This post has potentially manipulated dice roll results.
Barnaby is at 1 hp. With blood in his eyes and wooziness in his head, he will use one portent to attack the wolf next to puddin with an 18 to hit on a fire bolt for 1 damage.
“Help?”
Edit: Right, dex save: 4 Stand up if fallen.
Edit 2: On the turn of the wolf next to me, if he attacks me, he will roll a 2. Or she.
As if it was a scene from a movie, Puddin ducks down and reciprocates, attempting to finish off the one attacking Barnaby. She fires a ray of Shar's dark energy, but the wolf skips to one side, and Puddin has missed.
Ismark does not appear to be rushing but he effortlessly, and quickly, reloads the crossbow. Standing in the middle of the path he raises it, looks for a moment down its sights, and fires. He strikes and kills the wolf next to Barnaby.
Everybody roll a perception check. If you roll a 10 or higher, read the following:
Out of the corner of your eye, you see movement behind the treeline to the west. Looking in that direction, you see two more wolves. But these are not ordinary creatures of the forest, like the five who emerged to attack you. These, rather, are wolves as big as ponies, with evil looks in their eyes. For the moment, they are pacing back and forth, watching. They are maybe 120' away, so they're pretty far. But they're big.
The wolf, surrounded, lunges again at Puddin. And misses! Finally, a wolf attacks with a roll as bad as yours have been!
Puddin will take the Disengage action, and move toward the front of the cart. Hurry up! she says. She starts pulling on the cart, though she alone cannot move it.
Kif, you're up again, to put yourself back in order.
Puddin looks frantic, pulling on the cart. There's no time for that. Look! She points into the woods to the west, fear in her eyes.
The three of you look where she's pointing. It is dusk, but you're pretty confident that there's nothing to see. Huh. Well, there was something there a minute ago, and it had pointy teeth. And it was big. Two somethings.
The four of you dispatch the sleeping wolves, hustle the cart the rest of the way up the hill, and bring the casket inside the chapel. We'll pick up there later. In the meantime, level up!
Atop a slight rise, against the roots of the pillar stone that supports Castle Ravenloft, stands a gray, sagging edifice of stone and wood. This church has obviously weathered the assaults of evil for centuries on end and is worn and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. The rafters strain feebly against their load. The heavy wooden doors of the church are covered with claw marks and scarred by fire.
The doors open to reveal a ten-foot-wide, twenty-foot-long hall leading to a brightly lit chapel. The hall is unlit and reeks of mildew. Four doors, two on each side of the hall, lead to adjacent chambers.
You can see that the chapel is strewn with debris, and you hear a soft voice from within, speaking (you assume) to Ireena. Suddenly, the quiet conversation is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The door has opened into a passage that is 20' long and 10' wide. There is a pair of doors along the wall to your left, and a pair of doors along the wall to your right. In the dim light of the chapel ahead, you can just make out Ireena, speaking with a human man. Likely the priest. They look up at you, when the screams start.
First thing is Kif will make sure the doors are securely barred behind us
You and Ismark both secure the interior of the door. There are two massive bars, one high and one low, and another slightly more complicated contraption that appears to allow the door to open a couple of feet but no further. The two of you are satisfied that it's secure.
Puddin, by the way, when you level up (not that this is directly related, for a cleric, because you pick your spells fresh each day), you might wish to consider having a healing spell prepared each day. Healing is a particular strength of clerics, after all, and the wolves almost took you guys out. ;)
Bleary-eyed but refreshed, Fope finds himself waking up in the shade of a canopy outside of a large tent at one end of the Visanti camp. It is early morning, and several Visanti men and women are working on different crafts - tanning hides, weaving, and so on - forty to fifty feet away.
This post has potentially manipulated dice roll results.
Suddenly remembering the danger, the blood, the dark violence that engulfed him, he draws his sword and scans the field for zombies, and wolves, and zombie wolves. perception:11.
If his initial glance, that of the safety of the Visanti camp is confirmed, he'll recall a more ordered version of the events preceding his descent into unconsciousness, and set out to find those more or less respectable folk who are trapped in this dark domain with him. investigation: 6
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Barnaby is at 1 hp. With blood in his eyes and wooziness in his head, he will use one portent to attack the wolf next to puddin with an 18 to hit on a fire bolt for 1 damage.
“Help?”
Edit: Right, dex save: 4 Stand up if fallen.
Edit 2: On the turn of the wolf next to me, if he attacks me, he will roll a 2. Or she.
The wolf is singed by the fire, and yips in pain.
