This post has potentially manipulated dice roll results.
Dallid will stay where he is, ordering Ferelyon forward while activating the chimeric collar for 20 temp hp, as the wolf grows larger and a second head emerges, ready to rip and tear... Until it is done.
Ferelyon moves to just south of the enemy on the right side of our map and attacks!
Attack: 22 Damage: 9
And the baddie must make a dc11 str save or be knocked prone
Quick to obey his master's command, Ferelyon (complete with a second head!) rushes off into the cellar. Letting out a howl, the wolf charges the eastern crawler, tearing at the forlorn creature; an undead-looking man. His first attack is wild and fails to connect. However, the second attack rips into the man's flesh; his pallid skin breaks and bleeds, though a portion of the damage appears to be resisted ((Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks)).
Fereylon's attack would normally have knocked any ordinary man prone. However, immediately after being knocked over the man flips back to his feet with supernatural nimbleness. He crouches low and prepares for any further attacks.
Crawling Figures' Turn
#1 - The left-most crawling figure draws herself up onto her feet. It looks like a young woman; her skin and features appear faded and she wears a scowl on her face. "Begone!" she hisses in Galqarin's direction before charging toward him. As she travels she runs through the nearby structural beam as though it temporarily ceased to exist. Reaching out her soft, cold hands brush Galqarin's face.
Mournful Touch: Attack: 18, Damage: 9 (Necrotic)
Galqarin - Please make a Constitution Saving Throw (DC 12)
#2 - Drifting through the wine racks, another undead-looking figure materialises. Her hands reach out and stroke Ferelyon's fur. "Such a sweetie," she says softly. "You're not too dissimilar from a dog I used t' own... well, 'sides from the extra 'ead." Tears streak down her face as she becomes lost in memories of times long passed.
Mournful Touch: Attack: 6
Though her hands touch Ferelyon, he is unharmed by the attack.
#3 - The injured crawling figure's lips begin to tremble as he struggles to fight back tears. "Years we have served and yet many more we shall serve... will there never be an end to our suffering? The pact which saved our lives binds us with her." He bites his lip and looks into the wolf's eyes. "I am sorry," he whispers as he swipes at one of Ferelyon's heads.
Mournful Touch: Attack: 16, Damage: 6 (Necrotic)
"Gods, what have I become," he desperately cries as he strikes Ferelyon.
At first, you were unaware of who or what the ghost-like creatures may be. Though now, a vague, distant memory stirs within you. An old wives tale about people crying out for salvation as they are about to die and their calls being answered by other-worldly beings. These people would then exist in a state of undeath, being neither dead nor alive.
Dadeveth's Turn (Botted)
Hearing the commotion from below. A sense of uneasiness washes over Dadeveth as a chill air emanates from the cellar. Standing at the top of the stairs, she momentarily wonders what foul horrors might await. Pushing the thought from her head, she trots down the stone stairs; the clip-clop of her hooves echoes around the cellar's walls as she moves.
She brushes past Galqarin and, confronted by the crawling figures, thrusts her rapier at the nearest one (#1).
The rapier strikes true, causing the ghost-like woman to cry out in pain.
Sandu - From the top of the stairs you hear the sound of battle below. Unaware of what lurks in the cellar, you hear a howl followed by a whelp; your best bet is that Ferelyon has engaged the enemy. Moments ago, Dadeveth disappeared down the stairs, though you are unsure how she fairs. It is now up to you, will you follow your fellow party members or flee from the winery ((never know, always a possibility!)). It is your turn.
This post has potentially manipulated dice roll results.
Sandu - From the top of the stairs you hear the sound of battle below. Unaware of what lurks in the cellar, you hear a howl followed by a whelp; your best bet is that Ferelyon has engaged the enemy. Moments ago, Dadeveth disappeared down the stairs, though you are unsure how she fairs. It is now up to you, will you follow your fellow party members or flee from the winery ((never know, always a possibility!)). It is your turn.
Danger lurked in the basement. Figures emerged from a mist that clung to the cold stones, wailing their woes to an imposing figure that did not care about their plight. Sandu saw, nay, felt the danger, even more so than what the druid presented, and would have fled the scene were in not for his misty state. One internal dilemma later the team player trounced the logical coward and Sandu, against his better wishes, floated down the staircase. The only problem was that he was going at a snail's pace. To his surprise, it infuriated him.
