(None of the maps are loading for me. Can I see with dark vision, or is it abnormal darkness? Gal has expended all his Ki points, so the best he can do is...)
Galqarin grabs Dormark's mace as the Warforge falls, hoping that it will once again shed light, and begins swinging it wildly at where he believes the zombie mass is.
Mace of Disruption #1: 13, 7 damage (2nd roll in case of disadvantage 21) Mace of Disruption #2: 19, 5 damage (2nd roll in case of disadvantage 13) Martial Arts unarmed strike: 16, 10 damage (2nd roll in case of disadvantage 25)
(NB the mace requires attunement so haven't rolled the 2d6 extra radiant damage even if it's applicable to the monster type. If grabbing the mace isn't an option, the attacks are the same as unarmed strikes anyway, although the unarmed strikes don't count as magical attacks)
The Fight of the Festering Veins - Round #1 - Galqarin's Turn
Ferelyon's Opportunity Attack
The writhing mass of grotesque bodies continues its relentless advance, its attention momentarily diverted from Ferelyon. Seizing the opportunity, the wolf lunges forward, jaws snapping shut around the abomination's putrid flesh. Teeth sink deep, tearing and rending, inflicting further damage upon the creature's twisted form. Blackened limbs are torn asunder, and a sickening stench permeates the air as fresh wounds gush with vile fluids.
Galqarin's Turn
((I must admit that the last map was a bit of a joke by myself - as the area is unlit, the map is simply a black box. It is magical darkness, which is why Dormark's mace (which, when attuned to, is able to shed magical light over the area) was the only thing illuminating the place.))
With a heightened sense of urgency, Galqarin gropes through the oppressive darkness, his hands fumbling in search of Dormark's fallen metal form. Guided by instinct and a desperate determination, he locates the familiar contours of the warforged's sturdy frame and is subsequently able to find the mace of disruption. Grasping tightly onto the weapon, Galqarin readies himself for the perilous task at hand.
In a swift and fluid motion, he swings the weapon toward the direction from which the haunting wails emanate, driven by a desperate hope to strike a decisive blow. The mace crashes through the air, delivering three thunderous strikes in rapid succession, each impact punctuated by a sickening thud that echoes through the chamber. Fortune smiles upon Galqarin, for his strikes find their mark with unerring accuracy.
The cacophony of mournful wailing momentarily transforms into anguished howls as the magical weapon connects with devastating force. The abomination, writhes and convulses in pain, its unified voice fractured by the intensity of Galqarin's onslaught. For a fleeting moment, the creature's torment is unveiled, and the dreadful harmony of suffering resonates in the darkness.
Dormark - Apologies, I got the initiative a little muddled. Can you make a death saving throw?
The Fight of the Festering Veins - Round #1 - Dormark's Turn
Dormark's Turn
Beneath the suffocating weight of decayed flesh, Dormark's dormant mechanisms stir, sputtering with a glimmer of life. Flickering images of Moradin flood his consciousness, a rallying call that ignites a stubborn flicker of hope within the warforged's core. Determination surges through his metallic form as he is instilled with the realisation that the battle is not yet lost, and his comrades-in-arms are relying on him to return.
In the midst of the macabre scene, radiant warmth blossoms within the cold recesses of Dormark's metal frame, an ethereal embrace that pierces through the darkness like a distant sunrise. It is as if Moradin's divine presence permeates his being, infusing his soul with resolve and fortitude.
The Fight of the Festering Veins - Round #2 - Start of Round
Dallid - In the shrouded veil of unyielding darkness, a palpable sense of despair looms. The world around you is veiled in an impenetrable cloak of magical obscurity, rendering your sight useless. Yet, within the suffocating blackness, you can feel the presence of Ferelyon, the stalwart companion who stands at your side. His anticipation radiates through the air, an unspoken yearning to sink his teeth into the abomination that yet lurks in the darkness. It is your turn.
The Fight of the Festering Veins - Round #2 - Dallid's Turn
Dallid's Turn
Dallid's commanding voice cuts through the haunting wails, urging Ferelyon to unleash his fury upon the concealed horror. The chamber resounds with the clash of battle as the wolf lunges forward, teeth and claws tearing into the abomination. The air trembles with the creature's anguished howls, a testament to Ferelyon's relentless assault, rending the aberration with each savage strike.
