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  1. - Top - End - #211
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Skellegue
    Half-Orc Barbarian
    AC: 21 HP: 18/23
    PPer: 13 PInv: 10 PIst: 11
    Raging: No
    Reckless: No
    Resistances: Necrotic, Fire, Cold
    Conditions: --
    Rages: 1/2
    Once everyone is out, Sabian moves past the zombies, shield held up to protect him, and leaves the room, shutting the door behind him. That won't hold them for long. What are we doing? I have the key Adrian gave us, but I don't know where the door is. It should be somewhere around here.

    Spoiler
    Show

    Action - Disengage
    Move - Move outside the room with the others
    Object Interaction - Shut the door
    Last edited by Dr.Samurai; 2024-01-02 at 10:50 AM.

  2. - Top - End - #212
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    The five of you rush up the stairs, your noses running and the faint stench of the undead caster's spell still in your sinuses. Behind you, you hear two zombies thumping at the doorway of the alchemy room, the rumble of the dragon's growl, and the clattering sound of more skeletons entering the hallway. Emerging on the top floor with a clatter of armor and the thumping of your boots, you are already in the northwestern corner. You knock two of the windows open on the north side, facing away from the courtyard, and leap to the ground, Cassandra's magic allowing you to land safely. A turned ankle or broken leg at this stage would have been disastrous in terms of slowing you down.

    The open windows will likely give away what direction you fled, so you immediately move downhill and away to get out of range. You have done as you have been told, and you have kept powerful weapons away from the foes of the Order, but it is a bitter victory. Many of your friends and family have died today. Who could be behind the attack?

    Where will you go next?

    Spoiler: The Map & Key
    Show



    The Order
    Home of the Belmonte Order

    Order Graveyard
    A Warded and hallowed graveyard where the Order’s dead are safely buried and memorialized.

    Yomi
    A small village near the order that supports it.

    Dona
    An overland travel point for cargoes portaging past the rapids from Yomi.

    Wicked Ditch
    Dry badlands in the rain shadow of the Deborah Mountains. Home to valuable gems, wild beasts, and dangerous plants.

    Brahms’ Castle
    A castle built atop a cliff overlooking the river southward. A strong-point against invasion from the north. Sits atop Yuta’s Path

    Yuta’s Path
    A tunnel beneath the river and the Carpathian range that emerges near the western edge of Cieresor Swamp

    Cieresor Swamp
    A wet and heavily treed swamp, full of fish, valuable herbs, and other forms of life.

    Cieresor Castle
    Home seat of the Cieresor family, and a fortress to which the fisher-folk of the swamp can retreat to in times of trouble.

    Alba Plains
    Green, well-watered farmland on the east, fading slowly to grassy lands suitable for herding near the mountains.

    Alba
    A farming and trade town.

    Laruba Monastery
    A monastery for the encouragement of the contemplation of each and every step and its meaning in life. Laruba monastery can be reached by boat, or by an underground passage.

    Dwarven Road
    A still-functional underground passage connecting Alba to Veros.

    Veros
    An iron-mining town.

    Holmwood Tower
    A small keep guarding a choke-point on the road from Veros to the Order.

    Jova
    A farming town.

    Arcane Tower
    A place for a wizard to get away and do some research in peace. Currently owned by Archaeus, head wizard of the Belmonte Order.

    Belasco Marsh
    A marshland, known to have many insects in warm weather.

    Alja
    A river-port, the last one leading from the west before the waterfall that creates Misty Lake.

    Ondol
    A town of woodsmen. Trans-shipment point and overwintering location for sheepherders occupying the Jam Hills

    Jam Fort
    A fortress built into the cliff itself.

    Strigoi Graveyard
    An old graveyard where dead things are warded to stay dead. Not in current use, but the Order monitors it regularly.

