Quasi Dungeons and Dragons

Author: drafterman

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Buddamoose
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@secularmerlin
@Earth
@TheDredPriateRoberts
@kindertina
They see that the fog has receded away from the house, allowing exit back into the town proper

(This btw. Before we go back to the windmill we should go vack and press that innkeeper and people who were at the tavern about why nobody bothered to mention Barovia had been abandoned for 200 years.)
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@Buddamoose
(If we can even get back.)
drafterman
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The party scrambles away from the house as it begins to pull in on itself. It rises off of its foundation, and the exterior walls warp inwards, as if some great force were pulling it into itself. A supernatural blue light emanates from the windows as the house collapses, as if grushed by a giant invisible hand. Smaller and smaller it goes until all that is left is a pinpoint of blue light that suddenly winks out of existence, leaving an empty, bare lot.

From where the house disappeared, a letter floats gently to the ground. It bears the familiar seal of Strahd.

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@drafterman
I go pick up the letter and read it
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@Buddamoose
(And Snerp is turned into a toad.)
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@secularmerlin
@Buddamoose
@Earth
@TheDredPriateRoberts
@kindertina
Messrs. Grahf, Snerp, Roberts, Luraxt and Mistress Eikka:

Greetings and welcome to my humble valley of Barovia. I hope that your visit to the ancient and venerable Durst Household - known locally as the "Death House" - was not too disturbing. It is a brief trip down memory lane that I oft arrange for visitors to engage upon. A test of spirits if you will. It pleases me to no end to see that you have survived with naught lost, and have arrived properly to my domain.

Enjoy your stay: mingle with the locals, sample the cuisine. I am sure that our paths will cross at some point, and formal introductions can be arranged.

Your gracious host,
Lord Strahd von Zarovich
The group notices that the items taken from the house have aged considerably. Anything perishable rots away to dust. The mundane armor and weapons (save the silvered shortsword and cloak of protection) corrode and rust. The valuable gems and jewelry tarnish, but remain intact. The deeds show signs of age, but are still legible.

Around them, the town appears different. Though still dreary and desolate, some of the buildings do show signs of habitation, especially the larger buildings toward the center of town. The squeaky wheel of a cart echos down one of the small streets that criss-cross the town. In the distance, looming high over the town at the peak of a mountainside is a gloomy castle.

Though the fog has receded, the thick cloud-cover remains. Even though it is still clearly day light (Day 2, Afternoon), Luraxt finds himself(?) unaffected.

GAME PAUSED - ADVANCE TO LEVEL 3!!
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GAME PAUSED - ADVANCE TO LEVEL 3!!

Yesssssssssssssss


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@secularmerlin
And Snerp is turned into a toad.

(😂😂)
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@drafterman
Can anything be magically mended?
drafterman
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LEVEL 3 ADVANCEMENTS AND CHOICES

Eikka
  • Gains a 1st level spell slot
  • Gains 2 2nd level spell slots; can now prepare 2nd level spells
  • +7 HP
  • Can now prepare up to 5 spells per day
  • Gains Augury and Suggestion for free
  • Choices: None at the moment
Grahf
  • Gains 1st level spell slot
  • +8 HP
  • Divine Health (Immune to Disease)
  • Choices: Sacred Oath (Ancients, Crown, Devotion, Vengeance)
Luraxt
  • Gains a 1st level spell slot
  • Gains 2 2nd level spell slots; can now prepare 2nd level spells
  • +5 HP
  • Can now prepare up to 5 spells per day
  • Choices: Add 2 1st or 2nd level spells to your spellbook
Snerp
  • Gains a 1st level spell slot
  • Gains 2 2nd level spell slots
  • +5 HP
  • Choices: Learn a 1st or 2nd level spell
  • Choices: Bard College (Glamour, Lore, Satire, Swords, Valor, Whispers)
  • Choices: Exertise (2 currently proficient skills)
Roberts

TheDredPriateRoberts
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@drafterman
Eldritch Kniggit

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@TheDredPriateRoberts
  • You learn 2 Cantrips
  • You learn 3 1st level spells (Two must be abjuration or evocation spells)
  • You gain 2 1st level spell slots
  • http://dnd5e.wikia.com/wiki/Wizard_Spells
  • You may now bond with a weapon of your choice
Earth
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@drafterman
Oath of Devotion.
kindertina
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@drafterman
Dragons breath and flaming sphere.
Buddamoose
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Spell: Faerie Fire

College: Lore
        ( - 3 Bonus Proficiencies: Perception, Stealth, Sleight-of-hand)

Expertise: Perception, Persuasion 

Unless by current you meant ones I started game with in which case persuasion and deception. 


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@TheDredPriateRoberts
Eldritch Knight

Dude that is dope AF 💯

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Earth
  • Oath of Devotion
  • Protection from Evil and Good; Sanctuary for free
  • Channel Divinity (Sacred Weapon and Turn the Unholy)
Snerp
  • College of Lore
  • Cutting Words
  • Expertise (Perception, Persuasion)
Luraxt
  • Gains Faerie Fire as a racial spell (1/day)
(Waiting on Roberts' choices, then we can continue; Everyone else's sheets should be good to go.)

