4, Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead.
PO1 is now FS-PO1 with the stats of Flameskull, except all fire damage replaced by necrotic damage and hit points are 30/30 and not 40/40 or 60/60. FS-PO1 is a dead flameskull, prone with 0/30 hit points and a carved tatoo on it's head. While FS-PO1 has 0 hit points, Tatoo-FS-PO1 is an object with AC 15 and 15/15 hitpoints.
(I would assume we don't know about the tattoos, right?)
Hmmm, that's a great question. You see the body of the bald priest fall.
Her skin ignites with embers, peeling off and exposing her skull. Magic wisps from her arms, transferring her tattoos magically, hints of necrotic and transmutation magic (Arcana or Religion DC 15)
Since these priests are alive and have not died or raised as undead yet, you may not know that this is coming. Maybe if you pass the Arcana or Religion DC 15 then make an immediate Insight DC 25
@PO1/2, hit 35 (critical) for 21 magical slashing and 6 lightning damage @PO1/2/3, hit 35 (critical) for 16 magical slashing and 9 lightning damage @PO1/2/3, hit 25 for 15 magical slashing and 8 lightning damage
PO2 takes 21, 6, total 27 damage and dies. PO2 (-2/60) PO2, roll on Boons of Undeath table: 3
PO3 takes 16, 9, total 25 damage and dies. PO3 (0/60) PO3, roll on Boons of Undeath table: 4
3, Vampiric. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by 10 feet.
Her skin shrivels and turns gray. Her teeth grow fangs as she falls dead on the floor. Necrotic and transmutation magic (Arcana or Religion DC 15) then Insight DC 25 to know that she just turned into an undead and has the power to come back at the start of her next turn.
PO3, roll on Boons of Undeath table: 4
4, Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead.
Necyra, her eyes gleaming with anticipation, stood a safe distance from the fireball, her wings shielding her and her Woodland Beings from the intense heat. As the flames subsided, she let out a cackle of triumph. "Now, let's finish this," she declared, pointing towards the three Priests of Osybus. "Attack!" she commanded her four Quicklings, sending them into battle.
Quickling #1 Attack #1 on PO1: 22 Damage: 7
Quickling #1 Attack #2 on PO1: 9 Damage: 7
Quickling #1 Attack #3 on PO1: 17 Damage: 7
Quickling #2 Attack #1 on PO2: 21 Damage: 7
Quickling #2 Attack #2 on PO2: 21 Damage: 7
Quickling #2 Attack #3 on PO2: 20 Damage: 9
Quickling #3 Attack #1 on PO3: 9 Damage: 9
Quickling #3 Attack #2 on PO3: 20 Damage: 10
Quickling #3 Attack #3 on PO3: 22 Damage: 7
Quickling #4 Attack #1 on PO3: 16 Damage: 8
Quickling #4 Attack #2 on PO3: 23 Damage: 7
Quickling #4 Attack #3 on PO3: 27 Damage: 10
Necyra, her eyes fixed on the first Priest of Osybus (PO1), raised her hand, a mote of radiant light forming at her fingertips. With a focused concentration, she unleashed a Sacred Flame, a searing bolt of divine energy that struck the creature with devastating force. PO1 to pass a DC17 DEX Saving Throw or suffer 17 radiant damage.
Necyra can make the checks before the priests return as undead, to see if the quicklings want to smash the dead bodies to bits.
Dex saves at that DC are automatic successes, so half damage from both (are enemies affected, too?)
Trystane noticed that something's in the air with these tattoos (Arcana 22) but doesn't have any idea yet (Insight 18) what it might be. He simply regards the transformation as some evil ritual and continues to try bringing down the new foes.
Action: two unarmed strikes Bonus: one unarmed strike @V-PO2, hit 16 (critical fail) for no damage @V-PO2, hit 34 for 14 magical slashing and 2 lightning damage @V-PO2, hit 25 for 17 magical slashing and 5 lightning damage
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Talorin grunts from the necrotic blow. "That hurt." he mutters. Suddenly realizing what's happening with these priests he calls out, "The tattoos! Get the tattoos!"
