Gwynfrid
It all feels like a dream now. Well, a nightmare, rather, a dark, dreary one at first, then more and more scary, escalating to the terrifying conclusion that is sure to come now. The cold fog is what they all remember, from the beginning. What were they all doing in this land named Barovia? Were did they come from? They didn't even know each other. What brought them together? None of them can recall how they got to this place, its constantly overcast sky, its fields with partly harvested, partly rotting crops, its constant atmosphere of dread.

The village was worse. Blanketed in midst, smothering the streets and marooning the buildings, an archipelago of crumbling masonry in a gray, hopeless sea. Charcoal was thick on the air, but that choking odor couldn't overpower the underlying, sickly sweet smell of carrion and spoilage. Claw marks raked some of the abandoned buildings, others had barricaded doors, windows shuttered and planked. Had anyone been saved? But they didn't have much time to investigate, because the zombie incursion began soon after.

... And then, the castle. How they got there, again, wasn't clear in their minds. An elaborate, massive assembly of thick crenelated walls, towers of all heights, crowned with ominous-looking stone gargoyles, statues of vaguely demonic figures, and worse. Yet, they came across the drawbridge, creaking in the wind, the rust-eaten iron chains straining with the weight. Inside, they found dwellings of haunting and ancient grandeur, all covered in dust, rotting in places. Whispers of dead secrets in the corridors. Traces of a terrible past. And so many, many denizens intent on murder, deadly traps, untold horrors in the dungeons. In so many of these halls, they could have met their end. Yet, they perservered, deeper and deeper into the castle, in a desperate quest for survival.

Finally, they have come here. The catacombs. The final resting place, inasmuch as they have been able to ascertain, of the last master of Castle Ravenloft - Count Strahd von Zarovich.

Buried deep beneath the keep of Ravenloft, an arched ceiling sags over squat crypts, forming a maze of catacombs. A thick fog clings to the ﬂoor and cobwebs hang limp in the musty air.

The black ceiling appears to move.



 
 Spoiler 
The group came down the stairs shown on the left side of the map. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts. The crypt walls and the arches over the walkways support the ceiling, which is 15 feet high throughout the area. The entire place is pitch dark, but four of the characters have ancestral darkivision, and can see the area depicted below. For the two without darkvision, please indicate if you have turned on your Goggles of Night. If not, then please indicate what your source of light is.

We are presently in exploration mode. Please indicate your current  exploration activity . (Edited for correct link)

 
 Spoiler: Map 
 
 

 

 OOC thread
  Recruitment thread 
Thunder999
Jildu peers around the unpleasant place, holding his glowing staff firmly in front of him.

  Ceilings really should remain still, not that anything in this place seems to care how things should be.  
 
 Spoiler: OOC 
Jildu has the Light cantrip cast on his staff, causing it to shed bright light in a 60-foot radius and dim light for the next 60 feet.
Oh and he'd have used his Wand of Longstrider by now too, since it lasts 8 hours.
He's taking the Investigate activity
 
zylodrizzt
 I prefer no ceiling at all but here we are and hopefully I will see the sands of my lands once more. I'll take a look ahead.   eada says.

This elf has sand colored skin. Wild dark nearly black hair. Sky blue eyes. He wears the garb of an acrobat. Tight but very breathable. Tho he is more on the scrawny side you can see the muscles shift as he moves especially in his legs. Definitely an athlete.

 
 Spoiler: actions 
taking the avoid notice action. This may allow me to use stealth instead of perception for innit
 
Albinobrow
 It's cramped.. not enough room to stretch in here..  The very small Kluh looks around clearly uncomfortable, falling slightly behind the group.

It's amazing how he's managed to keep up with several ropes and a sword twice his size in his hand but dragging behind him, the edge chipped and scraped from being drug across various types of rock and earth.

 
 Spoiler: OoC 

Kluh will also take the scout action but holding up the rear.
 
SanguinePenguin
Not wanting to use her goggles just yet, Aleith stays near Jildu‘s staff for light.  With her gloomblade drawn and her soft boots moving her in near silence, she creeps along the hall.  As she moves, she studies her surroundings, especially the ceiling, calling on her extensive skill set and worldly knowledge to better understand exactly what they are getting into here.

 
 Spoiler 
Investigate action
 
Gwynfrid
Aleith looks at the ceiling, and with the help of Jildu's light, she quickly determines the nature of the movements up there. The place teems with bats, their wings black at the deepest recesses of the earth.


 
 Spoiler: Map corrected for tile size 

I placed the characters more or less randomly, except for eada who's further out, accounting for the post above. From that position he sees more of the pathways between the crypts. All the crypts have doors, which are closed.

 
 
Nomrom
Moving forward with the others, Razick's eyes peer through the light from Jildu's staff and into the surrounding darkness as well. His careful gaze searches out likely places looking for any secrets the deadly catacombs may conceal.

 
 Spoiler: OOC 
Razick takes the search action as he travels with the rest of the group.
 
Gwynfrid
The magical light casts eerie, ominous shadows as the companions advance cautiously. Razick's keen senses don't detect any hidden features in the stone walls and arches. Meanwhile, Aleith and Jildu check out engravings on the crypts' doors. The first one on their right reads :

    Patrina Velikovna
Bride    
That name doesn't mean anything to the adventurers. However, the one on their left does. Freshly carved letters in the stone door mark this as the tomb of

    Aleith Gahrain
Wife    
Thunder999
Jildu turns to the woman next to him  "So, I'm going to guess you probably weren't married to a woman who shared your name? Perhaps we should open it, anyone good at spotting traps?" 
SanguinePenguin
 “That’s a lotta bats,”  Aleith whispers as she walks up to the eponymous tomb.   “No… I certainly haven’t wed, let alone to myself.  I  am  named after my great-grandmother, but she is buried far from here, and not in a crypt.”   She frowns at the potential implications, as she withdraws her tools and begins to look for traps.
Gwynfrid
While Ser Rychard advances cautiously, his shield at the ready for any unexpected attack, Aleith examines the crypt door for traps, failing to find any. A tense moment passes. Suddenly, a booming voice echoes across the arches, seemingly coming from all directions. It speaks with an aristocratic accent, with barytone intonations that somehow evoke the ancient days of Barovia - while not truly the voice of an old man, it betrays a weariness of the world and the weight of centuries, someone who has seen and caused death countless times. The voice of a dead soul.

   "Why have you come to my demesne? Are you on a quest for your own doom? Did not my castle and its denizens stand as a warning that I do not care for being disturbed in my rest?

Yet, here you are, among the tombs of my subjects and ancestors.

Very well.

You have chosen.

You are welcome to join me NOW!"   
 
 Spoiler: Entering encounter mode - round 0 
For simplicity, I will roll all initiatives. The rolls below include a +1 bonus thanks to Kluh's scouting.

Ser Rychard, Perception  (1d20+14)[ 34 ] 
Alteith, Perception  (1d20+19)[ 35 ] 
Kluh, Perception  (1d20+16)[ 17 ] 
Razick, Perception  (1d20+17)[ 23 ] 
eada, Stealth  (1d20+18)[ 34 ] 
Jildu, Perception  (1d20+19)[ 37 ] 
Enemies (average bonus), Perception  (1d20+18)[ 21 ] 

A reminder, I use a house rule for group initiative in PbP. The point of this rule is to speed things up in the PbP context. It works like this:
- Each character has individual initiative, while enemies have initiative as a group (equal to the average of all members).
- Round 0: The characters with initiative higher than the enemy initiative act; then, the enemies act.
- Round 1: All characters act; then, the enemies act. Etc.
- Character actions are resolved in the order of posting. When necessary, you can indicate conditional actions to modify that order: For example, "Berndik waits until Alzobar casts his spell, then he charges the ogre leader; if the leader is down, he charges the closest ogre instead".

In the present case, everyone except Kluh gets to act in round 0.

EDIT - note I didn't change the map, but Aleith is in I25 now.
 
zylodrizzt
Eada crouches down like a lion ready to pounce. He looks around trying to spot potential threats dagger in hand.

 
 Spoiler: action 
he takes the seek action. If it's a free action to drop prone(ish) I'd like to do that since I have kip up. Saving my other two actions for if I see a threat.
 
Thunder999
Jildu casts a Shield spell and channels some of the abjurant magic into his staff, sliding into his Arcane Cascade, then approaches the crypt door (or opens it if he's already close enough)

 
 Spoiler: OOC 
Not much you can do without an enemy in sight, but he's ready.

Statblock stuff: 118/118 hp, Arcane Cascade stance is providing +2 Force damage on every weapon attack, Shield is giving +1 AC for a total AC of 29. His staff is held in two hands.
 Sheet 
 
Gwynfrid
 
 Spoiler 
(Rolled a secret roll) eada detects nothing in the area in front of him.

Dropping prone is an action you can take, but not a free action.
 


Carefully looking around, eada cannot find any hidden enemy. Jildu assumes a combat stance and moves to the crypt door. From his vantage point, the pathways between the arches remain free of any presence.

The only trace of activity they can sense is from the bats, shuffling uneasily over their heads.
zylodrizzt
Eada slows his breathing and shifts his footing taking a stance that allows for great mobility with little effort allowing easy dodges and blocks. He tries to remain undetected.

 
 Spoiler: finish round 0 
Go into crane stance with 1 action and stealth again with final action. I now have 1 higher ac
 
SanguinePenguin
Aleith twists her lenses to night mode.   “Put that light out,”  she mutters as she draws up her hood and abruptly vanishes from sight.

 
 Spoiler 
1: activate goggles of night - dark vision 1 hour
2-3: activate cloak of elvenkind - invisibility 2 minute
 
Nomrom
Startled by the voice appearing out of nowhere, Razick quickly thrusts his hand into his pouch of reagents and whips up a potion that he immediately chugs down before peering into the darkness once more to find the source of the voice.

 
 Spoiler: Actions 
1st - Quick Alchemy to make a Cat's Eye Elixir
2nd - Interact to drink the elixir
3rd - Seek action
 
Gwynfrid
Razick can't be quite sure, but he thinks the echoes originated from the right of the broad pathway facing them. Cautiously, shield at the ready, Ser Rychard moves forward, but he doesn't see any enemies - only shadows of himself and his companions dancing along the cobweb-covered walls.

The voice rises again.

   "Should you simply accept my embrace, it would be less painful. But it may be that you prefer to perish in a fight.
I will honor your choice."   

The voice continues, much less distinctly, in undecipherable tones that sound like some spell is being cast. Then, another sound loudly stirs the deathly atmosphere. It is a noise of stone scraping over stone, like a heavy door opening, somewhere among the catacombs, but coming from the direction opposite from the voice...

 
 Spoiler: end of round 0 
Actions for Ser Rychard:
#1 and 2 Move to K26
#3 Raise shield

Round 1 begins. All characters' turns, in any order.

I made the mistake of leaving home without a copy of my plans and tokens, so I had to make a new one that doesn't look as good. On the other hand. it's probably easier to read.

 
 
Nomrom
Razick is initially drawn to the voice that seems to be coming from the right, but his attention is immediately diverted to the scraping sound that seems to come from off to the left. He quickly darts around the corner, eyes scanning any sign of life ready to rain fire on whatever may be threatening them.

 
 Spoiler: OOC 
1st action - Razick strides his full 35 ft. to G22
2nd action - Seek action ahead of him down that corridor
3rd action - If he sees something, then he'll strike with either an alchemist's fire or a ghost charge depending on how undead it looks to be. If he doesn't see anything yet, he'll stride again. I will update as necessary based on the result of his seeking.
 

 
 Spoiler: Character Information 
 Pathbuilder link for character tracking 
Infusions 8/15; Alchemist's Fire (Moderate) x6, Elixir of Life (Moderate) x4, Ghost Charge (Moderate) x6
 
zylodrizzt
Eada sneaks to the north toward the sound of something opening.

 
 Spoiler: actions rnd 1 
1. Sneak
2. 60ft movement north
3. Not sure would like more info b4 deciding
 
Gwynfrid
Neither eada nor Razick see anything in the corridor.

 
 Spoiler 

@Nomrom: Razick is now in G22, and saw/heard nothing. He has one action left.

@zylodrizzt: The Sneak action is a movement, but at half speed. With Eada's great base speed, he gets to H21 and now has 2 actions left. Please use the coordinates to indicate precisely where he goes next.
 

 
 Spoiler: ADDED: Map update 
 
 
Thunder999
Jildu will cast Shield again then follow eada.

 
 Spoiler: OOC 
Stride twice to follow as far as I can, 45ft speed
Still full health, in cascade, AC 29 thanks to shield.
 
Albinobrow
Kluh grips the dinged up bastard sword and readies it in both hands, almost twice his size! And continues to look around while following behind the group.

 
 Spoiler: OoC 

Kluh's actions this round will be
Seek
Stride
Stride

The goal is to stay in the rear guard of the group, and look around for any potential disturbances. Not sure exactly where that'll put him with his 25ft speed. But again, wants to stay in the rear guard.
 
SanguinePenguin
Invisible, Aleith says again,  "Jildu!  Kill the light! Goggles up!"  She draws her blade and dashes after the others stealthily.

 
 Spoiler 
1: draw blade
2-3: double swift sneak after the others, keeping some distance.

@Thunder999:  Aleith has a gloomblade which gives large benenits in darkness.
 
Gwynfrid
Eada swiftly goes on to explore further in the possible direction of the noise, and finds what seems to be the far end of the catacomb. Further, some stairs go down into the darkness, but that opening is barred with a portcullis. He gets the sense that he has probably gone too far that way... Especially when the metallic sound of heavy steps are heard from the south-east direction. Another voice rises, with an abyssal depth to it, and his companions react with cries of pain and alarm. Indeed, the others have followed, at their own pace, and in front of them, a dark figure emerges. It is a tall warrior, clad from head to toe in an armor of entirely black metal. Two points of pale blue light are the only facial features visible through his square, heavy helmet. He strides calmly, not bothering with either discretion or speed, a large sword in both hands, pointed in Ser Richard's and Razick's direction. A single word of magic, spoken with a voice that sounds like it comes from the deepest of graves, and the whole area is covered in frost, chilling their bodies to the bone! All around, the frozen bodies of bats fall from the ceiling, and hundreds of the surviving animals take flight...

In a farther distance to the south, Ser Richard hears the first voice again, as more magic is spoken. But then, another enemy emerges, right next to Kluh, who was guarding the rear: Seemingly made entirely out of shadows, it silently comes right out of the wall next to him, and strikes with a bare hand that lacks all physical substance.

 
 Spoiler: end of round 1 
I positioned your characters approximately following your indications, I hope this is reasonably OK - I won't backtrack, I'm afraid, that would be far too complicated!

The full-armored warrior comes out of the crypt in S20, strides, and unleashes a 30-ft blast of cold. Razick and Ser Richard are in the area of effect.
Cold damage  (5d12)[ 30 ] , basic reflex save DC28
Ser Rychard:  (1d20+18)[ 25 ]  - failed
Razick:  (1d20+19)[ 30 ]  - passed

The shadowy creature comes out of the wall in I22 and attacks Kluh  (1d20+18)[ 31 ]  for  (2d10+6)[ 21 ]  negative damage - hit!

The sound of spellcasting came from the area between N-T/30-35.

Total for this round:
Ser Rychard took 30 cold damage.
Razick took 10 cold damage thanks to his ring of cold resistance.
Kluh took 21 negative damage.

