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About This Game

The Master of Castle Ravenloft is having guests for dinner... and you are invited.

Game System

D&D 5e
  1. What's new in this game
  2. Quick Stats HP: 24/24 AC: 15 Init: -1 PP: 13 Spell Slots: L1 - 4/4; L2 - 2/2 Spells: Heroism [D], Sanctuary [D], Aid [D], Warding Bond [D], Cure Wounds, Guiding Bolt, Protection from Good/Evil, Shield of Faith, Calm Emotions, Prayer of Healing Conditions: No Time to Waver "May all the gods take pity on this man, and on those of us who send him on his way." The observers during the funeral had been as unsettling for Sulimann as they were for anyone, but he'd kept silence during that vigil. What good would it do to speak? If they wanted to attack, to interfere, they would do so. It proved to be nothing more than posturing and in the end the group returned to the chapel with a bloody determination. Standing in that small room as the hatch is opened, the tiefling once again looks to Joliet and Dynaheir as their sword. "Work together and you will thrive." More than words, the invocation bonds their spirits toward a common goal. He then waits his turn to advance down the stairway, intent on keeping toward the center of the group so anyone in need of his aid is close at hand. OOC Info Let's place an Emboldening Bond on Joliet and Dynaheir. Emboldening Bond - Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
  3. Father Donavich flails; the Kolyan children struggle with the rotund man, but as Giselle offers him a reassuring word, his flails and screams become a mumble while she speaks, his eyes pleading: but he turns and prays, the siblings between them, as the group heads into the church to confront Doru. They reenter, the sun following them through the cracks in the walls, the glass windows, and the door: if Doru wants out, he will not get far. The sun is, as always, on their side. Beyond, thunder rolls: they will leave Barovia under the cover of a storm. Giselle and Dynaheir take the lead, with Joliet behind with the keys and unlocking the padded trap door to the basement. Doru is strangely quiet now, and as the hatch opens, darkness is all that is metted out: Doru does not appear, does not lash out, does not scream. Giselle's eyes spy a set of stairs, leading down into the darkness to an earthen floor below; the stairs are secure, but nothing in the darkness is. Thunder rolls in the distance. Where is Doru? Out of Character Initiative Party Enemies Doru-AC 15, 82/82 HP Alright, a few things: I don't know if we have an active light source but Dynaheir had one on her so I threw her down the hole. Giselle or Dynaheir is likely leading, but I figured the lack of Doru would give everyone pause: so proceed as you see fit. I've provided the base stats for Doru, but not all the information. Feel free to make a Religion check on the nature of vampire spawns to get more info. Also I need everyone to roll Initiative: feel free to do so in Discord if you don't feel like doing any posts. Let's assume your spells will start on Round 1 of combat, but are already casts, whether you cast them (or abilities in the case of Tamu) in your last post or maybe in your next post.
  4. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: • ○ ○ (1st) | Lay On Hands: 15 / 15 The dark, and the light. Which should she embrace, in this benighted land? It would be so easy to give in, to simply embrace the Shadow. Giselle could still feel the pull of the Raven Queen, knowing she was missed at court. She wondered what the Mistress of Shadows would do, if she returned. Could she harden her heart? Do what must be done? This situation seemed so far from the rosy optimism of Lathander. But the Morninglord did have a special fervor for undead; it was one of the few places in his worship that tolerance was not encouraged and celebrated. She turned to Father Donavich, and could see the grief, despair, and mourning begin to take hold. She knew this moment could break the man, and she needed to be strong for him. She laid a hand on his shoulder, meeting his gaze unflinchingly. Though tears sprang to her eyes, her voice was even and true. "Father Donavich, as we depart to confront Doru, take solace in the embrace of Lathander. Allow yourself the time and space to grieve properly for your son, to feel the weight of your loss and sorrow. Know that it is healthy to mourn, to let the tears flow and the pain be felt, for in grieving, we honor the ones we have loved and lost. May Lathander's light shine upon you, guiding you through this dark hour, and may you find peace in the knowledge that your son's soul will find rest in his grace. We will return to you, Father, and together we shall find a way to bring closure to this chapter of grief." She turned on her heel and rejoined her companions. A nod to Joliet, a wink to Bram, and a slight grin to Dynaheir. She'd face the Devil Strahd with these people by her side. And what was this? Tamu stepped up to join them, in this grim duty. She offered a hand of encouragement for the young woman to clasp, and noted with approval the rapier. "I should be in the van, and for the good Father's sake, I should be the one to strike at the vampire spawn. Come, let us rid the world of one small darkness." Having said that, the Paladin of Shadows breathed some words of loss and longing. Darkness reached up from her feet, surrounding her and settling into her black leathers. Tendrils licked out from her shoulders and darkened her face, and in certain light her eyes seemed to glow with a purple-pink hue. She drew her own rapier and indicated the rest should follow. Mechanics Action: Cast Armor of Agathys. Move to the front of the group. Bonus Action: Move Action: Item Interaction:
  5. AC: 13 | HP: 21/21 | PP: 15 | Languages: Common, Celestial, Elvish, Infernal Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None Tamu drew her rapier as she followed the rest of the group into position. Her free hand was still at her side, as though holding the hand of someone no one else could see. She let out a nervous breath, uncertain whether she should be joining this band of strangers in slaying an undead wretch. She had no quarrel with whatever Doru had become, though she still felt that his presence put the rest of the innocent village at risk. She also had little loyalty to this group, other than the fact that her cursed father had traveled with them for a time. And yet here she was, preparing to do battle alongside these people. Tamu heard Nuzha whisper something softly in her ear and she nodded in agreement, gripping the hilt of her weapon. She released another breath, noting that she kept holding the air within, and looked to her side, where a figure stood holding her hand - a figure that no one could perceive but her. "Stay close to me, little one," Tamu asked for the spirit, "I may need your instincts in this goes badly." She felt as much as heard the spirit agree, and a sensation akin to a feather's weight settling across her back and shoulders rippled coolly through Tamu's body. With the ghostly chill still surrounding her, Tamu settled into position alongside the mage Bramzoz, watching as Joliet and Dynaheir prepared to release the monster that had been Doru. Tabletop Action: Grant herself the Tale of the Runaway effect she had been maintaining. Move: Position herself next to Bram. Bonus Action: None Reaction: If Doru manages to close into melee range with her, Tamu invokes the Tale of the Runaway to teleport 30 feet to an open location she can see. If necessary, she allows up to 3 other PCs to ability to do the same, should they desire.
  6. DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 "As quickly and as painlessly as possible," Dyna agrees. Her heart is heavy at what they must do, but it's clear that brave Doru, or whatever is left of him, is well and truly the servant of dark forces now. She offers Father Donavich a sympathetic frown, then draws her greatsword from over her shoulder and gives it a few one-handed test swings as they walk towards Doru's prison. "It is not fair, what we must do. But the blame lies not with us, but with the villain who would inflict such a fate on others. And perhaps this act will give both Doru and, someday, his father peace."
  7. HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC As the group makes its way back to the church, Joliet falls into step beside Bram. Keeping her voice low, so as not to upset Father Donavich, she asks, "If Doru is one of these things, what might we expect? Most monsters back in Paridon are the human sort, though we did have stories of skinchangers. Some said a blade of silver would do them in. So if the boy is more a monster than a man now, might there be somethin' akin we might leverage to turn things to our favor?" After her talk with Bram, Joliet shifts over to walk beside Dynaheir. Keeping her voice low, she says, "You ready to make a mess of things? Best get it done quick, yeah?" OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a
  8. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 3/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram's heart broke as he heard the lamentation of the old priest. There was no guarantee that what they were about to do wouldn't destroy the man. A soul can only take so much before it is forever broken. But Bram knew they had to act. Doru was Strahd's through and through and they could not leave him behind to potentially cause mayhem on the village, or to escape and bolster Strahd's forces. "I am sorry, priest," Bram said, trying to hide the break in his voice from the sorrow. "It must be done. No longer will Doru be a slave to evil. It is no recompense, but at least his soul will be free." Bram turned and left the priest in the hands of the siblings, steeling himself for what must be done. As he walked to join Joliet at Doru's door, he lightly tapped his staff on the ground twice, then held it aloft as he said, "Sui tutela!" A shimmering field of gold briefly blazed around him before sparkling out of existence. Then he gripped his staff in both hands and nodded to Joliet. OOC Move: n/a Action: Cast Mage Armor Bonus Action: None Item Interaction: None Reaction: On any Crit: Silvery Barb
  9. As the funeral winds down, Ismark nods to Joliet's mention. "Better now than later." He takes a deep breath, moves to Father Donavich, where his steeled eyes meet those bloodshod tear-strown eyes. "Thank you, Father. My father respected you above all others in the village: he thought of you as a friend. But he would support us in this action now, for the good of the village, and your own soul." Before Donavich can react, Ismark is upon him, wrapping his arms around Donavich's back and pulling both arms back, locking him in a grapple. The priest cries out, as Ireena moves quickly, taking the ring of keys from the tattered belt that barely keeps Donavich's robes around him. The protests of the priest are incomprehensible before Ireena takes the key ring and steps back, apologizing. "We love you, and we love Doru: but that thing is not Doru. Not anymore, Father. I'm... I'm sorry." Donavich protests. "No... NO! NOT MY SON! HE'S ALL I HAVE LEFT! PLEASE! NOT MY BOY!" Turning, Ireena closes her eyes, and walks to Joliet, handing her the keys. "Do it. We'll keep Donavich here." The dawn rises. It's time.