Sandu - Having narrowly eluded the abomination's clutches, you find yourself shrouded in unyielding darkness. The chamber is devoid of light, leaving you with a sense of disorientation. Behind you, the echoing sounds of Ferelyon's savage assault on the creature echo through the gloom, offering a glimmer of hope. Yet, the fate of your companions remains unknown, their struggles concealed by the impenetrable veil of shadows. It is your turn.
With his vision gone and darkness enveloping him completely, panic overtook Sandu and he fired blindly into the void where the sounds came from hoping to hit the abomination lurking in the shadows. He then tentatively took a couple of steps away from the roars of battle with his arms stretched out, tapping the ground every time before he took a step.
The Fight of the Festering Veins - Round #2 - Sandu's Turn
Sandu's Turn
Amidst the haunting moans that saturate the air, Sandu instinctively unleashes a bolt of crackling energy towards the source. The sizzling purple beam slices through the oppressive darkness, briefly illuminating the harrowing scene. In that fleeting brilliance, Dormark's hunched figure and Ferelyon's relentless assault come into view, bearing witness to the creature's wretched state, teetering on the precipice of death. The impact of Sandu's bolts is palpable, punctuated by the nauseating scent of putrid flesh and the heavy stench of gore that permeates the chamber.
With a calculated decision, Sandu swiftly backpedals, determined to increase the distance between himself and the grotesque, bloated mass. Each step is marked by caution, his senses attuned to any subtle movement or menacing presence lurking within the shadows. Keenly aware that this cursed place may yet contain further monstrosities or traps.
Zombie Blob's Turn
Amidst the mournful lamentations that persist, the relentless advance of the creature brings it ever closer to Galqarin. Though engulfed in a shroud of impenetrable darkness, the bugbear's instincts tingle with foreboding as he keenly detects the subtle shift of the abomination's massive limb, poised to strike with merciless force.
Slam: Attack: 9
Slam: Attack: 17, Damage: 21(bludgeoning)
Fortune favours Galqarin as his sharpened senses grant him a fleeting glimpse into the impending peril. With remarkable agility, he evades the first crushing blow, nimbly evading the abomination's menacing fist. However, the unyielding darkness proves a treacherous adversary as it cloaks the monster's follow-up strike. In a cruel twist of fate, Galqarin's perception fails him, leaving him vulnerable and defenceless against the onslaught. The amalgamation's twisted, zombified fist slams into his body with a sickening crunch.
Rahadin's Turn
A searing agony courses through Rahadin's veins, each moment a torment as he fights against the suffocating embrace of his fleshy confinement. Gritting his teeth to stifle the anguished cries, he summons every ounce of resilience and steel within him. With trembling hands, the very flesh upon them withering and decaying, he musters the will to pierce his grotesque prison with his trusty scimitar. The blade finds purchase, puncturing the thick flesh walls, revealing only an impenetrable void beyond. Amidst the creature's relentless wailing, Rahadin's voice breaks through, a desperate plea to his temporary companions, "Get this damnable thing off of me!"
Dormark - Once more, your resolute metal frame struggles to reignite, its internal mechanisms whirring and humming with feverish urgency. Failsafes, long dormant, spring to life, working overtime to restore your basic functions. Please make another Death Saving Throw.
The Fight of the Festering Veins - Round #2 - Dormark's Turn
Dormark's Turn
A peculiar medley of beeps and whirrs emanates from the prostrate form of Dormark. The metallic symphony, once a hopeful sign of rekindled vitality, now falters and dissipates like a dying ember. Systems that had begun to realign suddenly sputter and fade, their promised revival cut short. In the recesses of Dormark's consciousness, the visage of Moradin, once steadfast and resolute, contorts and melts like molten bronze, a grotesque distortion of divine guidance.
Galqarin - Staggering under the weight of the creature's assault, you regain your footing, your senses honed to its exact location. The fleeting glimpse you caught of its form revealed a frailty that could be exploited, a weakness that, if seized upon, could bring it crashing down. The burden of this task now falls squarely upon your shoulders, even in your own wounded state, for failure would mean the inevitable sacrifice of your companions. It is your turn.
