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Chapter 2: The Village of Barovia


Gregorotto

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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

Portent Dice:  15/1

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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 also volunteered to help bare the coffin, though he knew his slight frame wasn't going to be much help next to Dyna's impressive strength. But sometimes it was more about showing you cared to help than it was about actually being useful.

He listened to the others talk a bit, and was curious to hear a response to Joliet's question, but, as usual when facing death and burials, Bram's mind came back to his brother. Thinking of his brother inevitably led back to feelings of guilt and sorrow, so he was quiet and subdued until the old lady offered them meat pies.

Bram was a little shocked by the absurdity of the meeting. Here they were carrying a casket down the road and the woman decided now was the best time to sell them meat pies? This was a set up, it had to be. Bram was instantly on guard, and the others seemed to be skeptical as well. He nodded to Dyna's response about the howls from the church, agreeing that it took precedence over sketchy meat pies. "Unfortunately, I just ate. Let's see what's making that racket at our destination."

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

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spacer.pngIreena considers both Sulimann and Joliet's words as they leave. Ismark is the one who speaks. "We... are more reserved, I think you will find. No song, no keening, necessarily, unless it is a special occasion. Though, given who it is, I cannot imagine any more special an occasion." Ireena nods, still thinking. And so on they go, until they are assaulted by both smell and solicitations.

Each no is a smack to the old woman's face, but the smile does not faulter. When asked, Ismark again speaks up. "Morgantha. She lives outside of town and brings her meat pies occasionally. I have never had one, but those who partake absolutely love them. Can't get enough of them." Ireena eyes them hungrily, though like the others, she has already eaten.

"Not a problem, dearies. This is my daily stock: once you're ready, there'll be more. Go 'bout your business and come find ol' Morgantha!"

As they head onward, they spy a few souls sulking in alleyways and door steps: not looking at them, but eyeing Morgantha, and looking around. They have a hungry look to them, not just for food but for something else. Deep circles mark each of their eyes; one soul has a bag at their feet, which they pick up when the funeral procession, to which they pay no mind, passes by.

Morgantha's meat pies are quite the delicacy, apparently.

They move up the wet path, their shoes sloshing in the mud, boots browned by a grime that does not let go, to the doorstep of the Church, where screaming has not subsided. The grave is dug, everything is ready: but the screaming persists. At first it is hard to tell what is going on, but Ismark, looking at the others, takes initiative; Ireena beats him to it and bangs on the door.

The screaming stops for a moment. There is movement within.

Father Donavich opens the door, his face sweating and pale. Beady strained eyes stare at each of them, his panicked face changing quickly to a smile. "Ah, Ireena. Ismark: and your new friends. Ah, yes, the funeral. Come, give me the body and I will prepare it for sanctification: but come back at dawn. Please. Now is... not a good time."

A voice echoes from somewhere, sounding distant. "FATHER!? FATHER IS SOMEONE THERE!?"

What little blood was in Donavich's face leaves.

Ireena and Ismark shoot each other glances.

The moon above peaks out from the clouds, nearing its peak: the witching hour comes.

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Giselle Kelyre, "the Drowned"    (Half-Elven Paladin of Conquest 3)Giselle


AC: 18 |  HP: 21/21 |  Passive Perception: 11 | Features | Conditions: None


Spells: ○ ○ ○ (1st) Lay On Hands: 15 / 15


"Father Donavitch, thank the Dawnlord. We've come bearing another body to be interred; much like we have earlier today. I'm not sure why we tend to accumulate bodies... we're nice people, really.

 

"Unless you cross us. In which case, at least so far, we've proven to be good at generating bodies."

 

Giselle knew the sun didn't fully shine from Donavitch; the man had secrets hidden in shadows. That was well and good, she had things she kept private of her own and she'd prefer they stayed in the dark. Still, she suspected the good Father's secrets might be the kind that posed a danger to life and limb.

 

"Is there someone else in the temple, Father? Do you need any help with one of the flock? I'm happy to share the load, if need be.

 

"We heard screams." Better to get it all out in the open if they were to face anything, she thought. A glance at the others - Dynaheir, Joliet, Tamu, Sulimann, and Bram - told them she was ready if there was violence to be done.

 


Mechanics

Action:

Bonus Action:

Move Action: 

Item Interaction:

     
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Quick Stats

Sulimann.png.07baf15c9c03c015ef32d0ddf8a8e3f7.pngHP:   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 Pies, Still Processions

Never one to judge purely on appearance, Sulimann does find himself a bit disappointed that there will be no meat pies today. Probably for the best, but the tiefling does perk up a bit at the woman's insistence that she'll return. A future opportunity, perhaps. Following the others toward the church, his eyes linger on the hole he and the wizard dug out of the ground earlier in the day. A place for their lost friend to find rest. The clamor from within the church stirs his recollections of that time, and the conversation he had with the priest. Nothing is wrong, he'd said, despite the state of the church behind him. Now the screaming? He is fed up with this before the man even cracks the door and puts on his brave face. But when the voice calls out from inside the stoic priest's face tightens with distrust and confused anger.

