Night of the Living Nachtschreck - Round #1 - Dallid's Turn
Dallid's Turn
With a fierce command from Dallid, Ferelyon lunges forward, jaws snapping shut around the Nachtschreck as though it were nothing but a toy. The creature struggles in the wolf's grasp, but its resilience is surprising. Even as Dallid follows up with his own attack, the Nachtschreck withstands the blows, though not without taking some measure of damage. Its eyes fix on you with a malevolent glare, and you feel a chill run down your spine.
Dormark - As Sandu's spell envelops you, a newfound sense of protection courses through your metallic body. The malevolent spirits hover before you, their unholy presence an affront to your very being. With a resolute determination, you prepare to engage these spirits and send them back to whatever hell they crawled out of, it is your turn.
Rahadin guides you through a door, his face contorting with pain. "Gods," he hisses as he pulls you into the shadows. "Stay low and quiet."
From your perch on the balcony, you peer down at a scene straight from the nightmares of the most depraved minds. The grand hall below is lit by flickering candlelight and filled with the stench of spiced perfume and sickly cider. Unholy chanting fills the air as humanoid figures writhe and twist in a macabre dance.
In the centre of the room, three figures kneel before a blood-stained altar bearing a pentagram. You recognise the traitorous Alano and Maribelle from earlier, but the third figure is a horror beyond your imagination. A creature with an elongated body with several dangling arms hanging from her torso, her lithe form sways with a perverse pleasure. She stands well over 8ft tall.
"Very good, Maribelle and Vauquelin," the creature hisses in a voice dripping with malice. "Soon, our Mistress will be reborn, and her grip on Barovia will only tighten. The hour of our ascension is at hand."
"We've tarried enough," Rahadin interjects sharply, cutting through the dreadful scene before you. "Time is of the essence. We must locate the others and make haste." The urgency in his voice is palpable as he leads you across the balcony, deftly avoiding any potential obstacles in your path, and motioning for you to follow him through a door at the far end.
"Mind yourself, Gal," Ioben whispers urgently, his voice barely above a breath. He strains to keep up with Rahadin, all the while evading detection.
Your footsteps barely make a sound as you glide across the balcony, your form shrouded in darkness. The scene below is one of horror and transformation. Alano, once a timid butler, has been remade into a creature of darkness. His flesh peels away like rotting fruit, exposing the sickly red scales beneath. Goat-like horns protrude from his forehead, twisting like the gnarled branches of a dead tree. The flickering candlelight dances across his monstrous form, casting an ominous glow. And yet, there is something in the way he carries himself, a newfound power that radiates from every fibre of his being. It's a power that is dark and unholy, a power that can only be born from the depths of hell.
As you push through the door, you are met with a ghastly sight. The grand staircase before you appears as if it has been taken over by some dark, organic growth. Long, fleshy tendrils extend from the handrails, pulsing with an unnatural life force. Beyond the staircase, a man is cowering, his eyes wide with terror. Before you can react, he lets out an anguished scream, and you see a sharp, black horn burst through his flesh, only to quickly retract. The man falls to the ground, lifeless, and you watch in horror as his body is dragged away by some unseen malevolent force. The air is thick with the stench of decay and the sound of wet, slithering movements echoes through the corridor.
Ioben's voice cuts through the eerie silence, his words laced with urgency. His eyes dart nervously around the room, his mind reeling from the horror he's just witnessed. "We need to get out of here,"he mutters, his voice shaking with fear.
Rahadin's features remain stoic, his resolve unbroken."We can't waste time on the other guests,"he declares, his tone devoid of compassion. "Our only hope is to reunite with your companions and make our escape. Follow me."
> "We need to get out of here," he mutters, his voice shaking with fear.
> Rahadin's features remain stoic, his resolve unbroken. "We can't waste time on the other guests," he declares, his tone devoid of compassion. "Our only hope is to reunite with your companions and make our escape. Follow me."