    Hexmap squares with roads take 1 hour to traverse per road hex. Leaving the roads doubles travel time as the party traverses rough terrain of various sorts. Double these travel times if the party is traveling Stealthily. The mountains are functionally impassable (travel time 8 hrs per hex). River travel is 2 hours per hex if traveling northeast, or 4 hours per hex if going southwest. Traveling by boat requires finding a suitable boat, having proficiency to operate it, and dealing with any other risks. There are a number of rapids on the map, so travel by river is uncommon aside from shipments in and out of Veros to the south.

    You are currently at The Order.
    => Where do you go?
    Last edited by J-H; 2024-01-02 at 01:14 PM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  3. - Top - End - #213
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    The five of you recall the geography of the area, and decide to head towards the town of Yomi. You're not sure what you'll find, but it's worth checking out. You have to take a slightly circuitous route through the woods around the Order to avoid becoming plainly visible.... the cloud of darkness around the front of the building is still visible, and you don't want to have to escape from a dragon again today.

    In quiet tones you speak to each other about what it was like to face evil in true life or death combat, and what you learned... and you take time to reflect. There's more yet to do today.
    Upon reflection, you realize that you've got plenty of grit to push on with.

    => Everyone levels up to 3!
    Any new hit points, spell slots, or other resources that you gain upon reaching level 3 are immediately available and ready for use.

    Tying them to long rests would be to your disadvantage, as will become apparent later...

    At around 4pm, you reach Yomi.

    Yomi is a small village which grew up around the Order’s riverside port. It had a population of fewer than 100 people, and was mostly focused around gardening, fishing, and producing lumber and firewood for the Order. A couple of buildings are smoldering, and you only see a couple of figures moving about at a distance. They aren't moving normally... You can head somewhere else, check the town out in more detail up close, or circle around the edge of town to reach the East Bridge.

    There are about 2 hours of daylight left.
    => Party
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  4. - Top - End - #214
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating:
    Experimental Elixir: Swiftness (Av.)


    Chloé looks out at the ruined town and clutches her potion satchel. "We...we should see if there are any survivors."

    Spoiler: OOC
    Show

    Sheet updated. She's now a real alchemist.

    Rolling Experimental Elixir: (1d6)[2]

    Also not got discord for like 12 hours, but I'll toss in a next step vote of "investigating the town".


    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    Last edited by Amnestic; 2024-01-03 at 04:35 AM.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  5. - Top - End - #215
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Cassandra Hartdegen
    High Elf Wizard Bladesinger 3
    HP: 15/17, AC: 15
    Conditions:
    Spells: 1st - 0/3, 2nd - 2/2
    Bladesongs: 0/2

    "We just passed through here on the way to the keep," Cassandra says in disbelief, "We ate here, laughed here... My brother said something smelled and I said it was him... He never did like the smell of fish..."

    Her voice trails off. Did he escape or did I leave him to die? No, no, don't think like that. Rudgar is much stronger than me... He can handle just about anything and if anything could kill him I wouldn't have been able to save him. He will have survived and even if he had been bested, he would have died with a smile on his face, just like everyone else in our family... wait... our family...

    "Yes, let's try to save anyone we can. We can't keep running."

    Spoiler: Level up info
    Show
    Taking a third level in wizard, gaining 5 max hit points and two 2nd level spell slots. Adding Invisibility and Misty Step to the spellbook.
    Last edited by Infernally Clay; 2024-01-03 at 11:40 AM.
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  6. - Top - End - #216
    Ettin in the Playground
     
    GnomeWizardGuy

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 20/20
    PPer: 16 PInv: 11 PIst: 14
    Conditions: --

    Vidrik nods along at Chloe's suggestion, but frowns when he sees the survivors moving like zombies in the distance.

    "This is more powerful than just a dragon. What can turn people into zombies this quickly? Let's be quick ourselves. We need to get over the bridge before the dragon comes out looking for us. We can't search every house, but we can call out at a few houses as we pass through the edge of town."

    He keeps his crossbow ready and moves towards the village.