  10. HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC Joliet returns the horseman's wave and then continues to study the pair as they take their leave. Only after they've been gone and out of sight for a good while does she turn back to the proceedings behind her. If she's been at all rattled by the experience, she doesn't let it show. Wearing her usual cocksure smirk, she says, "Well, now, that was interestin'. Got half a mind to trail after them, but I figure that'd be ill-advised. Plus we still got our boy Doru to sort, yeah? "And on that note, we lookin' to do that sortin' now?" OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a
  11. AC: 13 | HP: 21/21 | PP: 15 | Languages: Common, Celestial, Elvish, Infernal Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None Tamu felt the young spirit she had called shift behind her at the arrival of the strange horsemen. Her hand had shifted to the blade she wore. But then the strangers departed, and Tamu was once again bewildered by the brashness of these folk that had come to Ireena and Ismark. They seemed to have little fear and much conviction - unable to feel the haunted nature of this place. Or maybe it was simply Tamu's own recent tragedies and trials that left her sensitive to darker potential. Nonetheless, she was relieved when the eerie watchers departed. Returning her attention to the ceremony, Tamu found herself with few words to add but she keenly empathized with the sense of loss. She thought of her mother and her sister - and felt Nuzha wrap comforting arms about her shoulders. Though her own father had failed her and was owed none of her affection, Tamu sensed that the Burgomeister had tried in his way to be a good parent to Ireena and Ismark - that much was obvious by their sorrow. She placed a hand on Ireena's shoulder, her words meant for both her hosts. "I'm sorry that he was taken from you sooner than necessary. I hope his memory is a comfort to you."
  12. DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 "He was a good man in a place where it seems very difficult to be one," Dyna says solemnly. She looks to where the silent riders sat, frowning. Then she turns back to Ireena and Ismark and nods respectfully to them. "And he raised two children who also strive to be good in this dark place. A noble legacy to leave behind."
  13. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: ○ ○ ○ (1st) | Lay On Hands: 15 / 15 Giselle took a deep breath as the wolves and the horsemen retreated. She felt a weight lifted from her psyche, even as she bore the weight of the deceased on her shoulders. She had been struck dumb by the appearance of the honor guard, as if the horsemen and wolves had been paying respects. Or was it observing? In anticipation? "What now? Miss Ireena, we must bury the dead. We must consecrate the ground and observe the proper rites. The Morninglord stands in defiance to those like the Devil Strahd, and even poor Doru. He knows the way to deal with their kind; be steadfast. Be strong. Trust that the sun will rise. "As you say, the next right thing is to finish this burial. Then and only then should we address any other problems." Her eyes glanced back at the chapel and the problem below it. She hoped she could be strong for Father Donavich. She hoped he would be an ally in the struggle to come. "Does anyone have anything to say in remembrance of the burgomaster?" Mechanics Action: Be a good pallbearer. Bonus Action: Move Action: Item Interaction:
  14. Doru's howls continue as they leave, the only response to Joliet's statement that they would return in a moment. Once outside, the sudden appearance of the forces of darkness, as they can be anything but, is a cause for concern and hushed conversation. For Joliet, there is little need for caution. As even Dynaheir considers how to proceed carefully before butt-kicking for goodness, Joliet decides to address the problem head-on and speak to the figure on the flaming horse, which Bram cannot make heads or tails of: is it illusion? Is it magic? Is it inherent to the being? With the tip of her hat, the wolves begin to growl and a low moan begins to rise from the figures in the morning mist. The two figures on the horses remain steadfast, the one on the normal horse looking and speaking to the other, his horse nervous. But the man on the flaming steed is not remotely moved. He raises his hand to Joliet, waving at her, and then turns his horse away. The other figure pauses, staring at Joliet a moment longer, before following after. Soon, the wolves and the figures in the mist begin to retreat, the pack animals rejoining packs as they enter the woods and farmlands making for the wilds of Barovia at-large. The figures in the mist shamble onward, as if they were never there. When they are gone, Ireena sniffles, offering the others a resolute not despite her tears. "Papa always taught us to do the next right thing when standing up to bullies, to darkness, to... whatever came our way. Do what is right and the rest will work itself out. So we contend to do so." Ismark nods, too moved to speak without breaking. Ireena looks at Joliet, as if begging her a question. "What now?" She asks, knowing the answer. Her eyes dart back to the church.