 
 Spoiler: map 
 
 

 
zylodrizzt
Eada comes around the corner seemingly flying in a blur of motion. He leaps into the air leg extended twisting as he goes in a screw type motion to knock the knight to the ground. The knight stands it's ground as the elven missile lands on his chest but quickly follows is a kick to the side of the head. Eada pushes off into a back flip and disappears behind a tomb once again.

 
 Spoiler: rnd 2 eada 
I'll put flavor in later.
Action 1 move up to the fully armored warrior (hopefully didn't know I was there b4)
Action 2 flurry of manuvers (trip then attack)
Action 3 sneak back around a crypt 30ft away (m14 I think)
 


Rolls
Trip  (1d20+20)[ 26 ] 
Attack  (1d20+20)[ 30 ] 
Damage  (2d6+6)[ 16 ] 
Thunder999
Jildu re-casts his Shield, Strides into reach of the armoured figure and swings his staff for its feet to try and Trip it.

 
 Spoiler: OOC/rolls 
So about that light, turns out it's not actually dismissable, maybe after this fight I could cast it on something and shove that in a bag since you can only have one, wouldn't have gone with it if I'd known.
Stride is to N18 since Jildu has reach.  His staff has the Trip trait so he can use its reach and +1 when tripping.
 (1d20+22)[ 41 ]  against reflex DC to trip.

Shield is boosting AC to 29, 118/118hp
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
Albinobrow
 THAT  HURT!!!   Kluh screams and his anger causes his small form to swell up as if each muscle was expanding like a balloon! He turns to his assailant and raise the now huge bastard sword and swings down! The metal shooting sparks as is scrapes against the walls!

 
 Spoiler: OoC 

Get mad! Attack the thing that hit me!

Action 1 - Rage: Grow large, 1 minute
Action 2 -  Strike  (1d20+20)[ 27 ]  Damage  (2d8+10)[ 18 ]  Persistent bleed damage  (1d6)[ 2 ]   Giant Stature
Action 3 - Strike?  (1d20+20)[ 30 ]  Damage  (2d8+10)[ 16 ]  Persistent bleed damage  (1d6)[ 3 ] 

Pretty sure that's right. I don't see where I can't attack twice?

Edit to show raging, giant stature, followed by a strike.
 
SanguinePenguin
Aleith scowls invisibly accepting that Jildu won’t turn off his light - no matter.  She dashes down the hall silently, but slows at the nexus of two paths:  one leading to the shadowy form; the other to the armored figure - next to Jildu’s light.  Neither option looked appealing, so she glanced back and forth studying the two figures, trying to gauge which is the better target.

 
 Spoiler: Actions 
1: move to K17
2: recall knowledge (shadow)  (1d20+12)[ 19 ] 
3: recall knowledge (knight)  (1d20+12)[ 28 ] 

I am assuming undead here, but if I am wrong, her check may improve.
 
Gwynfrid
Eada runs at an incredible speed between the catacombs, arriving just right to land a kick aimed at the warrior's feet. However, the black armored man dodges this easily. Not so, the clever follow-up blow to the face with the other foot, as the acrobatic monk attempts to retreat - only to be intercepted by a lightning-fast strike of the greatsword.

Jildu cautiously casts a defensive cantrip before moving in. An elaborate feint with the staff, and the warrior falls on his back in a loud clang of metal hitting the hard stone. Ser Richards joins the fray, calling on the power of his deity to smite this undoubtedly evil creature. Meanwhile, Aleith racks his brain, searching for memories to recall to his help against these creatures. Undead, that they most certainly are, but beyond that?

Raised to a frenzy by the cold shock a few seconds ago, hundreds and hundreds of bats take to the air, and attack every inch of exposed skin! The warrior stands again, only to focus his attacks on Ser Richard.

Meanwhile, on the other side of the battlefield, Razick moves in, to throw a few of his specially prepared concoctions at the creature, which seems to be in great pain from it. Kluh yells in anger and grows to incredible proportions! His bastard sword buries itself in the shadowy, near-nonexistent substance of the creature who just assailed him. His sword takes out a bit of dark, wispy material, that quickly evaporates in the cold air of the tomb. The creature retaliates. In a painful effect that shakes Kluh to the bone, it pulls on his shadow, and to his astonishment, rips it off him! To top that off, it then retreats right from under the giant goblin's nose, to disappear right through the nearest stone wall!

But Razick doesn't have time to reflect on this strange flight, because he hears footsteps now, coming from behind the closest crypt, and suddenly stands before him the master of Ravenloft, the superbly elegant Count Strahd von Zarovich. He really strikes the figure of an aristocrat, someone supremely aware of his power and superiority. As he walks, it appears that there are four of him, four identical versions advancing together, but experienced adventurers will easily recognize this to be an illusory effect. His face is gaunt, his half smile unsettling, but what Razick notices the easiest is the eyes. Red-blood, piercing, imperative, they seem to bury their gaze into his skull... But the alchemist shakes his head and manages to ignore the intense attack.

 
 Spoiler: end of round 2 
PC's actions

Eada moves in, trips (miss), strikes (hit, 16 damage) and moves away.

The armored warrior reacts with an Attack of Opportunity  (1d20+22)[ 28 ]  damage  (2d12+9)[ 16 ]  +  (1d6)[ 1 ]  cold - MISS

 If this is a hit, then Ser Richard reacts with Retributive Strike, reducing damage by 12.
 
Jildu casts Shield, moves in, and trips : Crit! The warrior falls and takes  (1d6)[ 5 ]  damage.

Kluh rages, grows, and strikes: Hit, but not all the 16 damage goes through, and this creature doesn't bleed.

Ser Richard moves in, enacts Smite Evil, and strikes  (1d20+20)[ 27 ]  damage  (2d8+5)[ 16 ]  + 4 good damage - MISS

Aleith moves and attempts to recall knowledge. These are secret rolls, so I didnt use your rolls.
 
 Spoiler: Aleith's information 
Aleith seems to remember having read about dark warriors like this one, it's an undead, called a death knight. A major portion of the death knight's power lies in their sword.
Aleith doesnt remember anything about the other creature.
 


Razick moves, and throws two Moderate Ghost Charges at the creature attacking Kluh.
#1  (1d20+19)[ 29 ]  damage  (2d8+5)[ 17 ]  positive. The splash does nothing to Kluh - HIT
#2  (1d20+14)[ 30 ]  damage  (2d8+5)[ 9 ]  positive. If either attack hits, the creature is enfeebled 1 - HIT

Enemy actions

3 vampire bats swarms take flight in the area hit by the dark warrior's cone of frost last round. They all use their 3 actions to feast on the blood of those present in the area. Basic Reflex saves for all :

Aleith
#1  (1d20+21)[ 38 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed
#2  (1d20+21)[ 37 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed
#3  (1d20+21)[ 39 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed

Jildu
#1  (1d20+16)[ 28 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed
#2  (1d20+16)[ 35 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed
#3  (1d20+16)[ 27 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed

Ser Richard
#1  (1d20+18)[ 33 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed
#2  (1d20+18)[ 32 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed
#3  (1d20+18)[ 28 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - CRIT SUCCESS on all the rolls above. No damage.


The shadowy creature:
#1 Strikes Kluh  (1d20+18)[ 34 ]  (substract 1 if enfeebled) damage  (2d10+6)[ 17 ]  - HIT
#2 If this hits, it enacts a special power STEALS SHADOW Kluh is now enfeebled 2;  if not, it tries to attack again  (1d20+13)[ 23 ]  (substract 1 if enfeebled) damage  (2d10+6)[ 13 ]  
#3 Retreats through the wall.

The black warrior:
#1 Stands - Does Jildu wish to use a reaction?
#2 Strikes Ser Richard  (1d20+22)[ 30 ]  damage  (2d12+9)[ 20 ]  +  (1d6)[ 6 ]  cold - HIT
#3 Strikes Ser Richard again  (1d20+17)[ 26 ]  damage  (2d12+9)[ 16 ]  +  (1d6)[ 2 ]  cold - MISS

Count Strahd von Zarovich
#1 Strides to L25
#2/3 Looks at Razick, intensely. Will save DC28  (2d12+17)[ 39 ]  - CRIT SUCCESS, no effect

This round:
- The warrior took 21 damage
- The shadowy creature took 32 damage
- Kluh took 17 damage and is enfeebled 2
- Ser Richard took 26 damage


Round 3 begins, all PCs to act in any order.

 
 Spoiler: Map 
 
 

 
Thunder999
Jildu will take the opportunity to get a hit in as the warrior stands up.

 
 Spoiler: OOC 
He has the Attack of Opportunity reaction, triggered by standing from prone.
 (1d30+20)[ 34 ]  to hit for  (2d8+7)[ 10 ]  bludgeoning, 2 force and  (1d6)[ 3 ]  fire damage
 
Thunder999
Jildu takes a moment to glimpse at the future, letting knowledge of the warrior's movements guide his hands, then channels fire into his staff and swings for it.

 
 Spoiler: OOC 
That's a True Strike followed by Spellstriking with Produce Flame.
True strike is roll twice, so the better of  (1d20+20)[ 22 ]  and  (1d20+20)[ 35 ]  to hit
for  (2d8+7)[ 16 ]  bludgeoning damage,  (1d6)[ 2 ]  +  (1d4)[ 1 ]  +  (5d4+4)[ 14 ]  fire damage and 2 force damage (weapon damage, flaming rune, flaming star spellheart triggered by using Produce Flame, Produce flame and arcane cascade respectively)
118/118hp, 28 AC
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
zylodrizzt
Eada comes from around the corner. He comes in for a baseball slide to right behind the knight as he does he spins his legs kicking at the legs of the knight and using the rest of his momentum comes back to his feet and pushing himself away somersaulting to the south and coming to a stop behind a wall nearer to strahd.

 
 Spoiler: eada rnd 3 
1 winding path to just opposite jildu
2 flurry trip  (1d20+20)[ 36 ]  kick [roll]1d20+20[\roll] damage [roll]2d6+6[\roll]
3 winding path away to the south at O23
 


Failed rolls  https://forums.giantitp.com/showthre...8#post25551268 
Albinobrow
Kluh looks around, flabbergasted!  Where is shadow?! Where my shadow?!?! 
 
 Spoiler: OoC 


Kluh now has Enfeebled 2 as well as Clumsy 1.


1. Seek Action (Not sure if you'd like me to roll. The action says it's a secret roll by GM. *shrug*)
Assuming he finds the shadow creature he will move up to attack. If he diesn't he will move around the corner and attack Strahd.
2. Move
3. Strike  (1d20+18)[ 32 ]  CC  (1d20+18)[ 24 ]  DMG  (2d8+8)[ 15 ]  + Persistant Bleed  (1d6)[ 3 ]  (includes -2 from enfeebled 2)
 
SanguinePenguin
Aleith dashes around one of the tombs, coming up behind the armored figure.  Still invisible, she lunges with her gloomblade and strikes from the darkness at the undead warrior.

 
 Spoiler 
1-2: Move to Q19
3:  Attack with gloomblade from darkness:  (1d20+21)[ 40 ]  Damage:  (2d6+5)[ 11 ]  +  (3d6)[ 12 ]  Precision (debilitating strikes: apply takes an additional 2d6 from my attacks)
In addition to undetected (likely), she is flanking so I am assuming flat-footed.  If she was detected, that 3d6 should be 2d6)
 
Gwynfrid
Jildu's staff strikes and bursts in flames, with a marked impact on his opponent, while from behind eada comes in and sweeps him off his feet cleanly. The warrior falls, but dodges the follow-up attack and retaliates. The sword bites deep, even though Ser Richard gives the elf a degree of relief Cbyling on his deity's power. But then, coming from nowhere, Aleith appears, and buries her own blade in one of the armor's rare weak spots. The black knight doesn't seem to feel any pain, but his energy is visibly fading now.

Kluh fruitlessly seeks his elusive enemy, but gives up and goes right at the newcomer instead - except they are four of them. He strikes one at random, but it turns out to be one of the illusions. At least the hit makes it vanish. Then Razick, seeing the gigantic goblin obstruct his line of fire, goes around the crypt for a clearer shot. Unfortunately, his flasks of fire pass through the images without hitting anything and harmlessly crash against a wall further away.

 
 Spoiler: end of round 3 
PC's actions

Jildu's AoO hits. His True Strike Produce Flame spellstrike hits as well.

Eada moves in, trips again (success), strikes (miss) and moves away.

The armored warrior reacts with an Attack of Opportunity  (1d20+20)[ 34 ]  damage  (2d12+9)[ 26 ]  +  (1d6)[ 6 ]  cold - HIT

If this is a hit, then Ser Richard reacts with Retributive Strike, reducing damage by 12 - thanks to this, Eada takes only 20 damage.

Kluh realizes that the shadow literally disappeared into the wall, moves, and goes for Strahd. On a roll of 1, it hits him  (1d4)[ 4 ]  otherwise it hits and destroys an image - MISS, 2 images left

Aleith has Swift Sneak and cover throughout her second move, so he gets a Stealth check (no need for a secret check in this case)  (1d20+21)[ 30 ]  -SUCCESS
 If this is not a success, I'll substract  (1d6)[ 6 ]  from the damage.  Either way, the enemy is flat-footed, since Ser Richard flanks, and Eada made him prone to boot. Aleith's hit is a crit!

Ser Richard's Smite Evil remains active since the dark warrior attacked one of his allies. He takes his bastard sword in both hands (1 action, damage die is now d12), and strikes twice
#1  (1d20+20)[ 30 ]  damage  (2d12+5)[ 17 ] + 4 good damage - HIT
#2  (1d15+15)[ 24 ]  damage  (2d12+5)[ 26 ] + 4 good damage - MISS (EDIT botched roll redone in OOC, but still a miss with a  29 .)

Razick has his line of sight blocked by an enormous Kluh. He moves to P25, and throws two Moderate Alchemist Fire bombs at Strahd. Unfortunately, Kluh had to move close, which means he takes splash damage.
#1  (1d20+19)[ 27 ]  damage  (2d8+5)[ 14 ] , + 2 persistent fire damage, and 5 splash damage. Rolling for Mirror Image:  (1d4)[ 3 ]  or  (1d3)[ 1 ]  depending how many images are left - MISS
#2  (1d20+14)[ 25 ]  damage  (2d8+5)[ 15 ] , + 2 persistent fire damage, and 5 splash damage. Rolling for Mirror Image:  (1d4)[ 1 ]  or  (1d3)[ 1 ]  or  (1d2)[ 2 ]  depending how many images are left - MISS
Mirror Image specifies that there is no damage if the attack fails to hit the AC, so in that case I will rule that the bomb goes through an image and explodes further way, causing no splash damage to anyone - both missed, nobody takes damage.

This is complicated... so, I'll do another post for enemy actions after I see the result here.
 
Gwynfrid
The big black armor has taken a beating, but its silent owner isn't about to give up. Without bothering to stand back up, he strikes with his word, leaving Ser Richard with an open chest wound coated in frost. He then points the sword towards his opponents. Ser Richard, recognizing the gesture, dodges out of the way, but Jildu is hit by the full blast of bone-chilling cold, while all around him a mass of bats, frozen to death in mid-flight, rain all over the floor.

Up ahead, Kluh easily deflects a desultory unarmed strike from the master of the premises, but he notices the nobleman's nails are actually pretty sharp claws, and his snarl reveals white fangs - this is a vampire, just like in the legends, for sure. But the giant goblin doesn't really have time to analyze this further, as he gets a nasty surprise: The shadow creature emerges from the wall to strike him in the back, and then goes right back in and out of his reach!