    Spoiler: OOC
    Show



  7. - Top - End - #217
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Skellegue
    Half-Orc Barbarian
    AC: 21 HP: 27/32
    PPer: 13 PInv: 10 PIst: 11
    Raging: No
    Reckless: No
    Resistances: Necrotic, Fire, Cold
    Conditions: --
    Rages: 2/3
    Sabian bonds with the others on the way to Yomi. The Skellegues are border lords, ruling over shield lands between the frontier of the civilized world and the greater wild. As an outlander, Sabian is at home off the beaten path, and helps the others get to Yomi through the wilderness. What they find when they arrive is not surprising, but still devastating.

    How could this happen? Sabian asks in disbelief.

    He nods grimly at the others, Yomi is--- was, a small town. The bulk of this evil army would have gone to the Order to make sure their assault was a success. I agree we should inspect, and see not only if there are any survivors, but if there are clues as to who is behind this.

    Spoiler
    Show
    Level up to 3. Taking Zealot subclass. Gain 9hp, 1 rage/day, Survival proficiency, and Divine Fury/Warrior of the Gods class features.
    Last edited by Dr.Samurai; 2024-01-03 at 11:39 AM.

  8. - Top - End - #218
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    As you approach the village of Yomi, you can tell that not all is right. It doesn't smell of death, but it lacks the life and noise of speech and movement you'd expect. By 120' away, Vidrik can see that those moving around are the dead, risen again through foul necromancy. If you approach closer, all of you can tell the same. The few doors you can see from your vantage point near the edge of the village all appear to be broken, or otherwise standing open.

    Do you go into town? If so, how are you approaching, and what is your intended goal?
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  9. - Top - End - #219
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating:
    Experimental Elixir: Swiftness (Av.)

    The situation seems dire, and the chance of anyone surviving seems unlikely, but Chloé isn't willing to give up hope just yet. She offers her 'experimental' elixir (all alchemy is experiments, really) to Vidrik. "If you're going, this will help you go...faster. Roughly twenty to thirty percent faster. On your legs, not your hands."

    Spoiler: OOC
    Show

    It's a +10ft speedboost for an hour.


    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  10. - Top - End - #220
    Bugbear in the Playground
     
    ElfWarriorGuy

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Mustafa the Vampiralgietch
    Human Cleric 3
    AC: 17 HP: 24/24
    PP: 13 PIv: 10 PIs: 13
    Conditions: --
    Concentrating: --

    (Assuming Vidrik returned and fed us that information)

    "We better head south. We need allies, right? Powerful and wealthy allies who can offer us resources, weapons, recruits, magic... I recall some high-ranking members of the Belmonte Order were part of local nobility." He raised his eyes to the others. "Did anyone catch an important family name that could reside in one of the nearby castles?"

    "So our options are Cierestor Castle, Jam Fort, Laruba Monastery, Holmwood Tower, Arcane Tower." Mustafa counted on his fingers, leaving them raised in the air, then went back counting the opposite way. "Some of us are interested in the Arcane Tower already. Plus, Holmwood Tower is located in a choke-point in the mountains, which means whoever rules that holdfast must be quite powerful, at least locally. Third, the Monastery is the most likely place we can get help without payment or exchanging of favors."

    "We'd need to start by crossing the bridge to the Denis Woods... But something bothers me. Whoever is commanding the invasion is certainly powerful enough to send flying spies to scout the bridges. Perhaps we should keep away from the road and swim across the river. Might be dangerous, but safer."
    Last edited by dangelo; 2024-01-04 at 04:10 PM.
    Running Expedition to Castle Ravenloft: IC | OOC
    Playing Dracula's Curse: IC | OOC | Mustafa

  11. - Top - End - #221
    Ettin in the Playground
     
    GnomeWizardGuy

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 28/28
    PPer: 16 PInv: 11 PIst: 14
    Spell Slots, 1st: 3/3
    Speak with Animals: 1/1
    Conditions: +10' speed, invisible

    Vidrik sighs. He's not keen on wasting time looking for survivors when he's sure there aren't any. But the others want to check and he'd rather do it then have them walking around making noise and attracting all of the undead roaming the streets.