[[ I think one of them is already down, right? Or if not, will be soon. ]]
Sacred Flame @ Tattoo (probably from a blazing given the hit points) Damage: 7+5+2+1 = 13 radiant //used 1 sorcery point for empowered spell As an object, tattoo automatically fails this save
Possible Reaction: If vampiric priest hits with her sword, which causes paralyzed, then use silvery barbs and give advantage to Yurgojin.
Necyra, her eyes gleaming with anticipation, stood a safe distance from the fireball, her wings shielding her and her Woodland Beings from the intense heat. As the flames subsided, she let out a cackle of triumph. "Now, let's finish this," she declared, pointing towards the three Priests of Osybus. "Attack!" she commanded her four Quicklings, sending them into battle.
Quickling #1 Attack #1 on PO1: 22 Damage: 7
Quickling #1 Attack #2 on PO1: 9 Damage: 7
Quickling #1 Attack #3 on PO1: 17 Damage: 7
Quickling #2 Attack #1 on PO2: 21 Damage: 7
Quickling #2 Attack #2 on PO2: 21 Damage: 7
Quickling #2 Attack #3 on PO2: 20 Damage: 9
Quickling #3 Attack #1 on PO3: 9 Damage: 9
Quickling #3 Attack #2 on PO3: 20 Damage: 10
Quickling #3 Attack #3 on PO3: 22 Damage: 7
Quickling #4 Attack #1 on PO3: 16 Damage: 8
Quickling #4 Attack #2 on PO3: 23 Damage: 7
Quickling #4 Attack #3 on PO3: 27 Damage: 10
Necyra, her eyes fixed on the first Priest of Osybus (PO1), raised her hand, a mote of radiant light forming at her fingertips. With a focused concentration, she unleashed a Sacred Flame, a searing bolt of divine energy that struck the creature with devastating force. PO1 to pass a DC17 DEX Saving Throw or suffer 17 radiant damage.
Necyra can make the checks before the priests return as undead, to see if the quicklings want to smash the dead bodies to bits.
I don't want to force Necyra's hand but with Talorin's discovery about the tattoos, I think the Quicklings make easy work destroying all three tattoos.
Nutty Resurrecting Priests Rewards 3,300 XP (660 XP each)
The house is a maze. I'll need a few hours to write the next post (it's long) but nice work dealing with the Priests of Osybus and their self raise undead tattoos, I wish I could say that's the last of them.
Yurgojin looks about, "Why, did someone get hurt?" Seemingly clueless of the effects of 2 fireballs on the rest of the group. "OH, ..Ah... good call on those markings, who knows a few drawings could keep their fate at bay." Clearly trying to change the subject.
Two massive balls of flame erupted from the Priests, hurtling towards Necyra with terrifying speed. The heat was intense, the air crackling with energy. She gritted her teeth, the pain intense, but she refused to waver. The fireballs struck, their explosive force sending her reeling. Despite the searing pain, she maintained her concentration on the Conjure Woodland Beings spell, ensuring their continued existence.
With a grimace, Necyra quickly casts Lifeberry and creates 10 goodberries, each healing 4 hp. She popped the berries into her mouth, the sweet, tart flavor filling her senses. Juice dribbled down her chin as she quickly consumed the healing fruit, replenishing her strength and vitality.
As the flames subsided, Necyra signaled to her Woodland Beings, their forms shimmering as they returned to her side. With renewed determination, she led the party to the front door of the Death House, her eyes scanning the darkness, ever vigilant. The path ahead was fraught with danger, but she was ready to face whatever challenges lay in wait!
This post has potentially manipulated dice roll results.
Portico and Antechamber A hinged, wrought-iron gate fills the archway leading to a stone portico. Oil lamps hang from the portico ceiling by chains, flanking an oaken double door. The double door opens into an empty antechamber. On the south wall is a shield emblazoned with a stylized golden windmill on a red field. A closed double door stands a few steps beyond. The doors are unlocked.
Main Hall and Cloakroom This hall runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other. The door to a cloakroom on the east wall is slightly ajar; the black cloaks inside are damp. (Encounter #1 Completed, Death House Encounter Table) << We are here
Den of Wolves This oak-paneled room looks like a hunter’s den. A stag’s head is mounted above the fireplace, and three stuffed wolves are positioned around the outskirts of the room. Any character who searches the southwest corner of the room finds a trapdoor with a successful DC 20 Intelligence (Investigation) check. The trapdoor is barred from the other side. It is a Medium object with AC 13, 15 hit points, and immunity to poison and psychic damage.