No, no, no! The one time I WANT to help I can't? This can't be happening! I WANT to help! I need to...
It was a weird experience to feel solid again. It was even more weird to start free falling in midair halfway across the staircase without having set one foot on it. Sandu rose battered and bruised at the bottom of the staircase. Hopefully the adrenaline would push down the pain for the time being though there was little time to think about it. Almost instinctively he raised his hand and shot two blasts of energy at the nearest enemy in sight:
Move: float 10 feet, drop concentration on Gaseaous Form, fall the rest of the way, stand up Action: Eldritch blast Attack: 18 Damage: 15 Attack: 10 Damage: 12
Knowing his attacks on the druid upstairs proved useless, Galqarin instead focuses on the nearest hostile thing, unleashing a flurry of attacks with his staff and body. As he does so, he draws some necrotic energy back into himself.
Staff attack #1: 25 to hit, 8 bludgeoning damage Staff attack #1: 18 to hit, 11 bludgeoning damage Flurry of Blows: 17 to hit, 9 bludgeoning damage Hand of Healing: 8 hp (NB rolled as Hand of Harm in campaign log as there isn't an automation built into the DDB sheet)
(If by some miracle he's both able to hit and manages to kill one of the things, he'll move onto the next one)
Picking himself up at the bottom of the stairs, Sandu peers around the wall and into the main area of the cellar. Spotting that battle had commenced, he fires two [/spell]eldritch blast[/spell]s at the nearest visible enemy ((#1 would be obscured from where he is standing, so #2 would be the nearest Sandu can see)).
The first beam blasts into the chest of the nearest ghost-like figure, knocking her against the wine racks and causing several bottles to topple and fall. The woman howls out in pain and spins, with unnatural dexterity, on the spot. "Who done tha'?" she asks, her voice hurt. "Poor ol' Vera jus' wan'ed to say 'ello to this beau'iful animal an' she gets a'blasted in th' back." Ethereal tears streak down her ethereal face.
Ready for the next beam, she sidesteps and Sandu's spell narrowly ((VERY narrowly) misses, striking the wine rack and sending more bottles and splinters flying everywhere. The smell of spilt, spicy, wine now overriding the damp.
Galqarin's Turn
Focusing on the nearest hostile thing, currently taking the guise of a young woman, Galqarin unleashes a wicked series of attacks. Though the creature seems, in part, resilient ((Damage Resistances Lightning: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks)) to his attacks, all of his strikes hit. The creature struggles to maintain her balance as Galqarin unleashes his fury. Her face becomes swollen and bruised and cuts cover the majority of her body.
Brushing herself down, she looks Galqarin in the eyes. "How dare you!"she cries.
Druid's Turn
"Enough of this insssolenccce!"the druid screams. Taking a dagger, he runs it across his hand. "All I am, I give to my lady."
Bonus Action: Blood Rage
Damage to Self: 3
As his blood begins to trickle from his hand, the druid adopts a more bestial stance. Crouching over, he makes his way to the west side of the wine rack, taking up a position. He howls with anger as he holds up his blackened staff. "Ssssurender or die!" he yells at Dadeveth before shooting out a beam of blood-red tendrils.
Dadeveth - Please make a Constitution Saving Throw (DC 17)
The blood-red tendrils connect with Dadeveth's upper body, sapping and draining her life force.
Dormark - You hear the sound of battle raging below, it seems the party has found another of the druids. Evil radiates from the cellar as though whatever is happening below is an affront to Moradin himself. Your companions need you now, it is your turn. ((You can make an Arcana or Religion check (your choice) to discern more about the ghost-like creatures if you wish.))
Dormark moves down the stairs towards the commotion stopping at the bottom of the stairs. Seeing the undead beings surrounding them and the druid Dormark shouts. "Your darkness has no hold on this place. Moradin give me your light to cleanse this darkness!" Casting turn undead
(DC is 14)
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Destroy UndeadCR 1/2 or LowerPHB, pg. 59
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Dormark clutches his holy symbol and invokes Moradin's name, channelling turn undead on those within the cellar.