"Tell me something I don't know", hisses Galqarin, his voice dispairing.
This post has potentially manipulated dice roll results.
Memories begin flashing through Dormark's mind the wizard that took his arm and soul. The sad fates he had encountered in Barovia, the dangers that he and his companions have faced. Barley hearing Sandu, Dormark raises the amulet in his fist and in a moment clarity of a moment came to his mind. The sound of the forge being lit. "Begone you foul fiends," shouts the Wareforge as the flames burst forth from his body. A 15ft raidus sphere of pure radiant fire appears around the Warforge catching a couple of the spirits and Sandu. However, Sandu can only feel the comforting warmth the fire as the flames begin to take the forms of dwarvish warriors spinning around Dormark as the epicenter. The Dwarvish spirits begin attacking the ghosts that are stuck inside the inferno with them.
Night of the Living Nachtschreck - Round #1 - Dormark's Turn
Dormark's Turn
Dormark stands tall and firm as he commands the evil nachtschrecks to retreat, unleashing a divine power from within his metallic body. The blinding light that emanates from him seems to take shape, forming an army of dwarven warriors, their spectral forms rotating around Dormark in a fierce display of battle prowess. With each rotation, the warriors strike out at the nearby malevolent spirits, their weapons shimmering with holy energy as they cleave through the darkness.
The spirits reel from this new assault. They writhe and shriek in agony as the dwarven warriors of light slice through them with spectral axes and hammers. The air is thick with the stench of burning sulfur and ozone, and the sound of the spirits' tortured screams echoes through the chamber.
Night of the Living Nachtschreck - Round #2 - Nachtshreck's Turns
Nachtshreck's Turns
Nachtschreck #1
With a crackle of energy, the vile nachtschreck writhes and contorts in the air, sparks of electricity arcing from its malevolent form like a gathering tempest. The fiendish creature raises its minuscule hands, unleashing a bolt of lightning that hurtles towards Dallid and Dormark with deadly intent.
Dallid and Dormark - Please make Dexterity Saving Throws (DC 15)
Lightning Bolt: Damage: 19 lightning (9 on a successful save)
Nachtschreck #2
Wisdom Saving Throw: 24(Crit - half damage from Spirit Guardians)
Ignoring the damage inflicted upon it by Dormark's spell, the second nachtschreck fiercely persists in its attack. It swoops in closer to Dormark, aiming to strike him down with a mental assault.
Dormark's mind is besieged by the wickedest of thoughts, a tempest of malice and malevolence. The onslaught is relentless, but Sandu's incantation creates an impenetrable shield around the valiant warforged, protecting him from the vile assault.
Dormark's spectral army of dwarven warriors unsheathe their spirit blades, hacking at the third nachtshreck with ferocity. The foul creature struggles to evade their blows, but many find their mark. The nachtshreck lets out an ear-splitting screech, as the Spirit Guardians cut through its defences with ease.
Repositioning itself, the nachtshreck moves with uncanny speed, hovering near Dormark's eastern flank. It plunges towards the warforged, seeking to breach his mind with its vile psychic powers.
Dormark's will is unbreakable, no foul spirit can penetrate his mind. The dark powers of the nachtschreck are rendered useless, thanks to Sandu's potent wards.
Battlemap:
Initiative:
Nachtschreck (x3) - 22 - Small Blue Shield
Sandu - 20 - Purple Wizard's Hat
Dallid - 12 -Dark Green Bow & Ferelyon - Small Dark Green Shield
Sandu - You witness Dallid's nimble evasion as the nachtshreck unleashes a bolt of lightning. However, Dormark, being less fleet-footed, is unable to avoid the attack in time and is struck by the electrifying force, his metallic form crackles with residual energy. You stand ready to strike, knowing that the situation is desperate, it is your turn.
