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(The bonuses are all precalculated. So the +4 you get for Persuasion is just that: +4 (to a base d20 roll). The breakdown is this: You have 15 Charisma. This gives you +2 to all Charisma based checks and saves. Your proficiency bonus is +2, so this gives you an additional +2 to any checks or saves you are proficient in. You are proficient in Persuasion and Persuasion is a Charisma-based check, so you get +4)
Eikka opens the window with her crossbow at the ready. The cat gracefully leaps into the house with a "mew" and rubs against her leg in appreciation.
In the kid's room...
Thorn claps enthusiastically.
Rose shrugs: I don't know how we can help each other. We don't know why we're stuck here and as far as I know we can't leave. If you're looking to get into the basement, there is a special staircase that leads to it. She points to the doll-house replica of the house.
Grahf examines the doll-house more closely and sees that yes, indeed, there is a spiral staircase running from the attic down throughout the floors of the house. It is accessible via the storage room in the attic.
First Floor Map (updated):
Second Floor Map (updated):
Third Floor Map (updated):
Attic Map (updated):
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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Based on all appearances and examinations, it appears to be a normal black cat.
Thorn (and, reluctantly, Rose) enjoy the show put on by Snerp. Thorn beams widely and, while she refrains from any outward expression of emotion, Rose watches the show intently.
First Floor Map:
Second Floor Map:
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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Wordlessly, Thorn sits Indian style in front of Snerp, a small smile on his face.
Eikka traces the sound to a window, where she sees a small cat cowering on the roof ledge just outside.
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(Can’t update the map at the moment.)
Eikka checks out the remaining room: This dust-choked room contains a slender bed, a night- stand, a small iron stove, a writing desk with a stool, an empty wardrobe, and a rocking chair. A smiling doll in a lacy yellow dress sits in the northern window box, cob-webs draping it like a wedding veil. From outside the window, she hears a soft mewing sound.
Back in the kid’s room...
Rose, sighs. Well, our parents locked us in here, telling us they were protecting us from a monster in the basement. I guess they forgot about us or died, because we couldn’t get out and starved to death.
Thorn perks up at the suggestion of music.
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Rose, to Roberts: Well, we're dead, so you're a bit late on the helping us part.
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(Eikka and Grahf can probably hear what's going on and return to the room if they like)
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Rose: What are you talking about? I've never met you before. I'd know, because we've been stuck in this room ever since we died.
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Rose: So you don't want to tell me why you're playing with our bones. Yeah, that's not creepy at all.
Thorn whimpers and hides behind his sister.
Rose: Oh grow up, Thorn. Its just some dumb adults.
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(*holds index and thumb a bit apart* About that close)
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Eikka and Grah open the trunk. They find human skeletal remains wrapped in a blanket. The clothing on the skeleton matches that of the specter they encountered in the nursery.
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The second Snerp begins to handle the remains, two ghostly imagines of the two children suddenly appear.
Rose: Just what are you doing?!
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(Eikka and Grahf get stuck in the door frame as they try to enter at the same time. j/k)
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This dusty chamber is packed with old furniture (chairs, coat racks, standing mirrors, dress mannequins, and the like), all draped in dusty white sheets. Near an iron stove, underneath one of the sheets, is an wooden trunk.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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This web-filled room contains a slender bed, a nightstand, a rocking chair, an empty wardrobe, and a small iron stove.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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(Detecting traps is usually a Perception, though sometimes Investigation, check that anyone can do. Disarming or disabling a trap usually requires the use of thieve's tools which, despite their name, are not rogue specific.)
The group scans the upper hall for traps, finding none.
