The warning of Ioben is swiftly followed by a foreboding sound, the scraping of metal on stone echoing ominously in the distance. As the noise grows louder, it becomes evident that something, or someone, is making their way towards the cells with purpose. The urgency of Ioben's plea is now fully apparent, and you realize that escape must be swift and certain if you are to evade whatever danger draws near.
Puzzled, Ioben notices your reaction before he too hears the noise. "That ain't good, Gal. We either gotta move or hide, it ain't goin' to be long until they notice we're missin'."
> Puzzled, Ioben notices your reaction before he too hears the noise. "That ain't good, Gal. We either gotta move or hide, it ain't goin' to be long until they notice we're missin'."
"Or notice the dead fiend."
Gagarin swiftly opens the lock, then picks up the battered Ioben and heads away from the approaching noise.
With haste, you scoop up the injured Ioben and proceed through the dungeon's door. You enter a corridor, shrouded in eerie darkness, though your darkvision spots a shape slowly emerging. It's a towering figure, standing well over seven feet tall, dragging a malevolent blade behind him as he walks. The sound of the scraping blade resonates through the corridors, setting your nerves and hairs on edge. The figure's face is beyond comprehension, twisted and scarred, with angular features that seem otherworldly. Where there should be eyes, there is only bony flesh, and the lower part of his face resembles that of a skull.
"What horrors lie ahead,"Ioben hisses, his voice barely above a whisper.
Without hesitation, you pull Ioben away from the monstrous figure, knowing full well that confronting such an abomination would only lead to your own demise. As you rush through the corridor, the stench of death and decay permeates the air, and the occasional glimpse of blood spatter on the walls and floor only adds to the horror. But the true terror lies in the macabre decorations adorning the stone walls - the remains of previous victims, their twisted limbs and mutilated flesh grafted into the very stone itself. The bodies are arranged in a grotesque fashion as if they were ornaments placed deliberately by some twisted mind. It's difficult to discern whether the limbs and entrails hanging from the walls are remnants of the recently deceased or long-preserved trophies of past victims.
Thankfully, Ioben does not appear to notice the perverse decorations, his eyes unadjusted to the darkness.
The dim outline of a door emerges from the darkness, prompting you to swiftly dash towards it. After passing through the doorway, you carefully shut the door and brace it with a heavy stone statue, hoping to deter the gruesome figure from following. But as your eyes adjust to the scant light, you realise that you have stumbled into a chamber of unspeakable horror - a lair of some twisted killer. Painful-looking torture devices adorn the space, mingled with mutilated corpses and fresh victims. And there, lurking in a shadowy corner, is a painting smeared with blood, its ghastly image barely discernible.
The hues within the pigments undulate and convulse, imbuing the painting with an unnerving semblance of life. The canvas itself seems to writhe with a malevolent force, tainting the air with its corrupting energy. As the oppressive aura of the painting weighs heavily upon you both, you catch a glimpse of Ioben's pallid face, drenched in a sheen of sweat. His gaze flickers from the artwork to you. "What in the hells is that, Gal?"he croaks, voice laced with fear. "It reeks of unholiness, like nothing I've ever felt before."
Your focus is momentarily drawn to the bizarre happenings unfolding before you, leaving you oblivious to any imminent threat in your surroundings. Nevertheless, Ferelyon anxiously tugs at your garments, his wolfish instincts warning him of some unseen danger lurking nearby.
Sandu -
The unfolding scene sends shivers down your spine, leaving you unnerved. Strangely, you notice a resemblance between yourself and the youthful Strahd, as if you were brothers separated at birth. Lost in contemplation of this uncanny likeness, you fail to perceive any lurking peril in your surroundings.
Dormark -
The unfolding scenes before you would have shaken the resolve of the feeble-hearted, but your unwavering spirit remains steadfastly focused on the mission at hand. Though the vile oppressor, Strahd, bears an uncanny resemblance to your comrade, Sandu, he holds no sway over this realm or your vigilance. As you survey your surroundings, you swiftly detect malevolent spirits beginning to converge.