Figure #1 Wisdom Saving Throw: 6 (failed)
Figure #2 Wisdom Saving Throw: 14(just passed)
Figure #3 Wisdom Saving Throw: 19 (passes)
The druid is not undead.
The young lady to the left of Dadeveth lets out a hellish shriek as she hears the prayer. However, both the man and older woman seem undisturbed by Dormark's appearance and subsequent prayer/holy symbol; though for a second, it seemed to have sway over the older woman. "Moradin?" the man asks,"who the hells Moradin?"
Animated Armour's Turn
The armour faithful follows Sandu down the stairs to the cellar. No sooner than it spots a potential threat to its master, then it charges, dash at the first enemy it can see (figure #2 - the older woman).
No Opportunity Attack from Figure #1 due to turn undead preventing reactions.
Cerio - Only you and Dallid remain on the ground floor now, everyone else has entered the cellar. The sounds of battle raging echo from below. You hear Dormark shouting a prayer to Moradin moments after he disappears down the stairs; it is clear evil dwells there. Your companions need you, it is your turn.
Plucking up the courage to enter the uninviting cellar below, Cerio heads down the stairs. He sneaks towards the figure currently locked in combat with the animated armour and, waiting for his opening, strikes at it with his khopesh.
Cerio's attack is delivered with unparalleled accuracy, penetrating the figure's defences and slicing into her side. "Curse you!"she shrieks at Cerio, angry tears streaking down her face.
Dallid - All your companions have disappeared down the stairs to the cellar. You hear the sound of battle raging below; aside from the occasional sound of spells being cast and blows being traded, you hear shrieks and shouts from whatever creatures were dwelling there. Not only does the cellar appear dark and grim, but you also get the sense of deep foreboding as you contemplate joining the others. It is your turn.
Battlemap:
Initiative:
Dallid - 12 - Dark Green Bow & Ferelyon - Small Dark Green Shield
Dallid's voice echoes down the confined staircase and into the cellar. Immediately, Ferelyon's ears perk up as he hears his master's command. He tears and pulls at the undead woman in front of him, delivering two vicious attacks with his heads. Though a portion of the damage is resisted, the woman seems to be worse for wear and it appears that she cannot sustain much more punishment.
Figures (Mourning Rusalka)
((I thought it easier to just give you the name of the creatures... bearing in mind that none of your characters is aware of who or what they are.))
#1 (Young Lady) - "You foul, hooven, beast!" the young lady blurts out at Dadeveth. "Why? Why won't you just leave us be?!" she screams angrily. Her hand slaps out at Dadeveth.
A loud slapping sound booms around the cellar as the young lady successfully strikes Dadeveth.
#2 (Old Lady) - Looking sorry for herself, the older woman reaches out with both hands, attempting to strangle one of Ferelyon's heads. "You mangy thing!" she curses, "Aunty Vera knows jus' what t' do with the likes of you!"
Ferelyon - Please make a Constitution Saving Throw (DC 12)
Her hands wrap around the wolf's neck, causing Ferelyon to yelp out in pain.
#3 (Handsome Man) - Brushing a lock of hair out of his eyes, the young man looks apologetically at Ferelyon. Closing his eyes he reaches out toward the wolf...
Mournful Touch (against Ferelyon): Attack: 6
His heart not in the attack, the man's hands miss Ferelyon, grasping at only air.
Dadeveth's Turn (Botted)
Attempting to avoid hitting any of her companions, Dadeveth aims for a spot in the cellar and casts shatter. A sudden loud ringing noise, painfully intense, erupts from the north of the cellar.
The old woman drops to her knees with a sharp, high-pitched, scream before collapsing facedown ((dead)). Fairing better, the man holds at his ears as they begin to bleed. "Make it stop! Make it stop!" he yells over the commotion. Electrical energy teems over the surface of the animated armour, blackening it in parts. It crumbles to the ground, the magic that held it together dissipating.