[Grahf Perception Check: d20 (15) + 1 = 16]
[Roberts Perception Check: d20 (4) + 4 = 8]
[Snerp Perception Check: d20 (4) + 1 = 5]
[Eikka Perception Check: d20 (4) + 4 = 8]
Braving forward, they use the iron key to unlock the locked door. This room contains a bricked-up window flanked by two dusty, wood-framed beds sized for children. Closer to the door is a toy chest with windmills painted on its sides and a dollhouse that's a perfect replica of the dreary edifice
in which you stand. These furnishings are draped in cobwebs. Lying in the middle of the floor are two small skeletons wearing tattered but familiar clothing. The smaller of the two cradles a stuffed doll that you also recognize.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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(Presuming Grahf studied the books he nicked earlier, he would have discovered that the books from the secret room are bogus: they describe rituals, which attempting in person, would result in disaster or nothing at all)
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The bare hall at the top of the secret stairwell is choked with dust and cobwebs and is even more of a state of disuse than the third floor. There are four doors leading into various rooms, but the closest door to the east is locked.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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The party searches the third floor for any entrance to another floor. After searching along the walls they uncover a hidden panel door. It pushes
open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
First Floor Map:
Second Floor Map:
Third Floor Map (updated):
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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(I'll wait for merlin and Earth to respond and catch up before posting your search results. But I will note that you have yet to find an entrance to any basement at this point either)
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Snerp and Roberts check the remained of the second floor.
2nd Floor, south east room: An undecorated bedroom contains a pair of beds with straw-stuffed mattresses. At the foot of each bed is an empty footlocker. Tidy servants' uniforms hang from hooks in the adjoining closet. A dumbwaiter in the corner of the west wall has a button on the wall next to it.
2nd Floor, west Room: Gossamer drapes cover the windows of this elegantly appointed hall, which has a brass-plated chandelier hanging from the ceiling. Upholstered chairs line the walls, and stained-glass wall hangings depict beautiful men, women, and children singing and playing instruments.
A harpsichord with a bench rests in the northwest corner. Near the fireplace is a large standing harp. Alabaster figurines of well-dressed dancers adorn the mantelpiece.
Outside the house, the domineering fog remains, and there is no sign of the children.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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@secularmerlin
@Earth
(Oh, I forgot. Eikka and Grahf can change their prepared spells:
Eikka can choose three from:
Bane
Bless
Ceremony
Command (prepared for free)
Cure Wounds*
Detect Evil and Good
Detect Magic
Detect Poison and Disease
Guiding Bolt*
Healing Word
Identify (prepared for free)
Inflict Wounds
Protection from Evil and Good
Purify Food and Drink
Sanctuary*
Shield of Faith
Grahf can choose four from:
Burning Hands
Catapult
Disguise Self*
Fog Cloud*
Magic Missile*
Sleep*
* - What you had prepared yesterday)
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First Floor Map:
Second Floor Map:
Third Floor Map:
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(Ok Budda, I've applied your one reroll changes)
Before the group decides to head in for the night, they go to check on the children. When the front door is open, they see no sign of the children. They also see no sign of the rest of the village as a thick, opaque wall of fog surrounds the house. A sudden gust of wind blows them back and the front door slams shut.
Of the group, only Eikka finds herself able to read the magical writings. They are a scroll of bless, protection from poison, and spiritual weapon.
(Rules for using spell scrolls:
- Can only be read/used by the class whose spell list the spell is on;
- No material components required;
- Cast in the normal casting time;
- One use;
- If the spell is of a higher level than that you can normally cast, you must succeed on a ability check using your Spell casting ability, DC = 10 + the spell's level.)
The group huddles together for the night, taking various watches and sleep into a deep slumber with disturbing dreams...
Under raging storm clouds, a pale man stands silhouetted against the walls of an ancient castle. Rumbling thunder pounds the castle spires. The wind's howling increases as he turns his gaze down toward the village of Barovia.
Far below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. His face forms the barest hint of a smile as his dark plan unfolds. He knew they were coming, and he knows why they came -- all according to this plan. A lightning flash rips through the darkness, but the man is gone. Only the howling of the wind fills the midnight air.
Day 2.Time: Morning.Weather: Foggy.
