D&D 5E Curse of Strahd - Death House


As he accompanied Girri, Wergil also looked around suspiciously, "Who opened the gates? Is everything in this realm magical?"

OOC:
[roll0]


The sight of Girri's bizarrely cautious movements distracted him, and a bemused look crossed his face, "I think anyone around would have heard those hinges, so the element of surprise has already been lost! Is anyone else concerned about the gates shutting behind us and preventing our escape? Maybe we should look for bits of stone rubble we can jam into the hinges to pop them off?"

[sblock=status]Wergil hp 15/15
Str +0(+2 Saves) Dex +3, Con +3(+5 Saves), Int -1, Wis +0, Cha +0
Athletics +2, History +1, Perception +2, Persuasion +2, Survival +2
AC 18
Inspiration yes
Rages 2/2
HD: 1/1[/sblock]
 
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[section]"We could try to roll a head into the gate to stopper them." She gestured toward the nearest stone statue head. "If we thought we could budge it, that is."[/section]


OOC: Investigation [roll0]. Is there anything substantial lying around, other than the heads, that might work to jam the gate hinges?



[sblock=Stats]Variant Human Bard 1
HP: 8/8
AC: 13
Initiative: +2
Saves: Dexterity, Charisma
Languages: Common, Halfling (race), Vistari (background)
Passive Perception: +4

STR: 8 DEX: 15 CON: 10 INT: 12 WIS: 14 CHA: 15

Spell Save DC: 12
Spell attack modifier: +4
Cantrips (2): light, prestidigitation
1st level (2/2): cure wounds, dissonant whispers, faerie fire, sleep

Bardic Inspiration: (2/2), long rest. Bonus action, choose one creature other than yourself within 60' who can hear you. d6 to an ability check, attack roll, or save w/i 10 min.

Bladed Scarf +4, 1d4+2, finesse, 10 ft reach
Dagger +4, 1d4+2, thrown, finesse, light, 20'

Acrobatics 4
Arcana 3
Insight 4
Investigation 3
Perception 4
Performance 4
Persuasion 4
Sleight of Hand 4
Stealth 4[/sblock]
 

Neither Girri nor Wergil can find anything to jam the hinges. The stone heads are much too heavy and embedded in the dirt and weeds to move.

[sblock=Passive Perception=13]Myriad pairs of eyes glow from the fog from the direction in which you came. The eyes grow brighter as the wolves they belong to fade in from the mist. Your path is blocked, except for the passage through the gate. If it hadn't already, Kasimir's previous observation about being herded rings of truth.[/sblock]
 

Kasimir


Wolves! Oh, how Kasimir wanted to stand at the gate and pit his strength against the wolves that herded them here! But, if it was good to kill off the minions of evil it was even better to strike at the heart of it. Reluctantly, he turned and entered the gate, looking to what lay beyond.

"There is only one escape," mutters Kasimir darkly as he passes Wergil. He seems completely unconcerned with leaving the gate open behind them.

[sblock=Kasimir's Stats]
CG Variant Human Barbarian 1
Init +1; Senses passive Perception 13
AC 13/14 (Unarmored Defense/Dual Wield); hp 14 (1d12+2)
Saves Strength +5, Constitution +4
Speed 30 ft

Str 16 (+3), Dex 13 (+1), Con 15 (+2), Int 8 (-1), Wis 12 (+1), Cha 10

Actions
Longsword +5 1d8+3 slashing
(bonus) Dual Wield - Handaxe +5 1d6 slashing
(bonus) Rage 2/2
Javelin +5 1d6+3 piercing; range (30/120)

Feats Dual Wielder
Skills Athletics +5, Intimidate +2, Perception +3, Stealth +3, Survival +3
Languages Common, Abyssal, Orc
Special Wanderer

Gear longsword, handaxe (x2), explorer’s pack, javelin (x4), staff, hunting trap (bear trap), trophy (wolf skin cloak), traveler’s clothes, belt pouch, wooden flute, 8 gp

Wild I rush in, where angels fear to tread. (Trait)
Rebel Your manners, your titles; they mean nothing when the dark comes for you. (Trait)
Abnegation Labourdine honor may be lost, but no else will fall to its curse while I still draw breath. (Ideal)
Outcast I let no one close. (Bond)
Secret I crave and fear the wild power of the Labourdine curse. (Flaw)
[/sblock]
 

[section]Girri was, at heart, a city girl. The trees, the fog, the eyes unnerved her. As she stood inside the gate, Girri happened to cast a glance back at the treeline and spotted more eyes. Her breath quickened in alarm. "Wolves!" She backpedaled further away from the gate, toward the keep. Making haste for the first door she spied, Girri darted forward and banged loudly for admission.[/section]




[sblock=Stats]Variant Human Bard 1
HP: 8/8
AC: 13
Initiative: +2
Saves: Dexterity, Charisma
Languages: Common, Halfling (race), Vistari (background)
Passive Perception: +4

STR: 8 DEX: 15 CON: 10 INT: 12 WIS: 14 CHA: 15

Spell Save DC: 12
Spell attack modifier: +4
Cantrips (2): light, prestidigitation
1st level (2/2): cure wounds, dissonant whispers, faerie fire, sleep

Bardic Inspiration: (2/2), long rest. Bonus action, choose one creature other than yourself within 60' who can hear you. d6 to an ability check, attack roll, or save w/i 10 min.