  15. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram was shaken out of his thoughts by Joliet's question. "Back from where I'm from, no, a horse partially made of fire is not common. Around here though..." Bram stalled as he tried to recall any knowledge he might have on flaming horses or the like. "I'm not sure I have the experience to make a determination... Magnificent, though, isn't it?" he asked, mirroring Dyna's comments. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  16. DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 Dynaheir volunteers to be a pallbearer immediately, taking the front corner of the casket and holding more than her fair share. The emergence of the wolves makes her wish she had a weapon she could bear with a single hand; she might be able to manage her greatsword, but it would be awkward and cumbersome with the burgomeister's coffin on her shoulder. She eyes the wolves warily, focusing her attention on them despite the intimidating pair of figures on the hill above. Proximity generally dictates threat, after all. The ominousness of their situation makes her uncharacteristically cautious, and when Joliet launches her taunts at the distant figures, Dyna has to fight a reflex to cover her mouth with her hand. "Perhaps we should wait to taunt the villains and their massive pack of wolves until we have both hands free?" She glances back up at the distant pair of riders. "Though it is a very impressive horse."
  17. HP: 30/30 AC: 14 Init: +3 PP: 13 Speed: 30 Ammo: 6/6 Action Surge: 1/1 Second Wind: 1/1 Fighting Spirit: 3/3 Condition: Normal Features Class Features: Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn., Second WindYou have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again., Fighting Style - ArcheryYou gain a +2 bonus to attack rolls you make with ranged weapons., Fighting SpiritStarting at 3rd level, your intensity in battle can shield you and help you strike true. As a bonus action on your turn, you can give yourself advantage on all weapon attack rolls until the end of the current turn. When you do so, you also gain 5 temporary hit points. The number of hit points increases when you reach certain levels in this class, increasing to 10 at 10th level and 15 at 15th level. You can use this feature three times. You regain all expended uses of it when you finish a long rest. Tools: Thieves' Tools, Playing Cards Languages: Common, Paridon Creole Weapons & Armors: All Weapons, All Armors, Shields Feats: GunnerYou have a quick hand and keen eye when employing firearms, granting you the following benefits: Increase your Dexterity score by 1, to a maximum of 20. You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide). You ignore the loading property of firearms. Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls. Racial & Background: Ear to the GroundYou are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area. IC "Doru, we'll be just a tick, yeah?" Joliet calls back over her shoulder to the panicking hellspawn. She's accepted that they don't have the time to spare on experimentation. It's a shame to put the boy down when there's still more to be learned about their eventual quarry. But time is always the greatest enemy of all, or so her pop would say. As the procession forms, Joliet offers to serve as a pallbearer along with Bram and Dynaheir. It's evident from the first few steps that the Rashemi woman is taking the lion's share of the load, with the rest of them mostly helping to maintain the balance. If not for the awkward size, Dyna likely could have handled it all on her lonesome. During the walk, Joliet counts the wolves surrounding them and makes mental calculations as to how many shots she might get off before the pack reached them. Not enough. Not nearly enough. After being unburdened of the casket, Joliet rolls her shoulders and shakes out her arms. She mutters some curses under her breath until she remembers the solemn nature of this ceremony. She clears her throat, as if the curses were just coughs, and then quiets. She keeps her head bowed and doesn't speak again until priest, son, and daughter have all shed their words. Looking up, she then notices the figures atop the hill. More sights foreign to her. She wonders at the horse with the flaming mane. Nudging Bram with her elbow, she asks, "That sort of thing common?" Then, displaying the kind of bravado reserved for idiot teenagers who've never known real pain or suffering, Joliet strides forward a few paces and calls out to the figures. "I say, fine mornin' for a funeral! Appreciate you comin' out! "And I like yer horse!" She tips her hat. OOC Move: n/a Action: n/a AoO: n/a Action Surge: n/a Bonus Action: n/a Reaction: n/a