Your reflexes are swift, and you sound the alarm to your companions, sparing them from the imminent danger of a surprise attack by the ghosts.
Things That Go Bump In The Night
Dormark's warning pierces through the room, cutting through the eerie silence as Ferelyon whirls Dallid around to face the approaching danger. Spirits, dark and twisted, begin to take shape before your eyes. Skulls contort into grotesque forms, and lightning pulses through their ethereal bodies, revealing jagged claws that thirst for blood. These are no mere ghosts, but tortured echoes of soldiers long since passed, restless due to the fate that befell them.
No longer skulking in the shadows, the spirits now openly assail the party, their rage and pain driving them to lash out at anything that crosses their path. Memories of ancient loss and injustice fuel their fury, making them more dangerous than ever. "Oppressor!" their voices ring out, heavy with the weight of their suffering. "Demon!" they hiss, their words drawn out and twisted with loathing. "Vanquisher!"they scream, their rage and pain palpable even in their spectral forms.
It is evident that these vengeful spirits will not be swayed by reason, their only desire is to inflict retribution on any who oppose them. They assume belligerent stances around the party, poised to unleash their wrath.
Dallid, Dormark, and Sandu - Please roll initiative.
Sandu did not know whether he should feel relieved that Rahadin was leaving them to their own devices or worried that Rahadin was leaving them to their own devices. Nonetheless, it now befell to him, Dormark, Dallid and his wolf companion to scour the manor for any trace of their disappeared friends.
If the manor felt uneasy before, it had jumped off the rails for good now. The only way Sandu could describe it was like walking through a living nightmare, knowing you were awake yet desperately hoping against all hope that you would wake up. Alas, such outcome was not in the cards and with bated breath he ventured further into the manor alongside the others.
The ossuary added to the dread, in so far it could even increase more so. The arch in the middle was both foreboding yet inviting and Sandu could not help but glance at the lettering engraved on it. 347. The number registered in his mind. He knew the date. He had a book, nay, two books in his backpack that could corroborate to it: the year Strahd took dominion over Barovia by way of conquest.
Sandu moved past the arch into a fresh delusion. It was the domain of war. Strahd rode through it and death followed with him. The aftermath of a bloody conquest morphed into a conversation between Strahd and Vauquelin, the former demanding the latter to immortalise his spilling of Barovian blood. The Atrocity Exhibition.
So engrossed in the vision was Sandu that he failed to notice much more prudent things happening around him. It was only the timely shout by Dormark that enabled Sandu to see past the shadows to notice the spirits of fallen soldiers marching upon them. He tensed up.
Night of the Living Nachtschreck - Round #1 - Initiative
The night terrors descend upon the party, their twisted forms crackling with lightning and constantly shifting, making them difficult targets to strike. The stench of decay and the fury of the spirits fill the air, as they unleash their wrath upon the party.
Nachtschreck #1
The first Nachtshrek swoops down upon Dallid with a malevolent hiss, its form flickering and pulsing with eldritch energy. With a wicked gesture, the creature assails Dallid's mind, forcing him to relive a lifetime's worth of torturous memories and experiences, each one more agonising than the last.
Mind Bend: Attack: 13 (miss)
Yet Dallid proves his mettle, defying the Nachtshrek's assault on his psyche and emerging unscathed from the ordeal.
Nachtschreck #2
The second Nachtshrek's malevolent gaze fixes upon Sandu, its ghostly essence delving into his mind. However, to its surprise, the creature abruptly ceases its assault, baffled by the intricate and peculiar nature of Sandu's memories and thoughts. The spirit seems almost transfixed, captivated by the enigma before it. Suddenly, a guttural sound emanates from the creature, reverberating throughout the clearing. The noise is akin to a cat struggling to disgorge a hairball, yet its tone is enough to send shivers down one's spine. The image of the spirit flickers momentarily as if wracked with pain or injury.
Mind Bend (to self): Damage: 14(psychic - resisted)
Nachtschreck #3
The third Nachtshrek extends its spectral form towards Dormark, its ethereal essence permeating his mind. Memories, both bitter and terrifying, are dredged up from Dormark's subconscious, clawing at his psyche like a thousand sharp knives. The creature seems to revel in the pain it causes, its howls of pleasure echoing through the air like a chorus of demons.
