This post has potentially manipulated dice roll results.
"Now that's a neat trick," Cerio says admirably as they are cloaked in magical darkness. He draws his khopesh, wrinkling his nose at the rotten smell it emits. No matter how many times he wipes it clean, he can't get rid it of the smell of rot. Still, it had proved itself to be remarkably reliable in combat. What's a little smell in exchange for that?
"I'll join ya," he whispers to Galqarin, tiptoeing forward to bear nearer the front as well.
Sandu - The doll's head slowly nods up and down. She points to the piece of parchment where she wrote, "𝕤Oη 𝒾𝔫 β𝓐ŘO𝐯𝐢Ã" and then points to the symbol you drew. She then points to the earlier part of her message, "т𝔯A𝓟Ⓟ𝑒𝕕, ᵖ𝓁ᵉa𝐒𝔢 Hέㄥp."
'We will.'Sandu replied to the doll. He made a mental note to send a raven back to Baern to inform him that the group had found his mother. But first there were these druids to deal with. One thing at a time. It was a bit weird to see a shadow emanate from Dallid but Sandu silently thanked the blue man for the effect it had, obscuring everyone from sight. Though he feared a smidge for how the armour would cope with having to move silently...
Upon Davian's advice, the party make their way toward the large winery building, attempting to be as stealthy as possible. The animated suit of armour's metallic frame creaks and groans as it moves; however, with the assistance of the group and Dallid's spell, it does not attract the attention of the nearby blights.
As the party moves around the back of the winery, they pass a stable containing two draft horses; they pay little heed to the group as they pass, content with their hay. A few entrances to the winery present themselves; one through the loading dock, one through a small shut door in the centre of the property, and one at the back of a large veranda.
Parked in the loading dock is a wagon with three barrels set in braces on the bed. A raised wooden walkway runs along the west, south, and east walls. Through a hole in the ceiling, you see the wooden arm of a loading crane with ropes and hooks dangling from it.
The small door in the centre is open a slither; it appears to lead to a workshop littered with partially made barrels.
Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath. At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above.
Based on the map that Davian gave the party, the veranda's doors would lead straight to the front of the property; where he believed the bulk of the druid forces to be congregated. At the moment, it seems like the party's presence has remained unnoticed.
Sandu winced with every step the animated armor took. A bead of sweat rolled down his brow every time the metal plating scraped against each other. In hindsight he should have known that this would happen but considering the last time they tangled with a mad druid and his blights: metal beats wood.
He ordered the armor to stay put at the corner of the veranda where it could quickly move to whichever entrance they would pick. Or cover their retreat should it come to that.
'What now?'Sandu whispered. 'We go in weapons drawn and take them by surprise? Or move in closer and try to pick them off one by one?'
"If we get to where I can see a large group of them, I may be able to cut down the odds a good bit." Dadeveth advises the others as they move in towards the winery. "I have a spell that will dazel those who cannot resist it." She keeps her voice low as they edge closer to the building. "My suggestion is to let me have a chance to get off my spell, then rush in and deal with any that were able to resist the magic."
"Smart!"Cerio taps his noggin' and grins at Dadeveth. "Figure we can all lay low 'til we got a clear shot." He prepares to tuck himself behind a tree, piece of equipment, or other available concealment until it's time t'lay the smack down.
This post has potentially manipulated dice roll results.
Late Morning - Day 8 - The (not so) Subtle Approach
Acting swiftly, you move towards the double doors leading to the front of the winery. Sliding the doors apart, the rich smell of fermenting wine wafts through from inside. Inside the building, there is a large two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the centre of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level.
Stacked against the wall underneath the balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery’s upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. He wears a gown made of animal skins and a headdress with goat horns, and his hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask. You can tell straight away that something is deeply wrong with the casks, a dark viscous fluid is smeared down its side and dark, evil runes are etched into their sides.
Sparing no time, Dadeveth casts hypnotic pattern targetting the druid and the tiny twig blights. The wild man unleashes a surprised howl of contempt, his lips curl up in a snarl. "TRICKS?! Daft, pathetic tricks?!"his high-pitched voice scratches. He lets out a shrill chuckle. "It'll take more than tricks to relinquish my hold over the winery!"
ALL - Please roll initiative. I will give you all a surprise round ((however, I will warn you that the druid has legendary actions that he can take at the end of another creature's turn)).
DM Rolls:
The Druid is immune to being charmed.
TB Wisdom Save: 18, 9, 11, 18, 2
Initiatives:
Druid: 21
Blights: 19
Druid Perception: 15
EDIT: At the moment, the druid is aware that a spell has been cast. However, he is unaware of who/what cast it.
This post has potentially manipulated dice roll results.
Initiative rolls
Sandu: 8 Animated armor: 19 (Or does it take its turn after me? Is commanding it a free action or bonus actions or how would you like to do this?)
Edit: DnDBeyond needs to step up its coding. Even my initial post showed that the dice rolls could be manipulated after merely reloading the page. The rolls are 22 for Sandu and 11 for the armour.
(Or does it take its turn after me? Is commanding it a free action or bonus actions or how would you like to do this?)
It'll be its own creature with its own turn. You can command it with a bonus action, similarly to how you would a summoned creature. Otherwise, it will act of its own volition and will attempt to protect its current master (aka Sandu).
Dallid speaks up. "I have a knack for keeping a group cloaked in shadow. Stay close, and we'll pass without trace as we explore around back."
Paladin - warforged - orange
"Works for me." Dadeveth agrees. She moves in close and follows around to the back.
"I very stealthy. I go first?", offers Galqarin.