As you ascend the stairs behind Rahadin, your heart beats with anticipation. Ahead lies the possibility of reuniting with your companions and finding a way out of this cursed place. The room at the top of the stairs is small and poorly lit, the air thick with an unsettling stillness. As you step inside, you see a curious pattern etched into the floor - a three-by-three grid of black and white squares.
The door ahead ((to the right of the map)) is flanked by a curious lever that begs to be pulled. To the north and south, the stone walls are marked by grooves that appear to be tailor-made for some arcane object. On either side of the entrance ((to the left of the map)) rest shelves housing intricately carved stone figurines, resembling pieces from the game of Dragonchess. "Reckon these pieces are the key to unlocking the door," Ioben speculates, his gaze fixed on the grooves in the wall.
As you examine the four carved stone figurines on the shelves, a sense of unease creeps over you. Upon closer inspection, you notice that the intricate details of each piece resemble your companions with eerie accuracy. The likeness is so uncanny that it feels as though someone has meticulously crafted them to be exact replicas of your friends, save one. They are as follows:
White King (Sandu)
White Knight (Dallid)
White Bishop (Dormark)
Upon closer inspection, you notice that the final figurine bears an uncanny likeness to the infamous Strahd von Zarovich himself. In the dim light, its eyes almost seem to follow you as you examine it as if daring you to make a move.
Black King (Strahd von Zarovich)
"Any idea what order they go in?" Ioben asks, perplexed.
"I trust you two are capable of solving the riddle," Rahadin sneers, a smirk forming on his lips. "That being said, I've always assumed that Sandu and Dallid were the masterminds of your little band." His eyes gleamed with a cruel light as he continued, "But it seems that I may have been mistaken. Perhaps your group is not as resourceful as I had hoped."
"I am not good at puzzles", says Galqarin sadly. "But I will try".
"There are four pieces and four slots; three to our right and one to our left. So the Black King goes in the slot to the left? Or is that too simple?"
"The floor has coloured squares. Next to the alcoves there are three dark and one light square. One black piece and three white - so white with dark, black with light?"
"Or maybe it is how they move to get to the other door. That would put the Dallid, Dormark and Sandu on the right side, and Strahd on the left. If the door is the goal..."
"But if the lever were the goal, then it would be Dormark, Dallid, then Strahd, with Sandhu on the left side."
Ioben ponders for a time, his brow furrowed in deep thought. "I've played my fair share of chess," he finally speaks. "The aim is to trap the king in checkmate, where he is not only threatened by an opposing piece but also is unable to retreat and flee. And I think you were right when you placed Strahd, the Black King, on the left."
Rahadin nods and a sardonic smile spreads across his lips. "If you believe that the Count is so easily cornered outside of a game, then you are sorely mistaken. However, it's clear that Strahd would stand opposed to the other three. Though you will find that my master is far more amenable than this puzzle suggests. Do you have knowledge of how the other pieces move?"
Sandu instinctively ducked when another army of spectral figures, dwarves this time, appeared on the battlefield swarming around him. When he dared to peek from underneath his eyelids, he saw that the dwarves were more occupied with hacking into the specters they were fighting. They seemed to focus their assault around Dormark who stood at the centre of the conflict. Sandu figured that the warforged was the focal point - he was made by dwarves, I recall- and felt a sliver of relief that one side of the spectral war was on their side. Said sliver quickly burned away after one of the specters managed to hit Dormark with a bolt of lightning. A look of shock ran across Dormark's face and the dwarves shimmered and flickered before vanishing completely from sight. A spell Sandu figured, and one that was disrupted by the specter's attack.
Sandu's own spell was still in effect and he noted, to his relief, that Dormark had suffered no more further attacks. He figured that he might as well go on the offensive, if there was any hope for any of them to get out of this living nightmare. He positioned himself behind Dormark, somehow figuring it would be the safest or the least dangerous spot at least, lined his arm up towards the specter that had suffered the brunt of the spectral dwarves' fury and with a magical incantation fired off two bolts of magical energy at it.