Mind Bend: Attack: 13((really DnDB?!))
Sandu - Your gaze meets the nearest Nachtshrek, and you can see the confusion and frustration swirling in its ethereal form. It cannot fathom why its assaults on your mind have been in vain. So far, the spirits have been unable to harm the party, but their persistence is unwavering. Now it's your time to act, it is your turn.
Battlemap:
Initiative:
Nachtschreck (x3) - 22 - Small Blue Shield
Sandu - 20 - Purple Wizard's Hat
Dallid - 12 -Dark Green Bow & Ferelyon - Small Dark Green Shield
The nightmarish spirits descended upon Sandu and his friends like a pack of howling wolves. Their screams, an anger directed at events long past, echoed in his ears, making Sandu instinctively clutch them in an effort to drown out the sound. The spirits must have thought him easy pickings for one of them headed straight to Sandu with malevolent intent in what little remained of its eyes. Sandu braced for the worst. And then... nothing.
He peeked at the spirit from behind his hands. It just stood there - floated there? - transfixed on Sandu yet no longer moving. It perplexed him. A million thoughts ran through Sandu's mind but just one rang louder than the rest: PROTECT!
Renewed energy born from adrenaline rushed through Sandu's body. He acted on instinct. The best way to survive this was to stick together. And his best bet for that was... His eye fell on Dormark. The warforged metal body vaguely reflected the shimmering spirits. Sandu knew what his friend was capable of. Dallid still had his wolf at his side but Dormark had another ace up his sleeve. Sandu knew: after all, he had given it to him. He sprinted over.
'Dormark!'Sandu shouted. He laid his hand upon the cleric's upper arm. A blue light, not unlike Valerie had done for him, engulfed his hand and spread from there over Dormark's body to seep into the cracks of his joints. 'The symbol! Use the symbol!'
Desperately searching for any sign of escape, you frantically rummage through the blood-soaked walls and behind decrepit furniture. But all your efforts are in vain. Ioben, still drained from his ordeal, slumps against a nearby bench.
"Gal?" - As you continue to search, Ioben's weak voice calls out your name. But you barely register it, consumed by your desperate search. "GAL!" - It's only when he shouts your name with all his strength that you stop and turn to him.
And then you see it. A repulsive creature taking shape before your very eyes, a vile amalgamation of mangled limbs and shattered bones. It feeds on the detritus around it, incorporating the scraps of death into its grotesque form.
"GODS! What in the hells?!" Ioben's curse echoes in the air as you both realise the danger. The creature is growing, its twisted body pulsing with an insatiable hunger for more. You know that if it catches you, you'll be devoured and added to its ever-growing mass of horror. You currently feel caged, trapped within the foul aberration's lair.
Night of the Living Nachtschreck - Round #1 - Sandu's Turn
Sandu's Turn
With a surge of adrenaline, Sandu charges towards Dormark, his heart pounding in his chest. He whispers a few words under his breath and reaches out to touch the warforged's arm, imbuing him with the power to resist the malevolent spirits that lie ahead. Sandu casts Protection from Evil and Good, strengthening Dormark's defences and fortifying his will against the looming threat.
Dallid - None of your companions have been struck by the malevolent spirits, yet the unrelenting onslaught continues. Ferelyon, ever vigilant, waits for your command with a look of urgency in his eyes. It is your turn to act.
With a sudden burst of energy, you clear the way back to the door and pull it open, bracing yourself for the towering demon you faced before. But the corridor that greets you is not what you expected. The flickering of candlelight illuminates the narrow passage, casting eerie shadows that seem to move on their own. As you step inside, the dim light obscures your vision, making it difficult to distinguish anything at first.
But as your eyes adjust, the horror of the corridor begins to reveal itself. Limbs and pieces of bodies protrude from the walls at odd angles, flailing and attempting to grab at anything that passes by. Blood is smeared over the walls, forming cryptic runes that you cannot decipher.