With a knowing smile, Strahd von Zarovich retreats, surrounded by his remaining illusory doubles. He then calls for words of power:
   
"Du sol mes tentacules émergent
Pour ici vous étrangler
Ainsi mon pouvoir vous submerge
Vous voici bien attrapés!"   

From everywhere around Kluh, eada and Razick, a horde of writhing black tentacles appear to grapple them! Eada is taken in the constricting embrace, but the two goblins manage to dodge them for now...

 
 Spoiler: end of round 3, enemy actions 


The shadowy creature:
#1 Strides out of the wall in K22 behind Kluh, flanking him.
#2 Strikes Kluh  (1d20+18)[ 34 ]  (this is a finesse attack, so the enfeebled condition actually doesn't reduce the bonus) damage  (2d10+6)[ 15 ]  - HIT
#3 Steps back through the wall.

The black warrior:
#1 Attacks Ser Richard from prone  (1d20+20)[ 36 ]  damage  (2d12+9)[ 24 ]  +  (1d6)[ 4 ]  cold - HIT
#2-3 Throws another blast of cold that catches Ser Richard and Jildu, and wipes out the bats.
Cold damage  (5d12)[ 32 ] , basic Reflex save DC28
Ser Richard  (1d20+18)[ 38 ]  - CRIT SUCCESS, no damage
Jildu  (1d20+18)[ 21 ]  - FAIL, full damage

Count Strahd von Zarovich:
#1 Strikes Kluh   (1d20+21)[ 22 ]  damage  (2d10+10)[ 26 ]  - CRIT MISS
#2 Strides to K30
#3-4 Casts Black Tentacles, catching eada, Kluh, and Razick. Spell Attacks rolls against Fort DC of each one:
eada DC27  (1d20+21)[ 36 ] , if successful: grabbed and [roll]3d6[/ro - HIT, instead of this botched roll I'll just use the roll for Kluh below, 11 damage
Kluh DC 31  (1d20+21)[ 27 ] , if successful: grabbed and  (3d6)[ 11 ]  damage - MISS
Razick DC 28  (1d20+21)[ 28 ] , if successful: grabbed and  (3d6)[ 12 ]  damage - MISS

This round:
- Kluh took 15 damage
- Ser Richard took 28 damage
- Jildu took 32 damage
- Eada took  11    31  damage including the AoO and is grabbed (escape DC is 31, the tentacle's AC is 31 if you want to attack it)

 
 Spoiler: map 
It's not easy to draw a 20-ft burst in isometric view but I think this is about right.

 
 

 
Thunder999
Jildu takes a moment to concentrate then swings at the flagging warrior, twice if necessary.

 
 Spoiler: OOC 
1 action to recharge spellstrike (there's not two enemies in range to use my conflux spell on)
1st attack  (1d20+20)[ 31 ]  to hit for  (2d8+7)[ 18 ]  bludgeoning,  (1d6)[ 5 ]  and  (1d4)[ 3 ]  fire and 2 force damage
2nd attack  (1d20+15)[ 24 ]  to hit for  (2d8+7)[ 20 ]  bludgeoning,  (1d6)[ 2 ]  and  (1d4)[ 4 ]  fire and 2 force damage
If the second one isn't needed Jildu will approach the other fight, J22 looks to be as close as he could get. (not expecting, but just in case)
86/118hp
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
Gwynfrid
Jildu's well-aimed blow knocks the dark warrior's helmet off, and he falls, leaving behind what looks like a mass of dust and smoke filling his battered armor.
SanguinePenguin
With the undead warrior felled, Aleith dashes down the hall.  Stopping behind a wall, she made sure she was out of view, then dashed down the corridor toward the main conflict, clinging to shadows and sneaking past Kluh.

 
 Spoiler: Actions 
1: stride to K18
2: hide
3: swift sneak to H23
Reaction: nimble dodge if attacked

 Aleith Gahrain 
 
Albinobrow
Kluh winces again as the shadow foe appears and slices at him, but his eyes focus on the man before him. He breathes deep and with a loud bellow he leaps over the tentacles to strike the man once more!

 
 Spoiler: Actions 

1: Renewed Vigor for +4 temp HP
2: LEAP action! Thanks to the raging Athlete and Powerful leap feats he leaps 20ft  to K28,L27
3. Strike! Giant's stature gives him reach so he can swing with a 10ft reach
Attack  (1d20+20)[ 23 ]  -2 =  21  Damage  (2d8+15)[ 28 ]  -2 =  26 +  (1d6)[ 5 ]  Persistent Bleed (Forgot the enfeebled 2 condition)
 
zylodrizzt
Eada struggles to no avail
 
 Spoiler: eada rnd 4 
1. Try to escape  (1d20+20)[ 24 ] 
2. If escape move to flank with kluh if not try to escape again  (1d20+20)[ 32 ] 
3. If flank flurry trip  (1d20+20)[ 25 ]  unarmed  (1d20+16)[ 35 ]  damage  (2d6+6)[ 13 ] .well guess my last action is to move to j 21 (I think. Change flavor later.)
 
Gwynfrid
In a cry of fury, Kluh leaps forward to attack, but unfortunately, he only succeeds in removing one of the elusive images of the Count. Behind him, eada struggles to escape the grasping embrace, but eventually wiggles out and swiftly runs out of the dangerous zone. Jildu, having stepped forward, notices that the giant goblin disdained the black tentacles threat in his eagerness to go at the enemy: He's now completely tangled. Hardly anyone hears Aleith's move, and for all practical purposes, it is as if she had disappeared from the field of battle.

Boldly, Ser Richard moves forward to face the vampire, and claims in a stentorian voice:

 "Behold, Count von Zarovich! I myself bear the taint of undeath, but my faith is stronger by far! It commands that the likes of you be destroyed, and peace restored. Submit, and you will leave this unlife of despair. If you do so, I will fervently pray on your behalf, that in recognition of your last act, your soul can be redeemed in the afterlife!" 

Not listening to any of that tirade, Razick dashes left and right between the tentacles, and finds himself in a position to throw additional fire at the master of the premises...

 
 Spoiler: end of round 3, character's actions 
Eada escapes, Jildu and Aleith move forward.

Kluh jump and misses, destroying one image - 1 image left.

Ser Richard
#1-2 Stride twice to K23
#3 Evangelize Strahd!  (1d20+19)[ 29 ]  - FAIL

Razcik
#1 Stride to O32
#2 Moderate Alchemist Fire at Strahd,  (1d20+19)[ 36 ]  damage  (2d8+5)[ 17 ] , + 2 persistent fire damage, and 5 splash damage. Rolling for Mirror Image:  (1d2)[ 2 ]  (hit on a 1) - MISS, no images left
#3 Moderate Alchemist Fire at Strahd,  (1d20+14)[ 25 ]  damage  (2d8+5)[ 15 ] , + 2 persistent fire damage, and 5 splash damage. If one image is left, rolling for Mirror Image:  (1d2)[ 1 ]  (hit on a 1) - MISS

The tentacles try to grab Kluh again, DC 31  (1d20+21)[ 35 ] , if successful: grabbed and  (3d6)[ 11 ]  damage - SUCCESS, 11 damage, DC31 to escape or AC31 to hit the tentacles.

Strahd took 5 fire damage.
 
Gwynfrid
Razick's attacks only destroy the remaining illusion, and leave some lingering fire that singes the Count's feet. He snarls in a supreme display of amusement, and Razick notices how quickly the traces of burn seem to vanish off his pale skin.

   "I don't know what's more pitiful, your sanctimonious lesson or the little bottles of weak fire. You seek to destroy me? Try finding me, first!"   

The Count incants a new spell. In front of Kluh's eyes, another image appears, splitting away from the vampire's body. Both Strahds then calmy walk away, in opposite directions!

While all witness this new display of arcane power, the creature made of shadows shows itself again, this time to strike Jildu...

 
 Spoiler: end of round 3, enemy actions 
The shadowy creature:
#1 Strides out of the wall in J22.
#2 Strikes Jildu  (1d20+18)[ 33 ]  negative damage  (2d8+6)[ 17 ]  - HIT

If it hits:
Ser Richard reacts with Retributive Strike  (1d20+20)[ 34 ]  damage  (2d12+5)[ 23 ] , and 3 persistent good damage from Divine Smite - HIT
This reduces the damge to Jildu by 12
#3 Pulls Jildu's shadow, making him enfeebled 2

If it misses:
#3 Steps back through the wall.

Count Strahd von Zarovich:
#1-2 Casts a spell, making a new image appear
#3 Strides away... and so does the image.

The splash did some damage, but it was cancelled by fast healing.

Jildu took 5 damage and is enfeebled 2.

 
 Spoiler: map 
 
 

 
zylodrizzt
Eada jumps to the side twisting in the air grabbing at something that passes as an arm. The appendage twists as eada drops his weight taking the shadow to the ground. He twists once again dropping his heel on the creatures head.
 
 Spoiler: eada rnd 4  
1. Flank with jildu
2 flurry of manuvers 1st grapple  (1d20+20)[ 28 ] 2nd trip  (1d20+16)[ 28 ] 
3 normal attack  (1d20+12)[ 28 ]  damage  (2d6+6)[ 11 ] 
 
Thunder999
 "I definitely preferred the knight." 

Seeing himself in a flank with Eada and not really having any better options, Jildu goes for another True Strike combo, hoping the foresight will let him compensate for his sudden weakness, he swings his staff around with a crackle of lightning.

 
 Spoiler: OOC/rolls 
True Strike and spellstriking a shocking grasp, Jildu's only really got strength based offensive options, so no avoiding the enfeebled penalty (he could cast spells directly, but his spell attack rolls are 2 lower than his melee anyway)
So taking the better of  (1d20+18)[ 38 ]  and  (1d20+18)[ 34 ]  to hit
for  (2d8+5)[ 17 ]  magical bludgeoning,  (1d6)[ 2 ]  fire (flaming rune),  (6d12)[ 46 ]  5th level shocking grasp and 2 force damage,
 
SanguinePenguin
Aleith keeps to the shadows and dashes toward the count, when she arrives, she strikes with her gloomblade.

 
 Spoiler: Actions 
1-2 Swift sneak to I34:  (1d20+21)[ 40 ] 
3 Attack:  (1d20+21)[ 36 ]  Damage:  (2d6+7)[ 18 ]  +  (2d6)[ 9 ]  +  (1d6)[ 6 ] 
First if count if flatfooted,  second if Aleith is undetected
 
Albinobrow
 LET GO STUPID THINGS!!  Unable to shake off the tentacles he takes a moment looking side to side before closing his eyes and searching for the scent of the count.

 
 Spoiler: OoC 

Forgot about beingstuck
Action 1 and 2 rolled in OOC 24 and 29 so still stuck.
Instead he will use his imprecise scent to search for Strahd and see which is which
Seek  (1d20+15)[ 30 ] 
 
Gwynfrid
Eada reacts to the shadowy assault by instinctively grabbing at the dark attacker. The mystic runes on his silk hand wrappings shine with occult power and he feels the substance of shadow under his fingers as he forces the enemy to the ground, with a hit that shouldn't be solid, but somehow is. This is followed by a massive flash of lightning from Jildu's staff, and when the afterimages are gone, so is the shadow, dispersed by the enormous energy of the spellstrike.

Kluh struggles desperately, but fails to escape the clutches of the dark spell. He sniffs around to try and distinguish which of the two vampires is real, but the pervasive smell of bat guano is simply too strong for him to make such a subtle difference.

Ser Richard, seeing that the shadow threat is no longer, hustles forward in his ponderous armor, dogding tentacles on the way, keen to come to Razick's help, while the goblin takes another bomb from his belt. But as soon as he throws his fiery concoction, the image of the vampire in front of him shatters into hundreds of mirror-like shards!  "Rats and roaches! Broken mirror is bad luck..."  He mutters under his breath. Nevertheless, he turns on his heels to go after the real vampire, and throws a different kind of bomb this time. It crashes on the nearby wall, but the count is unable of evade some of the mystic liquid, that burns his flesh, and he flinches.

A completely silent Aleith strides forward, and her companions might wonder where she went, if it weren't for the raging snarl of the count as the gloomblade connects. But the vampire regains his composure quickly, and his wound closes at an incredible speed.

   "You dare to come to meet me alone. Well, then. We shall see if your mind is up to the task."   

His piercing, blood-shot gaze focuses on the rogue, who finds herself unable to look away... And sees the vampire climb the arched wall, as easily as if it were a ladder, and hang on to the ceiling up above her. She shakes her head, still reeling under the mental assault.

 
 Spoiler: end of round 4 

I ruled that the handwraps with the ghost touch can indeed touch incorporeal creatures. Eada grappled, tripped and hit, and then Jildu's spellstrike critted for... 134 damage. No more shadow.

Aleith becomes visible to Strahd as soon as she comes in sight, so he isn't flatfooted. (See "You don’t get to roll against a creature if, at the end of your movement, you neither are concealed from it nor have cover or greater cover against it. You automatically become observed by such a creature." in the  Sneak  rules.) She still hits for some damage, but the vampire has some resistance, and fast healing kicks in to erase it.

Ser Richard needs all 3 actions to move to P31. Note the tentacles aren't difficult terrain.

Razick
#1 Throw Moderate Alchemist Fire at Strahd,  (1d20+19)[ 29 ] . The image shatters, and Razick makes a Will save DC31  (1d20+17)[ 35 ]  to avoid the effects of  Mirror's Misfortune  - SUCCESS
#2 Stride to M35
#3 Throw Moderate Ghost Charge at Strahd,  (1d20+14)[ 29 ]  and possibly 2nd roll,  (1d20+14)[ 30 ] . Positive damage  (2d8+5)[ 7 ]  Strahd is enfeebled 1 until next round if hit - MISS, but splash damage 5 applies, so he is still enfeebled.

Strahd
#1-2 Look hard at Aleith, Will save  DC31  CORRECTION: this is DC28  (1d20+16)[ 30 ]  - SUCCESS Aleith is stunned 1.
#3 Climb to the ceiling, 15 ft up.

I forgot the tentacle damage, rolled in OOC:  8  damage.

Summary for this round
The vampire took some damage, most of which was healed fast. He's enfeebled 1.
Kluh to 8 damage
Alleith is stunned 1


 
 Spoiler: Map 

 
 

 
SanguinePenguin
Reeling a bit from whatever the count did to her mind, Aleith touches the heavy ring on her right hand.   ”I could say the same to you,”  she boasts to the vampire.  After a moment, she launches a potent energy blast at the count.

 
 Spoiler: Actions 
1: stunned
2-3:  Ring of the Ram   (4d6)[ 8 ]  push 10 ft to L36

The target must attempt a DC 22 Fortitude save.

Critical Success The target is unaffected.
Success The target takes half damage and is pushed half the distance.
Failure The target takes full damage and is pushed the full distance.
Critical Failure The target takes double damage and is pushed twice the distance.
 
Gwynfrid
The vampire scoffs at Aleith's attempt to rip him off the wall with arcane power.

 
 Spoiler 
Fort DC22  (1d20+18)[ 33 ] , critical success, no damage.
 
Thunder999
Jildu takes a moment to focus because getting closer.

 
 Spoiler: OOC 
Stride twice to get to I32 and recover spellstrike.
 
zylodrizzt
Eada rushes down to where strahd is. As he gets closer he  tilts his body with the wall running across it as easily as level ground. When he reaches strahd he grabs an arm and sweeps his the remaining limbs on the wall. They tumble down both managing to stay on their feet but eada manages to grip the count to prevent him from going up the wall or escaping again.
 