Player Summaries:
Eikka -  24/24HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⭘ | Spell Slots: 1|2
✶Grahf - 20/28 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: 3  | Channel Divinity: ⬤ | Lay on Hands: 5 | Spell Slots: 1
Luraxt - 13/17 HP - 13 AC - Arcane Recovery ⬤ | Spell Secrets ⬤ | Spell Slots: 4|2
Roberts -  28/28 HP - 17 AC - Action Surge: ⬤  | Second Wind ⬤ | Spell Slots: 2
✶Snerp - 18/18 HP - 13 AC - Bardic Inspiration: ⭘⬤ | Spell Slots: 1|2

Earth
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(Can Minor Illusion make jewelery look better than what it is?)
Earth
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(Also, can I cast Sanctuary on myself, and if so, can I block a monster from attacking anyone else, so he can't do anything?)
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@Earth
(Can Minor Illusion make jewelery look better than what it is?)
(Eh... in a sense, but probably not the sense you mean. You can create an illusion of better looking jewelry, but illusions created by minor illusion are static. It won't move. Prestidigitation or mending would be better)

(Also, can I cast Sanctuary on myself, and if so, can I block a monster from attacking anyone else, so he can't do anything?)
(You can cast Sanctuary on yourself, but it only protects you from attacks or harmful spells. Monsters are certainly free to take other actions or to target other people)
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@drafterman
Green-Flame Blade
Sword Burst


shield
chromatic orb
magic missile

(weapon bond can be changed or no? anticipating no, I'll go with long swords (double wield) if they don't have to be the same, then long sword, and short sword off hand)
Earth
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@TheDredPriateRoberts
magic missile
(👌)
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@TheDredPriateRoberts
(When you do a short rest, you can bond to a specific weapon, rather than a type. Thereafter you can't be disarmed and can summon it from anywhere on the same plane as a bonus action. You can bond up to two specific weapons at the same time. You can also perform the ritual to change your bond from one weapon to another)
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GAME UNPAUSED

Day 2
Afternoon
The group spends some time to catch their breath from the torment that was the Death House. Between Eikka's mending and Snerps' prestidigitation, they are able to restore and mend the weapons, trinkets, gems, and deeds recovered from the house. The books taken from the various libraries (other than the spell book) crumbled to dust and were irrecoverable.

(What do?)


Player Summaries:
Eikka -  24/24HP - 16 AC - Channel Divinity: ⬤ | Relentless Endurance: ⭘ | Spell Slots: 1|2
✶Grahf - 20/28 HP - 16 AC - Breath Weapon: ⬤ | Divine Sense: 3  | Channel Divinity: ⬤ | Lay on Hands: 5 | Spell Slots: 1
Luraxt - 13/17 HP - 13 AC - Arcane Recovery ⬤ | Spell Secrets ⬤ | Spell Slots: 4|2
Roberts -  28/28 HP - 17 AC - Action Surge: ⬤  | Second Wind ⬤ | Spell Slots: 2
✶Snerp - 18/18 HP - 13 AC - Bardic Inspiration: ⬤⭘ | Spell Slots: 1|2

TheDredPriateRoberts
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@secularmerlin
@Buddamoose
@Earth
@drafterman
@kindertina
(let's sell the stuff we don't need, I could use some coin)
We should explore and visit the larger buildings.  Those are probably where the officials of this town reside, and that is where we can learn more about this area.
(assuming we are right in the middle)
There appears to be a building of interest directly to the south and another further south.  The one to the NNW appears to be a church with a cemetery.  That maybe a good one to leave for last with all the undead we have already encountered.

Earth
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@drafterman
Are there any shops? If so, head there now.


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The group looks around at the nearby buildings. The sparse light from a building southeast of the square building spills out from behind drawn heavy curtains. A sign over the door, creaking on its hinges, reads "Bildrath's Mercantile." As you enter, you hear a mournful sobbing from another building close-by to the south.

Inside the mercantile, the building is packed with shelving containing a variety of goods and gear. Currently stocking the shelves is a giant of a young man, whose leather tunic is barely able to contain his form. He gives you no noticed as he stairs at two trinkets in his hands with a confused look on his face.

From the far end of the shop you hear an older man's voice: Oh, for the sake of the Morninglord, Parriwimple, the red one goes on top, the blue one on the bottom... the RED ONE. The one in your right... RIGHT... OTHER RIGHT... hand.

The voice is coming from a stout and balding man he stands behind a counter, attempting to direct Parriwimple in his stocking of the shelves.


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@drafterman
I want answers. We need to find some people to question.
Earth
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@drafterman
Unload my jewelry/gems for money and look around for upgrades in my gear.
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@Earth
(Slow down cowboy. Let's talk about how we can best use the gold as a party.)