Confirmation of Dadeveth's attack:
Sandu - Bedlam reigns as a loud ringing noise erupts around the cellar. One of the figures seems to have succumbed to Dadeveth's magic. However, two of them yet remain and that is not to mention the larger threat of the druid. To the northeast, Ferelyon looks unsteady on his feet, having been subjected to several attacks. You need to dispatch of the threat as quickly as possible, it is your turn.
A loud ringing pierced Sandu's ears, making him clutch them in agony. He closed his eyes hoping it would help with the pain. It did not. He only opened them when the loud crash of metal hitting stone signaled the ringing was over. Something soft hit him in the torso. Sandu peeked through his eyelids: before him the armour lay half-slumped against the table, metal blackened in some parts, twisted wrongly in others. Whatever life had ever been in it was gone. For the briefest of moments Sandu saw Dormark's form superimposed over it. He shook his head. Something stirred on his chest. Looking down Sandu saw the cloth doll that previously clung to the armour's back. The force of the spell must have flung her away from the armour into Sandu's person. Protective instinct took over: Sandu slung her over his shoulder onto his back to protect her from any further harm.
Sandu made a snap decision. It was best to focus fire and drop the enemy as quickly as possible. One of the figures from the mist, a handsome man should he be living, had taken the brunt of the spell attack but was still standing. That was to be his target.
'Pleacã!'Sandu shouted and two bolts of energy left his hand. He then quickly turned and pressed his shoulder against the wall to stay out of sight from any retribution. 'This is turning ugly! Get back here, Ferelyon!'
Action: cast Eldritch Blast (alas, no AoE to use) Attack: 12 Damage: 11 Attack: 9 Damage: 12
Galqarin (having just remembered that his long arms give him the ability to attack creatures without risk of immediate retaliation) strikes the nearest figure with his staff and feet, before retreating to join Sandu behind the wall.
The purple beams of Sandu's eldritch blasts sizzle and crackle with energy as they both stream out of his hands and snake towards the handsome man. A look of fear briefly crosses his face before being quickly replaced with anguish. Clutching desperately at his chest, he feels two large, bloody boreholes where the beams struck. No more words come forth from the man as he closes his eyes and topples backwards.
Rusalka #3 is dead.
Galqarin's Turn
Galqarin is a blur as he whirls into action. His long, dangling arms are extremely agile as he strikes out. The raven-headed staff appears almost lifelike as it flies at the unsuspecting young lady. CRACK! The hammers into the side of her head, boxing her ears and causing blood to flow. THWACK! The next moment the staff whizzes through the air and catches the woman's knee, causing her to howl and clutch desperately at the damp cellar wall. SMACK! Seizing the moment Galqarin reaches out, takes the woman's head, and smashes it into the wall. She drops to her knees, not quite dead, but clearly unable to fight on.
She sobs loudly and curls into a ball.
Rusalka #1 is out of combat (near death and not fighting on)
"Fooollssss," the druid's voice rings out. "You have deprived me of my sssserrvantsss." The druid scowls at the surviving rusalka with a mixture of disdain and hatred. Closing his eyes he, once again, draws on inner power.
Continued Blood Rage: 8 damage to self
Once more, the druid's arm extends toward Dadeveth and blood-red, magical tendrils shoot out.
The tendrils wrap themselves around Dadeveth and begin pulsating. It appears as though the druid is revitalised by the attack. Dadeveth is close to collapsing but is remarkably able to stay on her hooves. She looks around desperately at her companions, blood pours from her eyes and nose.
"Ssssubmit and you sssshall be ssspared!"the druid yells towards the cellar entrance.
Dormark - Though the rusalka seem to have been dealt with, Dadeveth seems to be close to death. Furthermore, the druid does not appear to have sustained any damage at all. He stands mocking all who would dare interfere with his nefarious plans. It now falls on you to act, it is your turn.
This post has potentially manipulated dice roll results.
Squeezing past Sandu and Galqarin, Dormark moves to face the druid. "End your evil and we will spare you," says Dormark his hammer appears in his fist, and he throws a guiding bolt at the druid.
Attack: 14 Damage: 14
Rollback Post to RevisionRollBack
Dormark Calling of Strahd (warforged cleric) 4
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Dallid will stay where he is, ordering Ferelyon forward while activating the chimeric collar for 20 temp hp, as the wolf grows larger and a second head emerges, ready to rip and tear... Until it is done.