  18. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC The burial rite was unlike any he had ever seen. Not so much the words or the traditions, those seemed fairly standard; but more so the environment, which was exceedingly hostile. Bram had taken a place as a pallbearer to give Ireena and Ismark a chance to properly mourn, even though he had to struggle to keep pace the others due to his slight frame. When the eyes of the wolves emerge out of the fog, and the silent humanoid figures gaze upon them as they proceed, Bram can't help to feel dread and fear at this hostile presence. He put on a brave face and continued to help, realizing that the residents of Barovia had to live with this situation their whole lives. When Tamu pointed out the two figures on the hill, Bram wished they would come down, if only so he could face this source of dread head on rather than let it fester in his soul. Without any recourse available, he continued to assist the ceremony in any way he could, while keeping an eye on the wolves and figures in case he had to protect this group from their malice. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  19. As Doru's screams continue, he bangs on the hatch door: though it shakes, it is solid enough, new enough in the ancient church, that it does not even move; only the chains and lock jangle. At Dynaheir's comment of becoming a monster, Ireena frowns. "Monsters seldom choose to become monsters. In Doru's case, it was something hoisted upon him, it sounds like. There is no dishonor in it from him: only his 'Master.'" She looks to spit, but thinks better of it inside a holy shrine. Outside the room and in the main chamber of the church, Donavich listens to the wolves apprehensively, and sweating, nods. "Yes, I understand. I will lead the ritual. You shall form the link between myself and your friends, whom we will need as pallbearers alongside Ireena and Ismark; or they can take over entirely and Ireena and Ismark can take their place as mourners, as is befitting. It is merely a matter of resources." Ireena and Ismark come to their conclusion elsewhere. "We bury my father first," says Ismark, "then we finish the job. The Father has the keys. We take them from him, and we put Doru down. It is the right thing to do. Guilt before blood. I can live with that other the deaths of the innocent." He nods to Sulimann in particular with this regard. The larger party is told of the plan to bury the Burgomaster, but the plan to eliminate Doru is, for now, a secret untold to Giselle. Donavich explains the positions: they can act as guardians, or as pallbearers. If there are four pallbearers, Ireena and Ismark can take their place as proper mourners, but if not, the siblings will help carry their father. Ireena's eyes well, and so do Ismark's; the more stoic of the pair, Ismark fights his, while Ireena does not. A rage enters her face, and Donavich, donning the full vestments and lights the incense inside of the thurible, stepping to the front of the group. "If Strahd's servants attack us, defend us. We must get the body into the ground, no matter the cost. We do this by dawn's emergence, to honor the life of the dead. Bring your weapons, and your wits. Strahd's servants have more than fang and claw as tools of destruction." With that, he turns to the door, breathes in deep, and opens the front door of the church, swinging the censer as smoke billows out. His prayer is almost song-like, without thought for rhyming of advanced elocution. "Morninglord, we entreat this soul into your care. Just as all lives dawn, all lives must face twilight and night: but we welcome your final beams of light and know that just as this life ended, so too comes a new dawn in your enduring arms. Your warm embrace we beseech thee to give to Kolyan Indirovich, honored among us as the Burgomaster of our small village: a kind master, a loyal servant of his county, fair-minded and careful in his actions for fear of repercussions those in his care might face. We illuminate these virtues, knowing full well they are but one part of a character: that any light casts shadows but the illumination is beauty enough to be glad of it. We enter this life from darkness, we enter into death in darkness: but darkness is nothing without life to illuminate and cast shadows. Into your arms, we entreat Kolyan: so mote it be." Ireena and Ismark, and Giselle knows to, repeat "so mote it be" as if trained. He says this as they step into the blue light of predawn, turning slowly to the cemetery and into it, where they slowly walk to the hole, moist and ugly and muddy, with a headstone already there. On one side it reads "KOLYAN INDIROVICH, 681-: BURGOMASTER OF BAROVIA, DEVOTED FATHER AND HUSBAND" while on the other it reads "ANASTASCYZA INDIROVICH, 685-724: MATRON OF MORNING, BELOVED WIFE AND MOTHER." Bram and Tamu know the current year, in this Barovian calendar, is 735. While the streets of Barovia to the south are clear, as they turn into the cemetery they see, not hear, the wolves: eyes shining in the dark as a thick fog cloaks the cemetery's rusted iron fence. By counting, they can detect no less than three dozen wolves. But it does not stop there. In the morning's mist, shapes emerge, figures standing as if humanoid, unscared of the sun. Their eyes have a glow to them as well, but the exact details of each shape beyond their humanoid stature remains untellable. Not a single one, beast or man, makes a sound as the procession continues, giving a chill to each soul in succession. They arrive unmolested, given due space. "We come now to bid the final rites of farewell to our beloved burgomaster, and I invite any who wish to speak now to do so." Tamu is the first to notice it: in the distance, above the fog on a hill, stand two figures on horseback. One is draped in shadows; the other in light, his elven features clear as the morning's light. The other sits upon a horse whose mane is made of fire.