 Spoiler: eada rnd 5? 
1. Use wall run to get up to strahd.
2. Flurry: Grapple  (1d20+20)[ 22 ]  trip  (1d20+16)[ 35 ] 
3. Strike  (1d20+12)[ 29 ]  damage  (2d6+8)[ 15 ] 
 
Albinobrow
Kluh groans against the constraints of the tentacles holding him down until he finally breaks free and makes a break for Strahd!
   YYYAAAAAAAAAAAAAAAAGGGGGHHHHHHHHHHH!!!!!!  
 
 
 Spoiler: OoC 

Rolls made in OOC thread

1. Escape - FAIL with 28
2. Escape - SUCCESS! with 33
3. Stride to spaces J32,K31. I believe that's the closest I can get to him in one stride.

Currently at 123 hit points. Still Clumsy 1 and Enfeebled 2 and raging large!
 
BelGareth
Ser Rychard looks around and frowns, this foe was a master manipulator, and he was spreading the group out   "He's spreading us out, stay together, and stick together"   he yells out as he strides around a corner and eyes his opponent moving ever closer as his hands glow with divine power, healing his wounds.

 
 Spoiler 

Action 1-2: Double move to J33
Action 3: Use lay on hands on self to heal 30 hp's
Reaction: Grant Aleith resistance to all damage 12 if struck by vampire

 Ser Rychard 
 HP's:  94/148
 AC:  31
 Class DC:  29
 Speed:  20ft
 Fort:  +21
 Ref:  +19
 Will: +15
 Perception:  +12
 Effects:  none
 Focus points:  0/1
 
Gwynfrid
In a mad dash, the heroes scramble to catch up with the Count. Kluh finally pulls himself out of the tentacular embrace, Jilud calmy comes in, Ser Richard takes care of his wounds and strides to get closer to the action. Eada bounces on walls, feet impossibly finding purchase on the vertical surface until he grabs the vampire tightly, and causes him to fall. Both opponents nimbly land on their feet and stand on the ground, staring at each other so close that their noses nearly touch… Will the vampire attempt another contest of will?

Razick interrupts the face-off by throwing two vials, sure in the knowledge that only the Count will be harmed by the mystical alchemy herein… But when the resulting splash of liquid drenches his companions, a yelp of pain from Ser Richard makes him reconsider his assumptions. He doesn’t have time to think of the implications, though, because then, the vampire’s sepulchral voice fills the corridor:

   “You think you can thwart me. Such childishness.”    

Eada suddenly loses his iron grip on both the vampire’s shoulders, as he… dissolves. All the elf has in his grasp is mere mist! Strahd von Zarovich, with a smug smile on this now insubstantial but very recognizable face, slides away slowly, without a sound. The mist flows under the stone door of a nearby crypt, and the vampire disappears in it.

 
 Spoiler: end of round 5 

Eada spent a hero point to reroll, and the grapple succeeds. However, he needs 2 Strides to get there, so there is no Strike after the Flurry.

Razick

In previous rounds, I missed the applicability of Expanded Splash, which makes the splash 10' radius, and  adds  the Int bonus to the splash damage (Calculated Splash only  replaces  the splash damage with the Int bonus). This is something I hadn't realized before. So, I retroactively added 2 damage to the splash Razick scored last round, and I'll use it moving forward.

#1 Throw Moderate Ghost Charge at Strahd,  (1d20+19)[ 36 ]  Positive damage  (2d8+7)[ 9 ]  and enfeebled 1 until the start of Razick's next turn (except on critical miss) - HIT! Unfortunately, the splash damage and enfeebled effect applies to Ser Richard.
#2 Throw Moderate Ghost Charge at Strahd,  (1d20+14)[ 24 ]  Positive damage  (2d8+7)[ 15 ]  and enfeebled 1 until the start of Razick's next turn (except on critical miss) - MISS but the splash damage applies.
#3 Stride to O35

Strahd

Another thing I missed in the last 2 rounds is the Haste effect on Strahd 😳, but I'm not going to retroactively fix that.

#1 Turn to Mist
#2-3 Stride twice (Speed in mist form is 10) and slip under the door in J37-38
#4 Who knows?

Summary of effects:
Strahd took 16 damage and is enfeebled 1. And he turned to mist.
Ser Richard took 14 damage and is enfeebled 1.

 
 Spoiler: Map 
 
 

 
SanguinePenguin
Aleith, both annoyed and relieved that the vampire didn’t seem to be viewing them as a serious threat, withdrew her tools and strode forward to the door.  With her practiced grace and skill, she worked the mechanism with her pick.

 
 Spoiler 
Thievery:  (1d20+22)[ 41 ] 
 
zylodrizzt
Eada gets in range with a knife throw (about 10ft behind aleith) and readies to attack

 
 Spoiler: eada rnd 6 
1 move into dagger throw range
2+3 ready an action for when the door opens to throw dagger at strahd
 
Thunder999
Jildu will move up behind Aleith and cast a False Life

 
 Spoiler: OOC 
Guess we're just waiting until Aleith gets us through huh.

10 temp hp from false life, 86/118hp, 28 AC
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
Albinobrow
Kluh tries to squeeze his large frame through the tight corridors with the occasional spark here and there from his beat up bastard sword banging against the stonework around him.

 
 Spoiler: OoC 

Just putting in a post contingent that gets me in a near by space, either to rip the door off the hinges if Aleith doesn't get it open or to ready a strike. Whichever the situation calls for upon arrival.

To open the door I believe would just be a strength roll  (1d20+3)[ 9 ]  If it's athletics +18 to the roll  BAH! 

If door is open and I can attack then attack I shall!  (1d20+18)[ 31 ]  dmg  (2d8+10)[ 13 ]  +  (1d6)[ 3 ]  persistent bleed damage
 
Gwynfrid
The companions scramble to gather around the crypt. Dropping her weapons, Aleith gets to work on the lock, and is quickly rewarded with a satisfying  click . The door, however, doesn't budge, and she realizes there is an additional lever in the mechanism that will require more effort.

In the tense silence, the strongly muffled voice of the vampire behind the stone door might be heard by the keenest ears, but otherwise nothing else happens...

 
 Spoiler: end of round 6 
Aleith scores one success against the lock, but she will need another check.

Other than moving and preparing attacks, Razick and Rychard can't do much. Since the door doesn't open this round and Strahd doesn't come out, the readied actions this round aren't triggered.

 
 Spoiler: Map 
 
 

 
SanguinePenguin
Aleith scowls at the difficulty from this lock.  She continues to work on the mechanism, while the others stand around behind her.

 
 Spoiler 
Thievery:  (1d20+22)[ 38 ] 
Last action: pick up gloomblade
 
zylodrizzt
 
 Spoiler: eada rnd 7? 
1. Move to door
2. Open door
3. Toss dagger

Attack (1d20+20)[ 34 ] 
Damage (2d4+6)[ 12 ] 
 
Gwynfrid
The stone door opens, its rusty iron hinges creaking menacingly... Behind, eada sees a grey marble sarcophagus. Behind it stands the Count,  pushing the sarcophagus' lid open. The sylph monk's dagger flies true, but somehow the vampire manages to dodge it.
Thunder999
Jildu strides close enough to swing at the vampire and attempts to trip it.  Then he'll back out to his original location as there's really not much space.

 
 Spoiler: OOC 
So that's stride to within 10ft, since he has reach then  (1d20+20)[ 39 ]  to trip with his staff

Given that a 20 would only be 33 after MAP and Enfeebled 2 I'm not even going to try anything extra.

10 temp hp from false life, 86/118hp, 28 AC, enfeebled 2 (can anyone fix that?)
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
Gwynfrid
The door having given way, the companions rush forward to attack with everything they got! Kluh's enormous sword could problaby cleave the vampire in twain... If it hadn't ducked under it. Fancy footwork deftly thwarts Jildu's trip attempt as well as Ser Rychard's strike, and the bomb from Razick crashes against the back wall harmlessly.

The master of Ravenloft simply makes his mocking, cruel smile at his enemies, revealing two long, pointed teeth.

   “My, these toddlers seems to think I am within their power to touch.”     His voice, now softer, oozes confidence and sarcasm.

   “... But I have a child of my own, who surely can touch them, however.”     He points towards the now open sarcophagus, and a shadowy, incorporeal form emerges from it, resembling another kind of ghost, this one with burning eyes that reflect its hatred for the living. Its shadowy claws are weapon enough to strike Ser Rychard successfully, but the knight seems completely unfazed. He smiles and returns the mockery.  "Lo and behold... Your puppet is wholly harmless." 
 
 Spoiler: end of round 7 

(EDITED to show Aleith not moving and instead picking up her gloomblade)

For Kluh, I had him move 5ft closer, using reach, and I used the roll of 31 from post #60.

For Jildu, I had him move in, because  eada   Aleith and Kluh use the space in front of the door. This way, he can attack.

As a readied action, Razick throws a Moderate Ghost Charge at Strahd,  (1d20+14)[ 21 ] , positive damage  (2d8+5)[ 16 ] 

Ser Richard moves to J37 and strikes twice
 (1d20+20)[ 22 ] , damage  (2d8+5)[ 9 ] 
 (1d20+15)[ 30 ] , damage  (2d8+5)[ 19 ] 

The shadowy creature rises from the sarcophagus, and attacks Ser Rychard twice
Strike #1  (1d20+17)[ 34 ] , negative damage  (2d8+5)[ 13 ]  - hit... but Rychard is immune to negative damage.
Strike #2  (1d20+12)[ 28 ] , negative damage  (2d8+5)[ 17 ]  - miss

Extra roll  (1d20+22)[ 33 ] 
 
 Spoiler: Map 
 
 

 
zylodrizzt
Eada reaches to grab his immovable rod. He leaps high and over everyone thru the door and activates the rod hanging just over jildu by just a knee hooked over dagger in one hand.

 
 Spoiler: rnd 8 
1. Retrieve rod (grumbles)
2. Quick leap (my rolls/assurance or even just my leap in general should get me where I need to be if really nessary I'll wall run)
3. Activate rod so I'm just hanging above jildu my balance and all that for rolls should be easily high enough to pull this off.
 
Albinobrow
Kluh ignores the new shadowy foe reaching into the space for his quarry!   GET OVER HERE!  
 
 Spoiler: Actions 

Let's see if I'm doing this right. My intention is to reach in and grapple Strahd, and then thrash for the rest of my actions.

1. Grapple Athletics based attack  (1d20+23)[ 32 ] 
     - If successful: 2. Thrash - Foe makes Fort save vs DC 27 or suffer 17 bludgeoning dmg (10 rage + 5 str + 2 weapon specialization)
                           3. Thrash - Foe makes Fort save vs DC 27 or suffer 17 bludgeoning dmg (10 rage + 5 str + 2 weapon specialization)

    - If unsuccessful grab, 2: Grapple again adding -5 to roll for 2nd attack  (1d20+18)[ 26 ]  followed by a Thrash - Foe makes Fort save vs DC 27 or suffer 17 bludgeoning dmg (10 rage + 5 str + 2 weapon specialization)

If both grabs fail use 3 action to use renewed vigor adding 9 temp HPs.

Character stats  Kluh Sakaar 
 
Gwynfrid
Eeada jumps in and hangs on to an impossible-looking handhold, while an enormous Kluh tries and fails to get a hold of the vampire. Yet again, the master of Ravenloft dodges out of the way with incredible ease!
Thunder999
Jildu will see if he recongises the new enemy, take a swing at it, then put up a Shield spell.

 
 Spoiler: OOC/rolls 
Recall Knowledge(Religion)  (1d20+15)[ 30 ] 
Staff strike  (1d20+18)[ 22 ]  to hit for  (2d8+3)[ 13 ]  physical damage, 2 force damage, and  (1d6)[ 5 ]  fire damage
Shield Cantrip.
10 temp hp from false life, 86/118hp, 29 AC, enfeebled 2
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
Gwynfrid
 
 Spoiler: Thunder999 

If we play by the book, Knowledge Recall is a secret check. That means I'm supposed to roll it. For this time I'll use your roll:

Jilud recognizes the creature as a wraith, an  incorporeal   undead .

The attack misses.
 
Thunder999
Jildu shouts out  "Pretty sure that's a wraith, kill it like we did the shadows I suppose, one incorporeal undead is much like another." 
SanguinePenguin
With the crypt full, and the incorporeal undead about, Aleith grabs her other blade, slips away and into the shadows.

 
 Spoiler: Actions 
grab blade, move to H38, hide  (1d20+21)[ 41 ] 
 
Gwynfrid
Ignoring the wraith, helpless against the fell powers of his bloodline, Ser Rychard turns towards the vampire to attack as he cries out,  "Go back to whatever layer of the Abyss you came from!"  But his repeated attacks prove fruitless.

Meanwhile, in the back, Razick comforts himself with a drop from a tiny vial he extracts from his pocket, before he throws another of his strange bombs at the vampire. A perfect throw! This is why the goblin is astonished to see that once again, the elusive vampire ducks and escapes the whole of the effect!

That's when the light of understanding floods Razick's mind. Of course...  "Watch out, it's an illusion! He's not in there at all!"   
 
 Spoiler: end of round 8 (PCs only) 
I'll do the PCs first.

Razick retrieves and drinks a Bomber's Eye Elixir. This reduces the vampire's AC bonus from cover.
Then he throws another Ghost Charge  (1d20+14)[ 34 ] , positive damage  (2d8+5)[ 16 ] 

Ser Rychard invokes Smite Evil and strikes twice.

 (1d20+20)[ 24 ] , damage  (2d8+9)[ 18 ]  including 4 good damage
 (1d20+15)[ 33 ] , damage  (2d8+9)[ 18 ]  including 4 good damage

Other rolls :
 (1d20+16)[ 24 ] 
 (1d20+13)[ 26 ] 

Note: Since he rolled a crit, I decided to give one higher level of success to Razick on this Perception check to notice the illusion.
 
Gwynfrid
The wraith lashes out at eada, while the rest of the party reacts to the news. A wisp of its smoke-like substance manages to pass through the sylph's artful defense, and it feels like the touch of Death itself.

Off two or more crypts away, the faint sound of someone casting a spell as quietly as possible can be heard... The unfortunate goblin yells in abject terror,  "NOOOOO!"  looking towards the ceiling at something only he can see! He calms down fairly quickly, but looks at his companions with haggard eyes, visibly shaken by some vision of horror.

 
 Spoiler: end of round 8, enemy attacks 
The wraith attacks eada 3 times

Strike #1  (d20+17)[ 34 ] , negative damage  (2d8+5)[ 13 ]  - hit
Strike #2  (d20+12)[ 29 ] , negative damage  (2d8+5)[ 18 ] 
Strike #3  (d20+7)[ 21 ] , negative damage  (2d8+5)[ 12 ] 

Some sort of spell hits Razick. The sound of casting comes from somewhere to the north-east of him.

Will DC 31  (d20+17)[ 35 ] 
If critically successful, no effect
If successful,  (4d6)[ 16 ]  mental damage and frightened 1 - that's the outcome
If failed,  (8d6)[ 31 ]  mental damage and frightened 2
If critically failed,  (12d6)[ 45 ]  mental damage and frightened 4, fleeing for 1 round - also, Fort DC 31  (d20+18)[ 34 ] 

Summary
eada took 13 negative damage and needs to roll a Fort save DC 23 or become drained 1.
Razick took 16 mental damage and is frightened (EDIT)  1  2 .