As if it was a scene from a movie, Puddin ducks down and reciprocates, attempting to finish off the one attacking Barnaby. She fires a ray of Shar's dark energy, but the wolf skips to one side, and Puddin has missed.
Ismark does not appear to be rushing but he effortlessly, and quickly, reloads the crossbow. Standing in the middle of the path he raises it, looks for a moment down its sights, and fires. He strikes and kills the wolf next to Barnaby.
Everybody roll a perception check. If you roll a 10 or higher, read the following:
Out of the corner of your eye, you see movement behind the treeline to the west. Looking in that direction, you see two more wolves. But these are not ordinary creatures of the forest, like the five who emerged to attack you. These, rather, are wolves as big as ponies, with evil looks in their eyes. For the moment, they are pacing back and forth, watching. They are maybe 120' away, so they're pretty far. But they're big.
Kif, I accidentally skipped your turn. You can go now, after Ismark and before the last awake wolf.
Perception 7
Haha! Barnaby should go back to bed.
Puddin's perception: 21
Puddin rolled so high that she can read it twice.
20 percepting
Running over to attack wolf by Puddin
8 attack
15 damage if it hits
. . . and that's a miss.
The wolf, surrounded, lunges again at Puddin. And misses! Finally, a wolf attacks with a roll as bad as yours have been!
Puddin will take the Disengage action, and move toward the front of the cart. Hurry up! she says. She starts pulling on the cart, though she alone cannot move it.
Kif, you're up again, to put yourself back in order.
Attacking that wolf again 22
damage if that hits 14
I've been doing ok this combat
If it's dead I'll move up to the northmost sleeping wolf, otherwise I'll stay put
So, we gonna kill these other two sleeping beauties
The wolf collapses, dead.
Puddin looks frantic, pulling on the cart. There's no time for that. Look! She points into the woods to the west, fear in her eyes.
The three of you look where she's pointing. It is dusk, but you're pretty confident that there's nothing to see. Huh. Well, there was something there a minute ago, and it had pointy teeth. And it was big. Two somethings.
The four of you dispatch the sleeping wolves, hustle the cart the rest of the way up the hill, and bring the casket inside the chapel. We'll pick up there later. In the meantime, level up!
Fope, you can level up, too. :)
Yay, we survived
You can increase your max hp, but do not increase your current hp. And you can pick your new spells, but don't add them yet as unused spell slots.
Blue: Will this count as a short rest?
No time for rest! Must have exposition!
Atop a slight rise, against the roots of the pillar stone that supports Castle Ravenloft, stands a gray, sagging edifice of stone and wood. This church has obviously weathered the assaults of evil for centuries on end and is worn and weary. A bell tower rises toward the back, and flickering light shines through holes in the shingled roof. The rafters strain feebly against their load. The heavy wooden doors of the church are covered with claw marks and scarred by fire.
The doors open to reveal a ten-foot-wide, twenty-foot-long hall leading to a brightly lit chapel. The hall is unlit and reeks of mildew. Four doors, two on each side of the hall, lead to adjacent chambers.
You can see that the chapel is strewn with debris, and you hear a soft voice from within, speaking (you assume) to Ireena. Suddenly, the quiet conversation is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The door has opened into a passage that is 20' long and 10' wide. There is a pair of doors along the wall to your left, and a pair of doors along the wall to your right. In the dim light of the chapel ahead, you can just make out Ireena, speaking with a human man. Likely the priest. They look up at you, when the screams start.
First thing is Kif will make sure the doors are securely barred behind us
You and Ismark both secure the interior of the door. There are two massive bars, one high and one low, and another slightly more complicated contraption that appears to allow the door to open a couple of feet but no further. The two of you are satisfied that it's secure.
Puddin, by the way, when you level up (not that this is directly related, for a cleric, because you pick your spells fresh each day), you might wish to consider having a healing spell prepared each day. Healing is a particular strength of clerics, after all, and the wolves almost took you guys out. ;)
Føpé wakes up!
Bleary-eyed but refreshed, Fope finds himself waking up in the shade of a canopy outside of a large tent at one end of the Visanti camp. It is early morning, and several Visanti men and women are working on different crafts - tanning hides, weaving, and so on - forty to fifty feet away.
Suddenly remembering the danger, the blood, the dark violence that engulfed him, he draws his sword and scans the field for zombies, and wolves, and zombie wolves. perception:11.
If his initial glance, that of the safety of the Visanti camp is confirmed, he'll recall a more ordered version of the events preceding his descent into unconsciousness, and set out to find those more or less respectable folk who are trapped in this dark domain with him. investigation: 6