Ferelyon moves to just south of the enemy on the right side of our map and attacks!
Attack: 22 Damage: 9
And the baddie must make a dc11 str save or be knocked prone
Attack: 25 Damage: 9
Paladin - warforged - orange
Cellar Crawl - Round #1 - Dallid's Turn
Dallid's Turn
Quick to obey his master's command, Ferelyon (complete with a second head!) rushes off into the cellar. Letting out a howl, the wolf charges the eastern crawler, tearing at the forlorn creature; an undead-looking man. His first attack is wild and fails to connect. However, the second attack rips into the man's flesh; his pallid skin breaks and bleeds, though a portion of the damage appears to be resisted ((Resistance: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks)).
Fereylon's attack would normally have knocked any ordinary man prone. However, immediately after being knocked over the man flips back to his feet with supernatural nimbleness. He crouches low and prepares for any further attacks.
Crawling Figures' Turn
#1 - The left-most crawling figure draws herself up onto her feet. It looks like a young woman; her skin and features appear faded and she wears a scowl on her face. "Begone!" she hisses in Galqarin's direction before charging toward him. As she travels she runs through the nearby structural beam as though it temporarily ceased to exist. Reaching out her soft, cold hands brush Galqarin's face.
#2 - Drifting through the wine racks, another undead-looking figure materialises. Her hands reach out and stroke Ferelyon's fur. "Such a sweetie," she says softly. "You're not too dissimilar from a dog I used t' own... well, 'sides from the extra 'ead." Tears streak down her face as she becomes lost in memories of times long passed.
Though her hands touch Ferelyon, he is unharmed by the attack.
#3 - The injured crawling figure's lips begin to tremble as he struggles to fight back tears. "Years we have served and yet many more we shall serve... will there never be an end to our suffering? The pact which saved our lives binds us with her." He bites his lip and looks into the wolf's eyes. "I am sorry," he whispers as he swipes at one of Ferelyon's heads.
"Gods, what have I become," he desperately cries as he strikes Ferelyon.
Galqarin's History check:
At first, you were unaware of who or what the ghost-like creatures may be. Though now, a vague, distant memory stirs within you. An old wives tale about people crying out for salvation as they are about to die and their calls being answered by other-worldly beings. These people would then exist in a state of undeath, being neither dead nor alive.
Dadeveth's Turn (Botted)
Hearing the commotion from below. A sense of uneasiness washes over Dadeveth as a chill air emanates from the cellar. Standing at the top of the stairs, she momentarily wonders what foul horrors might await. Pushing the thought from her head, she trots down the stone stairs; the clip-clop of her hooves echoes around the cellar's walls as she moves.
She brushes past Galqarin and, confronted by the crawling figures, thrusts her rapier at the nearest one (#1).
The rapier strikes true, causing the ghost-like woman to cry out in pain.
Sandu - From the top of the stairs you hear the sound of battle below. Unaware of what lurks in the cellar, you hear a howl followed by a whelp; your best bet is that Ferelyon has engaged the enemy. Moments ago, Dadeveth disappeared down the stairs, though you are unsure how she fairs. It is now up to you, will you follow your fellow party members or flee from the winery ((never know, always a possibility!)). It is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
(Galqarin's CON save: 21)
Galqarin - Success, you feel no further effect from the attack.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Danger lurked in the basement. Figures emerged from a mist that clung to the cold stones, wailing their woes to an imposing figure that did not care about their plight. Sandu saw, nay, felt the danger, even more so than what the druid presented, and would have fled the scene were in not for his misty state. One internal dilemma later the team player trounced the logical coward and Sandu, against his better wishes, floated down the staircase. The only problem was that he was going at a snail's pace. To his surprise, it infuriated him.
No, no, no! The one time I WANT to help I can't? This can't be happening! I WANT to help! I need to...
