Zindarik - Your shield easily presses aside the Ghoul's claws and reveals your longsword, coming in for a strike. It pierces the Ghoul's chest and it growls in rage at you, a bit too closely for comfort.
This post has potentially manipulated dice roll results.
Seeing Zindarik eviscerate one Ghoul and drive a vicious riposte into the next Hofaen spins around the corner towards Ghoul 4 with his hammer following his arc to slam into the Ghoul.
Attack: 21 Damage: Unable to parse dice roll.
(Doh! Still not getting the extra dice working Damage: 6 Divine Favour Damage: 4)
Hofaen’s hammer swings in a horizontal arc following him as he turns the corner to face the ghoul. As the Ghoul begins to straighten after taking Zindarik’s long sword the hammer lands on the Ghouls jaw twisting it’s head into an unnatural position (even for the undead) as the blow follows through hitting the passage wall striking sparks from it.
Breathing heavily he says “well done black squad, a name which becomes more apt the more darkness we encounter”.
As he retrieves his thrown handaxe, Zindarik nods in agreement with Hofaen. Avoiding the skeleton-filled room, he then leads the way west (down the passageway in which ghouls 3 and 4 appeared)
Ankita looks back towards the wooden statue with great curiousity, but notices her black squad, yes good thought Hofaen she thinks, heading the other direction. She turns away from the statue and the varied bones of humanoids and follows her friends.
Zindarik - In the room at the end of the passage you see a chandelier is suspended above a table in the middle of the room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. Iron candlesticks stand in two corners, their candles long since melted away. To the north is another room containing a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.
Baldwin - Your investigation reveals nothing more than what meets the eye; a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb.
Following Zindarik, Hofaen surveys the scene moving to the wooden footlocker and opening it up saying “there must be clues to what all of this is about somewhere here”
Zindarik walks into the room behind Ankita and Hofaen. Eyeing the items within the footlocker, he asks rhetorically, "Could there be some good in this place?"
Reaching into the footlocker, he takes hold of one healing potion to place in his pack.
This post has potentially manipulated dice roll results.
All - As soon as Zindarik and Ankita grab their potions, two shrieking forms burst forth from hidden cavities in the walls! The ghasts wear tattered robes that appear to have once been of very fine quality.
Ghast 1 8
Ghast 2 5
Ankita 2
Baldwin 22
Hofaen 4
Zindarik 1
Ghast 2
Ankita
Ghast 1
Zindarik
Hofaen
Baldwin
Ghast 2 will attempt to slash Zindarik with its claws. They manage to rake him across the face!
Attack: 15 Damage: 9
Zindarik - Please make a DC 10 CON Saving Throw to prevent being paralyzed for one minute!
Ankita is up! Followed by Ghast 1, then Zindarik.
All - Please note the Ghast's special ability: Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
This post has potentially manipulated dice roll results.
"This house be damned!" snarls Zindarik as the ghast descends upon him. He attempts to parry the undead's attack and minimize any damage it might cause.
Reaction: Battle master's parry to reduce damage by 8
CON save: 5
Rollback Post to RevisionRollBack
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Zindarik - Your shield easily presses aside the Ghoul's claws and reveals your longsword, coming in for a strike. It pierces the Ghoul's chest and it growls in rage at you, a bit too closely for comfort.
Baldwin sees that ghoul 1 is nearly down for the count and attempts to end it with a javelin strike followed by a forearm shiver
Javelin Attack: Attack: 23 Damage: 9
Unarmed strike: Attack: 13 Damage: 7
Baldwin - Your javelin strike is enough to end the Ghoul. How do you want to do it?
Ankita is up! Followed by Hofaen, then Zindarik.
Knowing she can’t get through her friends to the remaining ghoul, she investigates the skeleton next to her, 14
Then moves close to Baldwin
Seeing Zindarik eviscerate one Ghoul and drive a vicious riposte into the next Hofaen spins around the corner towards Ghoul 4 with his hammer following his arc to slam into the Ghoul.
Attack: 21 Damage: Unable to parse dice roll.