 
 Spoiler: map 
 
 

 
zylodrizzt
 
 Spoiler: eada rnd 9 
fort (1d20+18)[ 34 ] 
1. Flurry grapple  (1d20+20)[ 26 ]  trip  (1d20+16)[ 27 ] 
2. Unarmed strike  (1d20+12)[ 18 ]  damage  (2d6+6)[ 14 ] 
3. Unarmed strike  (1d20+12)[ 29 ]  damage  (2d6+6)[ 11 ] 
 


Eada begins building momentum on the rod like parallel bars. He releases and begins performing a roundhouse kick taking the legs from the wraith. His other leg comes around it's throat. With one arm he catches himself and brings a fist down over the wraiths head
Thunder999
 "So someone should probably go find the vampire, I'll see what I can do to the wraith beofre it drains someone."  Jildu shouts before taking a magic-infused swing at the wraith.

 
 Spoiler: OOC 
True Strike from Staff then Spellstrike with a 5th level shocking grasp
Taking the better of  (1d20+18)[ 35 ]  and  (1d20+18)[ 22 ]  to hit
For  (2d8+3)[ 14 ]  Physical, 2 force,  (1d6)[ 4 ]  fire and  (6d12)[ 37 ]  electricity damage
 
Albinobrow
 Not real!? Where?!!  Kluh closes his eyes and begins to sniff the air around him trying to pick up the scent of the vampire.

 
 Spoiler: OoC 


Action 1 Seek using Acute Senses 30ft imprecise scent to try and find Strahd  (1d20+15)[ 34 ] 
Action 2 move towards where he think he is
Action 3 will be either attack if he sees Strahd, move again if needed, or open the door if needed.
 
Gwynfrid
Eada takes the wraith down, and while it writhes helpless against the grasp of the monk's hands reaching into its very being, Jildu's staff strikes true. A massive flash of lightning erupts from it, and the wraith instantly dissipates into nothingness...

Meanwhile, Kluh hears Razick's warning, and begins to sniff the air...

 
 Spoiler: middle of round 9 
The wraith is tripped and grappled, and a top-level shocking grasp crit is a total of 104 damage if I count this right...

Kluh determines that the vampire is in O35, clinging to the ceiling, and invisible. A DC11 flat check is needed to hit him.

 
SanguinePenguin
Aleith dashes to a new position in the shadows and prepares to strike.

 
 Spoiler: Actions 
Still hidden, move to J34, ready strike with gloomblade
 
Albinobrow
 HA! There you are!  Kluh rushes off grabbing at the air above him!

 
 Spoiler: OoC 

Action 2: Move to O35.
Action 3: Grab attack Flat DC 11 to connect  (1d20)[ 7 ] 
Attack  (1d20+19)[ 39 ] 
 
Gwynfrid
Letting himself be guided by his keen sense of smell, Kluh breathes deeply. The stench of of decay and death, so pervasive throughout the whole of Castle Ravenloft, is of course at its strongest here, among the graves. But a certain direction feels more... How should he put it... Just, a more evil kind of morbidity. Reasoning that this can only be the vampire himself, he boldly steps forward to swing with his massive club. He meets only air, but his action is not wasted, as his comrades take it as their cue. Without hesitation, Ser Rychard moves to join the enormous goblin in the attack! Just behind him, Razick recovers from his fright somewhat. He fishes a little green bottle from one of his many pockets and quaffs the contents.  "Yeah... I can sense him too..."  He quickly follows through, with another of his undead-destroying concoctions! Both Rychard's and Razick's attacks fail to connect, but the alchemist is fairly certain that the splashing from his bottle's explosion hurt the vampire.

   "So. You found me. That took long enough."    The mocking voice of the master of Castle Ravenloft resonates under the arched passages between the crypts.    "But it means I found you, too."   

Silence. Then, the ominous sound of arcane casting.

   "Je veux tous vous voir rôtis
Envahisseurs de ma demeure
Vous y trouverez l'incendie
Et le lieu de votre dernière heure!"
   
A great ball of fire explodes in the group's midst, and a swarm of bats rises in the entire area!

 
 Spoiler: end of round 9 

Razick
#1-2 Retrieve and drinks a  Bomber's  Cat's Eye Elixir. This reduces the difficulty of the flat check to attack an invisible creature to 5.
#3 Throw a Ghost Charge  flat check  DC11   (1d20)[ 17 ]  DC 5, attack  (1d20+18)[ 25 ]  (includes -1 for frightened EDIT should be -2), positive damage  (2d8)[ 5 ]  and 5 splash (splash damage occurs even on a fail, except a crit fail, but isn't doubled on a crit) - miss, 5 damage
Frightened condition  ends  is reduced by 1.

Rychard's Smite Evil is still active, since Strahd attacked his ally, Razick. Since the vampire is up near the 15-ft high ceiling and Rychard, unlike Kluh, doesn't have reach, I will include a -2 circumstance penalty to the attacks.
#1 Stride to N36
#2 Strike, flat check DC11  (1d20)[ 8 ] , attack  (1d20+18)[ 36 ] , damage  (2d8+9)[ 19 ]  including 4 good damage - miss
#3 Strike, flat check DC11  (1d20)[ 10 ] , attack  (1d20+13)[ 14 ] , damage  (2d8+9)[ 17 ]  including 4 good damage - miss

Vampire
One check  (1d20+22)[ 25 ] 
Fireball, level 3, centered on the L36-L37 corner,  (6d6)[ 24 ]  fire damage. Everyone is in the area of effect, except eada who's covered by the crypt wall.
Refl save DC 31
Aleith  (1d20+21)[ 33 ]  - success, half damage: 12
Jildu  (1d20+16)[ 36 ]  - success, half damage: 12
Kluh  (1d20+17)[ 20 ]  - crit fail, double damage: 48
Razick  (1d20+19)[ 24 ]  - fail, full damage: 24
Ser Rychard  (1d20+18)[ 24 ]  - fail, full damage: 24
(I think some characters have resistance from items, don't forget to substract it from your damage)

 
 Spoiler: Map 
 
 

 
zylodrizzt
 
 Spoiler: eada rnd 9? 
1. Disengage the rod (I have cat fall and I believe any wall I'm near during a fall doesn't count for fall damage nor do I think I'm high enough for it anyways)
2. Move down hall on north side as far as I can to perhaps head off strahd p36
3. Drop into crane stance
 
Gwynfrid
The Count sneaks away from the group, invisible and unnoticed by most. Not by all, however. Jilud and Aleith hear faint steps, and both have a decent guess as to their enemy's location.

 
 Spoiler: Oops 
My apologies to everyone. I somehow blanked on the fact that the vampire, using the Sneak action to get away, had failed to beat Jildu's and Aleith's Perception DCs.

So... Aleith and Jildu (but no one else) know that the vampire is in R34. They can point this out to others, this uses an action and requires that others see them and the location in question. This means eada needs to get out of the crypt first, and so won't benefit from this information this round (you can't pause your round to wait for others, but you can Delay, or use a Ready action).

This also means that zylodrizzt and Albinobrow are allowed to delete their posts for this round, if they so choose, and post other actions.
 
SanguinePenguin
There was a visceral moment of panic for Aleith as the inferno blazed toward her.  Her training won out over her baser instincts, and her crown activated, absorbing the totality of the blast.

She saw the vampire, and saw that most of the others did not.   “He’s right there, by the Y-shaped crack in that crypt!” . She cried out before moving around the other way.

 
 Spoiler 
Reaction: crown of fire eater absorbs all damage

Point Out
Double stride to P32 (stealth if possible)
 
Thunder999
Jildu will wait until Eada comes out, approaches closer, points the count out and centers himself.

 
 Spoiler: OOC 
That is delay until after Eada, stride 45 closer (which I think is still a fair bit out of melee range) Point Out and Recharge Spellstrike.
 
Albinobrow
Kluh looks over to where Aleith points and runs over,  Come down here!!! 
 
 Spoiler: Action (re-do per DM) 


Action 1 move to fill square Q35,R36
Action 2 GRAB the count! AH AH AH!  (1d20+23)[ 42 ]  vs targets Fort DC
Action 3 if he's grabbed thrash! for 17 damage!
if not grabbed try to grab again  (1d20+23)[ 36 ] 
 
Albinobrow
 
 Spoiler: Miss chance for invisible enemy 

for action 2  (1d20)[ 7 ] 
for action 3  (1d20)[ 4 ] 
 
Gwynfrid
Seeing his opponents gather around him apparently silences the Count, and nothing can be heard from him as Kluh, Razick and Ser Rychard attack him, with mixed success. The giant goblin fails to connect, and so does the paladin, but the alchemist's undead-destroying flask hits something, resulting in a harmless shower for everyone around - with the strange exception of Ser Rychard: When the droplets of alchemical liquid hit the knight's face, he winces in pain, and little round, black marks appear on his skin as wisps of smoke erupt from it.

It's all the harder to assess the invisible vampire's actions, as the flaps from hundreds of bat wings fill the area! Awakened from their slumber by the mighty ball of fire that killed most of their numbers, the surviving bats hungrily swarm after everyone... Jildu and Ser Rychard suffer minor biting, but the bigger trouble is that once again, Strahd von Zarovich is nowhere to be seen.

However, Kluh's keen nose comes to the rescue. The giant goblin senses the vampire crawling over the walls and ceiling away from the group... Until he gets too far away for him to smell his peculiar odor, a mix of fresh blood and long-decaying flesh.

 
 Spoiler: End of round 10 
Razick
#1 Stride to S36
#2 Quick Alchemy to create a Moderate Ghost Charge
Throw Moderate Ghost Charge flat check DC5  (1d20)[ 15 ] , attack  (1d20+18)[ 35 ]  (includes -1 for frightened), positive damage  (2d8)[ 9 ]  and 5 splash (splash damage occurs even on a fail, except a crit fail, but isn't doubled on a crit) - hit, 14 damage
Frightened condition ends

Unfortunately, Ser Rychard is a dhampir, so he's harmed by positive damage (5 splash damage).

Ser Rychard
Rychard's Smite Evil is still active. Since the vampire is up near the 15-ft high ceiling and Rychard, doesn't have reach, I will include a -2 circumstance penalty to the attacks.
#1 Stride to Q33
#2 Strike, flat check DC11  (1d20)[ 13 ] , attack  (1d20+18)[ 28 ] , damage  (2d8+9)[ 17 ]  including 4 good damage - miss
#3 Strike, flat check DC11  (1d20)[ 6 ] , attack  (1d20+13)[ 31 ] , damage  (2d8+9)[ 15 ]  including 4 good damage - miss

The fireball rouses 6 vampires bats swarms, half of which follow the PCs to try and feed on them. The remaining 3 swarms fly away randomly and will eventually settle down (or rather, up) in  (1d4)[ 4 ]  rounds if they don't find prey.

All characters except Aleith are in a swarm and roll a basic DC16 Refl save for each swarm attack (2 attacks this round since the swarms take one action to move).

eada
#1  (1d20+22)[ 32 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed - critical success, no damage
#2  (1d20+22)[ 30 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - critical success, no damage

Jildu
#1  (1d20+16)[ 20 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - success, 1 damage
#2  (1d20+16)[ 22 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - success, 2 damage

Kluh
#1  (1d20+17)[ 31 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed - critical success, no damage
#2  (1d20+17)[ 34 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - critical success, no damage

Razick
#1  (1d20+19)[ 27 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - critical success, no damage
#2  (1d20+19)[ 27 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed - critical success, no damage

Rychard
#1  (1d20+18)[ 36 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - critical success, no damage
#2  (1d20+18)[ 20 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - success, 1 damage

Strahd
3 times Sneak, and a fourth action from Haste
Stealth #1  (1d20+22)[ 40 ] 
Stealth #2  (1d20+22)[ 38 ] 
Stealth #3  (1d20+22)[ 29 ]  - all 3 checks beat the Perception DCs of all PCs. No one knows where the vampire is.

Summary for the round:
Jildu took 3 damage
Ser Rychard took 6 damage

EDIT: Kluh sensed that Strahd went in the direction of the black tentacles patch, along the ceiling, and eventually went out of the 30' range of his scent. The last square he could sense the vampire was in is P29.

 
 Spoiler: Map 
 
 

 
Albinobrow
  Follow me follow nose! Nose knows!!   While hastily sniffing he runs to chase down the stench of the vampire!

 
 Spoiler: OOC 


Action 1: stride following path of vampire
Action 2: continue striding?
Action 3: Either continue striding oooorr attempt to grapple 50% miss chance  (1d100)[ 67 ]  Athletics to grapple VS target's Fort DC  (1d20+23)[ 41 ] 
 
Gwynfrid
After a few steps, the vampire’s subtle necrotic stench is strong enough for Kluh to locate again.

 
 Spoiler: Smelling 
Strahd is hanging to the ceiling, in Q28. This is on the outer perimeter of the tentacles area, where they don’t quite reach the ceiling. But he can’t get closer to the center without the tentacles trying to grab him.

Kluh has 2 actions left.
 
Albinobrow
Kluh charges into the black mass of tentacles, focusing only on his goal of grabbing the vampire!

 
 Spoiler: OoC 

Action 2: continue after Strahd to O28,P27
Action 3: Attack Strahd to grab him  (1d20+23)[ 28 ]  Miss chance 50%  (1d100)[ 59 ] 
 Kluh 
 
Gwynfrid
Paying no attention to the grabbing mass of tentacles, Kluh rushes in to attack! His elongated arms reach towards the elusive enemy, but the only thing he grasps is air. The mindless, writhing tentacles go after him, painfully immobilizing his giant frame.

 
 Spoiler 
Two points here:
- Some nitpicking: Under PF2 rules, you don't roll a % check, but a flat check (a straight d20) DC11. This has the exact same odds, but a nice benefit is that you don't need to specify if success is a roll of 1-50 or 51-100. DC11 means just roll 11 or more. In this particular case, it doesn't matter, because...
- Kluh is still enfeebled 2 from having his shadow stolen (this condition's value will decrease by 1 every hour). This means all Strength-based rolls, not just attacks, get a -2 penalty. As a result, he gets a 26, which isn't high enough to grab the vampire.

There is some ambiguity as to whether the other group members can locate the vampire, since Kluh didn't take an action to point him out. I will rule that as soon as they get line of sight to Q28 (currently, only Aleith does), they see Kluh trying to grab something in that square, so they know where he is.

Last... Kluh ends his turn in the tentacles, so they try to grab him!  (1d20+21)[ 38 ]  vs Fort DC of 31 (Fort is Con-based, so it's not impacted by the enfeebled condition), and if successful,  (3d6)[ 9 ]  bludgeoning damage.

Kluh is  grabbed   and takes 9 damage.
 
zylodrizzt
 
 Spoiler: rnd 11? 
1. Eada runs around the east side of the crypt that strahd is on using wall run
2. flurry manuvers trip  (1d20+20)[ 22 ]  attack  (1d20+16)[ 21 ]  damage  (2d6+6)[ 11 ] 
3. End on the northwest corner of the area of tentacles think that's j25
 
Thunder999
Jildu strides to the edge of the tentacles and tosses a Produce Flame at Strahd's square.

 
 Spoiler: OOC 
Stride to O31
 (1d20+18)[ 20 ]  to hit for  (5d4+4)[ 18 ]  fire damage
AC 28, 83hp
 https://www.myth-weavers.com/sheet.html#id=2643175 
 
SanguinePenguin
Aleith scowls at the mess of tentacles.  She dashes down the hall and presses herself flush against the wall, hoping for the vampire moves into her path.