  20. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: ○ ○ ○ (1st) | Lay On Hands: 15 / 15 Giselle worked hard, getting her hands dirty. It felt good. Clean, honest work, even if it left smudges on her face. Clearing rubble, organizing pews, restoring some order to a place of darkness and chaos. She knew the dawn was coming, she knew they needed to work hard to get it ready for the ceremonies to take place at sunrise. If she saw herself in a mirror though, she would have recoiled, on reflex. For the smears of dirt on both her cheeks resembled nothing so much as midnight black wings, reminiscent of a raven. Giselle Kelyre, the Paladin of Shadows, was marked... no matter how much she resisted and insisted she had changed. She walked between two worlds, the light and the dark, despite her desire. At the howl of the wolfpack, her blood turned to ice. She could see the set in the others' shoulders, in the determined and grim looks on their faces. Doru will be the first to end. Perhaps it is just. A true undead has no sunrise, has no hope of change for the better. This is why our Dawn Lord hates them so. She moved to stand beside Father Donavich and indicated his vestments. "Can I help, Father? My friends can protect us, but if they are engaged in combat, I will stand with them. The dawn is the best time for such an act, for it is the rising of the sun that banishes the darkness." She also readied herself to grapple the priest if he tried to interfere with what needed to be done with the vampire spawn. She was prepared to knock him out if he impeded them, though she hoped he would be an asset if there was indeed to be a fight against the supernatural wolfpack. They would need all the help they could get. Mechanics Action: Be ready to grapple Father Donavich. Bonus Action: Move Action: Item Interaction:
  21. AC: 13 | HP: 21/21 | PP: 15 | Languages: Common, Celestial, Elvish, Infernal Spell Slots: 1st 4/4, 2nd 2/2 | Current Conditions: None Tamu's lips became a thin line. She saw the direction the group's thinking was going and silently agreed with the path. Like Bram, she stepped away from Joliet and Dynaheir, both of whom seemed more than prepared to face whatever monster Doru had become. Part of her wanted to retreat to the furthest corner of the rundown parish or even withdraw into the exterior to avoid the unpleasant but necessary event unfolding. But a chiding cry from Nuhza stayed her pace. Instead, she moved to where she could still see the doorway of the side room and the two warriors girding themselves. Her hand dropped to her rapier in anticipation. The voices around her grew louder, more insistent. Now is not the time. I must concentrate. But the clamor continued. Fine. I will hear one of you. Come forth and speak. The air around Tamu grew cold, evidenced by the visible steam as she breathed. She reached out with her free hand, fingers outspread, and after a moment...something small seemed to grasp at her one finger. Tamu could hear the soft, frightened voice, someone who had tried to flee the horrors they saw only to fail and fall. She gripped the ethereal hand gently, keeping the presence close by. Worry not, dear one. I am glad you called to me. Perhaps you will be able to aid us. Tabletop Move: Shift position to one of the two squares just inside the hall from the main church. Bonus Action: Expend a Bardic Inspiration to use her Tales from Beyond feature, summoning a spirit to stand at the ready. Action: Ready. She will cast toll the dead on Doru if he emerges into the hallway (presuming combat).
  22. DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3 Dyna, who has stayed unusually quiet during this debate about what to do with Doru, gives a decisive nod when both Sulimann and Bram throw their support behind the idea of dealing with Doru before he can break loose and harm others. "If Doru was a hero, he would rather have died one than become a monster. I know I would." She moves to stand beside the others who have voted to end the man's suffering. "It is cruel and heartless, what we must do. But the truly cruel and heartless one is the man who forced this choice upon us. When we tear his castle down and firmly apply boots to his wretched backside, Doru's name will be on my lips. And perhaps written on my footwear."
