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  1. - Top - End - #571
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert Raycraft
    Human Life Cleric
    AC: 20 HP: 65/73
    PPer: 18 PInv: 10 PIst: 18
    Conditions: --
    Concentrating: Bless (Everyone)
    Aura: 30' Prot from Evil (Fiends/undead): Such creatures have disadvantage on attack rolls against us, and we are immune to charm, fear, possession by them

    "Beware, they're all about us!" The light in the outer room flickers wildly as Herbert's glowing shield swings about. He charges towards the western witch, a golden light flashing out from the symbol of Pelor to envelope her.
    Spoiler
    Show

    Move 10' west, couldn't figure out how to move the Bless ring.
    Sacred Flame (3d8)[10] radiant damage, Dex DC 16 negates.
    Witch dex (1d20)[17]+mods
    Things published on DM's Guild
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    Baldur's Gate 2 (ongoing)
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    Against the Idol of the Sun (high level hexcrawl)

  2. - Top - End - #572
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    Dr.Samurai's Avatar

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    Default Re: [IC] Expedition to Castle Ravenloft

    Asha
    Astral Elf Armorer Artificer
    AC: 23 HP: 97/103 THP: 10/10
    PPer: 16 PInv: 19 PIns: 12
    Conditions: Blessed, Immune to Surprise, Adv on Init, Necklace of Adaptation, See Invisibility
    Concentrating: --
    The bionoid armor absorbs the poisonous beams with no harm to Asha. He moves further into the room, between two of the witches, and throws punches at both of them, trying to hit them with the sonic disruptors to protect his allies.

    Spoiler: Turn 2
    Show
    Move - Move between witches 2 and 4.
    Action - Attack vs Witches 2 and 4
    Attack vs Witch 2 - (1d20+11)[17] + (1d4)[3]
    Damage - (1d8+7)[11]
    Hit Effect - A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
    Attack vs Witch 4 - (1d20+11)[25] + (1d4)[2]
    Damage - (1d8+7)[8]
    Hit Effect - A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

  3. - Top - End - #573
    Bugbear in the Playground
     
    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    Zinro felt sick. The ray that had blasted him hurt, yes, but there was a deep nausea that he felt and his head swam with delirium. He needed to support his companions, but found it difficult to aim at the Witches surrounding them. Instead, he decided to use his Drow heritage to support them. Looking back into the cauldron room, Zinro began speaking in Drow, making demands based on the blood in his veins.

    Suddenly the cauldron room burst into violet light, illuminating everything within. As the light filled the room, Zinro weaved his hands around and the light seemed to bend around Asha and Bori; leaving them as they were.

    With the light filling the room, Zinro realised he couldn't stay where he was. He was exposed, poisoned, with very little cover. His only recourse, he determined, was to push past the Hag battling with Herbert and reach the safety of the destroyed room, behind Yikkol. Gritting his teeth, he made to move past the Witch.

    Spoiler
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    Main Action to use Drow ability to cast Faerie Fire (1st Level, using my Charisma, once per LR) in the Cauldron Room. All objects can be attacked with Advantage in this room. Sculpt Spell to avoid Asha and Bori. I don't know if Nethis is still out, but unfortunately I can't Sculpt around Nethis as well.

    Dex saving throw from each of the Witches in the Cauldron Room:

    1: (1d20)[1]+mods vs DC 13
    2: (1d20)[1]+mods vs DC 13
    3: (1d20)[19]+mods vs DC 13
    4: (1d20)[7]+mods vs DC 13

    If they fail, they cannot benefit from Invisibility and everyone has Advantage to attack them if they can see them. Nothing happens if they succeed.

    Move Action to move past Hag 7 and get behind Yikkol, provoking an Attack of Opportunity. I may use Shield depending on the roll.

    Hag 7 AOO on Zinro: (1d20)[10]+mods vs AC 16

    If the attack is a guaranteed hit, Zinro's Concentration Check for Faerie Fire (Poisoned does not affect Saving Throws): (1d20+1)[21]

  4. - Top - End - #574
    Bugbear in the Playground
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    Default Re: [IC] Expedition to Castle Ravenloft

    Bori

    The broken blade erupts into blazing light once more and bori lashes out st the witch beside him.

    Spoiler: Actions
    Show
    Bonus action activate sunblade.