"Now that's a neat trick," Cerio says admirably as they are cloaked in magical darkness. He draws his khopesh, wrinkling his nose at the rotten smell it emits. No matter how many times he wipes it clean, he can't get rid it of the smell of rot. Still, it had proved itself to be remarkably reliable in combat. What's a little smell in exchange for that?
"I'll join ya," he whispers to Galqarin, tiptoeing forward to bear nearer the front as well.
Stealth (w/ Dallid's bonus): 30
stealth: 19
Dormark Calling of Strahd (warforged cleric) 4
(Galqarin's stealth 36 (26 rolled plus 10 bonus) )
'We will.' Sandu replied to the doll. He made a mental note to send a raven back to Baern to inform him that the group had found his mother. But first there were these druids to deal with. One thing at a time. It was a bit weird to see a shadow emanate from Dallid but Sandu silently thanked the blue man for the effect it had, obscuring everyone from sight. Though he feared a smidge for how the armour would cope with having to move silently...
Sandu - Stealth check: 14
Animated Armour - Stealth check: 22
EDIT: FFFFFFFfffffuuuuuuuuuu...
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Dallid and Ferelyon stealth
D 29
F 35
Paladin - warforged - orange
Dadeveth stealth is a 32.
Late Morning - Day 8 - Approaching the Winery
Upon Davian's advice, the party make their way toward the large winery building, attempting to be as stealthy as possible. The animated suit of armour's metallic frame creaks and groans as it moves; however, with the assistance of the group and Dallid's spell, it does not attract the attention of the nearby blights.
As the party moves around the back of the winery, they pass a stable containing two draft horses; they pay little heed to the group as they pass, content with their hay. A few entrances to the winery present themselves; one through the loading dock, one through a small shut door in the centre of the property, and one at the back of a large veranda.
Resting on a flagstone veranda are three five-foot-diameter wooden tubs, their insides stained with grape juice. Each tub has a short ladder bolted to its side and a catch basin tucked underneath. At the back of the veranda is a large set of sliding wooden doors as well as a normal-sized wooden door. Stone pillars and arches support the upper floor above.
Based on the map that Davian gave the party, the veranda's doors would lead straight to the front of the property; where he believed the bulk of the druid forces to be congregated. At the moment, it seems like the party's presence has remained unnoticed.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu winced with every step the animated armor took. A bead of sweat rolled down his brow every time the metal plating scraped against each other. In hindsight he should have known that this would happen but considering the last time they tangled with a mad druid and his blights: metal beats wood.
He ordered the armor to stay put at the corner of the veranda where it could quickly move to whichever entrance they would pick. Or cover their retreat should it come to that.
'What now?' Sandu whispered. 'We go in weapons drawn and take them by surprise? Or move in closer and try to pick them off one by one?'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
"If we get to where I can see a large group of them, I may be able to cut down the odds a good bit." Dadeveth advises the others as they move in towards the winery. "I have a spell that will dazel those who cannot resist it." She keeps her voice low as they edge closer to the building. "My suggestion is to let me have a chance to get off my spell, then rush in and deal with any that were able to resist the magic."
Dadeveth can cast hypnotic pattern
"Works for me", acknowledges Galqarin. "I hide and try surprise those not dazzled."
"Smart!" Cerio taps his noggin' and grins at Dadeveth. "Figure we can all lay low 'til we got a clear shot." He prepares to tuck himself behind a tree, piece of equipment, or other available concealment until it's time t'lay the smack down.
Dallid will try to lead the group ahead into Veranda, using the pillars to hide
Paladin - warforged - orange
Late Morning - Day 8 - The (not so) Subtle Approach
Acting swiftly, you move towards the double doors leading to the front of the winery. Sliding the doors apart, the rich smell of fermenting wine wafts through from inside. Inside the building, there is a large two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden staircase in the centre of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level.
Stacked against the wall underneath the balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the winery’s upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They watch you with great interest.
The balcony creaks, drawing your eye to a wild-looking figure hunched over the westernmost cask, pouring a flask of thick syrup into it. He wears a gown made of animal skins and a headdress with goat horns, and his hair is long and unkempt. Suddenly, you see something skittering across the floor. It looks like a tiny creature made of twigs. It moves from its hiding place under the stairs and disappears behind the easternmost cask. You can tell straight away that something is deeply wrong with the casks, a dark viscous fluid is smeared down its side and dark, evil runes are etched into their sides.
ALL - Please roll initiative. I will give you all a surprise round ((however, I will warn you that the druid has legendary actions that he can take at the end of another creature's turn)).
DM Rolls:
The Druid is immune to being charmed.
TB Wisdom Save: 18, 9, 11, 18, 2
Initiatives:
Druid Perception: 15
EDIT: At the moment, the druid is aware that a spell has been cast. However, he is unaware of who/what cast it.
EDIT 2: Dice rolls were not manipulated (sigh).
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth - Four (out of five) of the blights fail their wisdom saves and are charmed by you. The Druid, unfortunately, is immune to being charmed.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Initiative rolls
Sandu: 8
Animated armor: 19
(Or does it take its turn after me? Is commanding it a free action or bonus actions or how would you like to do this?)
Edit: DnDBeyond needs to step up its coding. Even my initial post showed that the dice rolls could be manipulated after merely reloading the page. The rolls are 22 for Sandu and 11 for the armour.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Cerio initiative: 5
It'll be its own creature with its own turn. You can command it with a bonus action, similarly to how you would a summoned creature. Otherwise, it will act of its own volition and will attempt to protect its current master (aka Sandu).
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)