The shadow-and-mist tendrils puzzled Sandu. The party had traversed Barovia for a while now and while it was a place full of peril, this did not seem to factor into it. Scarecrows, vampires, deranged druids, those all had reason to attack them. But mist? That did not make much sense. What would there to be gained? And the shadows mixed into it, that just reeked of magic.
The light of Dormark's mace illuminated the area. The shadows shrank from it but that was all. They did not seem to actively flee from it. They were staying put. Sandu found it odd. It was only when his ears faintly picked up something in the distance, like the faint rumbling of thunder before the storm. It was not though: while Dormark's mace flashed upon impact, recognition flashed into Sandu's mind. The tendrils were not attacking them: they were delaying them.
'Someone's coming!'Sandu yelled. He raised his hands to fire off two shots of magic while moving towards the trees. 'Get off the road! Quick!'
Beams of crackling light extend from Sandu's hands, illuminating the road and casting an eerie purple glow. The beams cut through the cowering misty tendril (#1), substantially reducing its size (less than half of its initial form). Remnants of the eldritch blast crackle and pop around the mist, making it look like a tiny, localised, purple thunderstorm.
Screaming for the other party members to follow suit, Sandu darts towards the northern treeline, seeking to hide among their branches.
((Thanks -- I created it in a program called, "Dungeon Alchemist." It was initially a project I kickstarted. I quite like playing around with it and they are constantly adding stuff; often I'll redo maps (floor plans) I find online in the program. In this case, it was quite simple to put together a forest/Old Svalich Road map. There is a day/night setting which allows you to play with the shadows.))
Dallid - After Dormark and Sandu's attacks, the northern tendril (#1) appears a lot smaller than before. However, the southern tendril (#2) is still attempting to re-wrap itself around Ferelyon's neck. As Sandu's warning rings out, you also hear the sound of a carriage approaching from the road to the east. It will not be long until whoever it is has reached you, it is your turn to act.
Driven by a sense of urgency, Dallid brings Bellringer to bear against the shadowy tendril. The whip cracks out and strikes the tendril with such ferocity that it catches it off-guard, stunning it. Not resting on his laurels, Dallid quickly unleashes another attack on the stunned creature, reducing it substantially in size.
The sound of hooves and creaking of carriage wheels is louder now. It would seem that whoever is operating the carriage is going at an average/normal speed; not frantic enough to sound like a pursuit.
[Unknown] Initiative: 11 (after Dormark)
Black Tendrils' Turns
#1 - The northmost tendril, teetering on the edge of death, desperately attempts to strike Dormark.
Tendril Attack: 26, Damage: 21 (bludgeoning)
Balling up into a fist-like shape, it rushes forward, striking Dormark in the chest. Fearing repercussions, it attempts to flee away from the warforged, incurring an attack of opportunity.
Dormark - Feel free to make an attack of opportunity against the fleeing tendril. Otherwise, it will move its full movement away from you.
#2 - The southernmost tendril sways on the spot, stunned.
#1 - As the northern tendril moves towards the treeline, Dormark instinctively strikes out with his mace. Similarly to before, there is a bright flash of radiant light as the holy weapon hits the tendril, vastly reducing its size. Little more than a thin wisp now, the tendril makes its escape to the north.
Ferelyon's Fear - Round #2 - Cerio & Dadeveth's Turns
Cerio's Turn
Cerio looks desperately between the remaining, stunned tendril and the place where Sandu disappeared to. Before moving away from the misty tendril, Cerio swipes at it with his khopesh.
His attack finds its mark, cutting through the black mist and reducing its size. He sets off no sooner than the blade connects, dashing after Sandu. Jumping through cobwebs and bushes alike, Cerio managed to locate his companion.
Bonus Action: Dash
Dadeveth's Turn
Rearing on her hind legs, Dadeveth makes the most of the stunned tendril, stabbing at it with her rapier.
Rapier: Attack: 26(Critical), Damage: 12
Like Cerio, she then proceeds to make for the northern treeline, setting off at a trot.
Galqarin - One of the misty, black tendrils has disappeared back into the woods, the other is stunned and greatly reduced in size (just under half of its initial size). Sandu, Cerio, and Dadeveth are currently hiding to the north of the road. As you start your turn, you hear the creaking of wheels and the sound of hooves growing louder as the carriage approaches. How do you proceed?