"We did hear screaming, and I recall you claiming to be alone in there earlier." He plants a meaty hand on the door, a signal to this Donovitch that he will not be closing that door in their face again. He had sensed it when they last spoke, that this priest was not giving the whole truth. Now he is certain of it. Giselle's efforts, couched in kind offer, tell him that these suspicions are not his alone and he nods when their eyes meet to indicate such. He turns his head long enough to give Dyna a level stare, both to note her position in the group and inform her with a glare that there is dishonesty in this interaction. A man of peace he may be, but facing nothing but duplicity and cruelty in this place has set Sulimann on a very direct path toward uncovering the lies here. "I would have the truth from the man who is to send my friend's spirit on its journey, and I would have that truth quickly."

OOC Info

N/A

Edited by DoNotFearToTread (see edit history)
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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

Portent Dice:  15/1

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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 took in the screams with a raised eyebrow. It could be a similar situation to Mad Mary's, only with screams instead of sobs, but when the priest opens the door and they all hear the other voice call out, those thoughts are dashed.

The priest is hiding someone here. Bram chooses to believe that Donavich is trying to help some anguished soul, instead of the other possible option that the father himself is delivering anguish onto some poor soul.

"There is strength in numbers, in community," Bram said softy, almost placatingly, after Sulimann's demand. Mirroring Giselle's words, he continued. "Let us in; this burden need not be only yours to bear. We might be able to help."

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

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Donavich chuckles nervously at Giselle's little joke before it gets darker, his eyes frantically looking from one person to another, including to Ireena and Ismark. "I... I...."

Offers to help, to share the burden, range from gentle promises to near threats, with Ismark sighing. "Father... is there something you'd like to tell us?"

Then another scream: "PLEASE! HE'S KEPT ME LOCKED IN HERE FOR MONTHS! I'M SO HUNGRY, PLEASE HELP ME!" The voice is strained, coming from the sanctuary but also from below it. It echoes through the floor boards. Behind Donavich, the candles that mark the altar, trails of wax dancing below them, flicker wildly.

Donavich's eyes are pleading. "Please... please, just come back later. I will help you bury the Burgomaster, he was my friend, but please, this is my burden, and mine alone. It's too dangerous to share."

"PLEASE! HE'S LYING! I'M BEING HELD AGAINST MY WILL!"

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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

Portent Dice:  15/1

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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 horrified by the idea of being captive for months in a dingy basement. Either father Donavich was a very sick and twisted man, or he had reason to believe this was the only course of action. Either way, they couldn't just turn a blind eye, not after hearing what they just heard. "Father, you are a man of learning and wisdom," Bram said, still gently and non-threatening. "You must realize that after what we have heard we cannot just turn away. Wouldn't it be better for you to tell us your situation from your point of view than us rushing in and making conclusions all on our own? Work with us; this can't just go away, no matter how dangerous you think it might be to let others in on your secret."

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

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image.png.96665b6a5ba89c3b8a3da17040db17df.pngJoliet

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 SurgeSecond WindFighting Style - Archery, Fighting Spirit

Tools:  Thieves' Tools, Playing Cards

Languages:  Common, Paridon Creole

Weapons & Armors:  All Weapons, All Armors, Shields

Feats:  Gunner

Racial & Background:  Ear to the Ground

IC

Joliet squints at Father Donavich, one eye more narrowed than the other, as if each is scrutinizing a separate wavelength. She lets the others do the talking while the whole time listening to what the man has to say in return. She listens for how each word out of his mouth smells, but it isn't until they hear the other voice from inside that her eyebrows truly raise. "Oi! Who you got stashed back there, mate? Sounds like somethin' a bit off from a usual late night tryst. But who are we to judge, yeah? Live and let live, and love and let love. And also--"

"Think fast!" she barks while trying to twist past Father Donavich to enter the building. Unfortunately, the gap isn't nearly as wide as her enthusiasm, and she practically bounces off the man, before ricocheting off the doorjamb, face first. She falls backward, hat flying free, and lands on her arse in the mud. The hat drifts gently downward, with much more grace than Joliet managed, and lands across her reddening face.