The Fight of the Festering Veins - Round #2 - Galqarin's Turn
Galqarin's Turn
Galqarin's defiant words echo through the chamber as he launches his assault upon the abomination. With the weight of desperation behind his strikes, he swings the magical mace towards his target. The first blow veers off course, narrowly missing the creature and clashing against a solid stone pillar. But Galqarin is undeterred, pressing on with unwavering determination. The second and third strikes find their mark, crashing into the already fractured limbs of the monstrosity, eliciting a resounding chorus of pained howls. Each blow weakens the creature further, its movements now sluggish and laboured, teetering on the precipice of consciousness.
The Fight of the Festering Veins - Round #3 - Start of Round
Dallid - A symphony of agonized wails echoes through the chamber, originating from the direction where the abomination lurks. The sounds of battle fill the air, a testament to the valiant efforts of your unseen companions as they unleash a relentless barrage upon the creature. Though concealed by darkness, you can sense the weight of their strikes, each blow inflicting severe harm upon the monstrosity. In this moment of desperate struggle, Ferelyon stands at the ready, his twin heads poised to deliver the coup de grâce upon your command, eagerly awaiting the opportunity to unleash a final, devastating strike.
The Fight of the Festering Veins - Round #3 - Dallid's Turn
Dallid's Turn
With determination in his touch, Dallid's hand navigates through the darkness until it locates the chilling touch of Dormark's metal form. Channelling his arcane power, he weaves a mending spell, pouring healing energy into the warforged's lifeless frame. The air crackles with magic as the spell takes hold, rekindling the fading embers of hope. Suddenly, a faint mechanical hum resonates in the darkness, accompanied by subtle movements from Dormark's revived form.
Dormark - A surge of vitality courses through your metallic veins, rekindling the flickering flame of life within your warforged frame. Moradin's divine purpose pulses within you, reminding you that your journey is far from over. As if guided by a higher power, a reassuring hand lands upon your shoulder, the touch of an ally who refused to let you succumb to the darkness. Amidst the oppressive confines of your recent struggle, Dallid's voice reaches your ears in a hushed plea, beckoning you to rejoin the realm of the living and lend your strength in this critical hour of need.
Sandu - Relief washes over you. The chorus of anguished cries and mournful wails begins to wane. The combined might of you and your comrades has nearly brought the abomination to the brink of death. In the enshrouding darkness, you can almost sense the creature's faltering movements. However, the fate of your remaining allies remains a mystery - do they yet live or have they perished at the creature's hands? It is your turn to act.
This post has potentially manipulated dice roll results.
Still riding high on the mixture of adrenaline and fright in the dark made Sandu almost miss out on what was going on. Or what he believed was happening. Unlike some other races, he fully lacked the ability to see in the dark and had to stumble around by the guess of his ears. Yet with all other senses shut out he believed, or convinced himself, that his hearing had become sharper. Like a bat would be a step to far but at least he could vaguely pinpoint where something might be.
The characteristic crackle of magic lit up the darkness for but a moment. In a brief flash Sandu could see Dallid kneeling near Dormark. A mass of lumbering dead loomed over them. With the option of flight taken away from him, Sandu's instincts switched to fight. He lifted his hands and, rather than shooting two bolts in rapid succession from one hand, he shot one out of each palm, like some twisted perversion of a clergyman blessing his flock.
The Fight of the Festering Veins - Round #3 - Sandu's Turn
Sandu's Turn
With precise aim, Sandu unleashes vibrant bolts of purple energy from his outstretched hands. The arcane projectiles find their mark, tearing and ripping through the creature's flesh with a sickening squelch. Bathed in the eerie glow, the wailing beast momentarily pitches higher, its form distending and bulging until it erupts in a grotesque explosion. Showers of gore rain down, painting the scene in macabre hues.
As the oppressive veil of magical darkness begins to dissipate, a blood-red candlelight emerges, casting a haunting glow across the chamber. The abomination, a mass of mangled flesh and bone, lies lifeless upon the floor. In the newfound illumination, the zombified knights of the Order of the Silver Dragon serve as a grim testament to the valour they once possessed, now twisted beyond recognition. Their endless mourning for the fallen Argynvost is silenced, replaced by a sombre stillness.