    Attack 1 (1d20+11)[15] or (1d20+11)[16] for (1d8+7)[12]

    Attack 2 (1d20+11)[25] for (1d8+7)[12]

  5. - Top - End - #575
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    "See? Cackling! An ambush," Yikkol says, before being blasted in the stomach with a sickly green ray. She feels the remains of Bori's snack being sucked out of her windpipe and out of her mouth.

    It puddles on the floor. Nasty.

    Luckily, the feeling is only temporary. With her left hand, Yikkol wipes her mouth. With her right, she draws a net from her back pocket and takes special aim at Witch #7.

    • Attack (Steady Aim) with a +1 Net: (1d20+9)[17].
    • Effect: The witch is restrained. The witch has disadvantage on attack rolls and Dexterity saves. Attacks against the witch have advantage.
    • Escape: The witch can be freed with an action (DC 10 Strength check) or via 5 points of slashing damage.

  6. - Top - End - #576
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    Witch 4 dies and Witch 2 is bloodied; Witch 7 is restrained; Witches 1 and 2 are outlined by Faerie Fire

    Barovian Witches 1 and 2 cast Magic Missile at Asha
    1. (3d4+3)[10]
    2. (3d4+3)[9]

    Barovian Witches 3, 5 and 6 cast Magic Missile at Bori
    3. (3d4+3)[14]
    5. (3d4+3)[10]
    6. (3d4+3)[12]

    Barovian Witch 7 tries to free herself
    Strength DC 10 (1d20-1)[1]

    ------------

    Cauldron Room
    Round Three
    Running Expedition to Castle Ravenloft: IC | OOC
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  7. - Top - End - #577
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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert Raycraft
    Human Life Cleric
    AC: 20 HP: 65/73
    PPer: 18 PInv: 10 PIst: 18
    Conditions: --
    Concentrating: Bless (Everyone)
    Aura: 30' Prot from Evil (Fiends/undead): Such creatures have disadvantage on attack rolls against us, and we are immune to charm, fear, possession by them

    Paul takes advantage of the witch next to him being netted as magical missiles fly around the room... healing will be needed, later.... by swinging his mace at her. He summons another mace, glowing with Pelor's Light, to attack her from the other side.
    Spoiler
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    #7 is restrained, so advantage.
    Mace attack (1d20+8)[14] or (1d20+8)[14] +1 from Bless rolled OOC for (1d6+4)[6] plus (1d8)[7] radiant.

    BA Spiritual Weapon (2nd level slot)
    Attack (1d20+8)[23] or (1d20+8)[9] for (1d8+4)[9] force damage.
    Forgot Bless but if a 23 doesn't hit we have problems
    Last edited by J-H; 2024-01-01 at 10:09 PM.
    Things published on DM's Guild
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    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  8. - Top - End - #578
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    Yikkol grabs her crossbow and aims for an open spot near Witch #7's neck.

    • Attack: (1d20+9)[27] or (1d20+9)[11] plus (1d4)[3].
    • Damage: (1d10+5)[8] plus (5d6)[17] magical piercing.

    If the witch still stands, Yikkol will grab a vial of acid and hurl it at the witch before joining the battle next to Herbert. If the witch is dead, Yikkol will first rush up to his Holiness before throwing the vial at Witch #6 instead.

    • Attack: (1d20+4)[12] or (1d20+4)[15] plus (1d4)[1]. Ignore the 2nd roll if Yikkol's targeting Witch #6.
    • Damage: (2d6)[4] acid.
    • Move up to Herbert.

    "We should probably keep one of them alive," Yikkol says, "so they can unlock the password-protected door for us." It is an afterthought.


    EDIT: The crossbow attack hits for 25 magical piercing damage. The acid attack is a 16 if it hits Witch #7 and a 13 if it hits Witch #6. Regardless, 4 acid damage.

    EDIT AGAIN: Forgot to add Yikkol’s dexterity mod to the acid. That’s 8 acid damage, not 4.
    Last edited by TaiLiu; 2024-01-02 at 01:42 AM.

  9. - Top - End - #579
    Bugbear in the Playground
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    Bori

    The motes of dark energy streaking towards Bori and Asha dim slightly as they war with the magic of Bori's Mark, but they'd still both feel it in the morning! Bori leaps across the room yo the surviving witch hexes with faerie fire. His blade lashes out before he turns to try and keep the other witches in sight and focussed on him.