In the midst of this macabre scene, you spot a cloaked figure propped up against the wall. His face is hidden by his cloak, and at first, you do not recognise him. But as you draw nearer, you see the dark stain on his clothes, evidence of the wound he has sustained. It is Rahadin, and he looks at you with a desperate expression, his eyes wild with pain.
"You," he hisses weakly. "Where did you..."He trails off, whimpering in agony. "Never mind," he continues urgently. "You need to get to the others. I can show you, but you're going to have to trust me."
You can see at once that Rahadin's wound is grievous, and his haggard appearance suggests he is not deceiving you. The realm you find yourself in is a twisted mockery of reality, where the laws of physics and nature have been perverted and corrupted. What once seemed familiar and safe is now alien and foreboding, as if the very fabric of the world has been torn asunder.
Arcana
Your mind reels as you try to make sense of the rapidly changing corridor. Ioben, still leaning against you, is equally bewildered and at a loss for words.
It dawns on you that you are not in Barovia anymore. This place defies the laws of nature and logic, twisting and contorting like a madman's dream. It begs the question of who or what has power over this nightmarish realm. Is it a malevolent god, a crazed wizard, or something even more sinister? The answer eludes you, and the fear of the unknown grips your heart with icy claws.
Rest assured, whatever the answer may be, your escape remains paramount. The very air of this realm seems to pulse with danger and malevolence, as though every step could be your last. You must be cautious, for the slightest misstep could lead to your doom. As you press forward, Ioben's weight leaning heavily against you, you cannot shake the feeling that you are being watched.
The twisted, macabre surroundings seem to mock you, as though the very fabric of this reality is attempting to drive you to madness. And yet, you know that you must keep moving forward. You must find your companions, and together, you must find a way out of this nightmare realm. For if you fail, you fear that you will be trapped here forever, lost to the whims of whoever holds authority over this twisted place. Doomed to share a similar fate to that which Ioben has endured since you last met him.
> "You," he hisses weakly. "Where did you..."He trails off, whimpering in agony. "Never mind," he continues urgently. "You need to get to the others. I can show you, but you're going to have to trust me." > ...escape remains paramount
"Very well. Show me the way."Somehow, Galqarin feels the injured man knows much more about him than the other way around and that, perhaps, it is best kept that way.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Galqarin's Perception check:
The warning of Ioben is swiftly followed by a foreboding sound, the scraping of metal on stone echoing ominously in the distance. As the noise grows louder, it becomes evident that something, or someone, is making their way towards the cells with purpose. The urgency of Ioben's plea is now fully apparent, and you realize that escape must be swift and certain if you are to evade whatever danger draws near.
Puzzled, Ioben notices your reaction before he too hears the noise. "That ain't good, Gal. We either gotta move or hide, it ain't goin' to be long until they notice we're missin'."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
(21for me chief.)
Dormark Calling of Strahd (warforged cleric) 4
> Puzzled, Ioben notices your reaction before he too hears the noise. "That ain't good, Gal. We either gotta move or hide, it ain't goin' to be long until they notice we're missin'."
"Or notice the dead fiend."
Gagarin swiftly opens the lock, then picks up the battered Ioben and heads away from the approaching noise.
Galqarin -
With haste, you scoop up the injured Ioben and proceed through the dungeon's door. You enter a corridor, shrouded in eerie darkness, though your darkvision spots a shape slowly emerging. It's a towering figure, standing well over seven feet tall, dragging a malevolent blade behind him as he walks. The sound of the scraping blade resonates through the corridors, setting your nerves and hairs on edge. The figure's face is beyond comprehension, twisted and scarred, with angular features that seem otherworldly. Where there should be eyes, there is only bony flesh, and the lower part of his face resembles that of a skull.
Without hesitation, you pull Ioben away from the monstrous figure, knowing full well that confronting such an abomination would only lead to your own demise. As you rush through the corridor, the stench of death and decay permeates the air, and the occasional glimpse of blood spatter on the walls and floor only adds to the horror. But the true terror lies in the macabre decorations adorning the stone walls - the remains of previous victims, their twisted limbs and mutilated flesh grafted into the very stone itself. The bodies are arranged in a grotesque fashion as if they were ornaments placed deliberately by some twisted mind. It's difficult to discern whether the limbs and entrails hanging from the walls are remnants of the recently deceased or long-preserved trophies of past victims.