All - The flickering candlelight momentarily dazzles, but as your vision adjusts, the true scene unfolds before you—an expanse of once-grand hall, now transformed into a blood-soaked battleground. The defeated zombie abomination, its grotesque limbs splayed haphazardly, decorates the space with a nightmarish display of twisted flesh and bone.
To the north, a throne, now in a state of decay, stands as a crumbling testament to former majesty. The stone dragon that once adorned its seat now lies shattered upon the floor, a shattered symbol of a long-fallen power. Joined by the skeletal remains of long-deceased knights, the zombified corpses and rusted relics of armour and weaponry create a haunting tableau of forgotten valour.
To the south, where the candlelight dims and fades, lies the hall's entrance—a singular path beckoning as the only discernible exit. Yet, unspoken guidance permeates the air, leaving you with the unsettling sense that every step you take within this realm is being silently guided.
Rahadin, his visage smeared with grim remnants of the battle, scrapes away the clinging gore from his face. The fleshy tomb that once imprisoned him now lies discarded and rotting upon the floor. His voice, devoid of emotion, breaks the silence, "I believe it wise to tend to our wounds before venturing forth further," he states, his words carrying a weighty pragmatism.
(None of the maps are loading for me. Can I see with dark vision, or is it abnormal darkness? Gal has expended all his Ki points, so the best he can do is...)
Galqarin grabs Dormark's mace as the Warforge falls, hoping that it will once again shed light, and begins swinging it wildly at where he believes the zombie mass is.
Mace of Disruption #1: 13, 7 damage (2nd roll in case of disadvantage
21)Mace of Disruption #2: 19, 5 damage (2nd roll in case of disadvantage 13)
Martial Arts unarmed strike: 16, 10 damage (2nd roll in case of disadvantage
25)(NB the mace requires attunement so haven't rolled the 2d6 extra radiant damage even if it's applicable to the monster type. If grabbing the mace isn't an option, the attacks are the same as unarmed strikes anyway, although the unarmed strikes don't count as magical attacks)
The Fight of the Festering Veins - Round #1 - Galqarin's Turn
Ferelyon's Opportunity Attack
The writhing mass of grotesque bodies continues its relentless advance, its attention momentarily diverted from Ferelyon. Seizing the opportunity, the wolf lunges forward, jaws snapping shut around the abomination's putrid flesh. Teeth sink deep, tearing and rending, inflicting further damage upon the creature's twisted form. Blackened limbs are torn asunder, and a sickening stench permeates the air as fresh wounds gush with vile fluids.
Galqarin's Turn
((I must admit that the last map was a bit of a joke by myself - as the area is unlit, the map is simply a black box. It is magical darkness, which is why Dormark's mace (which, when attuned to, is able to shed magical light over the area) was the only thing illuminating the place.))
With a heightened sense of urgency, Galqarin gropes through the oppressive darkness, his hands fumbling in search of Dormark's fallen metal form. Guided by instinct and a desperate determination, he locates the familiar contours of the warforged's sturdy frame and is subsequently able to find the mace of disruption. Grasping tightly onto the weapon, Galqarin readies himself for the perilous task at hand.
In a swift and fluid motion, he swings the weapon toward the direction from which the haunting wails emanate, driven by a desperate hope to strike a decisive blow. The mace crashes through the air, delivering three thunderous strikes in rapid succession, each impact punctuated by a sickening thud that echoes through the chamber. Fortune smiles upon Galqarin, for his strikes find their mark with unerring accuracy.
The cacophony of mournful wailing momentarily transforms into anguished howls as the magical weapon connects with devastating force. The abomination, writhes and convulses in pain, its unified voice fractured by the intensity of Galqarin's onslaught. For a fleeting moment, the creature's torment is unveiled, and the dreadful harmony of suffering resonates in the darkness.
Dormark - Apologies, I got the initiative a little muddled. Can you make a death saving throw?