    Spoiler: Actions
    Show
    Move across room

    (1d20+11)[16] or (1d20+11)[30] plus (1d4)[4] for (1d8+7)[10]

    (1d20+11)[14] or (1d20+11)[17] plus (1d4)[4] for (1d8+7)[10]

  10. - Top - End - #580
    Bugbear in the Playground
     
    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    The sickness Zinro felt had faded and he felt like he could focus properly again. Moving back into the room, he quietly apologised to the sleeping form of Dot - he'd wake her later - and took up a position behind Herbert. He then flung a Bolt of Fire at the nearest Hag.

    Spoiler
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    Move Action to move up behind Herbert
    Main Action to cast cantrip Fire Bolt at Hag 6: Ranged Spell Attack (1d20+8)[13] + Bless (1d4)[3] for (2d10+4)[16] Fire Damage.

  11. - Top - End - #581
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    Default Re: [IC] Expedition to Castle Ravenloft

    Asha
    Astral Elf Armorer Artificer
    AC: 23 HP: 97/103 THP: 1/10
    PPer: 16 PInv: 19 PIns: 12
    Conditions: Blessed, Immune to Surprise, Adv on Init, Necklace of Adaptation, See Invisibility
    Concentrating: --
    The witches aim magic missiles at Asha, but the warding power of Bori's magic, combined with the protective qualities of the bionoid armor shield him completely. He brings his gauntlets to bear against the closest witch.

    Spoiler: Turn 3
    Show

    Bori's aura cut the magic missile damage in half, which amounts to 9 damage total, absorbed by Asha's thp.

    Action - Attack Witch 2 (with Advantage due to Faerie Fire)
    Attack - (1d20+11)[25], (1d20+11)[24] + Blessed - (1d4)[1]
    Damage - Thunder - (1d8+7)[11]
    Hit Effect - A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
    Attack - (1d20+11)[16], (1d20+11)[14] + Blessed - (1d4)[2]
    Damage - Thunder - (1d8+7)[15]
    Hit Effect - A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.

  12. - Top - End - #582
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert and Yikkol defeat Witch 7. Bori defeats Witch 1. Asha defeats Witch 2.

    "The Priest! The Priest is here!" One of the witches cried from the alchemy room. The one who remaining in the cauldron room suddenly dashed out of there, throwing spells at Herbert. The others did the same.

    Barovian Witch 3 casts Magic Missile at Herbert: (3d4+3)[10]

    Barovian Witch 5 casts Magic Missile at Herbert: (3d4+3)[12]

    Barovian Witch 6 casts Magic Missile at Herbert: (3d4+3)[14]

    Cauldron Room/Alchemy Room
    Round 4


    One of the glass windows burst in a thousand pieces, spilling broken glass on the floor. A Lesser Vampire leapt into the chamber; Unlike Sir Theodore and his party, it seemed like this one had completely forgot their past, and was now reduced to a simple-minded beast.

    [Perception 18 to notice it's one of the Vampire Spawns you faced at the Heart of Sorrow]

    Claws: (1d20+6)[21] or (1d20+6)[19] (Disadv. Icon of Ravenloft) for no damage (auto grapple instead)
    Claws or Bite, if grappled: (1d20+6)[15] or (1d20+6)[24] (Disadv. Icon of Ravenloft) for (2d4+3)[10] (claws) or (1d6+3)[4] + (2d6)[6] (bite)

    Almost at the same time, an arrow aimed at Herbert came flying from the darkness, shot by the Ranger who once served Sir Theodore. It was clinging to the stone wall of the tower, unbothered by the rain that fell on its face.

    Longbow: (1d20+6)[11] or (1d20+6)[9] (Disadv. Icon of Ravenloft) for (1d8+3)[9]
    Longbow: (1d20+6)[10] or (1d20+6)[15] (Disadv. Icon of Ravenloft) for (1d8+3)[7]
    Running Expedition to Castle Ravenloft: IC | OOC
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  13. - Top - End - #583
    Bugbear in the Playground
     
    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    As the Hags began blasting Herbert with magic missiles, Zinro cried out an Arcane word and one of the missile assaults winked harmlessly out of existence.