(Doh! Still not getting the extra dice working Damage: 6 Divine Favour Damage: 4)
PC | Hofaen - Curse of Strahd by Dylanthalas
Hofaen - Your warhammer is enough to finish off the last Ghoul. How do you do it?
Ghoul 4 is DEAD. Combat has ended.
Ankita - The skeletons appear to have been sacrifices of various races.
Hofaen’s hammer swings in a horizontal arc following him as he turns the corner to face the ghoul. As the Ghoul begins to straighten after taking Zindarik’s long sword the hammer lands on the Ghouls jaw twisting it’s head into an unnatural position (even for the undead) as the blow follows through hitting the passage wall striking sparks from it.
Breathing heavily he says “well done black squad, a name which becomes more apt the more darkness we encounter”.
PC | Hofaen - Curse of Strahd by Dylanthalas
As he retrieves his thrown handaxe, Zindarik nods in agreement with Hofaen. Avoiding the skeleton-filled room, he then leads the way west (down the passageway in which ghouls 3 and 4 appeared)
Baldwin thrusts his javelin through the middle of the ghoul's chest, ending its unnatural life. "Good work everyone! *chip chip*"
Baldwin then goes over to the statue to investigate: 13
Ankita looks back towards the wooden statue with great curiousity, but notices her black squad, yes good thought Hofaen she thinks, heading the other direction. She turns away from the statue and the varied bones of humanoids and follows her friends.
Zindarik - In the room at the end of the passage you see a chandelier is suspended above a table in the middle of the room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. Iron candlesticks stand in two corners, their candles long since melted away. To the north is another room containing a large wood-framed bed with a rotted feather mattress, a wardrobe containing several old robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is a wooden footlocker.
Baldwin - Your investigation reveals nothing more than what meets the eye; a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a voluminous black cloak, his pale left hand resting on the head of a wolf that stands next to him. In his right hand, he holds a smoky-gray crystal orb.
Ankita walks through the dining area, keeping an eye out for anything and goes into the bedroom. She notices the footlocker and attempts to open it.
Perception: 12
My passive perception is 15 if that helps!
Following Zindarik, Hofaen surveys the scene moving to the wooden footlocker and opening it up saying “there must be clues to what all of this is about somewhere here”
PC | Hofaen - Curse of Strahd by Dylanthalas
Ankita & Hofaen - You open the footlocker to reveal the following:
A cloak of protection, a small wooden coffer (unlocked) containing four potions of healing, a chain shirt, a mess kit, a flask of alchemist’s fire, a bullseye lantern, a set of thieves’ tools, and a spellbook with a yellow leather cover containing the following wizard spells:
1st level: disguise self, identify, mage armor, magic missile, protection from evil and good
2nd level: darkvision, hold person, invisibility, magic weapon
Zindarik walks into the room behind Ankita and Hofaen. Eyeing the items within the footlocker, he asks rhetorically, "Could there be some good in this place?"
Reaching into the footlocker, he takes hold of one healing potion to place in his pack.
“Yes. Surprisingly so. If you don’t mind, I could use the cloak since I don’t have strong armor like you.” And she also grabs a healing potion.
All - As soon as Zindarik and Ankita grab their potions, two shrieking forms burst forth from hidden cavities in the walls! The ghasts wear tattered robes that appear to have once been of very fine quality.
Ghast 2 will attempt to slash Zindarik with its claws. They manage to rake him across the face!
Attack: 15 Damage: 9
Zindarik - Please make a DC 10 CON Saving Throw to prevent being paralyzed for one minute!
Ankita is up! Followed by Ghast 1, then Zindarik.
All - Please note the Ghast's special ability: Stench. Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.
Attack: 10 Damage: 4“Should have known, nothing good in this house.” CON save: 9
Whew. Ankita casts Shillelagh on her staff then attacks #1 with vengeance, enough of this house! Swings it around and crashes it on its head:
sorry that attack moved to the beginning of this post, this is my difficulties on my phone
"This house be damned!" snarls Zindarik as the ghast descends upon him. He attempts to parry the undead's attack and minimize any damage it might cause.