It was a weird experience to feel solid again. It was even more weird to start free falling in midair halfway across the staircase without having set one foot on it. Sandu rose battered and bruised at the bottom of the staircase. Hopefully the adrenaline would push down the pain for the time being though there was little time to think about it. Almost instinctively he raised his hand and shot two blasts of energy at the nearest enemy in sight:
Move: float 10 feet, drop concentration on Gaseaous Form, fall the rest of the way, stand up
Action: Eldritch blast
Attack: 18 Damage: 15
Attack: 10 Damage: 12
William Brackwater: Human Fighter - The Windward Isles
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Knowing his attacks on the druid upstairs proved useless, Galqarin instead focuses on the nearest hostile thing, unleashing a flurry of attacks with his staff and body. As he does so, he draws some necrotic energy back into himself.
Staff attack #1: 25 to hit, 8 bludgeoning damage
Staff attack #1: 18 to hit, 11 bludgeoning damage
Flurry of Blows: 17 to hit, 9 bludgeoning damage
Hand of Healing: 8 hp (NB rolled as Hand of Harm in campaign log as there isn't an automation built into the DDB sheet)
(If by some miracle he's both able to hit and manages to kill one of the things, he'll move onto the next one)
Cellar Crawl - Round #1 - Sandu & Galqarin's Turns
Sandu's Turn
Picking himself up at the bottom of the stairs, Sandu peers around the wall and into the main area of the cellar. Spotting that battle had commenced, he fires two [/spell]eldritch blast[/spell]s at the nearest visible enemy ((#1 would be obscured from where he is standing, so #2 would be the nearest Sandu can see)).
The first beam blasts into the chest of the nearest ghost-like figure, knocking her against the wine racks and causing several bottles to topple and fall. The woman howls out in pain and spins, with unnatural dexterity, on the spot. "Who done tha'?" she asks, her voice hurt. "Poor ol' Vera jus' wan'ed to say 'ello to this beau'iful animal an' she gets a'blasted in th' back." Ethereal tears streak down her ethereal face.
Ready for the next beam, she sidesteps and Sandu's spell narrowly ((VERY narrowly) misses, striking the wine rack and sending more bottles and splinters flying everywhere. The smell of spilt, spicy, wine now overriding the damp.
Galqarin's Turn
Focusing on the nearest hostile thing, currently taking the guise of a young woman, Galqarin unleashes a wicked series of attacks. Though the creature seems, in part, resilient ((Damage Resistances Lightning: Bludgeoning, Piercing, and Slashing from Nonmagical Attacks)) to his attacks, all of his strikes hit. The creature struggles to maintain her balance as Galqarin unleashes his fury. Her face becomes swollen and bruised and cuts cover the majority of her body.
Brushing herself down, she looks Galqarin in the eyes. "How dare you!" she cries.
Druid's Turn
"Enough of this insssolenccce!" the druid screams. Taking a dagger, he runs it across his hand. "All I am, I give to my lady."
As his blood begins to trickle from his hand, the druid adopts a more bestial stance. Crouching over, he makes his way to the west side of the wine rack, taking up a position. He howls with anger as he holds up his blackened staff. "Ssssurender or die!" he yells at Dadeveth before shooting out a beam of blood-red tendrils.
The blood-red tendrils connect with Dadeveth's upper body, sapping and draining her life force.
Dormark - You hear the sound of battle raging below, it seems the party has found another of the druids. Evil radiates from the cellar as though whatever is happening below is an affront to Moradin himself. Your companions need you now, it is your turn. ((You can make an Arcana or Religion check (your choice) to discern more about the ghost-like creatures if you wish.))
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Religion: 14
Dormark moves down the stairs towards the commotion stopping at the bottom of the stairs. Seeing the undead beings surrounding them and the druid Dormark shouts. "Your darkness has no hold on this place. Moradin give me your light to cleanse this darkness!" Casting turn undead
(DC is 14)
Channel Divinity: Turn Undead
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
When an undead fails its saving throw against your Turn Undead feature, it is instantly destroyed if its CR is lower than the threshold for your level.
Dormark Calling of Strahd (warforged cleric) 4
Dadeveth's con save is 18, rolled in the game log.
Cellar Crawl - Round #1 - Dormark's Turn
Dormark's Turn
Dormark clutches his holy symbol and invokes Moradin's name, channelling turn undead on those within the cellar.