Kitchen and Pantry The kitchen is tidy, with dishware, cookware, and utensils neatly placed on shelves. A dome-shaped stone oven stands near the east wall. Near the oven is a well-stocked pantry. Dumbwaiter. Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters and the Durst parents’ bedroom. A Small character can squeeze into the elevator box with a successful DC 10 Dexterity (Acrobatics) check. The dumbwaiter’s rope-and-pulley mechanism can support 200 pounds of weight before breaking.
Dining Room The centerpiece of this wood-paneled dining room is a carved mahogany table, covered with resplendent silverware and crystalware and surrounded by eight high-backed chairs. This area is empty except for the immaculate table dressing. The silverware and crystalware here are worth 2,500 gp total.
Upper Hall Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of a family: a man and a woman with two smiling children—the same children you saw outside. The marble staircase continues upward.
Servants’ Room and Closet An undecorated bedroom contains a pair of beds with straw-stuffed mattresses. An empty footlocker rests at the foot of each bed. Tidy servants’ uniforms hang from hooks in the adjoining closet.
Library A mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access to the higher shelves. Anyone who is inspecting the bookshelf spots the fake book with a successful DC 13 Intelligence (Investigation) check. Encounter #2, whirling chandelier WC1, invisible stalker IS1, invisible stalker IS2
Secret Room This secret room contains bookshelves packed with tomes describing Fiend-summoning rituals. Trapped Chest DC 20 Intelligence (Investigation) check while examining the chest spots the trap mechanism. As an action, a character can use thieves’ tools to make a DC 15 Dexterity (Sleight of Hand) check to disarm the trap. Failing this check triggers the trap, poison-tipped darts deal 3 and 2 damage each dart, then each dart hit must make a DC 15 Constituion Save or take 29 and 20 poison damage and have the poison condition for 1 hour. Treasure. The chest contains three blank books with black leather covers (worth 25 gp each) and three Spell Scrolls (Bless, Protection from Poison, and Spiritual Weapon).
Conservatory A harpsichord and bench fill this elegant hall’s northwest corner. On the opposite side of the room, a large standing harp rests near the room’s fireplace. Upholstered chairs line the walls. Encounter #3, vampire spawn VS1, vampire spawn VS2, vampire spawn VS3, vampire spawn VS4
Balcony At the top of the red marble staircase is a balcony with a suit of black plate armor standing against one wall.
Master Suite Burgundy drapes cover the windows of this large bedroom. The furnishings include a four-poster bed, a matching pair of wardrobes, and a vanity with a jewelry box. A portrait of a man and woman hangs above a fireplace. A parlor in the southwest corner contains a table and two chairs. Treasure. The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp). It contains three gold rings (worth 25 gp each) and a thin platinum necklace with a topaz pendant (worth 750 gp).
Bathroom This dark room contains a barrel under a spigot in the east wall, a wooden claw-foot tub, and a small iron stove with a kettle resting atop it.
Storage Room Dusty shelves line the walls of this room. The shelves hold linens and other household goods.
Nursemaid’s Suite This bedroom contains a large bed, two nightstands, and a large mirror. A double door fitted with stained-glass windows opens onto a balcony. One of the nightstands has been knocked over, and one of the windows has been smashed. Encounter #4, helmed horror HH1, helmed horror HH2, helmed horror HH3, helmed horror HH4
Attic Hall This is a bare hallway
Spare Bedroom This room contains a narrow bed, a nightstand, a writing desk, and a rocking chair.
Storage Room This chamber is packed with old furniture draped in white sheets.
Spare Bedroom This room contains a narrow bed, a nightstand, a rocking chair, an empty wardrobe, and a small iron stove.
Children’s Room This bedroom contains two small, wood-framed beds, a toy chest, and a dollhouse—a perfect miniature replica of this dreary mansion. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the doll’s head and looks down its neck finds a Spell Scroll of Detect Evil and Good. (Encounter #5, Hand Wave)
Secret Stairs This narrow spiral staircase is made of creaky wood contained within a 5-foot-wide shaft of mortared stone. The staircase descends 50 feet from the house’s attic to the dungeon level.