    Zinro didn't particularly like Herbert, but he appreciated his power and the need for him to continue fighting effectively. He reached out a hand and touched Herbert's pauldron. He muttered some words of power and Herbert was suddenly infused with a great energy and burst of speed. "Stay strong, priest, for our foes are not yet done. Show them your wrath!" He commanded.

    As this happened, the Faerie Fire in the Cauldron Room fizzled out and the room became dim again.

    Spoiler
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    Reaction to Counterspell (3rd Level) the 2nd Magic Missile (rolled for which one in OOC).
    Staying where I am.
    Main Action to cast Haste (3rd Level) on Herbert. Haste: speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saving throws, gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
    Faerie Fire ends.

  14. - Top - End - #584
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    Yikkol watches in horror as the magic missiles curve around her to hit Herbert directly in the chest.

    "Dark magic!" she says, wide-eyed. This was heresy, though of the superstitious variety common to the everyday people. Since all magic is woven by the Fates, the official Church line was that dark magic didn't exist.

    Yikkol would have submitted herself to the nearest Church priest if she knew. Fortunately, Herbert was not a Church priest, and her beliefs would go undisturbed for some time longer. She draws her sword and tries to stab the vampire attacking his Holiness.

    • Attack: (1d20+9)[10] plus (1d4)[2].
    • Damage: (1d8+5)[10] plus (5d6)[14] magical piercing.
    • Perception versus DC 18: (1d20+10)[23].

    Then, seeing Theodore's arrow come flying through the room, Yikkol rushes forward and hurls a vial of holy water at him.

    • Cunning Action to Disengage closer to Theodore.
    • Attack: (1d20+4)[22] plus (1d4)[3].
    • Damage: (2d6+4)[13] radiant.

    "Away, away, bloodsucker! Didn't I already best you in marksmanship? Are you back for more?"

  15. - Top - End - #585
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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert Raycraft
    Human Life Cleric
    AC: 20 HP: 41/73
    PPer: 18 PInv: 10 PIst: 18
    Conditions: Haste (Lord Zinro): speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saving throws, gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only)
    Concentrating: Bless (Everyone)
    Aura: 30' Prot from Evil (Fiends/undead): Such creatures have disadvantage on attack rolls against us, and we are immune to charm, fear, possession by them

    Spoiler: hp
    Show

    Starting hp 65
    Magic Missile 1 10
    #2 counterspelled
    #3 14
    Vampire spawn misses AC 20 twice
    Vampire archer misses AC 20 twice
    Final hp 41

    The Magic Missiles strike home, except for three that vanish in midair, the weave of their spell disrupted by the drow. The vampires also target Herbert, but the holy emanation of the icon makes it hard for them to aim their strikes at him. Empowered by Lord Zinro's spell, he swings his mace at the vampire next to him, a swing joined by the glowing sun-like mace of Pelor. Looking at the archer - the third time they have faced the group, he commands it. "In Pelor's name, approach!!"

    Spoiler
    Show

    Hasted attack (1d20+8)[18] for (1d6+4)[5] plus (1d8)[6] radiant from sacred strikes
    Spiritual Weapon moves to just north of the vampire and attacks (1d20+8)[22] for (1d8+4)[11] force damage
    I forgot Bless on both attacks, but I think they both hit anyway
    Command on the archer vampire for it to approach on its next turn. Wisdom save DC 16
    Vampire Archer wis save (1d20)[19] plus modifiers
    Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
    Last edited by J-H; 2024-01-02 at 09:16 PM.
    Things published on DM's Guild
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    Against the Idol of the Sun (high level hexcrawl)

  16. - Top - End - #586
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    Default Re: [IC] Expedition to Castle Ravenloft

    Asha
    Astral Elf Armorer Artificer
    AC: 23 HP: 97/103 THP: 1/10
    PPer: 16 PInv: 19 PIns: 12
    Conditions: Blessed, Immune to Surprise, Adv on Init, Necklace of Adaptation, See Invisibility, Icon of Ravenloft
    Concentrating: --
    Asha and Bori defeat the witches in the room, just as the magical light effect dims. Outside, they can hear commotion and the voices of a witch, Zinro, Herbert and Yikkol ring out. Asha runs into the corridor in time to see an arrow cross the hall towards Herbert. Yikkol moves up and throws a flask of holy water. Asha dials up the thunder disruptors on his gauntlets and lets out a sonic blast at the witches and the vampire in the window.