Thankfully, Ioben does not appear to notice the perverse decorations, his eyes unadjusted to the darkness.
The dim outline of a door emerges from the darkness, prompting you to swiftly dash towards it. After passing through the doorway, you carefully shut the door and brace it with a heavy stone statue, hoping to deter the gruesome figure from following. But as your eyes adjust to the scant light, you realise that you have stumbled into a chamber of unspeakable horror - a lair of some twisted killer. Painful-looking torture devices adorn the space, mingled with mutilated corpses and fresh victims. And there, lurking in a shadowy corner, is a painting smeared with blood, its ghastly image barely discernible.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Night (Unknown) - Day 8 - An Eerie Scene
Perception Checks:
Dallid -
Your focus is momentarily drawn to the bizarre happenings unfolding before you, leaving you oblivious to any imminent threat in your surroundings. Nevertheless, Ferelyon anxiously tugs at your garments, his wolfish instincts warning him of some unseen danger lurking nearby.
Sandu -
The unfolding scene sends shivers down your spine, leaving you unnerved. Strangely, you notice a resemblance between yourself and the youthful Strahd, as if you were brothers separated at birth. Lost in contemplation of this uncanny likeness, you fail to perceive any lurking peril in your surroundings.
Dormark -
The unfolding scenes before you would have shaken the resolve of the feeble-hearted, but your unwavering spirit remains steadfastly focused on the mission at hand. Though the vile oppressor, Strahd, bears an uncanny resemblance to your comrade, Sandu, he holds no sway over this realm or your vigilance. As you survey your surroundings, you swiftly detect malevolent spirits beginning to converge.
Your reflexes are swift, and you sound the alarm to your companions, sparing them from the imminent danger of a surprise attack by the ghosts.
Things That Go Bump In The Night
Dormark's warning pierces through the room, cutting through the eerie silence as Ferelyon whirls Dallid around to face the approaching danger. Spirits, dark and twisted, begin to take shape before your eyes. Skulls contort into grotesque forms, and lightning pulses through their ethereal bodies, revealing jagged claws that thirst for blood. These are no mere ghosts, but tortured echoes of soldiers long since passed, restless due to the fate that befell them.
It is evident that these vengeful spirits will not be swayed by reason, their only desire is to inflict retribution on any who oppose them. They assume belligerent stances around the party, poised to unleash their wrath.
Dallid, Dormark, and Sandu - Please roll initiative.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"It's not real, Ioben. It can't be", assures Galqarin, whilst frantically searching for another exit.
That would be a 5
Dormark Calling of Strahd (warforged cleric) 4
Dallid initiative 14
Paladin - warforged - orange
Galqarin - Please can you make an Investigation check, as you frantically search for an exit.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu did not know whether he should feel relieved that Rahadin was leaving them to their own devices or worried that Rahadin was leaving them to their own devices. Nonetheless, it now befell to him, Dormark, Dallid and his wolf companion to scour the manor for any trace of their disappeared friends.
If the manor felt uneasy before, it had jumped off the rails for good now. The only way Sandu could describe it was like walking through a living nightmare, knowing you were awake yet desperately hoping against all hope that you would wake up. Alas, such outcome was not in the cards and with bated breath he ventured further into the manor alongside the others.
The ossuary added to the dread, in so far it could even increase more so. The arch in the middle was both foreboding yet inviting and Sandu could not help but glance at the lettering engraved on it. 347. The number registered in his mind. He knew the date. He had a book, nay, two books in his backpack that could corroborate to it: the year Strahd took dominion over Barovia by way of conquest.
Sandu moved past the arch into a fresh delusion. It was the domain of war. Strahd rode through it and death followed with him. The aftermath of a bloody conquest morphed into a conversation between Strahd and Vauquelin, the former demanding the latter to immortalise his spilling of Barovian blood. The Atrocity Exhibition.