Battlemap:
Initiative:
Cerio - 22 - Light Blue Dagger
Dadeveth - 18 - Light Green Horse
Galqarin - 16 - Dark Blue Raven
Dormark - 11 - Dark Grey Robot
Sandu - 7 - Purple Wizard's Hat
Dallid - 6 - Dark Green Bow & Ferelyon - Small Dark Green Shield
Black Tendril (x1) - 3 - Black Wind Symbol (stunned)
Taking advantage of the tendril's inert state, Gaqarin launches a further flurry of attacks at the ... thing, whatever it is. "You must kill it", the voice in his head urges him. However, the distraction of the oncoming horses and vehicle cause his aim to waver. "Disappointing!"
Quickly, he dives into the bushes to the South of the road.
Gulthias staff attack #1 to hit 13, damage 5 Gulthias staff attack #2 to hit 21, damage 6 Unarmed strike to hit 16, damage 9
Galqarin unleashes a series of furious attacks against the tendril. The first staff attack misses the stunned creature. Anger washes over the bugbear as he sees his staff hit only dirt. Lining up his next attack, Galqarin swats out with his staff and catches the misty tendril, reducing its size. Unfortunately, aware that the carriage would likely soon be at his location, Galqarin's final attack also fails to connect with the tendril.
Leaving nothing to chance, Galqarin stops his attack against the mist and dives towards the woods to the south, obscuring himself among the thick vegetation there.
Dormark - You watch as Galqarin dives southwards and disappears within the woods. Aware that the carriage is only seconds away, you look in desperation as Dallid and Ferelyon remain out on the open road, exposed. Staring at the mist to the east, you are sure you can make out the dark shape of the carriage, growing ever larger. You do not have long to act, it is your turn.
Dormark looking towards the two on road granidnig his jaw, but he steps back into the woods before becoming immobile trying to blend into the background.
Dormark just about manages to get to the treeline in time. Moments later, a black carriage comes into sight, pulled by two large, white horses. The carriage driver furiously pulls the horses' reigns to a halt, causing the carriage wheels to grate and grind along the cobbled road. Sparing no time, the driver pulls a crossbow out and fires.
The bolt initially looks as though it is intended for Dallid. However, it finds its true mark, dispatching the last few remaining wisps of the misty black tendril. Stowing his crossbow, the driver glares daggers at Dallid, seemingly trying to discern the threat he poses.
"Make way!" he shouts, his voice gruff and unkind. "I say -- make way!" The owner of the voice, a rough and ready-looking, chubby gentleman, glares at Dallid with beady eyes and red face.
"Driver,"a high-pitched, well-to-do, lady's voice intones. "What is the meaning of this disturbance? Must we stop? We must be in Krezk by midnight."
"Apologies, Lady Wachter. It appears that we are being waylaid by," the driver gives Dallid and Ferelyon a long, appraising look. "Some ne'er-do-well and his mongrel."
"Really, Procter,"Lady Wachter says, her exasperation clearly evident. "Move them along and let us be on our way. Gods man, what do I pay you for?"
"A fantastic question, Ma'am," a snivelly voice, sardonic and cruel, pipes in. "I'd ask myself the same should our positions be swapped. Please, let me deal with this most unwelcome interruption. I'm sure the cretin is a mere beggar looking for coin. If we lavish him with a few coppers he may be able to feed himself and his mutt."
The carriage's door creaks open and a man steps out. He is reasonably well dressed, has receding brown hair with a trimmed beard, and a sarcastic smile (see below).
He boldly approaches Dallid and Ferelyon, seemingly unperturbed by the wolf's presence. "My good man," he says in a fawning voice, "please, my Lady and I must be in Krezk post-haste." He sighs exaggeratedly, "but listen, we are not blind to the plight of others. Charity is important, for is it not said that evil triumphs when good men -- and women -- do nothing?" Pulling a small pouch from his waistcoat, he tosses it at Dallid. "Please, you and your animal will be able to have a warm meal and shelter. We are not far from Krezk. Allow us passage and be on your way."
Procter rolls his eyes and grunts, "you certainly have your way of doing things, Mr Larnak. Can't as say that I would have been that kind." He hops down from the carriage and moves to usher Dallid away from the centre of the road.
Mr Larnak sighs and moves to re-enter the carriage.
All - Initiative has ended.
Dallid - The small pouch contains 15 copper pieces.
Dallid tries to get a peek into the wagon, but the whole circumstance seems so... Odd. Hard to imagine anyone but Strahd would be allowed to call themselves highborn under his jealous rule.
