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Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 6:00 pm
by Zhym
Sounds like the plan is to rest, then. Deduct a day's rations (make it two, those of you who were around for last night and didn't deduct any rations for that night) and give me a watch schedule, please.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 6:23 pm
by Zhym
Oh—and if I don't get a watch schedule, I'll assume you don't set one, and everyone sleeps. 
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 7:31 pm
by MonkeyWrench
Thomas can take first watch, use the time to pray and all that.
Deducting 2 rations!
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 7:45 pm
by Zhym
Roger that. Note, however, that Iluq won't be able to pray for spells until after he rests.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 7:59 pm
by Storm11
Before we rest Castran will use his alter self spell to turn into a gargoyle. He will light or borrow a torch and fly up the bell tower lighting the webs as he goes and checking it out to make sure there isn't anything lurking up there.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 8:48 pm
by Dram
Bragar will take second watch.He will pray for spells before going down to sleep.
Watch schedule so far:
Thomas first watch
Bragar second
??? Third
??? Fourth
Add your name to watch list.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 8:54 pm
by Zhym
Please see my note re: Iluq above. You can pray for spells before sleeping all you want, but you won't get them until you pray after sleeping. Spell casters can only learn spells (whether by praying, meditation, or memorization) after they've had a certain amount of uninterrupted rest. The amount of necessary rest depends on the highest spell level the caster wants to learn (level 1-2: 4 hours. Level 3-4: 6 hours. Level 5-6: 8 hours). "Uninterrupted" means, at a minimum, no physical exertion, but any combat (whether the caster participates or not) also interrupts rest.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 9:11 pm
by Storm11
The gnome will take watch four.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 10:14 pm
by OGRE MAGE
MonkeyWrench wrote:Thomas can take first watch, use the time to pray and all that.
Deducting 2 rations!
I think that's a different Cleric.
Tib will rest/watch whenever necessary. He seems a little crabby again for some reason.
If nobody threatens to run me through, I think I will drink that last antidote if there are no objections.
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 10:16 pm
by MonkeyWrench
gah lol...
I was even reading it thinking about why everyone was in the wrong thread...
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 11:15 pm
by Zhym
Date: Nouluna 5, 1221
Time: 11:00 PM
Weather: Light rain
Moon: Full
Location: Castle Ravenloft, Treasure Vault
**************************************
Deciding that the treasure vault makes a defensible spot to rest, you prepare to settle in for the night, confident that you can find a way out in the morning.
After a small altercation about the treasure, Tibbius finally takes the other bottle marked "Antidote" and quaffs it. It, too, seems true to its labeling. He feels much better.
Castran
alters himself into the form of a gargoyle. Lighting a torch
(mark off, please), he flies into the bell tower, burning away webs as he goes. The webs stop about 70' above the floor, giving way to massive rafters from which hang a very large bell. Windows ring the wall just under the tower's peaked roof. The windows appear to be large enough to allow someone the size of a man to fit through. Castran returns to the treasure room and to his own form.
Iluq takes the first watch. All is quiet for most of the hour. At one point, he thinks he sees something near the ceiling of the treasure room, but it turns out just to be bats. Looking at the bats, he notices small windows, barely larger than arrow slits, at the top of the room. The rest of his watch passes uneventfully until midnight approaches. He's just about ready to wake Bragar when Agrippo's Sunsword flares, casting all the treasure room in a bright light except for several dark, wispy shapes above that seem to absorb all light.
Actions!
Status: Agrippo: 32/52, Tibbius: 10/10, Iluq: 13/34, Tumbler: 24/39, Robert: 16/34; Fendt: 17/19; Castran: 13/23; Melampus: 21/30; Bragar: 31/42
Re: 6. Dawn of a New Night
Posted: Tue Dec 16, 2014 11:33 pm
by MonkeyWrench
Iluq grabs his holy symbol, yelling to the group,
"Wake up! We have trouble!!" He points his symbol at creatures,
"Begone creatures!!!!"
Turn Undead: [1d20] = 18
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 12:14 am
by GreyWolfVT
Fendt awakens and reaches for the newly discovered scimitar. Preparing for a fight.
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 1:54 am
by Zhym
Date: Nouluna 6, 1221
Time: 12:01 AM -
Combat Round 1
Weather: Light rain
Moon: Waning gibbous
Location: Castle Ravenloft, Treasure Vault
**************************************
Iluq takes a narrow initiative. He calls the alarm, rousing you from your brief slumber. Pointing his holy symbol at the dark shapes, he cries out,
"Begone!" Four shadowy figures vanish through the windows—or was it the walls? Iluq realizes with mounting horror that he has encountered things like these elsewhere in the castle, and recognizes them as wraiths!
Three remain. They attack. Two fly straight at Agrippo, the bearer of the shining Sunsword. Perhaps the light is too much for them. Neither can get its icy claws into him.
The third goes for Fendt, who is reaching for the magical scimitar in the treasure hoard. The wraith's smoke-like hand reaches out and into his heart. Fendt feels a little bit of his life drain away.
(Fendt: -3 HP, -1 Fighter Level!!) He picks up the scimitar. It starts glowing! Its soft glow is no competition for the Sunsword's glare, of course, but it still shines with an unmistakeable magical glow. The scimitar feels good in his hand.
Actions!
Status: Agrippo: 32/52, Tibbius: 10/10, Iluq: 13/34, Tumbler: 24/39, Robert: 16/34; Fendt: 14/15; Castran: 13/23; Melampus: 21/30; Bragar: 31/42
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 2:15 am
by GreyWolfVT
Fendt needless to say is feeling a bit drained and misses his first attack on the wraith.
Magical Scimitar [1d20] = 3 to hit [1d8] = 7

Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 3:18 am
by OGRE MAGE
Tibbius casts his Protection From Evil spell.
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 3:47 am
by Dram
Bragar grabs one of the Maces in the treasure stash. As it is quicker than drawing his mace from his.
Mace attk, to hit[1d20+1] = 15+1 = 16, to dam[1d6] = 6
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 6:50 am
by Storm11
Castran casts his mirror image spell.
Do any of you clerics have Negative Plane Protection memorised? How many of Madam Eva's potions that protect against energy drain do we have? Tumbler or Tibbius if you aren't using that magic dagger can Castran borrow it? 7 Wraith's is a dangerous combat for us! They hate sunlight. Does the sunsword do anything like create sunlight? Can you cast a protection from Evil on one of the fighters?
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 1:06 pm
by Computer +1
Tumbler went to sleep without speaking to anyone. His dreams were all dark and full of nightmarish images of the banshee. He woke up once or twice in a cold sweat. As he lay trying to get to sleep he realizes that the fortune that he has sought out his whole life in next to him and yet he feels no joy whatsoever. He thinks about the large paladin who annoyed him to no end with his preachy ways and realizes how much he missed the stupid human.
He must have dozed off again for the shout of alarm wakes him with a start. He whips out his enchanted dagger and rolls into a defensive posture. Having seen the power of the wraiths earlier he knows better then to attack, he will defend himself and hope the others with longer reaches can drive the creatures off.
Re: 6. Dawn of a New Night
Posted: Wed Dec 17, 2014 6:02 pm
by Stirling
Agrippo , Sunsword and shield held aloft will bark out warnings and suggest the party form up defensively in the other secret room not in the treasure chamber where 'ghosties' can swoop down upon us. If any wriath is withing his reach he will strike out to melee attack.
Melee to hit: 13, melee damage = 12
"ha, take that foul creature"