OOC

Move:  n/a

Action:  n/a

AoO: n/a

Action Surge:  n/a

Bonus Action:  n/a

Reaction:  n/a

Edited by emotionaut (see edit history)
Name
Acrobatics
4
1d20+3 1
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Dynaheir-Minscthara-02-375x500DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3


Dynaheir watches Joliet's attempt to bypass the priest with a carefully blank expression, not wanting to embarrass her friend further by laughing at her remarkably botched attempt. She reaches down a hand to pull the would-be acrobat to her feet, then turns back to Father Donavich and crosses her arms. "I think if I wish to get past you, I will not try to dodge; I will pick you up and throw you. But I would prefer not to do this, because I do not think you are a bad person. So please answer Bram's question before I decide you are perhaps a little bad."

Edited by Kavonde (see edit history)
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Panic fills his face, tears welling in Donavich's eyes. Ismark regards his companions, nodding along with Bram's level-headed take, but Joliet rushing it is as comical as anything else, diffusing some of the tension that has built up. Ireena, allowing a smile to cross her face, leans down and offers the woman and pulls her up alongside Dynaheir, who takes a middle road between the two.spacer.png

"You... you don't understand. He cannot... he's not himself anymore." He looks around behind the group, then opens the door. "P-please, come in. We can discuss this inside. Place the body in a pew, and we will wait here until the dawn."

When everyone is in, Father Donavich shuts the door and bolts it. There is a huffing and a scream, but it firmly comes from below. The doors open to reveal a ten-foot-wide, twenty-foot-long hall leading to a brightly lit chapel. The hall is unlit and reeks of mildew. Four doors, two on each side of the hall, lead to adjacent chambers.
The chapel is strewn with debris, and dust of disuse beyond Donavich's habitation. The boards, warped, are safe despite the creak they give off. "Follow me," he says lowly beyond the screaming, leading the group into the main chamber of the chapel. The chapel is a shambles, with overturned and broken pews littering the dusty floor. Dozens of candles mounted in candlesticks and candelabras light every dusty corner in a fervent attempt to rid the chapel of shadows. At the far end of the church sits a claw-scarred altar. Next to it hangs a long, thick rope that stretches up into the bell tower.

Beneath, the voice now directly under them screams. "FATHER, I'm HUNGRY!"

Donavich's patience ends. "Quiet, Doru!"

Ismark and Ireena take the name like a punch to the face. "Doru?" says Ireena. Ismark continues. "But he's dead. He died a year ago."

The tears swell and fall now, Donavich sobbing. "He returned to me six months ago... the bastard Strahd did something to him, changed him. Now he's... one of those things. A thrall. A.... spawn. He is undead. I... I give him animal blood sometimes, but... the hunger of a vampire is great." He shakes his head, putting his hands out imploringly. "You must understand! He's my boy, the only connection I have to my wife. I love him more than I love anything in this world! What would you do? If it was your child!?"

Out of Character

 

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And now, a map!

 

Edited by Gregorotto (see edit history)
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bramtoke.png.9dfccc21ea93a65b3fda4f82615969f5.pngBramzoz 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

Portent Dice:  15/1

 

Snipssnipstoke.png.504941c5eb410641aac7c36772f2ca50.png

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

As Joliet tried to dance her way past Donavich (and failed hilariously), the only thing that prevented Bram from laughing outright was the pervasive fear that the priest exuded. Whatever he was hiding, he was deathly afraid of it. Luckily, Dynaheir's presence was enough to convince the man to trust them.

The little church was in terrible disarray. Bram wondered how long it had been since Donavich had actually had others inside? Bram was saddened by the state of the room. He knew many people took comfort in the gods, and he expected those that lived in such a depressing setting as Barovia likely looked to the gods more frequently. If they couldn't come here to gain solace, what did they do?

When Donavich broke down and explained about his son, Bram couldn't help but feel for the man. He couldn't understand what he was going through, but knew it must be terrible. He knew what his parents went through after his brother died and then imagined having him kept around as a mockery of life, a puppet to hunger and urges. It could break his heart.

But it didn't. Bram's inquisitive mind was too loud and active to be brought completely down by the depressing situation. Instead of focusing on the father's grief, it began to recall everything it could dealing with vampires and their spawn. While he thought, he spoke to Donavich. "I do not presume to know your despair," Bram said as he stood beside Dyna. "Not having a child myself. But I do not doubt you feel justified in your actions. You do not have to answer to me. However, is there anything of your boy, of Doru, left in the spawn? Would he be able to have a conversation as himself, or is he Strahd's through and through?"