Bladed Scarf +4, 1d4+2, finesse, 10 ft reach
Dagger +4, 1d4+2, thrown, finesse, light, 20'

Acrobatics 4
Arcana 3
Insight 4
Investigation 3
Perception 4
Performance 4
Persuasion 4
Sleight of Hand 4
Stealth 4[/sblock]
 

Girri ran down the road expecting to find a keep of some sort, but found instead only more towering trees. Perhaps even thicker now, their tops are lost in the heavy gray mist, and the block out all but a death-gray light. The trunks are unnaturally close to one another, and the woods have the silence of a forgotten grave, yet exude the feeling of an unvoiced scream.

That silence is broken, however, as the last of you pass through the gate and it again moves of its own volition, the hinges screeching painfully, and closing with a foreboding clang of metal that resonates through the forest for just a bit too long.

[sblock=Girri]You catch the scent of death in the air.[/sblock]

OOC: I'll be making extensive use out of passive perception scores for a while. Please make sure the number is clearly indicated on your sheet so that I don't have to search for it. Thanks!
 

Rufus smiled thinly as the gates closed behind them. Maybe this was coming to an end, whatever 'this' was. The silence gnawed at him, though he supposed that was the point.

[sblock=stats]
Level 1 LN Variant Human Paladin
Initiative +0 Speed: 30ft
AC: 16 (Chainmail, Stealth Disadvantage) HP: 12 Saves: Wis +3, Cha +4
Passive Perception: +3
Str: 16 (Race) (+3), Dex: 10, Con: 14 (+2), Int: 8 (-1), Wis: 13 (+1), Cha: 14 (+2)
Feats: Pole arm Master (Bonus attack, 1d4 Bludgeoning; attack of opportunity against foes that come into reach)

Class Skills:
Divine Sense
Lay on Hands

Skills: Intimidation +4, Athletics +5, Insight +3, Medicine +3, Perception +3
[/sblock]
 

Mr. Aldershot doesn't pick up his pace to enter through the huge doors, but he continues to walk steadily as they close immediately behind him. He'd noticed the wolves, of course, but had said nothing. They hadn't behaved as wolves do in nature, and yet again Mr. aldershot felt cut off, isolated from the power that gave him his strength.

He thought of the squirrel that had come with him: she had innocently gone off to climb a tree, and now was all alone in this dark and shadowy world. He had his companions. But unnatural forces were at work, and Mr. Aldershot knew he would be facing much more in the days and weeks to come.


[sblock=Mr. Aldershot]NG Halfling Druid 1
Init +2; Perception 13 (passive)
AC 17; hp 10 (1d8)
Speed 25 ft

Club (shillelagh), 1d20+5, 1d8+3 bludgeoning (magical)
Sacred Flame, DC 13 Dex or 1d8 radiant, range 60 feet
[/sblock]
 

[section]Girri jumped when the gate clanged shut behind Rufus and Mr. Aldershot. Her rational brain expected the gate to do what it had done, but the movement and sound were nevertheless jitter-inducing. The fine hair on the back of her neck raised. Girri's eyes flicked here and there, looking for a building, a shelter. A reprieve. There was none. Thoroughly spooked, she shivered, and cast her eyes 'round again, looking for a path. "D'you smell that? That meat smell? Kind of foul, kind of sweet? Death. I smell death. Decay."[/section]




[sblock=Stats]Variant Human Bard 1
HP: 8/8
AC: 13
Initiative: +2
Saves: Dexterity, Charisma
Languages: Common, Halfling (race), Vistari (background)
Passive Perception: 14

STR: 8 DEX: 15 CON: 10 INT: 12 WIS: 14 CHA: 15

Spell Save DC: 12
Spell attack modifier: +4
Cantrips (2): light, prestidigitation
1st level (2/2): cure wounds, dissonant whispers, faerie fire, sleep

Bardic Inspiration: (2/2), long rest. Bonus action, choose one creature other than yourself within 60' who can hear you. d6 to an ability check, attack roll, or save w/i 10 min.

Bladed Scarf +4, 1d4+2, finesse, 10 ft reach
Dagger +4, 1d4+2, thrown, finesse, light, 20'

Acrobatics 4
Arcana 3
Insight 4
Investigation 3
Perception 4
Performance 4
Persuasion 4
Sleight of Hand 4
Stealth 4[/sblock]
 
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Wergil said nothing as the gates clanged shut behind them, but his jaw twitched as he clenched his teeth.

He knew that some time, hopefully soon, they would encounter a problem which could be solved through violence. When that time arrived, he would let go but until then, he had to keep it together and avoid lashing out at the others, as he had with that irritating Pelorite priest!
At least this time there didn't seem to be any preachy priests telling him what he could or couldn't do. .
[sblock=status]Wergil hp 15/15
Str +0(+2 Saves) Dex +3, Con +3(+5 Saves), Int -1, Wis +0, Cha +0
Athletics +2, History +1, Perception +2, Persuasion +2, Survival +2
AC 18
Inspiration yes
Rages 2/2
HD: 1/1[/sblock]
 

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