Move: 1 down to get proper line of sight on Nachtschrek #3 Action: casting Eldritch Blast (rolls in campaign log) - Beam 1: 23 to attack and 8 force damage - Beam 2: 17 to attack and 12force damage
Night of the Living Nachtschreck - Round #2 - Sandu's Turn
Sandu's Turn
Sandu retreats slowly, keeping his eyes fixed on the looming nachtshreck (#3). The malevolent spirit seems to be considering an attack, but at the last moment, it withdraws, as if wary of Sandu's power. Sensing an opportunity, Sandu takes advantage of the distance and unleashes a pair of Eldritch Blasts at the otherworldly creature. The beams of purple energy tear through the nachtshreck, causing it to waver and shriek in agony as its form begins to dissipate.
Dallid - Toward the south, a tumultuous sound rises, as Sandu unleashes a fearsome barrage of blasts against the southernmost nachtshreck. The air trembles with the force of his Eldritch power. To the north, the spirit that had just unleashed a bolt of lightning reels back, biding its time for another strike. Ferelyon, poised and alert, looks to you for direction, his teeth glinting in the harsh light of the battlefield. You spot your window to act, it is your turn.
> Rahadin nods and a sardonic smile spreads across his lips. "If you believe that the Count is so easily cornered outside of a game, then you are sorely mistaken. However, it's clear that Strahd would stand opposed to the other three. Though you will find that my master is far more amenable than this puzzle suggests. Do you have knowledge of how the other pieces move?"
"If the goal is to corner the Count, first we must put him under pressure. Thus Dormark should take the first slot. the Knight, Dallid, should be in the last slot, to prevent Strahd escaping towards us. Our King, Sandu, standing between his Bishop and Knight, will stop the Count escaping in the other directions."
Ioben's weathered face breaks into a rare smile, a sight that seems almost miraculous given the hellish ordeal he's endured. With a boisterous clap on the back, he declares, "You've done it, Gal! Gods, we'll give it a test, but it looks correct." Even the normally stoic Rahadin nods in approval.
As you place the statues in their corresponding crevices, you approach the lever with a cautious step. "Have a care, Gal,"Ioben says nervously. Ioben says, his nerves jangling. "You might have cracked it, but who knows what other horrors this place has in store for us." You steel yourself and pull the lever, the sound of mechanical cogs whirring in the stagnant air as the door slowly creaks open.
Beyond the door, a silvery veil shimmers like the surface of a still lake, rippling with otherworldly energy. Though you cannot peer through the enigmatic substance, you know with an eerie certainty that your friends are waiting for you on the other side. As you push through the veil, a tugging and pulling sensation grip your being, yanking you from one plane of existence to the next.
Memories of your childhood come flooding back, as you find yourself transported to the orphanage playground, surrounded by the children you once knew. While your peers revel in play and merriment, a creeping sense of dread descends upon you, for this is the time when he would always show up. The one who had stalked you relentlessly, dogging your every step with cruel taunts and worse.
And there he is, just as you feared. Izek Strasni, the bane of your childhood existence, looms over you like a dark storm cloud. "What's wrong, Gal? Got a furball?" His voice drips with venom. "Surprised they let you out, freak!" You are helpless as he grabs you and spins you around like a rag doll, then throws you to the ground. You brace for the beating that always follows, but when you open your eyes, you see something else entirely.
Your friends stand before you, locked in battle with strange and terrifying apparitions that seem to float in the air. You can see that both Dormark and Dallid have taken minor injuries, but they fight on with fierce determination. And there, beside you, stand Ioben and Rahadin, ready to join the fray. As the fight rages on, you realise that this strange place may hold more terrors than anything you ever faced in your past.