OOC

Move:  n/a

Action:  n/a

Bonus Action: n/a

Item Interaction:  n/a

Reaction:  n/a

Name
Religion
21
1d20+5 16
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image.png.96665b6a5ba89c3b8a3da17040db17df.pngJoliet

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 SurgeSecond WindFighting Style - Archery, Fighting Spirit

Tools:  Thieves' Tools, Playing Cards

Languages:  Common, Paridon Creole

Weapons & Armors:  All Weapons, All Armors, Shields

Feats:  Gunner

Racial & Background:  Ear to the Ground

IC

Joliet accepts the help back to her feet without word. She gives a silent nod of thanks and then nurses her wounded pride at the back of the procession. She follows the others in, while listening to Donavich. But she doesn't say anything until the priest reveals he's got a vampire on the premises. "Wait, you're tellin' us you've got one of them things like Strahd and tied up with a neat little bow? Well, if that ain't a gift. We can use this Doru to get a better idea of the quarry we're chasin', yeah? See what makes him tick, what he fears, what gives him a hurt, what makes him stupid. All of that.

"Let's have a gander," she says with renewed vigor, her recent blunder already forgotten. She brushes past Donavich to join Dynaheir at the front of the pack, eager to get eyes on this Doru.

OOC

Move:  n/a

Action:  n/a

AoO: n/a

Action Surge:  n/a

Bonus Action:  n/a

Reaction:  n/a

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Dynaheir-Minscthara-02-375x500DYNAHEIR | HP 32/32 | AC 15 | Initiative +2 | Passive Perception 12 | Rages Remaining 3


Dynaheir nods in agreement with Joliet, but isn't in quite as big a hurry to push past the priest and proceed to his patchwork prison. Bram's questions seem logical; they should know if they can even attempt diplomacy, or if it would be best to enter with blades drawn to defend themselves.

She doesn't know much about vampires beyond the basics common to stories: they drink blood, they're deadly combatants, they have an annoying habit of using magic to make heroic rangers attack their friends, and they have to be staked through the heart to be put down for good. She has no idea what the difference is between a vampire and a vampire spawn, but she assumes they're almost as bad.

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Bram recalls quite a bit on vampire spawns: created by vampires from the victims of their undead hunger, vampire spawns are lesser vampires, infused with some of the power of their masters but bereft of freedom. Undeath brought to them spider-climbing, the ability to climb up walls and ceilings by crawling, and a desire for the blood or flesh of the living: but it also came with a number of weaknesses, too. Silver, stakes to the heart, moving water, and most of all, any action against their creator, called a sire in vampiric parlance. A vampire spawn was in the service of their master until their master's demise, and could never go against them save in the most creative ways.

If Doru has become a vampire spawn, he is a servant of Strahd, regardless of how much of his personality remains in place. He is no longer a human like his father, his humanity lost. He would say anything, do anything, to feed his hunger and serve his master.

At the suggestion that they be able to see Doru, Donavich explodes. "No!" He composes himself, his face drenched in sweat and tears. "He is not bound. You may be great heroes, but Doru is powerful, full of the Devil's strength. He will overcome you: and Barovia needs you. Please, I beg you. Leave him locked in the undercroft. I feed him a bit of my own blood from time to time, which he hates. He is still in there, I tell you... but please, don't go in there." His eyes flash to the door behind Bram and Sulimann. "You... might could talk to him. The hunger will be great. He will do anything to get more blood. But that is all!"

Out of Character

 

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And now, a map!

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Quick Stats

Sulimann.png.07baf15c9c03c015ef32d0ddf8a8e3f7.pngHP:   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:

Nothing More Tragic

The situation certainly has changed. Sulimann had been suspicious of the priest from their first meeting but he would never have put coin on this being the cause of the man's behavior. Like the wailing woman outside, this man had lost his child to the depravity of Strahd. If one were to believe his story, and Sulimann is inclined to do so. Donavich doesn't seem the type to hold up a lie in the face of a unified show of force, and this group is nothing if not that. He takes a deep breath and his eyes follow the man's own to the door behind him. Joliet's suggestion, that they use the man like a research subject, feels harsh to his mind but not surprising given what he knows of the woman thus far.

"I cannot fathom the loss of one's own child." And it is a loss, he is certain. He may not be an expert on the topic but the common tales make no indication that turning back from a vampire is really a thing. The most likely result here is that the man's son escapes one night and kills his own father, then countless others in his bloodlust. It is possible Donavich knows that truth of that already, but to know a thing and to accept a thing are not the same. "I am sorry this burden that been placed upon you." And this, he realizes, is the kind of thing that breaks even the most pious of men. A priest to a god of goodness and light, in a town besieged by evil, who cannot even keep his own son safe from evil. What god would allow such suffering? It grates on the tiefling's mind, these doubts that have often clouded his own thoughts during his time in Thay. He reaches out to the door that the priest's gaze indicated, not to open it but rather to plant his weight against it and keep it closed.

"He is correct." Sulimann's eyes flick from Donavich to those of his gathered companions. "If we open this door, we will have to kill this man's son. Or whatever remains in him. I cannot make such a decision lightly."

OOC Info

N/A

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