 
 Spoiler 
move to S29
Ready attack with gloomblade
 
Gwynfrid
On Kluh's clue, everyone converges around the invisible vampire, but sadly, attacks are unsuccessful. Eada performs a spectacular run along both floors and vertical wall, but fails to connect and then wisely retreats away from the writhing tentacles that just captured Kluh. Jildu's jet of flame hits nothing but air, while Aleith decides to bide her time in a relatively safe location. But Ser Rychard, calling for the blessing of his patron deity, takes a position on the opposite side of Kluh to help in the attack, while the goblin alchemist rushes forward, preparing more concoctions on the way. All the while, the bloodthirsty bats harrass the heroes...

Strahd's hissing, mocking voice is heard then, coming down from the ceiling :  "So there's no shaking off you insects... No matter. I have you, to quote the famous tactician, right where I want you."  This taunt is followed by arcane words:

   "Pour ces intrus, c'est ici que je veux
Pour les vaincre à ma manière favorite
Un bel, un superbe anneau de feu
Qui les rôtira comme ils le méritent!"   

All around him, a barrier of white-hot flame erupts!

 
 Spoiler: end of round 11 
Razick
#1-2 2 Strides to T27
#3 Quick Alchemy to create a Moderate Ghost Charge

Ser Rychard
Rychard's Smite Evil is still active. Since the vampire is up near the 15-ft high ceiling and Rychard doesn't have reach, I will include a -2 circumstance penalty to the attacks.
#1-2 2 Strides to R28
#3 Strike, flat check DC11  (1d20)[ 5 ] , attack  (1d20+18)[ 20 ]  (Strahd's AC is reduced by 2 as he's flat-footed), damage  (2d8+9)[ 19 ]  including 4 good damage - miss

Rychard ends his turn in the tentacles, so they try to grab him  (1d20+21)[ 34 ]  vs Fort DC of 28, and if successful,  (3d6)[ 8 ]  bludgeoning damage - save success, not grabbed

Half of the vampire bats go away, but the remainder smell nicely warmblooded (ie edible) creatures, and follow the PCs. Basic DC16 Refl save for each swarm attack:

Jildu (the swarm moved then attacked twice)
#1  (1d20+16)[ 17 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - failed (natural 1, but the result is higher than the DC, so it's not a critical fail): 3 damage, 1 persistent bleed
#2  (1d20+16)[ 36 ]  damage  (1d4)[ 1 ]  and 1 persistent bleed if failed - critical success, no damage

Aleith (the swarm moved twice then attacked once)
#1  (1d20+21)[ 24 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - success, 2 damage

Razick (the swarm moved twice then attacked once)
#1  (1d20+19)[ 39 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - critical success, no damage

Strahd casts Wall of Fire with 2 actions, and doesn't move this round. He's still invisible. Don't forget the DC11 flat check to attack him (DC 5 for Razick, thanks to his Cat's Eye Elixir).

Technical behind the scenes look: Strahd needs to use an action to sustain another spell, so he can't move. In earlier rounds he could move with a 4th action, but his Haste spell just expired.

I pictured the wall of fire ring on the map. To be exact, the wall fills the squares P29, O28, O27, P26, Q26, R27 and R28, and is interrupted by the door of the crypt in Q29. This area includes Rychard and Kluh, who then will take damage at the start of their next turn (4d6, no save).

The wall of fire causes more bats to take flight, but since the wall is persistent, they perish or disperse (in other words, I have enough creatures to manage as it is!)

Round summary:
Kluh took 9 damage and is grabbed
Jildu took 3 damage and suffers 1 persistent bleed (1 damage at the end of his turn, and then DC 15 flat check to stop it)
Aleith took 2 damage
The wall of fire will burn for 4d6 fire damage, no save, at the beginning of Kluh's and Rychard's turns

 
 Spoiler: Map 
 
 

 
Thunder999
Jildu uses some more divination to work around the invisibility, then swings his staff, which grows massively in length and crackles with lightning.

 
 Spoiler: OOC 
That's True Strike then a Lunging Spellstrike with Shocking grasp, that means roll twice on the attack, ingore flat checks from hidden and concealed, and having a ridiculous 35ft of reach (10 base+5*5)
The better of  (1d20+19)[ 22 ]  and  (1d20+19)[ 36 ]  to hit
for  (2d8+4)[ 13 ]  physical, 2 force,  (1d6)[ 6 ]  +  (1d4)[ 2 ]  fire and  (6d12)[ 29 ]  electricity
There's a +1 to hit and 1d4+5 persistent electricity if he's wearing metal armour (which I don't think he is, but he could be)
 (1d20)[ 17 ]  vs DC 15 to end persistent damage
28 AC, 79hp,  sheet 
 
Gwynfrid
A staff, magically enhanced or not, reaching through a shimmering sheet of flames, at an invisible enemy partly covered by the crypt's corner... As impossible as this attack seems, it hits, delivering a massive charge of lighting power. For the first time since the beginning of the fight, the companions hear the Count's voice cry out in rage and pain!  
  "You will PAY for this, filthy intruder!"    
zylodrizzt
Eadas incredible athletics is no match for pure chance not landing a single hit. He stops by dropping his knife by alieth to pick up "it's all I got. Put it to good use"

 
 Spoiler: eada rnd 12 
1. Run wall over the flames and tenticles over to where im sure strahd is.
2. Flurry: first trip off wall if failed second trip from wall. They my attack rolls and athletics are at same bonus

Trip  (1d20+20)[ 36 ]  attack  (1d20+16)[ 27 ]  damage  (2d6+6)[ 12 ] 

3. Run/drop by alieth dropping knife and ending in v25
 
Albinobrow
 Get down you smelly stinky smell-bad-guy guy!  Kluh reaches once to grab the vampire again!

 
 Spoiler: Actions 

Action 1: Grab attack  (1d20+23)[ 38 ] 
Action 2: THRASH! Fort save vs DC 27 or 17 dmg  or  grab once more  (1d20+18)[ 22 ] 
ACtion 3: THRASH! Fort save vs DC 27 or 17 dmg  or  2handed sword attack  (1d20+10)[ 27 ]  Crit confirm  (1d20+10)[ 11 ]  Dmg  (2d12+10)[ 31 ]  Crit dmg  (2d12+10)[ 31 ]  +  (1d6)[ 2 ]  Persistant bleed dmg


After this round, Kluh's rage ends and he shrinks back down to small 😦
 
 Spoiler: Character stats 

75/180 HPs
28 AC
27 Class DC

 https://www.myth-weavers.com/sheet.html#id=2638263 
 

 


After Kluh's attempted onslaught, he appears to deflate as he shrinks back down to his small size!  This is bad. Very bad! 
SanguinePenguin
Aleith still did not think those tentacles looked inviting at all. She eyed the scene at a loss for what to do.  When Eada passes, and she sees him drop the dagger, she reacts instantly.  She drops her gloomblade and herself to the ground, deftly snatching the dagger from the air even before she or it touches the ground.  Faster than gravity dropped her, she bounces back to her feet.  She uses the momentum of swinging her torso upright to give the blade some extra oomph when she launches it toward the vampire.  For a moment she holds out her hand anxiously, expectantly. She shouts after Eada,  ”uhh, that was the- nevermind!”  as the dagger reappears and she throws it again.

 
 Spoiler 
Free: drop
1) pick up dagger
Free: Kip up
2) Attack:  (1d20+20)[ 35 ]  Damage:  (2d4+8)[ 12 ] 
3) Attack:  (1d20+16)[ 30 ]  Damage:  (2d4+8)[ 15 ] 
 
Gwynfrid
The companions unleash a furious storm of attacks on the vampire, and while they cannot see the effects directly, the strained voice of their opponent is a hint that at least some of them must have landed.

   "Right... Where... I...want... aAARH!"    

An instant of silence, followed by the angry invoking of magic.

   "Si le feu point ne suffit
C'est l'éclair qui vaincra
Pour de bon en finir ici
Avec vous, une ... aarh... une bonne fois!"   

Locked in Kluh's smaller but still powerful hand shaking him all around, the vampire stumbles on his words, and the casting fizzles.

 
 Spoiler: end of round 12 
EDITED - I had forgotten the DC5 flat check to cast a spell with a Somatic component while grabbed. Strahd failed (rolled in OOC).

The tentacles are gone.

Wall of fire: Ser Rychard takes  (4d6)[ 17 ]  fire damage. Kluh's rage ended just at the right time: His size reverted to normal, so he isn't in the wall anymore when his turn begins.

Strahd is grabbed, and therefore flat-footed so his AC takes a -2 penalty.

Razick
#1 Throw moderate Ghost Charge flat check DC11  (1d20)[ 6 ] , attack  (1d20+19)[ 28 ] , positive damage  (2d8)[ 8 ]  and 5 splash (which hits Rychard) - miss, Rychard and the vampire take 5 damage
#2 Quick Alchemy to create another
#3 Throw again, flat check DC11  (1d20)[ 11 ] , attack  (1d20+14)[ 22 ] , positive damage  (2d8)[ 9 ]  and 5 splash (which hits Rychard again) - miss, Rychard and the vampire take 5 damage

Ser Rychard
Rychard's Smite Evil is still active. Since the vampire is up near the 15-ft high ceiling (Kluh's Thrash doesn't change that) and Rychard doesn't have reach, I will include a -2 circumstance penalty to the attacks.
#1 Strike, flat check DC11  (1d20)[ 8 ] , attack  (1d20+18)[ 36 ] , damage  (2d8+9)[ 14 ]  including 4 good damage - miss
(Rolled the other attacks in OOC, missed as well)

Bat swarms, 3 attacks each since the characters they attack didn't move. Dc16 Reflex for each attack:
Aleith
#1  (1d20+21)[ 30 ]  damage  (1d4)[ 1 ]  and 1 persistent bleed if failed - crit success, no damage
#2  (1d20+21)[ 30 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - crit success, no damage
#3  (1d20+21)[ 38 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - crit success, no damage
Jildu
#1 [roll]1d20+16/roll] damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - (botched roll redone in OOC thread) crit success, no damage
#2 [roll]1d20+16/roll] damage  (1d4)[ 1 ]  and 1 persistent bleed if failed - (botched roll redone in OOC thread) crit success, no damage
#3 [roll]1d20+16/roll] damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - (botched roll redone in OOC thread) crit success, no damage
Razick
#1 [roll]1d20+19/roll] damage  (1d4)[ 4 ]  and 1 persistent bleed if failed  - (botched roll redone in OOC thread) success, 2 damage
#2 [roll]1d20+19/roll] damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - (botched roll redone in OOC thread) crit success, no damage
#3 [roll]1d20+19/roll] damage  (1d4)[ 2 ]  and 1 persistent bleed if failed - (botched roll redone in OOC thread) crit success, no damage

Strahd sustains his spell, then tries to cast Chain Lightning and fails (rolled ni OOC)  for  (8d12)[ 40 ]  electricity damage, basic Reflex save DC31. The electric arc hits everyone. This also fries the bat swarms.
 
 Saves
Aleith  (1d20+21)[ 34 ]  - success, no damage thanks to Evasion
eada  (1d20+22)[ 42 ]  - crit success, no damage
Jildu  (1d20+16)[ 18 ]  - crit fail, 80 damage
Kluh  (1d20+18)[ 22 ]  (not clumsy this round, per ruling... and so narrowly avoids a crit fail) - fail, 40 damage
Razick  (1d20+19)[ 27 ]  - fail, 40 damage
Ser Rychard  (1d20+18)[ 37 ]  - success, 20 damage
 
Round summary:
Razick took 2 damage
Ser Rychard took 17 damage
 Jildu took 80 damage and is dying 2
Kluh took 40 damage
 
 
 Spoiler: Map 
 
 

 
Thunder999
Jildu takes a moment to focus, recharging spellstrike, then reaches out to burn the bats.

 
 Spoiler: OOC 
Recharge spellstrike, Produce Flame against the swarm
 (1d20+18)[ 22 ]  to hit for  (5d4+4)[ 15 ]  fire damage
 
zylodrizzt
Luck not on eada side again tho they still manage to look cool flipping through the air. They take position back where they started
 
 Spoiler: eada rnd 13 
1. Wall runs back to strahd.

2. Flurry of manuvers miss chance  (1d20)[ 6 ]  (1d20)[ 7 ]  trip  (1d20+20)[ 37 ]  grapple  (1d20+16)[ 21 ] 

3. Last action is potentially complicated. If failed trip will try again and then wallrun back out of area. If trip succeeds but grapple fails also run out of area. If both fail run out of area. If both succeed make an attack. Miss  [roll]1d20attack  (1d20+12)[ 19 ]  damage  (2d6+6)[ 12 ] 

Since it all missed moving back to v25
 
SanguinePenguin
With the vampire obnoxiously out of reach and rudely invisible, Aleith decides to continue utilizing the dagger.  She throws it, her internal metronome precisely tracking the moment the dagger reappears, and she throws again.  An instant before the dagger reappears again she starts moving her arm and releases the blade almost right as it reappears.

 
 Spoiler 

Attack:  (1d20+20)[ 40 ]  Damage:  (2d4+8)[ 14 ]  miss:  (1d20)[ 19 ] 
Attack:  (1d20+16)[ 30 ]  Damage:  (2d4+8)[ 10 ]  miss:  (1d20)[ 16 ] 
Attack:  (1d20+12)[ 24 ]  Damage:  (2d4+8)[ 12 ]  miss:  (1d20)[ 4 ] 
 
Albinobrow
Holding on for dear life to *nothing(?)* Kluh swings the giant sword hoping to find purchase on anything besides the stone ceiling!

  GOT 'EM! I GOT 'EM! HE'S HERE!! GET'EM GET'EM GET'EM!  
 
 Spoiler: OoC 

Rolls made in OOC and copied here:
Action 1: Strike! Miss (1d20)[13] Attack roll (1d20+20)[29] Dmg (2d8+5)[11] + (1d6)[2] Persistent bleed dmg
Action 2: Strike! Miss (1d20)[12] Attack roll (1d20+15)[32] Dmg (2d8+5)[14] + (1d6)[3] Persistent bleed dmg
Action 3: Miss (1d20)[20] Hold onto grapple Athletics (1d20+13)[22]

 
 Spoiler: Stats 

HP 75/180
AC 28
 

 
Gwynfrid
While Aleith throws eada's returning dagger with remarkable accuracy, the monk is less lucky, but can quickly retreat to a safe distance (or is it?). Jildu incinerates the bats around him, and Kluh swings his bastard sword madly... it connects, but in the process, the goblin barbarian loses his grip on the invisible vampire: He falls back, down and on this feet.

   "You dare to desecrate my resting grounds, and to top it off, you have the audacity to manhandle ME!"    The Count's rage grows ever more apparent, his silky voice goes raspy as he incants again!

   "La vengeance, voyez-vous, pour moi,
Elle se trouve dans la fureur et le bruit
Ce n'est point le plat qui se mange froid
Mais plutôt l'éclair qui déchire la nuit!"   

... And this time, a blinding flash of electric light jumps from one party member to the next as thunder resonates to the deepest recesses of the catacombs of Ravenloft! When the deafening echoes and the afterimages subside, the survivors see that one of their numbers is down...

 
 Spoiler: end of round 13 
Aleith hits twice, with Sneak Attack impact (rolled in OOC) for significant damage.
Eada misses the invisible vampire and retreats. Kluh hits once, but fails to maintain the grapple. He falls on the floor, but he's only 5ft up so he takes no damage. He's out of reach now.

Wall of fire: Ser Rychard takes  (4d6)[ 15 ]  fire damage.

Rychard: In earlier rounds, I let Rychard try to hit the vampire with a penalty, but if I'm exact about it, he's out of reach. So, this time he'll do the technically correct move.
#1 Step to Q27 and out of the fire.
#2 Retrieve his Immovable Rod.
#3 Activate the Immovable Rod so that next round he can use it as support to hang from and be in reach.