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
14
Dormark Calling of Strahd (warforged cleric) 4
The Fight of the Festering Veins - Round #1 - Dormark's Turn
Dormark's Turn
Beneath the suffocating weight of decayed flesh, Dormark's dormant mechanisms stir, sputtering with a glimmer of life. Flickering images of Moradin flood his consciousness, a rallying call that ignites a stubborn flicker of hope within the warforged's core. Determination surges through his metallic form as he is instilled with the realisation that the battle is not yet lost, and his comrades-in-arms are relying on him to return.
In the midst of the macabre scene, radiant warmth blossoms within the cold recesses of Dormark's metal frame, an ethereal embrace that pierces through the darkness like a distant sunrise. It is as if Moradin's divine presence permeates his being, infusing his soul with resolve and fortitude.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
The Fight of the Festering Veins - Round #2 - Start of Round
Dallid - In the shrouded veil of unyielding darkness, a palpable sense of despair looms. The world around you is veiled in an impenetrable cloak of magical obscurity, rendering your sight useless. Yet, within the suffocating blackness, you can feel the presence of Ferelyon, the stalwart companion who stands at your side. His anticipation radiates through the air, an unspoken yearning to sink his teeth into the abomination that yet lurks in the darkness. It is your turn.
Battlemap:
((Darkness clouds all vision.))
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid knows Ferelyon has the enemy where he wants him and can't see anything himself.
"Ferelyon, kill it!"
Attack: 21 Damage: 10
Attack: 13 Damage: 12
I believe disadvantage is cancelled out by pack tactics for Ferelyon
Paladin - warforged - orange
The Fight of the Festering Veins - Round #2 - Dallid's Turn
Dallid's Turn
Dallid's commanding voice cuts through the haunting wails, urging Ferelyon to unleash his fury upon the concealed horror. The chamber resounds with the clash of battle as the wolf lunges forward, teeth and claws tearing into the abomination. The air trembles with the creature's anguished howls, a testament to Ferelyon's relentless assault, rending the aberration with each savage strike.
Sandu - Having narrowly eluded the abomination's clutches, you find yourself shrouded in unyielding darkness. The chamber is devoid of light, leaving you with a sense of disorientation. Behind you, the echoing sounds of Ferelyon's savage assault on the creature echo through the gloom, offering a glimmer of hope. Yet, the fate of your companions remains unknown, their struggles concealed by the impenetrable veil of shadows. It is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
With his vision gone and darkness enveloping him completely, panic overtook Sandu and he fired blindly into the void where the sounds came from hoping to hit the abomination lurking in the shadows. He then tentatively took a couple of steps away from the roars of battle with his arms stretched out, tapping the ground every time before he took a step.
Action: Eldritch Blast
Beam one: 17 to hit, 8 force damage
Beam two: 23 to hit, 7 force damage
Move: away from the sound of battle. Sandu is moving cautiously so let's say he only moves 15 feet rather than full movement
Concentration reminder: 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
The Fight of the Festering Veins - Round #2 - Sandu's Turn
Sandu's Turn
Amidst the haunting moans that saturate the air, Sandu instinctively unleashes a bolt of crackling energy towards the source. The sizzling purple beam slices through the oppressive darkness, briefly illuminating the harrowing scene. In that fleeting brilliance, Dormark's hunched figure and Ferelyon's relentless assault come into view, bearing witness to the creature's wretched state, teetering on the precipice of death. The impact of Sandu's bolts is palpable, punctuated by the nauseating scent of putrid flesh and the heavy stench of gore that permeates the chamber.
With a calculated decision, Sandu swiftly backpedals, determined to increase the distance between himself and the grotesque, bloated mass. Each step is marked by caution, his senses attuned to any subtle movement or menacing presence lurking within the shadows. Keenly aware that this cursed place may yet contain further monstrosities or traps.
Zombie Blob's Turn
Amidst the mournful lamentations that persist, the relentless advance of the creature brings it ever closer to Galqarin. Though engulfed in a shroud of impenetrable darkness, the bugbear's instincts tingle with foreboding as he keenly detects the subtle shift of the abomination's massive limb, poised to strike with merciless force.