The young lady to the left of Dadeveth lets out a hellish shriek as she hears the prayer. However, both the man and older woman seem undisturbed by Dormark's appearance and subsequent prayer/holy symbol; though for a second, it seemed to have sway over the older woman. "Moradin?" the man asks, "who the hells Moradin?"
Animated Armour's Turn
The armour faithful follows Sandu down the stairs to the cellar. No sooner than it spots a potential threat to its master, then it charges, dash at the first enemy it can see (figure #2 - the older woman).
Cerio - Only you and Dallid remain on the ground floor now, everyone else has entered the cellar. The sounds of battle raging echo from below. You hear Dormark shouting a prayer to Moradin moments after he disappears down the stairs; it is clear evil dwells there. Your companions need you, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cellar Crawl - Round #1 - Cerio's Turn
Cerio's Turn (Botted)
Plucking up the courage to enter the uninviting cellar below, Cerio heads down the stairs. He sneaks towards the figure currently locked in combat with the animated armour and, waiting for his opening, strikes at it with his khopesh.
Cerio's attack is delivered with unparalleled accuracy, penetrating the figure's defences and slicing into her side. "Curse you!" she shrieks at Cerio, angry tears streaking down her face.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cellar Crawl - Round #2 - Start of Round
Dallid - All your companions have disappeared down the stairs to the cellar. You hear the sound of battle raging below; aside from the occasional sound of spells being cast and blows being traded, you hear shrieks and shouts from whatever creatures were dwelling there. Not only does the cellar appear dark and grim, but you also get the sense of deep foreboding as you contemplate joining the others. It is your turn.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid shouts for Ferelyon to keep biting, but is hesitant to go down there himself
Ferelyon bites monster 2
Attack: 23 Damage: 8
Attack: 18 Damage: 11
Paladin - warforged - orange
Cellar Crawl - Round #2 - Dallid/Ferelyon's Turn
Dallid/Ferelyon's Turn
Dallid's voice echoes down the confined staircase and into the cellar. Immediately, Ferelyon's ears perk up as he hears his master's command. He tears and pulls at the undead woman in front of him, delivering two vicious attacks with his heads. Though a portion of the damage is resisted, the woman seems to be worse for wear and it appears that she cannot sustain much more punishment.
Figures (Mourning Rusalka)
((I thought it easier to just give you the name of the creatures... bearing in mind that none of your characters is aware of who or what they are.))
#1 (Young Lady) - "You foul, hooven, beast!" the young lady blurts out at Dadeveth. "Why? Why won't you just leave us be?!" she screams angrily. Her hand slaps out at Dadeveth.
A loud slapping sound booms around the cellar as the young lady successfully strikes Dadeveth.
#2 (Old Lady) - Looking sorry for herself, the older woman reaches out with both hands, attempting to strangle one of Ferelyon's heads. "You mangy thing!" she curses, "Aunty Vera knows jus' what t' do with the likes of you!"
Her hands wrap around the wolf's neck, causing Ferelyon to yelp out in pain.
#3 (Handsome Man) - Brushing a lock of hair out of his eyes, the young man looks apologetically at Ferelyon. Closing his eyes he reaches out toward the wolf...
His heart not in the attack, the man's hands miss Ferelyon, grasping at only air.
Dadeveth's Turn (Botted)
Attempting to avoid hitting any of her companions, Dadeveth aims for a spot in the cellar and casts shatter. A sudden loud ringing noise, painfully intense, erupts from the north of the cellar.
The old woman drops to her knees with a sharp, high-pitched, scream before collapsing facedown ((dead)). Fairing better, the man holds at his ears as they begin to bleed. "Make it stop! Make it stop!" he yells over the commotion. Electrical energy teems over the surface of the animated armour, blackening it in parts. It crumbles to the ground, the magic that held it together dissipating.