So engrossed in the vision was Sandu that he failed to notice much more prudent things happening around him. It was only the timely shout by Dormark that enabled Sandu to see past the shadows to notice the spirits of fallen soldiers marching upon them. He tensed up.
Initiative 20 (campaign log)
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
Night of the Living Nachtschreck - Round #1 - Initiative
The night terrors descend upon the party, their twisted forms crackling with lightning and constantly shifting, making them difficult targets to strike. The stench of decay and the fury of the spirits fill the air, as they unleash their wrath upon the party.
Nachtschreck #1
The first Nachtshrek swoops down upon Dallid with a malevolent hiss, its form flickering and pulsing with eldritch energy. With a wicked gesture, the creature assails Dallid's mind, forcing him to relive a lifetime's worth of torturous memories and experiences, each one more agonising than the last.
Yet Dallid proves his mettle, defying the Nachtshrek's assault on his psyche and emerging unscathed from the ordeal.
Nachtschreck #2
The second Nachtshrek's malevolent gaze fixes upon Sandu, its ghostly essence delving into his mind. However, to its surprise, the creature abruptly ceases its assault, baffled by the intricate and peculiar nature of Sandu's memories and thoughts. The spirit seems almost transfixed, captivated by the enigma before it. Suddenly, a guttural sound emanates from the creature, reverberating throughout the clearing. The noise is akin to a cat struggling to disgorge a hairball, yet its tone is enough to send shivers down one's spine. The image of the spirit flickers momentarily as if wracked with pain or injury.
Nachtschreck #3
The third Nachtshrek extends its spectral form towards Dormark, its ethereal essence permeating his mind. Memories, both bitter and terrifying, are dredged up from Dormark's subconscious, clawing at his psyche like a thousand sharp knives. The creature seems to revel in the pain it causes, its howls of pleasure echoing through the air like a chorus of demons.
Sandu - Your gaze meets the nearest Nachtshrek, and you can see the confusion and frustration swirling in its ethereal form. It cannot fathom why its assaults on your mind have been in vain. So far, the spirits have been unable to harm the party, but their persistence is unwavering. Now it's your time to act, it is your turn.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
> Galqarin - Please can you make an Investigation check, as you frantically search for an exit.
Investigation: 3
That'd be a no then!
The nightmarish spirits descended upon Sandu and his friends like a pack of howling wolves. Their screams, an anger directed at events long past, echoed in his ears, making Sandu instinctively clutch them in an effort to drown out the sound. The spirits must have thought him easy pickings for one of them headed straight to Sandu with malevolent intent in what little remained of its eyes. Sandu braced for the worst. And then... nothing.
He peeked at the spirit from behind his hands. It just stood there - floated there? - transfixed on Sandu yet no longer moving. It perplexed him. A million thoughts ran through Sandu's mind but just one rang louder than the rest: PROTECT!
Renewed energy born from adrenaline rushed through Sandu's body. He acted on instinct. The best way to survive this was to stick together. And his best bet for that was... His eye fell on Dormark. The warforged metal body vaguely reflected the shimmering spirits. Sandu knew what his friend was capable of. Dallid still had his wolf at his side but Dormark had another ace up his sleeve. Sandu knew: after all, he had given it to him. He sprinted over.
'Dormark!' Sandu shouted. He laid his hand upon the cleric's upper arm. A blue light, not unlike Valerie had done for him, engulfed his hand and spread from there over Dormark's body to seep into the cracks of his joints. 'The symbol! Use the symbol!'
Move: move to Dormark's left.
Action: cast Protection from Evil and Good on Dormark
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
Galqarin:
Desperately searching for any sign of escape, you frantically rummage through the blood-soaked walls and behind decrepit furniture. But all your efforts are in vain. Ioben, still drained from his ordeal, slumps against a nearby bench.
"Gal?" - As you continue to search, Ioben's weak voice calls out your name. But you barely register it, consumed by your desperate search. "GAL!" - It's only when he shouts your name with all his strength that you stop and turn to him.
And then you see it. A repulsive creature taking shape before your very eyes, a vile amalgamation of mangled limbs and shattered bones. It feeds on the detritus around it, incorporating the scraps of death into its grotesque form.