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⬤⬤
Roberts - 12/12 HP - 19 AC
Snerp - 8/8 HP - 13 AC - Spell Slots: 1⬤⬤
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
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@Mopac
What does that have to do with Alex Jones and Twitter?
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@Mopac
Far fetched maybe for a free country, but I don't believe as implausible as you might think. Especially if the alternate internet is illegal.
But that's not what we're talking about. We're talking about the actions of corporations, not governments. Speaking of which, a monopoly on the Internet would itself be illegal.
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Inside the crib is a small baby-sized bundle of clothing. When Eikka examines the wrapping, it falls apart revealing it to be empty inside.
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@Buddamoose
(Only Wizards and Warlocks regain spell slots on short rests. Everyone else has to do a long rest :/ But, it is midnight and you guys are probably tired anyway.)
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(Dude. I ain't even lying about that crit:
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Grahf swings at the specter with his staff, but it passes through it harmlessly.
[Melee Weapon Attack: d20 (6) + 1 = 7, Miss!]
Roberts, hearing his companions in trouble, rushes up the stairs to join the fray.
Snerp grants his second Bardic Inspiration to Grahf and casts heroism on Eikka.
Sufficiently emboldened and inspired, summons upon the radiant energy of her god, Zud. Dots of radiant light appear inside of the translucent spirit. The dots grow in size and intensity, eventually enveloping the specter and exploding in a bright shower of divine light. The illumination of the room brightens as if on the surface of the sun for a moment, then returns to the dim light of the oil lamps set in the walls.
[Ranged Spell Attack: d20 (20) + d6 (6) + 4 = 30, Critical Hit!]
[Damage Roll: 8d6 (4, 2, 3, 2, 6, 5, 6, 6) = 34]
COMBAT OVER!
Player Summaries:
Grahf - 8/8 HP - 10 AC - Spell Slots: 1⭘⭘ [Bardic Inspiration, +d6 to any attack, check, or save within the next 10 minutes]
Roberts - 12/12 HP - 19 AC
Snerp - 9/9 HP - 13 AC - Spell Slots: 1⭘⭘
Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⭘
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@secularmerlin
(Do you want to use your bardic inspiration for +d6 on the attack roll?)
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@ronjs
The organization of fossils in strata does not support a sudden burial by a global flood.
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@sadolite
What elected position are we talking about here?
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@Imabench
Yeah, I'm waiting for all the Type1 fluff to cycle out and some good debates start happening.
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@Earth
(As a Wizard you can recover a spell slot when you take a short rest (1 hr) and everyone recovers all their spell slots when they take a long rest (8 hrs))
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Grahf summons a spectral hand to assault the spectral being. It makes contact, but leaves no evidence of damage on the spirit.
[Ranged Spell Attack: d20 (10) + 5 = 15, Hit!]
[Damage Roll: d8 (2) = 2 necrotic damage]
Roberts remains on the second floor.
Snerp considers the being before them, and recognizes it as a specter, a ghost-like remnant of a creature that died a violent death. It cannot be reasoned with and has a hatred for all living things. While weak to sunlight, it has resistance and immunity to many mundane forms of damage.
(Resistances: acid, cold, fire, lightning, thunder, bludgeoning, piercing, slashing from nonmagical sources; Damage Immunities: necrotic, poison)
[Religion Check: d20 (18) + 2 = 20]
Eikka mutters a divine incantation, imbuing her with holy resistance.
The specter again tries to assault the cleric, but the holy mutterings displease her, temporarily distracting her and preventing her from making contact.
Combat Summary:
[12] Grahf - 8/8 HP - 10 AC - Spell Slots: 1⭘⭘
[12] Roberts - 12/12 HP - 19 AC
[12] Snerp - 9/9 HP - 13 AC - Spell Slots: 1⬤⭘
[10] Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤ [Bardic Inspiration, +d6 to any attack, check, or save within the next 10 minutes; Concentrating on resistance, +d4 to all saves, 10 rounds remaining]
[3] Specter - Uninjured
(Next Round!)