Fortune favours Galqarin as his sharpened senses grant him a fleeting glimpse into the impending peril. With remarkable agility, he evades the first crushing blow, nimbly evading the abomination's menacing fist. However, the unyielding darkness proves a treacherous adversary as it cloaks the monster's follow-up strike. In a cruel twist of fate, Galqarin's perception fails him, leaving him vulnerable and defenceless against the onslaught. The amalgamation's twisted, zombified fist slams into his body with a sickening crunch.
Rahadin's Turn
A searing agony courses through Rahadin's veins, each moment a torment as he fights against the suffocating embrace of his fleshy confinement. Gritting his teeth to stifle the anguished cries, he summons every ounce of resilience and steel within him. With trembling hands, the very flesh upon them withering and decaying, he musters the will to pierce his grotesque prison with his trusty scimitar. The blade finds purchase, puncturing the thick flesh walls, revealing only an impenetrable void beyond. Amidst the creature's relentless wailing, Rahadin's voice breaks through, a desperate plea to his temporary companions, "Get this damnable thing off of me!"
Dormark - Once more, your resolute metal frame struggles to reignite, its internal mechanisms whirring and humming with feverish urgency. Failsafes, long dormant, spring to life, working overtime to restore your basic functions. Please make another Death Saving Throw.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
3
Dormark Calling of Strahd (warforged cleric) 4
The Fight of the Festering Veins - Round #2 - Dormark's Turn
Dormark's Turn
A peculiar medley of beeps and whirrs emanates from the prostrate form of Dormark. The metallic symphony, once a hopeful sign of rekindled vitality, now falters and dissipates like a dying ember. Systems that had begun to realign suddenly sputter and fade, their promised revival cut short. In the recesses of Dormark's consciousness, the visage of Moradin, once steadfast and resolute, contorts and melts like molten bronze, a grotesque distortion of divine guidance.
Galqarin - Staggering under the weight of the creature's assault, you regain your footing, your senses honed to its exact location. The fleeting glimpse you caught of its form revealed a frailty that could be exploited, a weakness that, if seized upon, could bring it crashing down. The burden of this task now falls squarely upon your shoulders, even in your own wounded state, for failure would mean the inevitable sacrifice of your companions. It is your turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"That hurt. Let's see how you like it!" Galqarin pummels the creature for all he is worth.
Mace of Disruption #1: 11, 6 damage
Mace of Disruption #2: 20, 7 damage
Martial Arts unarmed strike: 24, 6 damage
The Fight of the Festering Veins - Round #2 - Galqarin's Turn
Galqarin's Turn
Galqarin's defiant words echo through the chamber as he launches his assault upon the abomination. With the weight of desperation behind his strikes, he swings the magical mace towards his target. The first blow veers off course, narrowly missing the creature and clashing against a solid stone pillar. But Galqarin is undeterred, pressing on with unwavering determination. The second and third strikes find their mark, crashing into the already fractured limbs of the monstrosity, eliciting a resounding chorus of pained howls. Each blow weakens the creature further, its movements now sluggish and laboured, teetering on the precipice of consciousness.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
The Fight of the Festering Veins - Round #3 - Start of Round
Dallid - A symphony of agonized wails echoes through the chamber, originating from the direction where the abomination lurks. The sounds of battle fill the air, a testament to the valiant efforts of your unseen companions as they unleash a relentless barrage upon the creature. Though concealed by darkness, you can sense the weight of their strikes, each blow inflicting severe harm upon the monstrosity. In this moment of desperate struggle, Ferelyon stands at the ready, his twin heads poised to deliver the coup de grâce upon your command, eagerly awaiting the opportunity to unleash a final, devastating strike.
Battlemap:
((Darkness clouds all vision.))
Initiative:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid runs to Dormark to try to rescue him, casting cure wounds 8
Paladin - warforged - orange
Bump so I don't lose out on notifications.
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
The Fight of the Festering Veins - Round #3 - Dallid's Turn
Dallid's Turn
With determination in his touch, Dallid's hand navigates through the darkness until it locates the chilling touch of Dormark's metal form. Channelling his arcane power, he weaves a mending spell, pouring healing energy into the warforged's lifeless frame. The air crackles with magic as the spell takes hold, rekindling the fading embers of hope. Suddenly, a faint mechanical hum resonates in the darkness, accompanied by subtle movements from Dormark's revived form.