    "Fine. I'll look. I'll knock on some doors and run when the zombies come out. Thanks, Chloe. I'm going to stay on this western side of town. You all stay hidden in the woods but move north alongside me."

    He drinks the elixir, lets Cassandra turn him invisible, and moves in towards the village, keeping hidden as best he can. He knocks on the doors or windows, whichever is on the side of the house where he can keep in view of the rest of the party. At each house, he calls out softly - loud enough that someone inside could hear, but not so loud that someone next door could.

    "Hello. Anyone in there?" He waits only a few seconds before going on to the next house.

    Spoiler: OOC
    Show
    Stealth: (1d20+7)[12]
    Perception: (1d20+6)[12]

    Last edited by Bobthewizard; 2024-01-04 at 09:08 PM.

  12. - Top - End - #222
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Skellegue
    Half-Orc Barbarian
    AC: 21 HP: 27/32
    PPer: 13 PInv: 10 PIst: 11
    Raging: No
    Reckless: No
    Resistances: Necrotic, Fire, Cold
    Conditions: --
    Rages: 2/3

    Sabian puts a hand on Vidrik's shoulder, Be careful. Maybe there are some here we can save, where we couldn't at the Order. But if there are, don't be a hero Vidrik. Call for us or come get us if things get grim, we'll be moving alongside you.

    He nods at Mustafa, You might be right, and I wouldn't be surprised if the bridge is already destroyed to prevent anyone from fleeing or help from arriving. We'll see once we're closer.

  13. - Top - End - #223
    Titan in the Playground
     
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    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik's calls and movement produce some shuffles, and, after he has moved on, some puzzled zombies who follow his noise... but no signs of living people. At his knocks on the third building, he's met with a bunch of squeaking and fluttering noises, followed by a mass of bats flying out the window. He freezes and waits until they lose interest.

    Spoiler
    Show

    1 lower on the stealth check and you'd be rolling initiative against a bat swarm.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  14. - Top - End - #224
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Skellegue
    Half-Orc Barbarian
    AC: 21 HP: 27/32
    PPer: 13 PInv: 10 PIst: 11
    Raging: No
    Reckless: No
    Resistances: Necrotic, Fire, Cold
    Conditions: --
    Rages: 2/3

    Sabian is glad to see Vidrik returned unharmed, but disheartened that the town is empty of survivors, It is likely they are at the Order now, under the thrall of whatever necromancer has attacked. We need to get across the river, and stay off the road as Mustafa says.

    Spoiler
    Show
    Vidrik is the ranger so it makes sense for him to lead. And Sabian also has the Outlander background as well if that helps.

  15. - Top - End - #225
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    Amnestic's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating:
    Experimental Elixir: Swiftness (Av.)

    The young alchemist makes a small sign with her hands, a quiet prayer for the dead, and those not even granted the peace of the grave. They were too late, for so many. They'd have to make up for it, somehow.

    "There's no way we could swim across the river. Especially at night." Chloé shudders at the thought of it. She's definitely not built for such things. "I don't mind where we go next, but lets please keep our feet dry."


    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  16. - Top - End - #226
    Ettin in the Playground
     
    GnomeWizardGuy

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    Lower Menthis

    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 28/28
    PPer: 16 PInv: 11 PIst: 14
    Spell Slots, 1st: 3/3
    Speak with Animals: 1/1
    Conditions: +10' speed, invisible

    Vidrik freezes as the bats fly past him. The invisibility wouldn't have helped much against them. After he knocks on the windows and doors of the houses in the village and gets no response, he returns to the others.

    "There is no one left. Did you see the bats fly out of that house? My mentor used to tell me not to trust rats, bats, or wolves. They all work for the vampires. Whether those bats report us or not, I suspect our escape has been discovered by now and they are likely to come after us. Stay hidden and let's move away more quickly."