Confirmation of Dadeveth's attack:
Sandu - Bedlam reigns as a loud ringing noise erupts around the cellar. One of the figures seems to have succumbed to Dadeveth's magic. However, two of them yet remain and that is not to mention the larger threat of the druid. To the northeast, Ferelyon looks unsteady on his feet, having been subjected to several attacks. You need to dispatch of the threat as quickly as possible, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Ferelyon con save 17
Paladin - warforged - orange
A loud ringing pierced Sandu's ears, making him clutch them in agony. He closed his eyes hoping it would help with the pain. It did not. He only opened them when the loud crash of metal hitting stone signaled the ringing was over. Something soft hit him in the torso. Sandu peeked through his eyelids: before him the armour lay half-slumped against the table, metal blackened in some parts, twisted wrongly in others. Whatever life had ever been in it was gone. For the briefest of moments Sandu saw Dormark's form superimposed over it. He shook his head. Something stirred on his chest. Looking down Sandu saw the cloth doll that previously clung to the armour's back. The force of the spell must have flung her away from the armour into Sandu's person. Protective instinct took over: Sandu slung her over his shoulder onto his back to protect her from any further harm.
Sandu made a snap decision. It was best to focus fire and drop the enemy as quickly as possible. One of the figures from the mist, a handsome man should he be living, had taken the brunt of the spell attack but was still standing. That was to be his target.
'Pleacã!' Sandu shouted and two bolts of energy left his hand. He then quickly turned and pressed his shoulder against the wall to stay out of sight from any retribution. 'This is turning ugly! Get back here, Ferelyon!'
Action: cast Eldritch Blast (alas, no AoE to use)
Attack: 12 Damage: 11
Attack: 9 Damage: 12
Move: duck and cover behind the wall
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Galqarin (having just remembered that his long arms give him the ability to attack creatures without risk of immediate retaliation) strikes the nearest figure with his staff and feet, before retreating to join Sandu behind the wall.
Staff attack #1 (10' range): 14, 5 bludgeoning damage
Staff attack #2 (10' range): 22, 10 bludgeoning damage
Unarmed strike (10' range): 17, 10 bludgeoning damage
(The intent is to be out of LoS but remain between Sandu and the enemy.)
Cellar Crawl - Round #2 - Sandu & Galqarin's Turn
Sandu's Turn
The purple beams of Sandu's eldritch blasts sizzle and crackle with energy as they both stream out of his hands and snake towards the handsome man. A look of fear briefly crosses his face before being quickly replaced with anguish. Clutching desperately at his chest, he feels two large, bloody boreholes where the beams struck. No more words come forth from the man as he closes his eyes and topples backwards.
Galqarin's Turn
Galqarin is a blur as he whirls into action. His long, dangling arms are extremely agile as he strikes out. The raven-headed staff appears almost lifelike as it flies at the unsuspecting young lady. CRACK! The hammers into the side of her head, boxing her ears and causing blood to flow. THWACK! The next moment the staff whizzes through the air and catches the woman's knee, causing her to howl and clutch desperately at the damp cellar wall. SMACK! Seizing the moment Galqarin reaches out, takes the woman's head, and smashes it into the wall. She drops to her knees, not quite dead, but clearly unable to fight on.
She sobs loudly and curls into a ball.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cellar Crawl - Round #2 - Druid's Turn
Druid's Turn
"Fooollssss," the druid's voice rings out. "You have deprived me of my sssserrvantsss." The druid scowls at the surviving rusalka with a mixture of disdain and hatred. Closing his eyes he, once again, draws on inner power.
Once more, the druid's arm extends toward Dadeveth and blood-red, magical tendrils shoot out.
The tendrils wrap themselves around Dadeveth and begin pulsating. It appears as though the druid is revitalised by the attack. Dadeveth is close to collapsing but is remarkably able to stay on her hooves. She looks around desperately at her companions, blood pours from her eyes and nose.
"Ssssubmit and you sssshall be ssspared!" the druid yells towards the cellar entrance.
Dormark - Though the rusalka seem to have been dealt with, Dadeveth seems to be close to death. Furthermore, the druid does not appear to have sustained any damage at all. He stands mocking all who would dare interfere with his nefarious plans. It now falls on you to act, it is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Squeezing past Sandu and Galqarin, Dormark moves to face the druid. "End your evil and we will spare you," says Dormark his hammer appears in his fist, and he throws a guiding bolt at the druid.
Attack: 14 Damage: 14
Dormark Calling of Strahd (warforged cleric) 4