Dallid gives a gesture for Ferelyon to attack the creature (#1) as he uncoils his whip to strike as well
Ferelyon bite Attack: 20 Damage: 10
Dallid whip Attack: 25 Damage: 9
Paladin - warforged - orange
Night of the Living Nachtschreck - Round #1 - Dallid's Turn
Dallid's Turn
With a fierce command from Dallid, Ferelyon lunges forward, jaws snapping shut around the Nachtschreck as though it were nothing but a toy. The creature struggles in the wolf's grasp, but its resilience is surprising. Even as Dallid follows up with his own attack, the Nachtschreck withstands the blows, though not without taking some measure of damage. Its eyes fix on you with a malevolent glare, and you feel a chill run down your spine.
Dormark - As Sandu's spell envelops you, a newfound sense of protection courses through your metallic body. The malevolent spirits hover before you, their unholy presence an affront to your very being. With a resolute determination, you prepare to engage these spirits and send them back to whatever hell they crawled out of, it is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Galqarin:
Rahadin guides you through a door, his face contorting with pain. "Gods," he hisses as he pulls you into the shadows. "Stay low and quiet."
From your perch on the balcony, you peer down at a scene straight from the nightmares of the most depraved minds. The grand hall below is lit by flickering candlelight and filled with the stench of spiced perfume and sickly cider. Unholy chanting fills the air as humanoid figures writhe and twist in a macabre dance.
In the centre of the room, three figures kneel before a blood-stained altar bearing a pentagram. You recognise the traitorous Alano and Maribelle from earlier, but the third figure is a horror beyond your imagination. A creature with an elongated body with several dangling arms hanging from her torso, her lithe form sways with a perverse pleasure. She stands well over 8ft tall.
"We've tarried enough," Rahadin interjects sharply, cutting through the dreadful scene before you. "Time is of the essence. We must locate the others and make haste." The urgency in his voice is palpable as he leads you across the balcony, deftly avoiding any potential obstacles in your path, and motioning for you to follow him through a door at the far end.
"Mind yourself, Gal," Ioben whispers urgently, his voice barely above a breath. He strains to keep up with Rahadin, all the while evading detection.
Galqarin - Please make a Stealth check.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Galqarin's stealth: 27 (nat 20)
Bugbear do stealth good!
Galqarin:
((Great roll!))
Your footsteps barely make a sound as you glide across the balcony, your form shrouded in darkness. The scene below is one of horror and transformation. Alano, once a timid butler, has been remade into a creature of darkness. His flesh peels away like rotting fruit, exposing the sickly red scales beneath. Goat-like horns protrude from his forehead, twisting like the gnarled branches of a dead tree. The flickering candlelight dances across his monstrous form, casting an ominous glow. And yet, there is something in the way he carries himself, a newfound power that radiates from every fibre of his being. It's a power that is dark and unholy, a power that can only be born from the depths of hell.
As you push through the door, you are met with a ghastly sight. The grand staircase before you appears as if it has been taken over by some dark, organic growth. Long, fleshy tendrils extend from the handrails, pulsing with an unnatural life force. Beyond the staircase, a man is cowering, his eyes wide with terror. Before you can react, he lets out an anguished scream, and you see a sharp, black horn burst through his flesh, only to quickly retract. The man falls to the ground, lifeless, and you watch in horror as his body is dragged away by some unseen malevolent force. The air is thick with the stench of decay and the sound of wet, slithering movements echoes through the corridor.
Ioben's voice cuts through the eerie silence, his words laced with urgency. His eyes dart nervously around the room, his mind reeling from the horror he's just witnessed. "We need to get out of here," he mutters, his voice shaking with fear.
Rahadin's features remain stoic, his resolve unbroken. "We can't waste time on the other guests," he declares, his tone devoid of compassion. "Our only hope is to reunite with your companions and make our escape. Follow me."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
> "We need to get out of here," he mutters, his voice shaking with fear.
> Rahadin's features remain stoic, his resolve unbroken. "We can't waste time on the other guests," he declares, his tone devoid of compassion. "Our only hope is to reunite with your companions and make our escape. Follow me."