Though you do not know the ins and outs of Barovian history, you are able to quickly surmise that someone calling themselves highborn under Strahd's rule is likely sympathetical to him. You do not know for certain, but believe that this Lady Wachter might well have an allegiance to the von Zarovich line; if not currently, then certainly historically.
Sandu leered out from underneath the shadow of the trees. A horse-drawn carriage had pulled up and whoever was driving it yelled at Dallid to get off the road. It was an unusual kindness for Sandu had known carriages to just push aside, or worse, trample underneath anyone not fast enough to get out of the way. He could not overhear everything from his hiding position but there were some words that carried through the night air with a certain gravitas that peaked Sandu's interests. Lady Wachter. Aristocrat by the sound of her voice. It had that perfect blend of self-importance and expectation that everyone else on this world was merely there to serve you. He could not see the lady in question but Sandu had already decided he did not like her one bit.
The man who exited the carriage to deal with Dallid initially seemed cut from the same cloth. Mr Larnak. He tossed Dallid some coin but Sandu could tell it was not out of charity or any goodness of his heart. Not really. The way the man tossed the pouch spoke volumes: this was a man who solved all his problems by throwing money at it, though always making sure it was the absolute minimum needed to achieve it.
The last tidbit of interest was that the carriage and its passengers were making their way to Krezk. Perchance the party would bump into them later, as they were also on route to the town, but for now Sandu was content to see the carriage drive off.
He stayed put until the horse got to moving and only emerged from the shadows when the carriage had disappeared around the bend. 'Could be worse.' Sandu said standing in the middle of the road eyeing Dallid.'At least you weren't run over.'
He looked in the direction of Krezk. 'Think we'll see them again?' He asked and started walking towards the town.
"Most assuredly," says Dormark unfreezing and steeping out of the tree line. "They want to be Kezek before midnight. The time for the party. We must hurry too. We been waylaid for far too long," says the warforge
The shadow-and-mist tendrils puzzled Sandu. The party had traversed Barovia for a while now and while it was a place full of peril, this did not seem to factor into it. Scarecrows, vampires, deranged druids, those all had reason to attack them. But mist? That did not make much sense. What would there to be gained? And the shadows mixed into it, that just reeked of magic.
The light of Dormark's mace illuminated the area. The shadows shrank from it but that was all. They did not seem to actively flee from it. They were staying put. Sandu found it odd. It was only when his ears faintly picked up something in the distance, like the faint rumbling of thunder before the storm. It was not though: while Dormark's mace flashed upon impact, recognition flashed into Sandu's mind. The tendrils were not attacking them: they were delaying them.
'Someone's coming!' Sandu yelled. He raised his hands to fire off two shots of magic while moving towards the trees. 'Get off the road! Quick!'
Action: casting Eldritch Blast at Tendril 1 (campaign log)
Beam one: attack 21 / damage 8
Beam two: attack 26 / damage 13
Move: up to hide amongst the trees outside of Dormark's light radius of his Mace of Disruption if possible.
Basically a Frodo / Nazgul moment ^^
Also: nice map. Is that done with a certain program? I like the shadows
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
Ferelyon's Fear - Round #1 - Sandu's Turn
Sandu's Turn
Beams of crackling light extend from Sandu's hands, illuminating the road and casting an eerie purple glow. The beams cut through the cowering misty tendril (#1), substantially reducing its size (less than half of its initial form). Remnants of the eldritch blast crackle and pop around the mist, making it look like a tiny, localised, purple thunderstorm.
Screaming for the other party members to follow suit, Sandu darts towards the northern treeline, seeking to hide among their branches.
((Thanks -- I created it in a program called, "Dungeon Alchemist." It was initially a project I kickstarted. I quite like playing around with it and they are constantly adding stuff; often I'll redo maps (floor plans) I find online in the program. In this case, it was quite simple to put together a forest/Old Svalich Road map. There is a day/night setting which allows you to play with the shadows.))
Dallid - After Dormark and Sandu's attacks, the northern tendril (#1) appears a lot smaller than before. However, the southern tendril (#2) is still attempting to re-wrap itself around Ferelyon's neck. As Sandu's warning rings out, you also hear the sound of a carriage approaching from the road to the east. It will not be long until whoever it is has reached you, it is your turn to act.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid lashes his whip as Ferelyon gets up and lunges at the same shadowy tendril
Dallid Attack: 28 Damage: 14
Ferelyon Attack: 25 Damage: 13
Paladin - warforged - orange
Crit with Bellringer means target is stunned!
