By the time you have your gear ready to go, you see that the Visanti have already put a makeshift lean-to over Fope, and they've arranged him on a bedroll. He looks cleaned up and comfortable, and you imagine he will be ready to travel soon. Damia tells you that she and her clan will be going in a few days, but that if they are gone before Fope is ready to travel, others will look after him. She wishes you well.
The three of you begin the walk south, back to the Old Svalich Road. You reach the crossroads, where you turned north the night before.
An old wooden gallows creaks in a chill wind that blows down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: BAROVIA VILLAGE to the east, TSER POOL to the northwest, and RAVENLOFT/VALLAKI to the southwest. The northwest fork, from which you have come, slants down and disappears into the trees, while the southwest fork clings to an upward slope. Across from the gallows, a low wall, crumbling in places, partially encloses a small plot of graves shrouded in fog.
The gallows are creaking, though there is no breeze.
Please arrange yourselves as you might be standing or walking as you pass them. Head on over to Roll20 for the map. The grid on the map is not quite on the grid to Roll20; you can use the [alt] button to place yourself in a map square. Just post "done" over there, when you're happy with your location on the map.
I have no current access, but Barnaby would be alongside anyone willing to listen to him prattle on about whatever he knows of Barovia or the Visanti.
Barovia history 12
Visanti history 6
Edit: If he knows nothing of either, he will prattle on, wondering about each topic aloud. My main point is that he would not, at this point, be concerned with defensive strategies and what marching order would be most prudent.
Barnaby has a lengthy presentation about Parvania, a small island nation state far to the south, because the name is similar. Also, the Vistani remind him very much of the gypsies, who have a culture all their own though they travel among other civilizations. Several very interesting things about their music and their customs, you know.
The three of you gaze up at the creaking gallows, with the single, frayed noose, and your attention is drawn by a groaning - really, more like a second creaking - behind you. You turn and see, from the northeast, three humanoids shuffling toward you. They are curious plant creatures, with grotesque, twisted figures, and malice in their eyes. Roll (here) for initiative! We'll do all rolling here. There is just for moving around the map.
Now now Puddin, you can beat them each to paste, but not until after the conscious ones are dealt with first. As a wise poet once said, "you can't have your puddin if you don't eat your meat."
One of them falls fast asleep where it stands. The other two come forward, creaking and glowering as they come - faster than they look - up to Kif. They both swing at him. One is clumsy and misses badly; the other slashes at Kif's chain shirt, but his claws do not sink through and his attack is also repelled.
You don’t get any additions, that’s right. I get to try a dex save for the target for no damage. But things will go faster if you keep rolling damage when you cast the spell, just like you did. Perfect!
I downloaded a dice rolling app to keep this moving. He got a 4, which I’m assuming doesn’t beat your “DC.” But you should know what your DC is, if you don’t. It takes a point of damage!
Kif is up.
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By the time you have your gear ready to go, you see that the Visanti have already put a makeshift lean-to over Fope, and they've arranged him on a bedroll. He looks cleaned up and comfortable, and you imagine he will be ready to travel soon. Damia tells you that she and her clan will be going in a few days, but that if they are gone before Fope is ready to travel, others will look after him. She wishes you well.
The three of you begin the walk south, back to the Old Svalich Road. You reach the crossroads, where you turned north the night before.
An old wooden gallows creaks in a chill wind that blows down from the high ground to the west. A frayed length of rope dances from its beam. The well-worn road splits here, and a signpost opposite the gallows points off in three directions: BAROVIA VILLAGE to the east, TSER POOL to the northwest, and RAVENLOFT/VALLAKI to the southwest. The northwest fork, from which you have come, slants down and disappears into the trees, while the southwest fork clings to an upward slope. Across from the gallows, a low wall, crumbling in places, partially encloses a small plot of graves shrouded in fog.
The gallows are creaking, though there is no breeze.
Please arrange yourselves as you might be standing or walking as you pass them. Head on over to Roll20 for the map. The grid on the map is not quite on the grid to Roll20; you can use the [alt] button to place yourself in a map square. Just post "done" over there, when you're happy with your location on the map.
I have no current access, but Barnaby would be alongside anyone willing to listen to him prattle on about whatever he knows of Barovia or the Visanti.
Barovia history 12
Visanti history 6
Edit: If he knows nothing of either, he will prattle on, wondering about each topic aloud. My main point is that he would not, at this point, be concerned with defensive strategies and what marching order would be most prudent.
Barnaby has a lengthy presentation about Parvania, a small island nation state far to the south, because the name is similar. Also, the Vistani remind him very much of the gypsies, who have a culture all their own though they travel among other civilizations. Several very interesting things about their music and their customs, you know.
I'm heading out soon, but Kif would be in the lead
Ok, good enough.
The three of you gaze up at the creaking gallows, with the single, frayed noose, and your attention is drawn by a groaning - really, more like a second creaking - behind you. You turn and see, from the northeast, three humanoids shuffling toward you. They are curious plant creatures, with grotesque, twisted figures, and malice in their eyes. Roll (here) for initiative! We'll do all rolling here. There is just for moving around the map.
Also roll Perception checks.
Initiative: 17
Perception: 15
Barnaby notices that the tree creatures are releasing some kind of pollen or something into the air as they come.
“Careful kids. They’re emanating some sort of spores. It could be dangerous.” There is significant finger waggling accompanying these statements.
Oh really, Barnaby? I thought we may attempt to gather some to make a lovely spread on toast.
Initiative: 7
Perception: 21
Puddin, also, sees yellowish spores being released.
I've taken the liberty of rolling Kif's initiative for him. I rolled a 1! So he got a 3! You're welcome, Dave.
Barnaby, you go first.
Barnaby will cast sleep on the three creatures...
19
Rock-a-bye babies, of the tree people....a hah hah. That's funny, right guys?
Barnaby will then back up for protection behind what appears to be a stone wall.
Oh, uh, don't touch or attack the ones that fall asleep. They are easily woken.
Barnaby, where's the darn fun in that?
Now now Puddin, you can beat them each to paste, but not until after the conscious ones are dealt with first. As a wise poet once said, "you can't have your puddin if you don't eat your meat."
One of them falls fast asleep where it stands. The other two come forward, creaking and glowering as they come - faster than they look - up to Kif. They both swing at him. One is clumsy and misses badly; the other slashes at Kif's chain shirt, but his claws do not sink through and his attack is also repelled.
Puddin, you're up!
Puddin makes an audible guffaw at Barnaby's lesson as she joins him behind the wall.
She casts a sacred flame at the creature who slashed at Kif. 7
That's one bummer of a roll. Just checking -- I rolled a 1d8 with no additions to it. Did I do that right?
You don’t get any additions, that’s right. I get to try a dex save for the target for no damage. But things will go faster if you keep rolling damage when you cast the spell, just like you did. Perfect!
I’ll roll its save in a few minutes.
I downloaded a dice rolling app to keep this moving. He got a 4, which I’m assuming doesn’t beat your “DC.” But you should know what your DC is, if you don’t. It takes a point of damage!
Kif is up.