"Tell me something I don't know", hisses Galqarin, his voice dispairing.
Memories begin flashing through Dormark's mind the wizard that took his arm and soul. The sad fates he had encountered in Barovia, the dangers that he and his companions have faced. Barley hearing Sandu, Dormark raises the amulet in his fist and in a moment clarity of a moment came to his mind. The sound of the forge being lit. "Begone you foul fiends," shouts the Wareforge as the flames burst forth from his body. A 15ft raidus sphere of pure radiant fire appears around the Warforge catching a couple of the spirits and Sandu. However, Sandu can only feel the comforting warmth the fire as the flames begin to take the forms of dwarvish warriors spinning around Dormark as the epicenter. The Dwarvish spirits begin attacking the ghosts that are stuck inside the inferno with them.
Dormark casts Spirit Guardians
Spirit 2 start of turn damage: 11
Spirit 3 start of turn damage: 9
Dormark Calling of Strahd (warforged cleric) 4
Night of the Living Nachtschreck - Round #1 - Dormark's Turn
Dormark's Turn
Dormark stands tall and firm as he commands the evil nachtschrecks to retreat, unleashing a divine power from within his metallic body. The blinding light that emanates from him seems to take shape, forming an army of dwarven warriors, their spectral forms rotating around Dormark in a fierce display of battle prowess. With each rotation, the warriors strike out at the nearby malevolent spirits, their weapons shimmering with holy energy as they cleave through the darkness.
The spirits reel from this new assault. They writhe and shriek in agony as the dwarven warriors of light slice through them with spectral axes and hammers. The air is thick with the stench of burning sulfur and ozone, and the sound of the spirits' tortured screams echoes through the chamber.
Night of the Living Nachtschreck - Round #2 - Nachtshreck's Turns
Nachtshreck's Turns
Nachtschreck #1
With a crackle of energy, the vile nachtschreck writhes and contorts in the air, sparks of electricity arcing from its malevolent form like a gathering tempest. The fiendish creature raises its minuscule hands, unleashing a bolt of lightning that hurtles towards Dallid and Dormark with deadly intent.
Nachtschreck #2
Ignoring the damage inflicted upon it by Dormark's spell, the second nachtschreck fiercely persists in its attack. It swoops in closer to Dormark, aiming to strike him down with a mental assault.
2612 (disadvantage due to Protection from Evil and Good)Dormark's mind is besieged by the wickedest of thoughts, a tempest of malice and malevolence. The onslaught is relentless, but Sandu's incantation creates an impenetrable shield around the valiant warforged, protecting him from the vile assault.
Nachtschreck #3
Dormark's spectral army of dwarven warriors unsheathe their spirit blades, hacking at the third nachtshreck with ferocity. The foul creature struggles to evade their blows, but many find their mark. The nachtshreck lets out an ear-splitting screech, as the Spirit Guardians cut through its defences with ease.
Repositioning itself, the nachtshreck moves with uncanny speed, hovering near Dormark's eastern flank. It plunges towards the warforged, seeking to breach his mind with its vile psychic powers.
25(disadvantage due to Protection from Evil and Good)Dormark's will is unbreakable, no foul spirit can penetrate his mind. The dark powers of the nachtschreck are rendered useless, thanks to Sandu's potent wards.
Battlemap:
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid dex save 12
Paladin - warforged - orange
Dex Save 19
Constitution save 14
Dormark Calling of Strahd (warforged cleric) 4
(Spirit Guardians falls off. The spirit #2 also would take lighting damage from the attack if it isn't immune.)
Dormark Calling of Strahd (warforged cleric) 4
((Thanks, the spirits are immune to lightning damage.))