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@TheDredPriateRoberts
(Waiting on Roberts at the moment)
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@Earth
(Grahf ran upstairs without checking the chest, so he doesn't know anything about any scrolls at the moment)
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(I will note that I use "apparition" in the colloquial sense. If you wish to spend an action attempting to ascertain the precise nature of the being, including the effectiveness of any attacks, you can do that.
As far as the time, it is approximately midnight. It was "evening" when the game started, and it was a 5 hour hike to the valley, and I'd say you've probably spent about an hour inside the valley).
While Grahf rushes up the stairs, Roberts stays put to take stock of the letter and chest. The letter bears the same seal as the one they received in the tavern (https://pbs.twimg.com/media/DY_RRRuVwAACuX2.jpg), and was written in the same elegant handwriting. It reads:
My most pathetic servant,I am not a messiah sent to you by the Dark Powers of this land. I have not come to lead you on a path to immortality. However many souls you have bled on your hidden altar, however many visitors you have tortured in your dungeon, know that you are not the ones who brought me to this beautiful land. You are but worms writhing in my earth. You say that you are cursed, your fortunes spent. You abandoned love for madness, took solace in the bosom of another woman, and sired a stillborn son. Cursed by darkness? Of that, I have no doubt. Save you from your wretchedness? I think not. I much prefer you as you are.Your dread lord and master,Strahd von Zarovich
Inside the chest are the following contents:
- Three blank books with black leather covers;
- Three scrolls with arcane writing that Roberts cannot make out;
- The deed to the house;
- The deed to a windmill;
- A signed will by "Gustav and Elisabeth Durst" bequeathing the house, the windmill, and all other property to "Rosavalda and Thornboldt Durst" in the event of the parents' deaths. The date on the will is several hundred years ago from the present date.
Snerp watches the spirit cautiously as Eikka approaches with readied crossbow. The spirit is true to its warning, and attacks, Eikka releasing a crossbow bolt in response, but the initial fright of the attack causes her to shoot wide.
[Ranged Attack Roll: d20 (4) + 2 = 6, Miss!]
The woman reaches out with her incorporeal hands at Eikka, but the cleric manages to dodge out of the way at the last moment.
Combat Summary:
[12] Grahf - 8/8 HP - 10 AC - Spell Slots: 1⭘⭘
[12] Roberts - 12/12 HP - 19 AC
[12] Snerp - 9/9 HP - 13 AC - Spell Slots: 1⬤⭘
[10] Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
[3] Apparition - Uninjured
(Next Round!)
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@secularmerlin
(You saw it when you entered the room)
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Eikka approaches the apparition and it turns, taking on a menacing appearance.
I said stay away!
COMBAT!
(Same deal as last time. Since Grahf is on another floor, it'll take him a round to meet up with you guys)
Combat Summaries:
[12] Grahf - 8/8 HP - 10 AC - Spell Slots: 1⭘⭘
[12] Roberts - 12/12 HP - 19 AC
[12] Snerp - 9/9 HP - 13 AC - Spell Slots: 1⬤⭘
[10] Eikka - 10/10 HP - 16 AC - Spell Slots: 1⬤⬤
[3] Apparition - Uninjured
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(Assuming no one is approaching...)
The apparition ignores you.
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@ethang5
Right, and I'm saying that even the initial cost is a barrier to implementation. That's why we "can't" have it.
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@Mopac
The plausibility of this scenario is not the question.
I'm not talking about the plausibility of the scenario. I'm saying that the world in which such a scenario exists is too alien to comprehend. It's like saying: "What if pi was 4"? It's impossible to consider.
Lets say internet inc owns the entire internet now and they decide that people are not allowed to say anything that contradicts their politics.
Then someone else creates their own internet and we go there.
You say that upholding the first amendment doesn't apply to them as a private corporation. Correct?
No. The entire jurisprudence of United States law says that.
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THEN LEAVE!
She turns away, facing the crib, and resumes humming the lullaby.
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