Razick doesn't have such problems:
#1 Quick Alchemy to create another moderate Ghost Charge
#2 Throw moderate Ghost Charge flat check DC11  (1d20)[ 13 ] , attack  (1d20+19)[ 25 ] , positive damage  (2d8)[ 9 ]  and 5 splash (which hits Rychard)
#1 Quick Alchemy again

Bat swarms, 3 attacks each since the characters they attack didn't move. DC16 Reflex for each attack:

Aleith
#1  (1d20+21)[ 32 ]  damage  (1d4)[ 1 ]  and 1 persistent bleed if failed - crit success, no damage
#2  (1d20+21)[ 35 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - crit success, no damage
#3  (1d20+21)[ 28 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - crit success, no damage

Razick
#1  (1d20+19)[ 28 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - crit success, no damage
#2  (1d20+19)[ 34 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - crit success, no damage
#3  (1d20+19)[ 36 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed - crit success, no damage

The vampire uses Drain Bonded Item and... casts Chain Lightning again, this time without the pesky flat check, for  (8d12)[ 46 ]  electricity damage. The chain starts with Jildu and ends with eada so it can hit everyone, so I'll roll the saves in the correct order, Reflex DC31:

Jildu  (1d20+16)[ 31 ]  - success, 23 damage
Kluh  (1d20+17)[ 27 ]  (he's now clumsy since he wielded his sword) - fail, 46 damage
Rychard  (1d20+18)[ 19 ]  - crit fail, 92 damage
Aleith  (1d20+22)[ 30 ]  (by the way, I just found an error on Aleith's character sheet, she has a +1 item bonus to saves) - fail, 46 damage
Razick  (1d20+19)[ 38 ]  - success, 23 damage
eada  (1d20+22)[ 31 ]  - success, no damage thanks to Path of Perfection

Round summary
Jildu took 23 damage
Kluh took 46 damage  and is dying 1 
Rychard took 107 damage total, including a crit fail, and is dying 2
Aleith took 46 damage
Razick took 23 damage

 
 Spoiler: Map 
 
 

 
Albinobrow
 
 Spoiler: Actions 

Action 1: Leap Powerful leaper means Kluh can leap up vertically  5ft ! Right back to where Strahd is!
Action 2: while in the air GRAPPLE! Miss chance  (1d20)[ 17 ]  grapple attack  (1d20+21)[ 30 ]  (I remembered Enfeebled this time :) )
Action 3: If successfully grappled, then STAB! (miss chance)   (1d20)[ 9 ]  Attack  (1d20+13)[ 32 ]  dmg  (2d8+5)[ 11 ]  + Persistant bleed  (1d6)[ 2 ]  (I like seeing the total damage ok? 😁)

IF he does not successfully grab him he will use the 3rd action to ummmm.... I'm not sure yet. I guess let's see what happens.
 
zylodrizzt
 
 Spoiler: eada rnd 14 
hopefully not too confusing
1. Wall run to strahd
2. Flurry of manuvers grapple  (1d20+20)[ 26 ]  miss  (1d20)[ 1 ]  if miss try again  (1d20+16)[ 26 ]  miss  (1d20)[ 20 ]  if hit thats an attack roll instead damage  (2d6+6)[ 14 ] 
3. If not grappling move back to same square. Not sure otherwise
 
Thunder999
Jildu swings his staff, which takes on a metallic hue as the end strikes out toward the vampire.

 
 Spoiler: OOC/rolls 
Well this is my last damaging spell, 3rd level Magnetic Acceleration, and therefore my last reach spellstrike.
True Strike first, the Reach spellstrike.
Best of  (1d20+19)[ 39 ]  and  (1d20+19)[ 27 ]  to hit
For  (5d6+6)[ 21 ]  Bludgeoning,  (1d6)[ 2 ]  +  (1d4)[ 3 ]  fire, 2 Force and  (3d6)[ 14 ]  Piercing on a hit
56/118hp, 28AC,  https://www.myth-weavers.com/sheets/?id=2643175 
 
SanguinePenguin
While deep down, Aleith knows her fortune of the past few seconds has been luck, she can’t just abandon such a streak.  Then she gets electrocuted - rather painfully at that.  Hubris - that’s what it is, but whose is greater hers or himself?  This internal debate transpires while she steers the magic dagger in the invisible vampire’s direction again and again.

 
 Spoiler 
Attack:  (1d20+20)[ 37 ]  Damage:  (2d4+8)[ 15 ]  miss:  (1d20)[ 10 ]  SA:  (2d6)[ 5 ] 
Attack:  (1d20+16)[ 20 ]  Damage:  (2d4+8)[ 15 ]  miss:  (1d20)[ 14 ]  SA:  (2d6)[ 2 ] 
Attack:  (1d20+12)[ 26 ]  Damage:  (2d4+8)[ 13 ]  miss:  (1d20)[ 19 ]  SA:  (2d6)[ 5 ] 
 
Gwynfrid
Having finally cornered the invisible vampire, the companions go after him with everything they have, but even though Kluh manages to hang on to him, every attack fails to connect. They hear their enemy's sardonic laughter mocking their failure... But then, Jildu unleashes the last of his powerful magics. Once more, the fiery staff extends to an impossible length and srikes unerringly, with the added power of metal propulsed at massive speed! A cry of pain dies in Count von Zarovich's throat. Suddenly, Kluh finds that his grasping hand holds... nothing of substance. As he falls on his back, he sees the Count become visible again, his shape hazy as if he were made of mist. His elegant clothes are burnt and torn in several places, and a huge wound leaves his chest open.

But he isn't finished. Casting a makevolent glare at his tormenters as he passes over their heads, he flies slowly away from the scene of the fight.

 
 Spoiler: end of round 14 
The vampire is now visible, in mist form, and flying slowly away (3 actions, all to Stride)

The bats still try to find purchase. DC16 Reflex for each attack:

Aleith
#1  (1d20+21)[ 30 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed - crit success, no damage
#2  (1d20+21)[ 28 ]  damage  (1d4)[ 2 ]  and 1 persistent bleed if failed  - crit success, no damage
#3  (1d20+21)[ 22 ]  damage  (1d4)[ 1 ]  and 1 persistent bleed if failed -  crit fail, 2 damage and persistent bleed  a roll of 1 lowers the result (which is a success vs DC16) by one step, making it a regular failure, 1 damage.

Razick
#1  (1d20+19)[ 25 ]  damage  (1d4)[ 1 ]  and 1 persistent bleed if failed - success, 1 damage
#2  (1d20+19)[ 22 ]  damage  (1d4)[ 3 ]  and 1 persistent bleed if failed - success, 1 damage
#3  (1d20+19)[ 39 ]  damage  (1d4)[ 4 ]  and 1 persistent bleed if failed  - crit success, no damage

Rychard makes a Recovery check. Flat check DC12 since he is dying 2:  (1d20)[ 13 ]  - success

Aleith took  2  1 damage a nd now has 1 persistent bleed damage (flat check DC15 at the end on one's turn to recover) 
Razick took 2 damage
Ser Rychard is now dying 1

 
 Spoiler: Map 
 
 

 
Thunder999
Jildu hurls some fire at the bats, then speaks for the first time in what feels like ages (though in truth this entire ordeal was barely more than a minute)

 "I suppose we just follow the mist to its coffin now?" 
 
 Spoiler: OOC/Roll 
Produce Flame at a swarm.
 (1d20+14)[ 22 ]  for  (5d4+4)[ 20 ]  fire damage.
I don't think anyone actually has stakes, but I do have Prescient Planner+Prescient Consumable if we get a minute of combat and they might be a valid option.
 
zylodrizzt
 
 Spoiler: following the mist 
1. Getting behind the mist
2.ready action to keep moving with the mist
 
Albinobrow
 Wait come back! We're done playing yet!  Kluh looks around and notices the gap above the wall of flames and steadies himself for a jump!

 
 Spoiler: OoC 

Action 1: Leap up 5ft
Action 2: Use wall jump to high jump over the wall of flames.  (1d20+21)[ 26 ] 
Action 3: Stride to follow misty!
 
Gwynfrid
Count Strahd lands on his feet and resumes his hustle through the catacombs at a faster speed, entirely unimpeded by any attempt from his pursuers to stop or harm him. His form is made of a grey mist that leaves behind a sickly odor of death...

The companions follow, and soon enough they find themselves in front of a massive iron portcullis, its bars rusty but still a formidable obstacle. Behind it, a flight of wide stairs goes down into the darkness, and in the vault beyond, they can see the unmistakable form of a stone sarcophagus.

 
 Spoiler: end of round 15 
On this map, I moved the vampire to his new position at the end of this round, but I didn't move your characters. You have a full round. Depending on your speed and what else you want to do, please state your end position with the coordinates as shown.

 
 
Thunder999
With his 45ft speed Jildu easily keeps up with the Count and ends on (O, 43)
Albinobrow
After the stride from last round, Kluh can easily make it too the bars as well. (M,44)
SanguinePenguin
Aleith keeps up, ending on P44.
zylodrizzt
With eadas reaction I'd like him to end just outside the gate.
Gwynfrid
Razick braves the flames to go to Ser Rychard's rescue, while the rest of the group follows the Count's misty form closely. Facing the portcullis, eada looks up, and sees it must be possible to lift it, as a mechanism consisting of chains and wheels is partly visible. Eada deduces that the controls must be further inside the room, but they're out of sight.

Looking in, they see a great marble stair down to a great, murky tomb in which the light seems to be repelled, and from which wafts the smell of freshly turned earth. Settled into the dirt on the floor is a stone sarcophagus, open, its lid cast aside. On the wall inside, there are three alcoves, each with a... statue... No, on closer look, the one in the center seems to be a standing, mummified body.

 
 Spoiler: end of round 15, now with final map 
EDITED to restore previous text after I made an editing mistake. This is why the rolls look odd, they're copy-pasted manually from the original post.

Razick steps into the Wall of Fire and takes (4d6)[11] damage.
He uses Battle Medicine to help Rychard, DC20 (1d20+18)[33] for (2d8+10)[21] healing or (2d8+10)[18] on a crit success. EDIT - actually 31, rolled in OOC
He then takes a Moderate Elixir of Life out of his pocket.

I have already moved Strahd this round. So, it's now round 16, PCs' turn.

 
 Spoiler: Map 

 
 

 
Thunder999
 "Looks like someone will have to lift this thing, Kluh is hopefully strong enough, certainly manhandled our quarry well enough, but I'll help." 

Jildu gets a grip on one of the bars and gets ready to help lift it.

 
 Spoiler: OOC 
Rolling Athletics to aid, still enfeebled 1 so one less than the sheet (I can't seem to see where you'd put conditions)
 (1d20+20)[ 28 ] 
Jildu is a Master in Athletics

56/118 hp, 28 AC,  https://www.myth-weavers.com/sheets/?id=2643175 
 
zylodrizzt
"Someone please get in there and get this gate to stay open"

After it's open enough to slip in eada places his immovable rod under the portcullis and slips in and gets the mechanism that opens the gate.
 
 Spoiler: eada round 
1. Aid in lifting  (1d20+20)[ 22 ] 
2. Take a closer look at the mummy
3. Recall knowledge mummy
 
Albinobrow
 Cannot escape me you  fart!!!!  
 
 Spoiler: Ooc 

Athletics roll to lift the portculis. No rage shenanigans until another 5 rounds.

 (1d20+21)[ 34 ]  (Athletics is +23 but Enfeebled -2)
 
SanguinePenguin
“TEAMWORK!”  Aleith proclaims.

 (1d20+17)[ 35 ] 
Gwynfrid
Having revived Ser Rychard, Razick decides to take a few moments to restore them both somewhat... Then he resignedly steps into the flames once again, moving to rejoin the fray, while Rychard recovers his bearings, ready to follow.

Kluh, Aleith, eada and Jildu line up in front of the heavy portcullis. As one man, all of them pull and heave with all their might! The ancient, rusty iron gate slowly rises, and with a pained grunt, Kluh stands under the bone-crushing weight, leaving just enough room for the taller people to crouch down and pass. Meanwhile, the vampire ignores them and simply passes through the bars. The cloudy shape just walks down the stairs, steps into the sarcophagus, and lies down inside, out of sight.

Eada squints to look at the mummified body. It has the slender build of an elf, as far as can be judged from this distance. It doesn't seem to be moving, or indeed to be able to: Several long nails protrude from it, keeping it standing against a wooden post. The monk's knowledge of undead is superficial at best, but he remembers a piece of advice he heard long ago...

 
 Spoiler: end of round 16 
Razick drinks his Moderate Elixir of Life, gives another one to Rychard, and steps out through the Wall of Fire.
Rychard stands up, gathers his weapon, drinks the elixir, and prepares to follow next round.

Razick gets  (5d6+12)[ 32 ]  of healing, a +2 bonus vs poison and disease for the next 10 minutes, but  (4d6)[ 12 ]  damage.
Rychard gets  (5d6+12)[ 30 ]  of healing and his now standing, weapon in hand.

Eada is pretty certain that the mummified body is a deadly trap, but he doesn't know anything beyond that.

 
 Spoiler: Map 

 
 

 
zylodrizzt
Eada slips under the gate and into a leap clear onto the side with the lid. Being in a hurry he doesn't get a good grip on the lid and it slides straight out of his grasp. He takes a closer look seeing the wooden coffin inside of the sarcophagus and comes up with a brilliant idea. He should make some stakes and perhaps make strahd take longer healing or not even heal at all.

 
 Spoiler: eada rnd 15 
1. Move to the lid
2. Put it on  (1d20+20)[ 21 ]  athletics
3. Flurry on the wooden coffin
 https://forums.giantitp.com/showsing...9&amp;postcount=43 
 
Gwynfrid
As soon as the gate is open, Eada jumps into the vast tomb in a rush. Even with his night vision, it feels as if the area is darker, the walls more obscured, the air rarer. Shaking these thoughts away, he grasps the heavy stone lid and attempts to place it in position on top of the sarcophagus, but it slips from his hand and falls on him, a large bruise on his shin the only reward of his effort.

That's when he takes a closer look inside the sarcophagus. A marble construction set directly into the earthen ground, it contains a shining black coffin of waxed wood, with brilliant brass fittings. Eada notices a dozen vertical slits in each of the long sides of the sarcophagus. The coffin also has matching slits, allowing the air in. Deducing that the vampire has to be inside, he strikes at the sturdy wood, twice. The lid's coffin breaks...

Then, a big cloud of greenish mist appears, engulfing the sarcophagus, the coffin, and its attacker. At the same time, the earth all around erupts with hand-like protrusions, who start to grab at the monk's legs!

 
 Spoiler: middle of round 17 

Eada's Fort, DC 31  (1d20+17)[ 31 ]  - success, eada isn't grabbed.
The cloud and the area of grasping earthen hands are both 20-ft radius around the sarcophagus.
 
Thunder999
 "And we thought the mummies would be the problem, anyone got a way to handle whatever that is?" 
Reluctant to enter the gas in search of a more permanent solution to the gate, he waves his staff with one hand and utters a brief chant, hardening his flesh, and uses the other to continue helping Kluh with the weight of the portcullis.

 
 Spoiler: OOC 
That's a stoneskin, because I have that, bit late, but I had other priorities earlier and maybe it'll help if that portcullis skewers him. Can't see much reason to save the slot.
Also seems like we've got wooden stakes covered.

 (1d20+20)[ 21 ]  to keep aiding Kluh

5 Resistance to non-adamantine physical damage, 56/118 hp, 28 AC,  https://www.myth-weavers.com/sheets/?id=2643175 
 
Albinobrow
 Everyone here? This is heavy!! 