"GODS! What in the hells?!" Ioben's curse echoes in the air as you both realise the danger. The creature is growing, its twisted body pulsing with an insatiable hunger for more. You know that if it catches you, you'll be devoured and added to its ever-growing mass of horror. You currently feel caged, trapped within the foul aberration's lair.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Night of the Living Nachtschreck - Round #1 - Sandu's Turn
Sandu's Turn
With a surge of adrenaline, Sandu charges towards Dormark, his heart pounding in his chest. He whispers a few words under his breath and reaches out to touch the warforged's arm, imbuing him with the power to resist the malevolent spirits that lie ahead. Sandu casts Protection from Evil and Good, strengthening Dormark's defences and fortifying his will against the looming threat.
Dallid - None of your companions have been struck by the malevolent spirits, yet the unrelenting onslaught continues. Ferelyon, ever vigilant, waits for your command with a look of urgency in his eyes. 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)
"Whatever is outside cannot be worse than this! Get ready to move, Ioben", calls Galqarin as he manically tries to clear the temporarily blocked door.
Galqarin - Please make a Perception check. You can also make an Arcana check, if you wish.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Galqarin's perception (17) and arcana (11).
Galqarin:
Perception
With a sudden burst of energy, you clear the way back to the door and pull it open, bracing yourself for the towering demon you faced before. But the corridor that greets you is not what you expected. The flickering of candlelight illuminates the narrow passage, casting eerie shadows that seem to move on their own. As you step inside, the dim light obscures your vision, making it difficult to distinguish anything at first.
But as your eyes adjust, the horror of the corridor begins to reveal itself. Limbs and pieces of bodies protrude from the walls at odd angles, flailing and attempting to grab at anything that passes by. Blood is smeared over the walls, forming cryptic runes that you cannot decipher.
In the midst of this macabre scene, you spot a cloaked figure propped up against the wall. His face is hidden by his cloak, and at first, you do not recognise him. But as you draw nearer, you see the dark stain on his clothes, evidence of the wound he has sustained. It is Rahadin, and he looks at you with a desperate expression, his eyes wild with pain.
"You," he hisses weakly. "Where did you..." He trails off, whimpering in agony. "Never mind," he continues urgently. "You need to get to the others. I can show you, but you're going to have to trust me."
You can see at once that Rahadin's wound is grievous, and his haggard appearance suggests he is not deceiving you. The realm you find yourself in is a twisted mockery of reality, where the laws of physics and nature have been perverted and corrupted. What once seemed familiar and safe is now alien and foreboding, as if the very fabric of the world has been torn asunder.
Arcana
Your mind reels as you try to make sense of the rapidly changing corridor. Ioben, still leaning against you, is equally bewildered and at a loss for words.
It dawns on you that you are not in Barovia anymore. This place defies the laws of nature and logic, twisting and contorting like a madman's dream. It begs the question of who or what has power over this nightmarish realm. Is it a malevolent god, a crazed wizard, or something even more sinister? The answer eludes you, and the fear of the unknown grips your heart with icy claws.
Rest assured, whatever the answer may be, your escape remains paramount. The very air of this realm seems to pulse with danger and malevolence, as though every step could be your last. You must be cautious, for the slightest misstep could lead to your doom. As you press forward, Ioben's weight leaning heavily against you, you cannot shake the feeling that you are being watched.
The twisted, macabre surroundings seem to mock you, as though the very fabric of this reality is attempting to drive you to madness. And yet, you know that you must keep moving forward. You must find your companions, and together, you must find a way out of this nightmare realm. For if you fail, you fear that you will be trapped here forever, lost to the whims of whoever holds authority over this twisted place. Doomed to share a similar fate to that which Ioben has endured since you last met him.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
> "You," he hisses weakly. "Where did you..." He trails off, whimpering in agony. "Never mind," he continues urgently. "You need to get to the others. I can show you, but you're going to have to trust me."
> ...escape remains paramount
"Very well. Show me the way." Somehow, Galqarin feels the injured man knows much more about him than the other way around and that, perhaps, it is best kept that way.