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu - You witness Dallid's nimble evasion as the nachtshreck unleashes a bolt of lightning. However, Dormark, being less fleet-footed, is unable to avoid the attack in time and is struck by the electrifying force, his metallic form crackles with residual energy. You stand ready to strike, knowing that the situation is desperate, it is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Galqarin:
As you ascend the stairs behind Rahadin, your heart beats with anticipation. Ahead lies the possibility of reuniting with your companions and finding a way out of this cursed place. The room at the top of the stairs is small and poorly lit, the air thick with an unsettling stillness. As you step inside, you see a curious pattern etched into the floor - a three-by-three grid of black and white squares.
The door ahead ((to the right of the map)) is flanked by a curious lever that begs to be pulled. To the north and south, the stone walls are marked by grooves that appear to be tailor-made for some arcane object. On either side of the entrance ((to the left of the map)) rest shelves housing intricately carved stone figurines, resembling pieces from the game of Dragonchess. "Reckon these pieces are the key to unlocking the door," Ioben speculates, his gaze fixed on the grooves in the wall.
As you examine the four carved stone figurines on the shelves, a sense of unease creeps over you. Upon closer inspection, you notice that the intricate details of each piece resemble your companions with eerie accuracy. The likeness is so uncanny that it feels as though someone has meticulously crafted them to be exact replicas of your friends, save one. They are as follows:
Upon closer inspection, you notice that the final figurine bears an uncanny likeness to the infamous Strahd von Zarovich himself. In the dim light, its eyes almost seem to follow you as you examine it as if daring you to make a move.
"Any idea what order they go in?" Ioben asks, perplexed.
"I trust you two are capable of solving the riddle," Rahadin sneers, a smirk forming on his lips. "That being said, I've always assumed that Sandu and Dallid were the masterminds of your little band." His eyes gleamed with a cruel light as he continued, "But it seems that I may have been mistaken. Perhaps your group is not as resourceful as I had hoped."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"I am not good at puzzles", says Galqarin sadly. "But I will try".
"There are four pieces and four slots; three to our right and one to our left. So the Black King goes in the slot to the left? Or is that too simple?"
"The floor has coloured squares. Next to the alcoves there are three dark and one light square. One black piece and three white - so white with dark, black with light?"
"Or maybe it is how they move to get to the other door. That would put the Dallid, Dormark and Sandu on the right side, and Strahd on the left. If the door is the goal..."
"But if the lever were the goal, then it would be Dormark, Dallid, then Strahd, with Sandhu on the left side."
"Ioben, I'm confused, what do you think?"
Galqarin:
Ioben ponders for a time, his brow furrowed in deep thought. "I've played my fair share of chess," he finally speaks. "The aim is to trap the king in checkmate, where he is not only threatened by an opposing piece but also is unable to retreat and flee. And I think you were right when you placed Strahd, the Black King, on the left."
Rahadin nods and a sardonic smile spreads across his lips. "If you believe that the Count is so easily cornered outside of a game, then you are sorely mistaken. However, it's clear that Strahd would stand opposed to the other three. Though you will find that my master is far more amenable than this puzzle suggests. Do you have knowledge of how the other pieces move?"
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu instinctively ducked when another army of spectral figures, dwarves this time, appeared on the battlefield swarming around him. When he dared to peek from underneath his eyelids, he saw that the dwarves were more occupied with hacking into the specters they were fighting. They seemed to focus their assault around Dormark who stood at the centre of the conflict. Sandu figured that the warforged was the focal point - he was made by dwarves, I recall - and felt a sliver of relief that one side of the spectral war was on their side. Said sliver quickly burned away after one of the specters managed to hit Dormark with a bolt of lightning. A look of shock ran across Dormark's face and the dwarves shimmered and flickered before vanishing completely from sight. A spell Sandu figured, and one that was disrupted by the specter's attack.
Sandu's own spell was still in effect and he noted, to his relief, that Dormark had suffered no more further attacks. He figured that he might as well go on the offensive, if there was any hope for any of them to get out of this living nightmare. He positioned himself behind Dormark, somehow figuring it would be the safest or the least dangerous spot at least, lined his arm up towards the specter that had suffered the brunt of the spectral dwarves' fury and with a magical incantation fired off two bolts of magical energy at it.
