Strahd's "The lost Caverns of Tsojcanth" - Game Ended successfully!

Turo replaces his wand, and draws his morningstar. With a nod, the gnome leads the way forward, to see what awaits in the next cavern.
 

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The hulking warrior looks quizzically at the wizard for a moment, pondering her grip on the common tongue.

"Trust me, the less time we spend in this place, the better our moods will remain."

He walks off into the cavern, keeping his eyes and ears open, and his blade drawn in his right hand.

Turning his head to the side,"C'mon shorties, keep up!"
 

Crouching atop the stalagmites are four creatures. The look like orangutans except for their gruesome visage and tushes. Their hands and feet have six digits with exceptionally long claws. The furs are reddish-brown and the claws are yellowish-gray.
[sblock=Thanee] Allyra identify them as Bar-lgura demons [/sblock]
Once eye contact is established a moment pass and wicked, utterly evil darkness drops on the cave. Someone placed an arcane darkness on the area.

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Allyra

“Foul demons!” Allyra warns the others!


[SBLOCK=Strahd]Does Allyra know anything about these demons other than their name? :)[/SBLOCK]
 

[SBLOCK=Strahd]Does Allyra know anything about these demons other than their name? :)[/SBLOCK]
[sblock=Thanee] They can open a portal to the abyss and summon other bar-lgura demons.
They are Immune to poison and electricity; cold, fire, and acid
Bar-lguras can communicate telepathically and they posses many spell like abilities.[/sblock]
 

Turo takes a deep breath to steady himself against the sudden darkness, and then summons the power of Garl Glittergold. Not needing to see the foe, the gnome blasts the area in which the enemies stand with his deities just and holy might!


Holy Smite centered on the creatures, 5d8 damage + 1 round blindness (or 8d6 vrs evil outsiders). Will save vrs DC18 for half-damage and to avoid blindness.

AC 20, HP 63/63
Initiative: 14

[sblock=Spell Information]
Domains
Community: Use calm emotions as a spell-like ability 1/day, +2 to Diplomacy
Good: Cast good spells at +1 caster level
Inquisition: +4 bonus on all dispel checks
Oracle: Cast divination spells at +2 caster level

Spontaneous Casting
0th level: Cure Minor Wounds
1st level: Bless, Protection from Evil, Detect Chaos, Identify, Cure Light Wounds
2nd level: Status, Aid, Zone of Truth, Augury, Cure Moderate Wounds
3rd level: Prayer, Magic Circle against Evil, Detect Thoughts, Divination, Cure Serious Wounds
4th level: Tongues, Holy Smite, Discern Lies, Commune, Cure Critical Wounds

Spells Readied
Current Spells
Orisons (DC 14): Create Water, Detect Magic x2, Detect Poison, Light, Purify Food and Water
1st (DC 15): Magic Weapon, Lesser Vigor, Shield of Faith, Command, Divine Favor + Bless
2nd (DC 16): Lesser Restoration, Hold Person, Spiritual Weapon, Silence + Aid
3rd (DC 17): Stone Shape, Dispel Magic, Summon Monster III, Searing Light + Magic Circle vrs Evil
4th (DC18): Divine Power, Summon Monster IV, Dismissal + Holy Smite[/sblock]
 


Toman reacts quicker than normal for him, realizes that in this encounter, brute strength will win the day.

He quickly tries to continue his hot-streak of casting in armor and intones another of his known spells, seeking to grow larger.


[sblock=OOC]
Cast Enlarge Person on self. ASF chance of >0%

Initiative roll:
1d20+1=18
[/sblock]
 

Moments pass after Turo’s holy smite spell and nothing happens. The cave is shrouded in a sinister evil darkness but nothing leaps from the dark to attack and you feel nothing move toward you.

What do you do? Since you cannot see each other you can guess the way outside from where you just entered or move in total darkness where luck will lead you.
 

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