that the Baron has scouted out.

Survival: 1d20 + 3 ⇒ (5) + 3 = 8
Survival check to see if Ash feels one is better than the other in terms of safety or other signs of danger. Otherwise, he says the following.

Solid walls make better defense. We take the cave.

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

What a wonderful spot you’ve found Baron. You’re truly gifted in the woods. Did you grow up hunting and camping and such?

With that Del will thoroughly check out the cave before beginning to work on a fire and dinner. Thinking more about it Del says, Can we have a fire? Will that draw the attention of Strahd? I suppose we could have cold rations but some warmth and warm food would go a long way towards encouraging us, I’d wager.

perception: 1d20 + 6 ⇒ (3) + 6 = 9


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Responding to Del, No not really, it's just what I do. A fire sounds good to me. I figure if Strahd wanted to take us out, he would have done it when we first walked into Barovia, yesterday.

With that Splitz gets begins to look for something dry to burn.


Maps/Handouts

You guys begin to set up your camp in the cave, and after some time searching find some dry things to burn. What are the watches going to look like? Both Ireena and Izmark are willing to take a watch.

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

Del can go first and Diaz maybe last so the spellcasters get good sleep. Make sense? Then we could put Ireena, Izmark, Splitz, and then Ash. Sound ok?


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

Sounds good


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

Diaz lays down and muses, Wonder what my parents are doing now? They would be worried sick if they knew what I was doing. I hope the people back home start treating them better. I always thought it would be fun to sleep in a cave, but actually doing so is somewhat worrisome. I doubt I will sleep at all with that he closes his eyes and goes to sleep.


Maps/Handouts

You only really need four watches I'd say so Izmark will take on and Splitz can take the other. Sorry for delay in me posting, been very very busy.

GM Roles:

Watch 1: 1d20 ⇒ 19
Watch 2: 1d20 ⇒ 9
Watch 3: 1d20 ⇒ 11
Watch 4: 1d20 ⇒ 17

The night goes by uneventfully the ravens that have been following sit in amongst the nearby trees. Looking with ever moving heads at the cave their black eyes reflected in the dim moonlight above. And you all get a long rest, and are greeted with the dim morning of Barovia.

Having found your way down the cliff, is your plan to double back up toward the river or take the long way around where the river ends? You are where the small black circle is on the map.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

I believe we agreed on the long way?

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

We have no way of crossing the river? They don't know of a normal fording spot in the river, right? I don't see the black spot on the map either. I'd think cross the river if we could do safely rather than the long way, but long way if we have to.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

Diaz looks again for a way to cross the river. If nothing is found he will gather up supplies and start heading south


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Oops -- I checked out there.

I see the black circle and playing it safe has cost us a lot of distance. At this point we might as well go the long way around.

Can we cut overland rather than wind back to the river, I think perhaps we are to the point of going the long way around already? Spiltz poises the question. And points straight ahead overland.

Is it hills or mountains or what?


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Jon any plans to get down to the lower 48 anytime soon?


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

[ooc] not likely this year unfortunately. [/]ooc]

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

I see the black circle now as well. Yes, due west and then due north and we'll be there. Maybe 2 1/2 miles east, then north. Pretty sure under that black line is a road so maybe we head northeast after the end of the river to the west and try and meet back up with the road so we don't have to cut through the forest. If we push hard maybe we make Vallaki by night?


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Bummer Jon, miss you guys

Sounds like a plan in game.


Maps/Handouts

Alright. Sounds like a plan. Yeah total bummer you guys cant make it down this way.

In the morning you begin to head due west.

GM roles:

Random Encounter: 1d20 ⇒ 9
Random Encounter: 1d20 ⇒ 13

You walk west until you reach the end of Tser river which opens up into a larger pool of water. The dense fog of the morning obscures the surrounding area of the pool. But sticking to the edge of the water you are able to navigate around it no problem. Travel goes well, with a proper long rest and no fight in quite a while you are able to make it to the main road after only about three hours.

As you get back onto the road you can see a building in the distance. A branch in the road leads west to a promontory, atop which is perched a dilapidated stone windmill, its warped wooden vanes stripped bare.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

We made good time!!

Pointing to the windmill, Look it's the windmill we were warned about. Would we be so bold as to venture into it or do we play it safe and pretend we never saw it. Splitz says very philosophically.

We say you all? Hit it not or maybe later on the way back?