Move: 1 down to get proper line of sight on Nachtschrek #3
Action: casting Eldritch Blast (rolls in campaign log)
- Beam 1: 23 to attack and 8 force damage
- Beam 2: 17 to attack and 12 force damage
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 #2 - Sandu's Turn
Sandu's Turn
Sandu retreats slowly, keeping his eyes fixed on the looming nachtshreck (#3). The malevolent spirit seems to be considering an attack, but at the last moment, it withdraws, as if wary of Sandu's power. Sensing an opportunity, Sandu takes advantage of the distance and unleashes a pair of Eldritch Blasts at the otherworldly creature. The beams of purple energy tear through the nachtshreck, causing it to waver and shriek in agony as its form begins to dissipate.
Dallid - Toward the south, a tumultuous sound rises, as Sandu unleashes a fearsome barrage of blasts against the southernmost nachtshreck. The air trembles with the force of his Eldritch power. To the north, the spirit that had just unleashed a bolt of lightning reels back, biding its time for another strike. Ferelyon, poised and alert, looks to you for direction, his teeth glinting in the harsh light of the battlefield. You spot your window 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)
> Rahadin nods and a sardonic smile spreads across his lips. "If you believe that the Count is so easily cornered outside of a game, then you are sorely mistaken. However, it's clear that Strahd would stand opposed to the other three. Though you will find that my master is far more amenable than this puzzle suggests. Do you have knowledge of how the other pieces move?"
"If the goal is to corner the Count, first we must put him under pressure. Thus Dormark should take the first slot. the Knight, Dallid, should be in the last slot, to prevent Strahd escaping towards us. Our King, Sandu, standing between his Bishop and Knight, will stop the Count escaping in the other directions."
Galqarin:
Ioben's weathered face breaks into a rare smile, a sight that seems almost miraculous given the hellish ordeal he's endured. With a boisterous clap on the back, he declares, "You've done it, Gal! Gods, we'll give it a test, but it looks correct." Even the normally stoic Rahadin nods in approval.
As you place the statues in their corresponding crevices, you approach the lever with a cautious step. "Have a care, Gal," Ioben says nervously. Ioben says, his nerves jangling. "You might have cracked it, but who knows what other horrors this place has in store for us." You steel yourself and pull the lever, the sound of mechanical cogs whirring in the stagnant air as the door slowly creaks open.
Beyond the door, a silvery veil shimmers like the surface of a still lake, rippling with otherworldly energy. Though you cannot peer through the enigmatic substance, you know with an eerie certainty that your friends are waiting for you on the other side. As you push through the veil, a tugging and pulling sensation grip your being, yanking you from one plane of existence to the next.
Memories of your childhood come flooding back, as you find yourself transported to the orphanage playground, surrounded by the children you once knew. While your peers revel in play and merriment, a creeping sense of dread descends upon you, for this is the time when he would always show up. The one who had stalked you relentlessly, dogging your every step with cruel taunts and worse.
And there he is, just as you feared. Izek Strasni, the bane of your childhood existence, looms over you like a dark storm cloud. "What's wrong, Gal? Got a furball?" His voice drips with venom. "Surprised they let you out, freak!" You are helpless as he grabs you and spins you around like a rag doll, then throws you to the ground. You brace for the beating that always follows, but when you open your eyes, you see something else entirely.
Your friends stand before you, locked in battle with strange and terrifying apparitions that seem to float in the air. You can see that both Dormark and Dallid have taken minor injuries, but they fight on with fierce determination. And there, beside you, stand Ioben and Rahadin, ready to join the fray. As the fight rages on, you realise that this strange place may hold more terrors than anything you ever faced in your past.
Galqarin - Please roll initiative.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)