Paladin - warforged - orange
Ferelyon's Fear - Round #1 - Dallid's Turn
Dallid's Turn
((Holy moly - that rolling!))
Driven by a sense of urgency, Dallid brings Bellringer to bear against the shadowy tendril. The whip cracks out and strikes the tendril with such ferocity that it catches it off-guard, stunning it. Not resting on his laurels, Dallid quickly unleashes another attack on the stunned creature, reducing it substantially in size.
The sound of hooves and creaking of carriage wheels is louder now. It would seem that whoever is operating the carriage is going at an average/normal speed; not frantic enough to sound like a pursuit.
Black Tendrils' Turns
#1 - The northmost tendril, teetering on the edge of death, desperately attempts to strike Dormark.
Balling up into a fist-like shape, it rushes forward, striking Dormark in the chest. Fearing repercussions, it attempts to flee away from the warforged, incurring an attack of opportunity.
Dormark - Feel free to make an attack of opportunity against the fleeing tendril. Otherwise, it will move its full movement away from you.
#2 - The southernmost tendril sways on the spot, stunned.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Attack: 20 Damage: 3
Dormark Calling of Strahd (warforged cleric) 4
Bonus Damage10
Dormark Calling of Strahd (warforged cleric) 4
Black Tendrils' Turns, Continued...
#1 - As the northern tendril moves towards the treeline, Dormark instinctively strikes out with his mace. Similarly to before, there is a bright flash of radiant light as the holy weapon hits the tendril, vastly reducing its size. Little more than a thin wisp now, the tendril makes its escape to the north.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Ferelyon's Fear - Round #2 - Cerio & Dadeveth's Turns
Cerio's Turn
Cerio looks desperately between the remaining, stunned tendril and the place where Sandu disappeared to. Before moving away from the misty tendril, Cerio swipes at it with his khopesh.
20Damage: 7 + Sneak Attack: 11His attack finds its mark, cutting through the black mist and reducing its size. He sets off no sooner than the blade connects, dashing after Sandu. Jumping through cobwebs and bushes alike, Cerio managed to locate his companion.
Dadeveth's Turn
Rearing on her hind legs, Dadeveth makes the most of the stunned tendril, stabbing at it with her rapier.
Like Cerio, she then proceeds to make for the northern treeline, setting off at a trot.
Galqarin - One of the misty, black tendrils has disappeared back into the woods, the other is stunned and greatly reduced in size (just under half of its initial size). Sandu, Cerio, and Dadeveth are currently hiding to the north of the road. As you start your turn, you hear the creaking of wheels and the sound of hooves growing louder as the carriage approaches. How do you proceed?
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Taking advantage of the tendril's inert state, Gaqarin launches a further flurry of attacks at the ... thing, whatever it is. "You must kill it", the voice in his head urges him. However, the distraction of the oncoming horses and vehicle cause his aim to waver. "Disappointing!"
Quickly, he dives into the bushes to the South of the road.
Gulthias staff attack #1 to hit 13, damage 5
Gulthias staff attack #2 to hit 21, damage 6
Unarmed strike to hit 16, damage 9
(Edit: I'd forgotten advantage from stunned)
Ferelyon's Fear - Round #2 - Galqarin's Turn
Galqarin's Turn
Galqarin unleashes a series of furious attacks against the tendril. The first staff attack misses the stunned creature. Anger washes over the bugbear as he sees his staff hit only dirt. Lining up his next attack, Galqarin swats out with his staff and catches the misty tendril, reducing its size. Unfortunately, aware that the carriage would likely soon be at his location, Galqarin's final attack also fails to connect with the tendril.
Leaving nothing to chance, Galqarin stops his attack against the mist and dives towards the woods to the south, obscuring himself among the thick vegetation there.
Dormark - You watch as Galqarin dives southwards and disappears within the woods. Aware that the carriage is only seconds away, you look in desperation as Dallid and Ferelyon remain out on the open road, exposed. Staring at the mist to the east, you are sure you can make out the dark shape of the carriage, growing ever larger. You do not have long to act, it is your turn.
Battlemap:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dormark looking towards the two on road granidnig his jaw, but he steps back into the woods before becoming immobile trying to blend into the background.