  23. Bramzoz Nannin HP: 20/20 AC: 12Natural, unarmored, no mage armor or shield./15Mage armor, no shield spell./17Natural, unarmored, with the shield spell. /20Mage Armor, with Shield Spell Init: +2 PP: 13 Speed: 30 Spell Slots: 4/4lvl1, 2/2lvl2 Arcane Recovery: 1/1 : 15/1 Snips HP: 1/1 AC: 11 Init: +1 PP: 13 Speed: 5 ft. , fly 30 ft. FlybyThe owl doesn't provoke opportunity attacks when it flies out of an enemy's reach. Keen Hearing and SightThe owl has advantage on Wisdom (Perception) checks that rely on hearing or sight. Features Class Features: SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar)., Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots., Arcane Tradition: DivinationWhen you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: Abjuration, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. The School of Evocation is detailed at the end of the class description, and more choices are available in other sources. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level., Divination SavantBeginning when you select this school at 2nd level, the gold and time you must spend to copy a divination spell into your spellbook is halved., PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Languages: Celestial, Common, Elvish, Infernal Weapons & Armors: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling, no armor Feats: WarcasterYou have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. Racial & Background: ResearcherWhen you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign. IC Bram became steadily more certain that Doru was Strahd's, through and through. And while he would prefer to see what effect, if any, killing Strahd might do to Doru's freedom, Bram had to admit the others were right. The risk was too great. Bram's stomach tightened into knots, thinking about what they must do. He would help, of course, but he feared what this event might do to him, how it might change him. It was a gruesome task, a cruel task, one that weigh heavily on his soul. Bram cursed Strahd for putting him in this position. Resigned as he was to this course of action, he was of two minds when it came to Joliet's idea. On the one side, Bram rarely passed up an opportunity to learn, especially about a subject as intriguing as this one. On the other hand, finding Doru's weaknesses sounded like poorly disguised language which really meant torture. "I concede the point," Bram said, having made up his mind. Whether or not his opinion mattered was beside the point; he had to at least make his voice be heard. "I agree that we can not risk a thrall of Strahd's being loose in the village. I will help destroy this monstrous form of his so that he may be remembered as he was: a brave, albeit failed, liberator. But I do not think we should waste time on trying to find his every weakness. For one, I don't believe he deserves it. Better to free what's left of his soul cleanly and swiftly. Secondly, I don't believe we have time to experiment, not with Strahd's servants calling so closely from outside." Bram stood by to assist in any matter that needed doing. Whether it was putting down Doru, or helping bury the dead, he was ready and willing. OOC Move: n/a Action: n/a Bonus Action: n/a Item Interaction: n/a Reaction: n/a
  24. Quick Stats HP: 24/24 AC: 15 Init: -1 PP: 13 Spell Slots: L1 - 4/4; L2 - 2/2 Spells: Heroism [D], Sanctuary [D], Aid [D], Warding Bond [D], Cure Wounds, Guiding Bolt, Protection from Good/Evil, Shield of Faith, Calm Emotions, Prayer of Healing Conditions: No Time to Waver "If we leave this man and he kills while we are away, we consign countless souls." Sulimann does not wish to think on how many this creature could kill if unbound and unconfronted. This entire town could easily fall beneath his fangs. "If we kill him and later learn of a cure, we consign only Doru to release from his curse and ourselves to guilt." Doru stood against evil in his life, he has no doubt earned a place in the after among his lord of light. The creature beneath them now is not the man he once was and conflating the two makes this choice harder than it needs to be. "There is no question there. Doru fought against Strahd in his life, he should not be made to serve him in death. Let him die with the memory of being a good man." It is the only viable response. One could not leave a town knowing a ravenous monster lurked beneath it and still consider themselves on the side of good. The fact that this monster bears a man's face does not change the facts. "We must see these burials done." The tiefling moves to the door and stares out at the gloom beyond. They could stand in defense of the priest while he does his work, to be sure, but it would be easier done without the threat of a released Doru on their mind. "I will watch over those performing the ceremony." It seems a task for which he is uniquely suited, and he summons hope that Eldath will see him through it. OOC Info N/A