Kluh grits and grinds his pointy teeth as he continues to hold up the portculis.

 
 Spoiler: Actions 


Still holding up portculis
 (1d20+21)[ 30 ]  (includes enfeebled 2)

29/180 HP 28 AC
 https://www.myth-weavers.com/sheets/?id=2638263 
 
SanguinePenguin
Aleith looks into the room, studying, thinking.  Finally, she says,  “I agree with Eada.  The mummy is probably a trap.”  Then the other trap goes off and she frowns.  Caution could be invaluable in this moment.

 
 Spoiler: Actions 
1:lore mummification
2: lore vampires
3: perception look for traps
 
Gwynfrid
With Jildu's support, Kluh exerts all his might to keep the gate open. This allows Razick to sneak under and to run down the stairs. The goblin alchemist looks fairly burnt up, and he stops before he reaches the bottom, stopping to observe the unpleasant-smelling fog. Behind him, but at a much slower pace, the armored knight, Ser Rychard, rushes to rejoin the group. He too looks much the worse for wear.

Aleith observes the surroundings, unhurriedly. She doesn't remember anything about a mummified body being made into a trap, but she has a very definite hunch that this one was. She also knows that a vampire incapacitated to the point of being forced into mist form must spend time in his coffin to regenerate.

Down in the tomb, eada's eyes and throat begin to throb painfully under the effect of the toxic fog filling the room. He looks up, and sees an ancient wheel anchored to the wall, a long chain wrapped around it goes up to the ceiling and through the wall - evidently, the mechanism for opening the portcullis from the inside. The whole contraption is a mass of rust, covered in cobwebs, that surely hasn't been operated in decades, if not centuries.

 
 Spoiler: end of round 17 
Razick moves forward, gets under the open portcullis and down the stairs to stop just in front of the cloud. Rychard follows, but is much slower. He takes  (4d6)[ 13 ]  fire damage crossing the Wall of Fire.

The area outlined in green is the cloud of toxic vapors, and the area where the earth tries to grab everyone is  the same 20-ft radius zone.  EDIT this is a mistake, this area is actually 10-ft radius. I'll update the map, with a brown outline for this zone.

Eada ends his turn within reach of the earthen hands, so they try to attack him again: Fort save DC31  (1d20+17)[ 18 ]  - crit fail. Eada is restrained by the hands.

Eada also begins the next turn inside the cloud of fog : Basic Fort save DC31  (1d20+17)[ 24 ] ,  (6d8)[ 22 ]  poison damage - fail
Next round, eada can  hold his breath to get a +2 circumstance bonus to the save .

The wheel and chain mechanism is located on the wall, in N49. It will take a good deal of strength (Athletics DC35) or some remarkable trick to make it work.

Ser Rychard took 13 damage
Eada took 22 damage and is now  restrained .

 
 Spoiler: map 
 
 

 
zylodrizzt
 
 Spoiler: eada rnd 18 
1. Escape  (1d20+22)[ 27 ] 
2. Escape part 2
3. Escape part 3 success i believe.
 
Albinobrow
 Let's gooooooooo!!! 
 
 Spoiler: OOC 

One more round of holding this up should be enough for everyone to get here:

 (1d20+21)[ 25 ]  (includes enfeebled 2)

 3 rounds left 
29/180 HP 28 AC
 https://www.myth-weavers.com/sheets/?id=2638263
 
 
Gwynfrid
Weakened by the shadow's drain of his energy, Kluh strains mightily against the weight of the gate. Fortunately, Jilud steps in with a big effort on his side, and together the two of them manage to keep the portcullis open.

Inside the tomb, Eada can't seem to slip through the hungry earthen hands...

 
 Spoiler 
Roll for Jildu's Aid DC20  (1d20+20)[ 32 ]  - crit success for a +2, just enough for Kluh's check to pass

Eada fails to escape. 2 actions left.
 
Thunder999
 "This is getting pretty heavy, anyone got a way to wedge it open, we can't do much while standing here and I'm not confident about our chances of lifting it back up if it falls." 
SanguinePenguin
Aleith looks into the room, and shrugs,  ”maybe we all duck in?”   She takes her own suggestion and steps under the portcullis.  Whatever mess Eada created she had no interest in dealing with.  She instead throws the dagger at the spiky mummy - curious if she can trigger the trap remotely.

 
 Spoiler 
1: move to M46
2: throw dagger
3: look for more traps
 
Gwynfrid
 "Coming!"  Ser Rychard answers Aleith's suggestion with panted breath as he hustles in his heavy armor and finally ducks under the goblin-height opening under the portcullis.
 
"Would you have another of these, my friend? I have a feeling we haven't won yet...",  he asks, as he comes next to Razick. The goblin alchemist nods. With a practiced hand, he takes a pinch of a reddish powder from one of his many pockets, and drops half of it in each of two small vials, before he hands one over to the knight.  "Anyone else wants one?"  He looks critically at eada, struggling to breathe and inhaling the poisonous fumes, while the strange earthen hands tighten their grip and twist his arms and legs in painful positions.  "Can we help?" 

Aleith throws a dagger that strikes the mummified corpse in the belly - no reaction. Through the green-grey fog, she looks intently at the elf's face. She notices a barely visible movement in the bandaged throat... Like the body was, impossibly, still breathing.

 
 Spoiler: end of round 18 

Ser Rychard uses 3 actions to Stride to L47.

Razick uses Quick Alchemy with Double Brew to produce two Moderate Elixirs of Life, and gives one to Ser Rychard. Next round, anyone adjacent to him can take the other one from him with an Interact action.

Eada takes damage from the fumes. Basic Fort save DC31  (1d20+17)[ 29 ] ,  (6d8)[ 21 ]  poison damage. EDIT - successful thanks to holding one's breath for a +2 bonus (assuming the action to do so was taken last round).

... and from the grasping hands  (2d6)[ 7 ]  bludgeoning damage.

Aleith thinks that the trap has something to do with the elf's throat, but it would take a very precise, surgical-like incision to disable it safely (namely, she has to be right next to it, and it's a Thievery check).

Eada took  28   17 damage total. EDIT corrected for successful save

 
 Spoiler: Map 
 
 

 
zylodrizzt
 
 Spoiler: rnd 19 
1. Escape  (1d20+23)[ 37 ] 
2. Place/activate rod on coffin
3.move to the gate activation
 
SanguinePenguin
 ”I’ll try to get that other trap.”  Aleith takes a deep breath and races through the poison cloud, avoiding the hands and stopping outside of the gas.  She withdraws her tools and takes another deep breath.

 
 Spoiler: OOC 
1-2: Double move to P54
3: Draw Thievery kit
 
Albinobrow
Kluh lets the portculis drop behind him and draws his sword,  Ayiyiyiyiyi!!  *GAAASP*   He takes a deep breath and with cheeks puffed out and runs and leaps to the other side of the coffin!

 
 Spoiler: OoC 

Free action to hold breath for 9 rounds
1. Stride
2. Long jump Athletics DC 20  (1d20+21)[ 22 ]  to land on L53.
3. Attack Strahd or coffin?  (1d20+18)[ 24 ]  damage roll  (2d8)[ 16 ] + (1d6)[ 4 ]  Persistent Bleed


2 rounds left
29/180 HP 28 AC
 Kluh character sheet 
 
Thunder999
Jildu quickly steps inside, adjacent to Razick ({L, 46} I think) and since noone else has grabbed it, he'll grab the elixir of life and down it.

 
 Spoiler: OOC 
1 action to move in, 1 action to take the offered elixir, 1 to drink it.
5 Resistance to non-adamantine physical damage, +2 item bonus vs poison and disease (so 1 higher than on the sheet since he has a +1 from Reslilient Rune) 91/118 hp, 28 AC,  https://www.myth-weavers.com/sheets/?id=2643175 
 
Gwynfrid
Eada finally manages to slip through the eager hands and out of their way. After leaving his immovable rod to hold the coffin's lid, he moves through the haze of poisonous gas to examine the crank and wheel, or what's left of them. Turning the crank with sheer strength appears possible, but breaking the whole thing is also a possibility... He hears the loud CLANG! of the falling portcullis when Kluh and Jilud ease themselves in and let it fall. Sword in hand, Kluh vaults over the sarcophagus and strikes at the finely crafted, damaged lid. The wood cracks wide open, one half falling to the side, exposing the dead body of Strahd von Zarovich. He lies still, no longer in his mist form, helpless. That's when Kluh wonders if maybe he should have paid more attention to the strange hands emerging from the ground, and the greenish fumes, too - these smell horribly bad, and he can feel his lungs burn and eyes from it. Eada, even refraining from taking breath, feels some of the toxic effect as well. Aleith also runs inside the tomb, but quickly steps out of the cloud, and takes her tools out.

Jildu takes advantage of Razick's proffered elixir, while the goblin throws another of his undead-destroying bombs into the coffin, just to be on the safe side. Ser Rychard, sword at the ready, hesitates.  "Is he moving? What should we do?" 

The companions are now locked inside a tomb, in the company of a vampire corpse.

 
 Spoiler: end of round 19 
Rychard holds. Razick throws a Moderate Ghost Charge into the open coffin, but this doesn't seem to have any effect, as far as Kluh can see.

Note about the coffin lid: Eada's attack had broken it (Broken condition), Kluh's finishes it off. The lid is now destroyed. The vampire inside is visible and can be attacked (but Razick's bomb didn't do anything).

The grasping hands try to grab Kluh: Fort DC 31  (1d20+21)[ 40 ]  - success, he isn't grabbed
Kluh and eada end their turn in the poison cloud. Fort DC 31 for  (6d8)[ 30 ]  poison damage.
Kluh  (1d20+21)[ 37 ]  - success
Eada (1d20+20)[ 37 ]  including +2 bonus as he's able to hold his breath for a long time - success

Kluh and eada took 15 damage each.

 
 
Thunder999
Jildu takes a moment to think about their next step  "Ok so if one of you can turn some of that wood into a stake and ram in through the monsters' heart that'll buy us time and be step one, I should have some Holy Water but it'll take me a moment to find, then we chop his head off and annoint the stump." 

With that Jildu begins searching through his bag.

 
 Spoiler: OOC 
Prescient consumable for Holy Water, take 1 minute, AKA 10 rounds.
 
Albinobrow
Kluh's eyes begind to water as he frantically swings the giant sword repeatedly where Strahd's head meets his shoulders. He then runs to the corner of the room out of the green cloud and sways slightly as he rests his head against the cold stone wall,  Mr. Razick sir? I don't feel so good...  He coughs some blood against the wall before turning back to face the undead monster.

 
 Spoiler: OoC 

1. "OFF WITH 'IS 'EAD!" (try to cut of strahd's head, two hands)  (1d20+18)[ 24 ]  (includes enfeebled 2) dmg  (2d12+5)[ 12 ]  +  (1d6)[ 3 ]  Persistent bleed (i know i know...)
2. If his head is still attached: "OFF WITH 'IS 'EAD!" (take 2, two hands)  (1d20+13)[ 32 ]  (includes enfeebled 2) dmg  (2d12+5)[ 22 ]  +  (1d6)[ 1 ]  Persistent bleed...
If head is unattached grab it and run to H54. If after second strike, whether the head is still attached or not, run to H54. (If I can take the head with me I'll do that.)

1 round left   yesss.... 
14/180 HP 28 AC
 Kluh character sheet 
 
zylodrizzt
Eada nods in aknoledgement of jildu and rushes to the sarcophagus. He grabs the most suitable wood and rushes it to (insert someone with a good blade to cut a stake)

 
 Spoiler: eada rnd 20 
1. Move
2. Pickup wood
3. Move to someone with a good blade outside the cloud
 
SanguinePenguin
With her kit in hand, Aleith dashes to the mummy.  She attempts to disable it, checks her work and tries again or dashes back out of the gas.

 
 Spoiler 
1: move until she can reach the mummy
2: thievery:  (1d20+22)[ 37 ] 
3: thievery:  (1d20+22)[ 27 ]  or move back (given first roll, would prefer to move back, but I didn’t think to set up a reasonable conditional)
 
Gwynfrid
Kluh's strike cuts the vampire's head clean off, before he prudently exits the deadly cloud, while Jildu searches through his bags, and Ser Rychard draws a sharp dagger. On cue, eada brings the smaller half of the coffin lid to him. While the knight starts hacking at the wood, Razick moves to his fellow goblin's help, offering him another vial of his precious elixir.

Facing the crucified mummy up close, Aleith studies the problem, and decides to pierce the larynx just in the right way. She thinks this should work... But a loud crack resonates across the tomb as the dead elf's mouth opens, impossibly wide, tearing off the centuries-old bandages.

  aeuuuIIEEH  aiiioyoheeUUOOO  aahhhyiooooAAA  iiehehyoAAUH  yeeeOAEEEE  iiiUOOYEE  aaayaaEEEIOOUEHRRRR!!!!  

A cry from beyond the grave rises, deafening all, echoing around the tomb. It calls forth the pain of a thousand tortured souls, the immanence of death in all born beings, the end of all joy and life.

 
 Spoiler: end of round 20 
Razick takes another moderate elixir of life out of his pocket, Kluh can take it next round.
Aleith's Thievery resulted in one success, she thinks she needs 2 more to fully disable the trap.

Basic Fort save DC26 for everyone,  (4d10)[ 25 ]  negative damage.

Aleith  (1d20+16)[ 21 ]  - fail, 25 damage
eada  (1d20+18)[ 26 ]  - success, 12 damage
Jildu (1d20+18)[ 32 ]  - success, 12 damage
Kluh  (1d20+21)[ 24 ]  - fail, 25 damage
Razick  (1d20+18)[ 22 ]  - fail, 25 damage
Ser Rychard is immune.

Aleith will being her next turn in the poison cloud, so she takes  (6d8)[ 17 ]  poison damage, basic Fort save DC 31  (1d20+16)[ 32 ]  - success, 8 damage

Aleith took 33 damage
Jildu and eada took 12 damage each
Kluh and Razick took 25 damage each.

 
 Spoiler: Map 
 
 

 
SanguinePenguin
Poison gas fills her lungs and Aleith coughs as her head starts swimming.  She continues to work on the contraption through a hacking fit that brings the taste of blood into her mouth.

 
 Spoiler 
HP: 85/118

1: thievery:  (1d20+22)[ 29 ] 
2: thievery:  (1d20+22)[ 35 ] 
3: thievery:  (1d20+22)[ 41 ]  or move out of gas if disarm successful
 
Gwynfrid
Coughing, choking, Aleith nonetheless focuses on her task in a desperate effort. She just  knows  that the deathly wail will erupt again until all her companions flee or die... And, in a deft demonstration of the highest skill under the highest pressure, she manages to dismantle the undead larynx until all that comes out of it is a harmless, low hum.

She promptly exits the area of poisonous fumes, while Razick gets busy reviving the severely wounded Kluh. A few moments later, the poison dissipates, and the earthly hands retreat into the ground they came from. As soon as Ser Rychard manages to get a large enough, pointy enough splinter out of the broken coffin lid, eada takes it from the knight's hands, and rushes to put it through Strahd von Zarovich's still heart.

At last, Jildu fishes a bright, white flask of fine crystal out of the recesses of his backpack. He steps forward, and pours the contents liberally all over the vampire's separated head and body. The blessed water burns the undead flesh like the strongest acid, and soon enough, all that remains is ash. The master of Ravenloft, who terrorized the region for centuries, is no more.

The companions look at each other, incredulous. Victory is theirs!