Dormark Calling of Strahd (warforged cleric) 4
Night - Day 8 - Unexpected Travellers
Dormark just about manages to get to the treeline in time. Moments later, a black carriage comes into sight, pulled by two large, white horses. The carriage driver furiously pulls the horses' reigns to a halt, causing the carriage wheels to grate and grind along the cobbled road. Sparing no time, the driver pulls a crossbow out and fires.
The bolt initially looks as though it is intended for Dallid. However, it finds its true mark, dispatching the last few remaining wisps of the misty black tendril. Stowing his crossbow, the driver glares daggers at Dallid, seemingly trying to discern the threat he poses.
"Make way!" he shouts, his voice gruff and unkind. "I say -- make way!" The owner of the voice, a rough and ready-looking, chubby gentleman, glares at Dallid with beady eyes and red face.
"Driver," a high-pitched, well-to-do, lady's voice intones. "What is the meaning of this disturbance? Must we stop? We must be in Krezk by midnight."
"Apologies, Lady Wachter. It appears that we are being waylaid by," the driver gives Dallid and Ferelyon a long, appraising look. "Some ne'er-do-well and his mongrel."
"Really, Procter," Lady Wachter says, her exasperation clearly evident. "Move them along and let us be on our way. Gods man, what do I pay you for?"
"A fantastic question, Ma'am," a snivelly voice, sardonic and cruel, pipes in. "I'd ask myself the same should our positions be swapped. Please, let me deal with this most unwelcome interruption. I'm sure the cretin is a mere beggar looking for coin. If we lavish him with a few coppers he may be able to feed himself and his mutt."
The carriage's door creaks open and a man steps out. He is reasonably well dressed, has receding brown hair with a trimmed beard, and a sarcastic smile (see below).
Procter rolls his eyes and grunts, "you certainly have your way of doing things, Mr Larnak. Can't as say that I would have been that kind." He hops down from the carriage and moves to usher Dallid away from the centre of the road.
Mr Larnak sighs and moves to re-enter the carriage.
All - Initiative has ended.
Dallid - The small pouch contains 15 copper pieces.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid tries to get a peek into the wagon, but the whole circumstance seems so... Odd. Hard to imagine anyone but Strahd would be allowed to call themselves highborn under his jealous rule.
Paladin - warforged - orange
Dallid - Please make a history (or insight) check as you ponder the nature of Barovia's aristocracy.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid history 7
Paladin - warforged - orange
Dallid's history check:
Though you do not know the ins and outs of Barovian history, you are able to quickly surmise that someone calling themselves highborn under Strahd's rule is likely sympathetical to him. You do not know for certain, but believe that this Lady Wachter might well have an allegiance to the von Zarovich line; if not currently, then certainly historically.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid is brushed aside with little issue, he's not looking for a confrontation. He dips his head and moves out of the way
Paladin - warforged - orange
Sandu leered out from underneath the shadow of the trees. A horse-drawn carriage had pulled up and whoever was driving it yelled at Dallid to get off the road. It was an unusual kindness for Sandu had known carriages to just push aside, or worse, trample underneath anyone not fast enough to get out of the way. He could not overhear everything from his hiding position but there were some words that carried through the night air with a certain gravitas that peaked Sandu's interests. Lady Wachter. Aristocrat by the sound of her voice. It had that perfect blend of self-importance and expectation that everyone else on this world was merely there to serve you. He could not see the lady in question but Sandu had already decided he did not like her one bit.
The man who exited the carriage to deal with Dallid initially seemed cut from the same cloth. Mr Larnak. He tossed Dallid some coin but Sandu could tell it was not out of charity or any goodness of his heart. Not really. The way the man tossed the pouch spoke volumes: this was a man who solved all his problems by throwing money at it, though always making sure it was the absolute minimum needed to achieve it.
The last tidbit of interest was that the carriage and its passengers were making their way to Krezk. Perchance the party would bump into them later, as they were also on route to the town, but for now Sandu was content to see the carriage drive off.
He stayed put until the horse got to moving and only emerged from the shadows when the carriage had disappeared around the bend. 'Could be worse.' Sandu said standing in the middle of the road eyeing Dallid. 'At least you weren't run over.'
He looked in the direction of Krezk. 'Think we'll see them again?' He asked and started walking towards the town.
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
"Most assuredly," says Dormark unfreezing and steeping out of the tree line. "They want to be Kezek before midnight. The time for the party. We must hurry too. We been waylaid for far too long," says the warforge
Dormark Calling of Strahd (warforged cleric) 4