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

I’d say on way back. Deliver our charge safe and sound, then explore. What do you guys think? That’s the windmill we were encouraged to avoid. Right?


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

What windmill? I don't see a windmill. If I did see a windmill, when I was told danger was at a windmill, then I don't believe I would see a windmill. We promised to bring these good folks to safety. We should stay focused and not try to not get killed.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

With his allies desire for staying on task, the Baron's strong curiosity about the windmill subsides.

Right stick to the task at hand, bring our lovely lady fair to a place of safety! There will be plenty of time for foolhardy adventuring after that.

Splitz gazes down the road. We've found the road again, I suggest we take advantage of that and make all haste to Vallaki with luck we will not have to spend another night in the wilderness.

With that he takes the lead and moves at a very brisk pace, waiting for Ash, who has been extra quiet for even him, to catch up.

I wonder what is bother Ash, he has been more quiet than usual. He wonders as they go.


Maps/Handouts

Alright you guys continue your travels.

GM Roles:

Random Encounter: 1d20 ⇒ 12
Random Encounter: 1d20 ⇒ 6
Random Encounter: 1d20 ⇒ 16

Travel again goes by uneventfully and you see civilization just as the day turns to night. The Old Svalich Road meanders into a valley watched over by dark, brooding mountains to the north and south. The woods recede, revealing a sullen mountain burg surrounded by a wooden palisade. Thick fog presses up against this wall, as though looking for a way inside, hoping to catch the town aslumber.

The dirt road ends at a set of sturdy iron gates with a pair of shadowy figures standing behind them. Planted in the ground and flanking the road outside the gates are a half-dozen pikes with wolves’ heads impaled on them.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Izmark, you'll be known here right? Prehaps you should hail the guards. Splitz asks the local.


Maps/Handouts

Izmark looks at the baron and shakes his head I seriously doubt it. People from my village barely even knew other towns existed in Barovia let alone specific people.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Expecting Izmark to take the initiative when he doesn't, Splitz does.

Hail there! We are travelers from the Village of Barovia, we seek safety and well some good wine and food. If you would be so good as to let us in we would be thankful. Please and thank you! The Baron calls out.

He looks to Izmark and smiles. How's that?

Persuasion: 1d20 + 4 ⇒ (6) + 4 = 10
w/ Advantage w Izmarks guidance per DM: 1d20 + 4 ⇒ (5) + 4 = 9


Maps/Handouts

I am Izmark son of the Burgormeister of the Village of Barovia we have traveled far to reach the safety of your town Izmark says attempting to assist Splitz.

Through the iron gates you see only shadows Be gone! one of the figures says Evil stalks during the night, and we will not allow it to creep into out town.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Spiltz mouth drops open and lies agape for a few moments.

I was polite? Wasn't I He asks trailing off.


Maps/Handouts

Politeness only gets you so far in Barovia. Izmark pats the shoulder of Splitz. I reckon if we wait until morning we can get inside.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

It seems there may be a wolf problem. Where can we camp that is safe for us and acceptable to you? Next to the wall maybe?
Diaz asks
investigation: 1d20 + 5 ⇒ (3) + 5 = 8

investigation ok to use for this benj?


Maps/Handouts

Are you looking for a campsite to use? Or investigating the wolf heads? I'd say survival to look for a good place to camp.

The guards do not respond to Diaz.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

I was seeing what the guards would do if we set up camp right next to the city as it would offer more protection for us. or if they had a place they preferred people to camp so we didn't tick them off.

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

Del approaches the gates, looking to talk to someone more informally. I'll be looking for someone that doesn't appear to be in charge or who maybe looks uncomfortable at leaving someone out in the cold; any softer audience than the man only following orders

insight: 1d20 + 6 ⇒ (19) + 6 = 25
perception: 1d20 + 6 ⇒ (4) + 6 = 10

So, do you not welcome travelers into your town at all? Is it because we are arriving as the sun goes down? We've pushed hard to make for a safe nights sleep and some warmth, and have good coin to spend at one of your inns. Are you sure you want to take money from one of your innkeeps? It seems like times are tough all around and we could all use a little warmth and friendship. I've nothing to hide, what can I do convince you that my friends and I are safe?

persuasion: 1d20 + 0 ⇒ (11) + 0 = 11

Assuming we get the cold shoulder than I'll suggest we start setting up camp next to the walls but down maybe 50 feet or so from the entrance. Not in the way but not far away and close enough they see us or we can get our backs to a wall. Sound ok?