    Spoiler: OOC
    Show



  17. - Top - End - #227
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    Default Re: Castlevania II: Dracula's Curse (IC)

    You circle around Yomi, staying on the forest side of town rather than walking in the open near the river. The main road is a few minutes' walk north, as the eastern bridge off the Order's island was built in a spot where the opposite shore comes closer.

    A half-burned wagon partially blocks the road about 40’ inland from the bridge. Two dead horses stand in front of it, with another couple of zombies visible on your side of the wagon.

    Focused more on staying out of sight of the path, Cassandra and Chloe are a bit loud, and by the time you reach the edge of the road, the undead are looking in your direction...

    The road is about 15’ wide, surrounded by moderately dense woods that provide cover and difficult terrain. You're about 30' away from the road, and 50' away from the wagon (ahead and to your right).
    =>Vidrik, Chloe
    (map later, feel free to go ahead and post)
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  18. - Top - End - #228
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    Amnestic's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating: Create Bonfire
    Experimental Elixir: Swiftness (Exp.)

    She quietly cursed her clumsy footsteps and rattling satchel. She'd practiced moving silently among the library's shelves, sure, but in acolyte's robes and soft woolen slippers, not in full battle dress and gear. There was nothing to it. The wagon was already burning, a bit more fire wouldn't go amiss. Chloé flips up a flask, catches it, and then lobs it overarm at the closest undead, spreading a burning flame all over.

    Spoiler: Actions
    Show

    Action: Create Bonfire beneath the nearest zombie, ideally in a way where any behind it will also cross through. (1d8)[7] fire, unless DC14 Dexsave.
    Smelly Zombie Save: (1d20)[17]+mods

    Move: Towards the dense woods that provide cover, ideally so I'm within ~70ft of the closest zombie.



    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  19. - Top - End - #229
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
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    Lower Menthis

    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 28/28
    PPer: 16 PInv: 11 PIst: 14
    Spell Slots, 1st: 3/3
    Speak with Animals: 1/1
    Conditions: +10' speed

    Since the zombies are out in the open, Vidrik maneuvers himself to make sure he has a good shot. He takes careful aim and shoots a bolt at the nearest zombie.

    "Make them come to us. Keep your distance from the zombies and they can't hurt us."

    Spoiler: OOC
    Show
    BA Hunter Prey
    To hit: (1d20+8)[16] (I really need to check my sheet before I post. He has +9 to hit so it's a 17)
    Damage (1d10+7)[15] + (1d6)[4]

    Last edited by Bobthewizard; 2024-01-05 at 08:58 PM.

  20. - Top - End - #230
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    The zombie somehow lurches away from the bonfire, but not away from Vidrik's heavy stake, which sends it reeling for a moment. All three zombies begin moving towards the group as fast as they can (dash).

    Spoiler: Map
    Show



    => Cassandra
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  21. - Top - End - #231
    Troll in the Playground
     
    Infernally Clay's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Cassandra Hartdegen
    High Elf Wizard Bladesinger 3
    HP: 15/17, AC: 15
    Conditions:
    Spells: 1st - 0/3, 2nd - 1/2
    Bladesongs: 0/2

    "I hope whoever was in the caravan was able to escape," Cassandra says quietly, almost to herself. She then heeds Vidrik's suggestion and opts to attack the zombies at range with a streak of flame erupting from the Vampire Killer, although admittedly the trees were making it a little difficult.

    Spoiler
    Show
    Cast Firebolt at Z1. To hit: (1d20+5)[7], to damage: (1d10)[8].
    "Don't think of it as dying," said Death,
    "Just think of it as leaving early to avoid the rush."

  22. - Top - End - #232
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Cassandra's Fire Bolt goes awry, scorching a streak of grass at the zombie's feet. The horses plunge through the undergrowth, their long legs and long stride making them much faster as they rush towards the group.

    Spoiler: Map
    Show

    Dash to close the distance, but no time to attack.