    Spoiler: Turn 4
    Show
    Move - Move into corridor (through Yikkol's square to avoid OA)
    Action - Cast Thunder Wave, hitting witches 5 and 6, and the spawn archer in the window
    Spell (DC 17) - A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes (2d8)[10] thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.

    In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

    Saving throws, without modifiers

    Witch 5 (1d20)[2]
    Witch 6 (1d20)[6]
    Vampire Spawn (1d20)[6]

  17. - Top - End - #587
    Bugbear in the Playground
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    Default Re: [IC] Expedition to Castle Ravenloft

    Bori

    Keeper's teeth, more of them! He barrels out of the tower and sees more of the spawn coming. Still without Nethis's speed he lunges at the closest Strahd-spawn, glowing blade weaving complex patterns in the air.

    Spoiler: Actions
    Show
    Move out of the tower so Herbert is within his aura.

    Attack vampire spawn.

    Attack 1 (1d20+11)[15] plus (1d4)[2] for (2d8+7)[17] radiant

    Attack 2 (1d20+11)[21] plus (1d4)[2] for (2d8+7)[19] radiant

  18. - Top - End - #588
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    A loud boom filled the room when Asha pushed the enemies away. No only the Ranger Spawn, but also the Witch who was standing by the window were blown away by the spell. Their figures quickly disappeared in the darkness, their screams died out in the distance. Meanwhile, the vampire would have sustained some more damage, but the light from Bori's sword burned it like acid, and the creature collapsed into a pile of ashes.

    The two remaining witches pressed their bodies against the wall and exchanged a look before turning to the fellowship and saying at the same time, with perfect synchrony: "Truce?" A nervous smile crept on both of their faces.
    Running Expedition to Castle Ravenloft: IC | OOC
    Playing Dracula's Curse: IC | OOC | Mustafa

  19. - Top - End - #589
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    Yikkol studies the two witches for a moment, trying to figure out if their truce was another trap.

    • Insight: (1d20+6)[12].

    Then she shrugs—not her decision—and turns toward Herbert. “What do you think, your Holiness? They know the castle better than we do. Perhaps they could tell us how to get into the tallest tower.”

  20. - Top - End - #590
    Bugbear in the Playground
     
    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    Zinro muttered the Arcane words to prepare another Bolt of Fire, but stopped short of releasing the magical energy.

    "At last you come to your senses. We defeated Rahadin, and even Strahd himself. What hope did you think you had? You will surrender your possessions to us, you will open your secret trapdoor, and you will answer our questions about this castle and it's master. Then, and only then, will we consider allowing you to live."

    Spoiler
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    Zinro will Ready a Fire Bolt to blast one of the Hags if they take any hostile actions towards us

  21. - Top - End - #591
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    Default Re: [IC] Expedition to Castle Ravenloft

    Asha
    Astral Elf Armorer Artificer
    AC: 23 HP: 97/103 THP: 1/10
    PPer: 16 PInv: 19 PIns: 12
    Conditions: Blessed, Immune to Surprise, Adv on Init, Necklace of Adaptation, See Invisibility, Icon of Ravenloft
    Concentrating: --
    The spawn and one of the witches get thrown through the window, plummeting into the darkness screaming. Asha quickly turns his gauntlets to the two remaining witches. They immediately ask for a truce and Zinro speaks, At last you come to your senses. We defeated Rahadin, and even Strahd himself. What hope did you think you had? You will surrender your possessions to us, you will open your secret trapdoor, and you will answer our questions about this castle and it's master. Then, and only then, will we consider allowing you to live.

    The moment seems like an opportunity to play on Zinro's offer, and coerce the witches into cooperating. Asha doesn't let his arms down, aiming his sonic disruptors at the witches, Not sure it's worth the trouble Zinro. We should put them both down and move on.

  22. - Top - End - #592
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    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    The two witches continued to speak in perfect synchrony: "No, please! Have mercy, o, mighty heroes! He know the way to the tallest tower, that we do!" At this point, even their gestures were synched. They sometimes exchanged looks and giggled, and goosebumps of fear made them shiver midsentence, but their performance was mostly flawless.

    Finally, only the first hag spoke: "The Great Tower has only two doors:"
    The second continued: "One is in the Chapel!"
    The first picked up: "The other, in the Catacombs."