Male Human Paladin 2 | hp 22/22 | AC 19 | Pass Perc 11 | Pass Invest 10 | Pass Insight 13 | Spell Slots 2/2

Sorry everyone! I kind of checked out this week. I don't have my stats written down except on paper, so I keep putting off posting until I get home, and then forget! I'm going to remedy that this week and should be more portable in my ability to post.

Also, I'm a little confused on the map. Are we at a town where the black circle is or have we arrived at Vallaki?

Indeed, as his companions have noted, Ash has retreated further into his own mind during this leg of the journey. Almost mindlessly, he falls into place with the baron whenever the group is on the move, but at times of rest or relative safety, he hovers near Del like a gaunt apparition.

At the town's gates, the stress in his brother's voice pulls Ash from his reverie. Peering through bloodshot eyes, he tries to determine if anything, other than the obvious, is making the guards skittish. He then will wordlessly go to help Diaz look for a suitable campsite. He prioritizes safety/defensibility over comfort.

Insight on guards: 1d20 + 3 ⇒ (15) + 3 = 18
Survival for campsite: 1d20 + 3 ⇒ (1) + 3 = 4

Apparently a bit preoccupied when looking for a campsite!

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

ps. I would have made sure my holy symbol and anything that points out that Ash and I worship Eldath is front and center in our discussions.


Maps/Handouts

You have arrived in Vallaki

The guards ignore you if you try to chat if you get to close to the gate the guards point their pikes at you. Both Ash and Del believe the guards genuinely fear what dwells in the night and are looking after the town.

Around the town is pretty wide open which leaves you open to the elements and possibly the town. You'll have to walk a small distance to the forest for any sort of natural cover.

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

Well, if no one is going to shoot arrows at us from the walls I'd still suggest making camp with our back to the palisade. If that doesn't work, we'll move off maybe to the edge of the woods to make camp if have to. Let's set the same watch as we did last night in the cave.


Maps/Handouts

With the insight checks rolled, you don't think the guards are that friendly. So up to you if you want to risk camping with your backs to the wall.


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

Agree with Del. lets set up next to the wall in sight of the guards. unless they shoot us. Do the wolf heads look fresh or old and are they regular wolves?
nature: 1d20 + 3 ⇒ (4) + 3 = 7 plus 5 if I can use investigation instead?

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

Do they yell at us? If they do while we begin to set up camp then we'll move off to the woods, but I'd try nearer to the town than further if possible. They don't tell us a spot that people that come too late usually go to, do they?


Maps/Handouts

They eye you cautiously but don't do anything as you set up camp. Alright who all is taking the four watches throughout the night? With that nature you have no clue how old these are but are decently smelly.

Grand Lodge

Male Human Cleric 2 | HP-16/16 | AC-18 | Percep +6 |Passive Perception 16 Passive Investigation 11 Passive Insight 16Heavy Armor Master. Reduce by 3 on nonmagical attacks with B, P, S

How about unless otherwise mentioned we’ll do the same watch schedule at night as we’ve previously done.
Del, Izmark, Splitz, Diaz


Diaz Tiefling hexblade HP 20 + 5 /20 AC 17.. passive perception 11. passive investigation 15. passive wisdom 11. darkvision 60 ft. hellish resistance (fire)

Was thinking the same thing


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

As they set up camp, Splitz walks over toward the gate.

Since you won't let us in any chance you can lower down a couple bottles of wine for us? I can toss up some coins He inquires.


Maps/Handouts

The guards do not respond to Splitz and you all begin to rest for the night next to the wall of Vallaki. The first two watches go by without a hitch. However on the third I need Splitz to roll a perception check.


Human Fighter Lvl 2 HP 22/22 AC 18 l Second Wind 0/1 l Lucky 2/3 Action Surge 0/1l Inspiration No l Passive perception 9 l Passive Investigation 10 l Passive Insight 9 l Resistances None

Perception: 1d20 - 1 ⇒ (3) - 1 = 2

I don't see nothing!


Maps/Handouts

Splitz is sitting keeping watch, occasionally the glimmer of a lantern light illuminates the camp from a guard patrolling the wall. Then you hear a voice that you recognize come from within your camp behind you. She is a beauty isn't she Baron? You turn around and standing over Ireena is Strahd von Zarovich. His cold dead eyes staring down at the young woman.

301 to 350 of 734 << first < prev | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / D&D 5e Curse of Strahd All Messageboards

Want to post a reply? Sign in.