    =>Sabian, Mustafa, Vidrik, Chloe
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  23. - Top - End - #233
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
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    Lower Menthis

    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 28/28
    PPer: 16 PInv: 11 PIst: 14
    Spell Slots, 1st: 3/3
    Speak with Animals: 1/1
    Conditions: +10' speed

    Vidrio maneuvers around the approaching undead horses in order to line up a shot. He gets them in a line and tries to put a stake through both of them.

    "Ahh! Undead Horses!"

    Spoiler: OOC
    Show
    Move 1 south and 2 west
    BA Hunter Prey
    To hit: (1d20+9)[18], disadvantage (1d20+9)[10]
    Damage (1d10+7)[13] + (1d6)[2]


  24. - Top - End - #234
    Titan in the Playground
     
    Amnestic's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating: Create Bonfire
    Experimental Elixir: Swiftness (Exp.)

    Of course the horses were also zombies. And of course they'd dodged around her fire. She tosses acid over the heads of her fellows at the rotting equines. Though fire might be more efficient, she doesn't want to risk setting the forest ablaze, for a number of reasons.

    Spoiler: Actions
    Show

    Action: Acid Flask the two horses, or just one if only one is left. (1d6)[5] Acid on DC14 dexsave fail.
    H1: (1d20)[1]
    H2: (1d20)[19]

    Bonus Action: Servant Strike. (1d20+5)[8] Targetting the weakest looking horse.
    Damage: (1d4+2)[6]

    Move: None


    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  25. - Top - End - #235
    Firbolg in the Playground
     
    Dr.Samurai's Avatar

    Join Date
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    ICU, under a cherry tree.
    Gender
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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Skellegue
    Half-Orc Barbarian
    AC: 23 (cover from foliage) HP: 27/32
    PPer: 13 PInv: 10 PIst: 11
    Raging: No
    Reckless: Yes
    Resistances: Necrotic, Fire, Cold
    Conditions: --
    Rages: 2/3

    Fighting in the thick overgrowth with limited mobility and right against the slope is not ideal, so Sabian lashes out recklessly with his spear to finish the horses as quickly as possible and take the fight closer to the road.

    Spoiler: Turn 1
    Show
    Action - Reckless Attack vs H2
    Attack - (1d20+6)[7], (1d20+6)[25]
    Damage - (1d6+4)[9]
    Last edited by Dr.Samurai; 2024-01-06 at 03:05 PM.

  26. - Top - End - #236
    Bugbear in the Playground
     
    ElfWarriorGuy

    Join Date
    Jul 2017
    Location
    Brazil

    Default Re: Castlevania II: Dracula's Curse (IC)

    Mustafa the Vampiralgietch
    Human Cleric 3
    AC: 17 HP: 24/24
    PP: 13 PIv: 10 PIs: 13
    Conditions: --
    Concentrating: --

    Growing more and more familiar with the weight his new Holy Symbol in his hand, Mustafa rises it in the air and cries an ancient incantation of banishment. A bright golden light shone from his crescent moon staff, briefly bathing the battlefield with actual Dawn.

    Radiant damage: (2d10+3)[20]

    Spoiler
    Show
    As an action, you present your holy symbol, and any magical darkness within 30 feet of you is dispelled. Additionally, each hostile creature within 30 feet of you must make a Constitution saving throw. A creature takes radiant damage equal to 2d10 + your cleric level on a failed saving throw, and half as much damage on a successful one. A creature that has total cover from you is not affected.