Dormark - A surge of vitality courses through your metallic veins, rekindling the flickering flame of life within your warforged frame. Moradin's divine purpose pulses within you, reminding you that your journey is far from over. As if guided by a higher power, a reassuring hand lands upon your shoulder, the touch of an ally who refused to let you succumb to the darkness. Amidst the oppressive confines of your recent struggle, Dallid's voice reaches your ears in a hushed plea, beckoning you to rejoin the realm of the living and lend your strength in this critical hour of need.
Sandu - Relief washes over you. The chorus of anguished cries and mournful wails begins to wane. The combined might of you and your comrades has nearly brought the abomination to the brink of death. In the enshrouding darkness, you can almost sense the creature's faltering movements. However, the fate of your remaining allies remains a mystery - do they yet live or have they perished at the creature's hands? It is your turn to act.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Still riding high on the mixture of adrenaline and fright in the dark made Sandu almost miss out on what was going on. Or what he believed was happening. Unlike some other races, he fully lacked the ability to see in the dark and had to stumble around by the guess of his ears. Yet with all other senses shut out he believed, or convinced himself, that his hearing had become sharper. Like a bat would be a step to far but at least he could vaguely pinpoint where something might be.
The characteristic crackle of magic lit up the darkness for but a moment. In a brief flash Sandu could see Dallid kneeling near Dormark. A mass of lumbering dead loomed over them. With the option of flight taken away from him, Sandu's instincts switched to fight. He lifted his hands and, rather than shooting two bolts in rapid succession from one hand, he shot one out of each palm, like some twisted perversion of a clergyman blessing his flock.
Action: Eldritch Blast
1) Attack: 18 Damage: 12
2) Attack: 16 Damage: 6
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
The Fight of the Festering Veins - Round #3 - Sandu's Turn
Sandu's Turn
With precise aim, Sandu unleashes vibrant bolts of purple energy from his outstretched hands. The arcane projectiles find their mark, tearing and ripping through the creature's flesh with a sickening squelch. Bathed in the eerie glow, the wailing beast momentarily pitches higher, its form distending and bulging until it erupts in a grotesque explosion. Showers of gore rain down, painting the scene in macabre hues.
As the oppressive veil of magical darkness begins to dissipate, a blood-red candlelight emerges, casting a haunting glow across the chamber. The abomination, a mass of mangled flesh and bone, lies lifeless upon the floor. In the newfound illumination, the zombified knights of the Order of the Silver Dragon serve as a grim testament to the valour they once possessed, now twisted beyond recognition. Their endless mourning for the fallen Argynvost is silenced, replaced by a sombre stillness.
All - The flickering candlelight momentarily dazzles, but as your vision adjusts, the true scene unfolds before you—an expanse of once-grand hall, now transformed into a blood-soaked battleground. The defeated zombie abomination, its grotesque limbs splayed haphazardly, decorates the space with a nightmarish display of twisted flesh and bone.
To the north, a throne, now in a state of decay, stands as a crumbling testament to former majesty. The stone dragon that once adorned its seat now lies shattered upon the floor, a shattered symbol of a long-fallen power. Joined by the skeletal remains of long-deceased knights, the zombified corpses and rusted relics of armour and weaponry create a haunting tableau of forgotten valour.
To the south, where the candlelight dims and fades, lies the hall's entrance—a singular path beckoning as the only discernible exit. Yet, unspoken guidance permeates the air, leaving you with the unsettling sense that every step you take within this realm is being silently guided.
Rahadin, his visage smeared with grim remnants of the battle, scrapes away the clinging gore from his face. The fleshy tomb that once imprisoned him now lies discarded and rotting upon the floor. His voice, devoid of emotion, breaks the silence, "I believe it wise to tend to our wounds before venturing forth further," he states, his words carrying a weighty pragmatism.
All - End of initiative.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid moves to Ferelyon, wiping his mouth clean, fearful of disease. Then begins washing, himself as well as Ferelyon. Wraps wounds.
35 hit dice for dallid
17 hit dice for Ferelyon
Paladin - warforged - orange