  25. At the mention the party is moving away to confer, panic overtakes Doru immediately. "No, wait, PLEASE! COME BACK! I NEED IT, I'M SO HUNGRY, I'LL DO WHATEVER YOU WANT! JUST COME BACK! DON'T LET HIM LEAVE ME DOWN HERE! FATHER!" Desperation is not a good look for someone supposedly of his own free will. Bram becomes quite certain: he is still enslaved to Strahd's will, no matter his feelings. Nearby, Giselle and Bramzoz speak with Father Donavich, whose nerves seem to return to frayed terror for a moment before relaxing, spying the whispered tones of Tamu with Ismark, Ireena, and the others. "Y-yes... the community. My job, first and foremost, is to foster my community, no matter how little faith they have. Meet them where they are, show them the light. And how can I do that when my church and my home look like the emptied husk of my heart? Let us begin. Let us clean, Sister." Ismark and Ireena sigh, unsure of what to do. "It is a gamble, truth be told. If we leave him, there's a good chance he's a thrall of Strahd and could kill with abandon while we're gone." Ireena nods. "But are we not judged by our actions if we put him down now? What if we find a cure, a way to sate his thirst and break whatever bonds connect him and the Devil in the meantime?" Ismark sighs, looking at Tamu and Joliet. "Which gamble are you willing to take, sister?" She does not reply, and the question falls to Joliet and Tamu and anyone else willing to answer it. The church is cleared of broken wood, all moved to one side which will be used for kindling and potential small projects. There is surprisingly little space, but repairs must be done to the floor. Can they be done with Doru in the basement? Who can say? As hours pass and the dark of morn begins to face tinges of blue, the howling of wolves returns, this time closer, and this time the whole of a pack appears. Donavich looks out the window, steeling himself. "His servants are close. We cannot delay if we aim to bury the Burgomaster at dawn. We must begin the ceremony. Sister, can your friend protect us while we go through the last rites?" Below, Doru moves wildly, sounding awful close on the bottom of the floor. "MASTER! MASTER! I AM HERE! PLEASE!"
  26. Giselle Kelyre, "the Drowned" (Half-Elven Paladin of Conquest 3) AC: 18 | HP: 21/21 | Passive Perception: 11 | FeaturesDivine Sense As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 4 times per long rest. Divine Sense: 1 Action Uses: 1 / Long Rest Fighting Style Defense While you are wearing armor, you gain a +1 bonus to AC. Divine Smite When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). Divine Health You are immune to disease. Channel Divinity: 1 Action 1 / Short Rest Conquering Presence - As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. Guided Strike - When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. RACIAL TRAITS Darkvision You can see in darkness (shades of gray) up to 60 ft. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | Conditions: None Spells: ○ ○ ○ (1st) | Lay On Hands: 15 / 15 Giselle stands, slowly. Her knees ached, she was unused to kneeling for a long time. Shows how I have gotten out of the habit of being humble. Hmm. Perhaps this a solution for the tarnished Father before me. Her voice was low, reasonable. She looked Donavich in the eye, clear and without judgement. "Perhaps the only way back for you is to start at the beginning. This town has seen horrors; everyone seems affected in some way by the Devil in the castle. As we have all walked in shadow, we need an example of the light, of the dawn. I think no one who lives here is completely clean. Do not hold yourself to that standard. "I think you should come clean about your son. Admit you made mistakes. Do not expect forgiveness, but seek to do right by the villagers. Mend fences. Do small kindnesses. Show humility. "Be the example the Morninglord wants you to be. Engage with the community honestly, cleanly, acknowledging that you are not perfect. But with the worst in the open, at least you will be able to look people in the eye. "Make this chapel a place of holiness again, because it needs to be a symbol of hope. The dawn's light shows there are few enough of those in this land. That can happen with hard work, humility, and honesty on your part. You've made a mess in here, even if not directly physically. Certainly spiritually. Take responsibility for your own shortcomings, admit them, and work toward making them right. She hopes the others are making progress with the problem of Doru. She sees a huddle and wishes she could join, could give counsel. Perhaps her only advocacy would be for such honesty and openness. Maybe there would be a debate amongst the villagers, and she doubted it would be a straightforward conversation. But she thought it would be an opportunity to lance a boil. To see who carries the most poison in the village. And if Donavich can find firm footing with Lathander again, perhaps the path out of darkness would be a little clearer. She claps her hands together, making small clouds of dust around them. "But before we can do any of that, we need to get the chapel clean again. How long has it been, Father? And how nice would it be to make this place inspire those around us?" She looks significantly at the scarred altar in front of her. The place would take some scrubbing, but some symbols of the struggle they all faced were needed. "It can certainly be a symbol of redemption. Let me be the first to worship with you, Father, in this new chapel. Let us be the example to Barovia." She gathered up a pile of debris and began walking toward the door, motioning the dawnpriest to do the same. Mechanics Action: Begin to tidy up the chapel. Bonus Action: Move Action: Item Interaction:
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