    Constitution saves DC 13
    H1 (1d20)[11]
    H2 (1d20)[9]
    Z1 (1d20)[9] (not sure if Z1 will be considered "within" 30 ft cause it's a diagonal but either way here it goes)
    Running Expedition to Castle Ravenloft: IC | OOC
    Playing Dracula's Curse: IC | OOC | Mustafa

  27. - Top - End - #237
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Sabian Reckless attacks H2, hitting for 9 damage
    Mustafa's holy symbol emits golden light, burning the horses and the closest zombie. The closest humanoid zombie is destroyed.
    Vidrik moves Southwest and misses due to the undead horse jostling him while he shoots.
    Chloe hits H1 with Acid Splash for 5 dmg, servant misses, H2 makes save

    The other zombies head straight towards the party, but struggle to make much speed through the undergrowth (dash, difficult terrain).
    Spoiler: Map
    Show



    =>Cassandra
    Last edited by J-H; 2024-01-07 at 11:52 PM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  28. - Top - End - #238
    Titan in the Playground
     
    J-H's Avatar

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    Default Re: Castlevania II: Dracula's Curse (IC)

    Cassandra casts Burning Hands, severely burning both of the zombie horses, yet they somehow remain standing. One of them bites at her, acting unusually carnivorous for a horse, and the other takes a chunk out of Vidrik.

    Spoiler
    Show

    Both are at 1hp! H2 passed its Undead Fortitude save.
    H1 vs Ca
    Bite (1d20+6)[18] for (2d4+4)[7]
    H2 vs Vi
    Bite (1d20+6)[24] for (2d4+4)[8]


    no map changes.

    =>Sabian, Mustafa, Vidrik, Chloe
    Last edited by J-H; 2024-01-07 at 11:55 PM.
    Things published on DM's Guild
    Campaign Logs:
    Baldur's Gate 2 (ongoing)
    Castle Dracula (Castlevania)
    Against the Idol of the Sun (high level hexcrawl)

  29. - Top - End - #239
    Titan in the Playground
     
    Amnestic's Avatar

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    Castle Sparrowcellar
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    Default Re: Castlevania II: Dracula's Curse (IC)

    Chloé Clement
    High Elf Alchemist Artificer
    AC: 17 HP: 19/24
    PP: 13 PIv: 15 PIs: 11
    Conditions: --
    Concentrating: Create Bonfire
    Experimental Elixir: Swiftness (Exp.)

    The worst part about zombies was how long it took to put them down. They just didn't seem to die! Chloé tosses another acid vial. Eventually she had to burn through all their spines and what was left of their brains.

    Spoiler: Actions
    Show

    Action: Acid Flask the two horses, or just one if only one is left. (1d6)[1] Acid on DC14 dexsave fail. Chances are one or both will be dead and it'll need retargetting, but we might roll poorly.
    H1: (1d20)[5]
    H2: (1d20)[5]

    Bonus Action: Servant Strike. (1d20+5)[11] Targetting the weakest looking horse.
    Damage: (1d4+2)[3]

    Move: None, unless it's required to get within 30ft of her servant strike.


    Spoiler: Servant Statblock
    Show

    PB=2

    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 6 (1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level))
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.
    Actions
    Force Strike. Ranged Weapon Attack: (+5) your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 (PB) force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
    DMing:
    Iron Crisis IC | OOC
    Cyre Red IC | OOC

    Playing:
    OotA IC | OOC

    Master Homebrew Index (5e)

  30. - Top - End - #240
    Ettin in the Playground
     
    GnomeWizardGuy

    Join Date
    Apr 2019
    Location
    Lower Menthis

    Default Re: Castlevania II: Dracula's Curse (IC)

    Vidrik Oakheart
    Wood Elf Ranger
    AC: 15 HP: 28/28
    PPer: 16 PInv: 11 PIst: 14
    Spell Slots, 1st: 3/3
    Speak with Animals: 1/1
    Conditions: +10' speed

    Vidrik leans a little bit to his left in order to line up both of the horses and one of the zombies. He then tries to shoot the nearest horse point-blank in the head.

    "Let's hope this works."

    Spoiler: OOC
    Show

    BA Hunter Prey
    Aim shot in a line to hit H2, then H1 and Z2
    To hit: (1d20+9)[14], disadvantage (1d20+9)[11]
    Damage (1d10+7)[8] + (1d6)[5]
    Then move 1S and 5W


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