    They exchanged another look and burst out laughing. Even in their mad laughter, the witches found it in them to say in perfect synchrony again: "You've been there already! Isn't it hilarious?"
    Running Expedition to Castle Ravenloft: IC | OOC
    Playing Dracula's Curse: IC | OOC | Mustafa

  23. - Top - End - #593
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    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    "Your secret trapdoor: what does it contain or where does it lead?" Zinro remained Readied with his spell.

  24. - Top - End - #594
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    Witch 1: "Well, it leads to the room just below us."
    Witch 2: "But you don't wanna go there, no."
    Witch 1: "One of the Lord's brides has moved there."
    Witch 2: "Strahd hasn't been giving them enough attention..."
    Both of them giggle.
    Together: "It leads to a closet, very good for surprise attacks hehe. But if you decide to leave, we can tell the bride no one was ever here, yes we can. You'll be like ghosts! And we'll mind our business normally. She will clean up our sisters' bodies." They were pointing at one another. "No, you! You take care of their bodies! No, you! No, you! No, you!"

    They keep repeating that until someone interrupts them.
    Last edited by dangelo; 2024-01-04 at 07:31 PM.
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    Bugbear in the Playground
     
    Zombie

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    Default Re: [IC] Expedition to Castle Ravenloft

    Lord Zinro Varanash

    "What's the passphrase to open it, and does it open from below?"

    Zinro turned back to the group. "Perhaps this is 'the Tempter'? Perhaps she will attempt to befriend us into attacking her 'husband' for his lack of attention; hence her title?"

  26. - Top - End - #596
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    Together: "Knock, knock, knock!" They mime the gesture of knocking on a door. "Three times, that's all."

    If requested, Witch 1 will perform the knocking for the fellowship to see. The trapdoor opens, revealing a small closet crammed with expensive pieces of garment. It is dark, but a single door is visible leading out of this closet.
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  27. - Top - End - #597
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    Dr.Samurai's Avatar

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    Default Re: [IC] Expedition to Castle Ravenloft

    Asha
    Astral Elf Armorer Artificer
    AC: 23 HP: 97/103 THP: 1/10
    PPer: 16 PInv: 19 PIns: 12
    Conditions: Blessed, Immune to Surprise, Adv on Init, Necklace of Adaptation, See Invisibility, Icon of Ravenloft
    Concentrating: --

    Asha keeps his gaze on the witches, but nods at Zinro's suggestion, Worth looking into, assuming they're truthful.

    When the witch walks over and raps on the trapdoor, opening it, Asha says, How do we know you won't try to ambush us again, and follow us down after we've met with the bride?

  28. - Top - End - #598
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    J-H's Avatar

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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert looks around carefully in the alchemy room to see if any of their spell components appear to have come from intelligent beings.
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  29. - Top - End - #599
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: [IC] Expedition to Castle Ravenloft

    "We won't, no we won't! We'll run to the Svalich Woods and hide in our cave. Then we'll wait until Lord Strahd destroys you, so we can resume our rituals!" They shook pathetically in fear, exaggerating their reactions in an attempt to survive.

    There are all sorts of ingredients in the alchemy room, but in one specific box labeled "Fine Materials" there were teeth, bones and fingernails which, by their size, couldn't have been extracted from full-grown adults.
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    J-H's Avatar

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    Default Re: [IC] Expedition to Castle Ravenloft

    Herbert Raycraft
    Human Life Cleric
    AC: 20 HP: 41/73
    PPer: 18 PInv: 10 PIst: 18
    Conditions: Haste (Lord Zinro): speed is doubled, gain a +2 bonus to AC, advantage on Dexterity saving throws, gain an additional action on each turn. That action can be used only to take the Attack (one weapon attack only)
    Concentrating: Bless (Everyone)
    Aura: 30' Prot from Evil (Fiends/undead): Such creatures have disadvantage on attack rolls against us, and we are immune to charm, fear, possession by them

    Herbert pales slightly, then picks up the box, his hand digging into it. He silently shows it to Asha and anyone else in the room, then puts it back. He walks behind one of the witches, gripping his mace. "Some crimes..." he swings it twice at her head.
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    Haste is still up, I think, and Bless too.
    Attack (1d20+8)[9] plus (1d4)[4] for (1d6+4)[6] magic bludgeoning
    Attack (1d20+8)[13] plus (1d4)[4] for (1d6+4)[8] magic bludgeoning
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