Dungeon Level Access The wooden spiral staircase from the attic ends here. A narrow tunnel stretches southward before branching east and west. Chanting can be heard, from the moment you arrive in the dungeon, the characters hear an eerie, incessant chant echoing throughout the chambers.
Family Crypts Each crypt is open to the hallway. The stone slabs meant to seal the rooms lean against the walls outside the crypts.
Cult Initiates’ Quarters A wooden table and four chairs stand at the east end of this room. Four alcoves containing straw pallets open off the west half of the room.
Cultist Quarters and Well This area centers on a 4-foot-diameter, 30-foot-deep cistern with a 3-foot-high stone lip. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five small rooms with no doors branch off the well room. Treasure. In addition to worthless personal effects, each chest contains one of the following: 110 gp and 60 sp in a pouch made of human skin Three pieces of cut jade (worth 100 gp each) in a folded piece of black cloth A black leather eye patch with a peridot (worth 500 gp) sewn into it A chess set with pieces made of obsidian and chalcedony (worth 250 gp) A +2 Shortsword (Encounter #6, Hand Wave)
Hidden Spiked Pit As you move farther down this tunnel, the chanting heard throughout the dungeon gets louder to the west. DC 15 Intelligence (Investigation) check notices a suspicious absence of footprints in this hallway. The first character to step on the cover falls through, landing prone and taking 1 bludgeoning damage from the fall plus 13 piercing damage and 10 poison damage from the spikes.
Dining Hall This room contains a plain wooden table flanked by long benches. Bones lie scattered on the floor. These moldy Humanoid bones are the remains of the cult’s vile banquets.
Larder Aside from scraps of food, this alcove is empty.
Intersection The chanting heard throughout the dungeon is noticeably louder to the north of this intersection.
Stairs Down Any character standing at the top of this 20-foot-long staircase realizes the chants originate from somewhere below.
Darklord’s Shrine This room is full of moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a black cloak. The statue depicts Strahd, to whom the cultists make sacrifices in the vain hope that he will reveal his secrets to them. (Encounter #7, Hand Wave)
Hidden Trapdoor The staircase ends at a landing with a 6-foot-high wooden ceiling with a trapdoor set into it. The trapdoor is bolted shut from this side and can be pushed open to reveal the den above.
Cult Leaders’ Den A chandelier hangs above a table in the middle of this room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. This is Gustav and Elisabeth’s den. Iron candlesticks stand in two corners, their candles lit.
Cult Leaders’ Quarters This room contains a wood-framed bed with a feather mattress, a wardrobe containing several robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked but empty wooden footlocker. This is Gustav and Elisabeth’s bedroom.
Reliquary Loud chants issue from a hallway near the southwest corner. You discern many voices repeating, “She is slain, she is risen.” Encounter #8, shambling mound SM1, shambling mound SM2
Prison The alcoves here feature chains ending in shackles attached to the back walls.
Tunnel to Portcullis This tunnel is blocked by a rusty iron portcullis. This tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. The floor around the portcullis is submerged under 2 feet of soupy water. The portcullis can be forcibly lifted with a successful DC 20 Strength (Athletics) check. Otherwise, it can be raised or lowered by turning a wooden wheel.
Main Hall and Cloakroom This hall runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other. The door to a cloakroom on the east wall is slightly ajar; the black cloaks inside are damp. (Encounter #1 Completed, Death House Encounter Table) << We are here
Nutty Resurrecting Priests Rewards 3,300 XP (660 XP each)
The house is a maze. I'll need a few hours to write the next post (it's long) but nice work dealing with the Priests of Osybus and their self raise undead tattoos, I wish I could say that's the last of them.
After defeating the Priests of Osybus, Sarusanda appears from the shadows and lifts up one of the flameskulls from the ground. She invites you to join her in the ritual of speak with dead
Pungent sticks of incense burn around this room’s perimeter. Sarusanda stares intently at a human skull clutched in her outstretched hand.
“Now tell me, servant of evil,” Sarusanda demands of the skull, “where do your fellow occultists hide?”
The skull replies, its teeth chattering, “Occultists? How droll! A better question: where are your manners?"
She asks again, "We wish to impress our glorious lord, Strahd von Zarovich!”
Once Sarusanda is done speaking with the skull, it cackles in grim amusement, then becomes and ghost and evaporates into the air.
Sarusanda’s Secret. A character who asks Sarusanda what’s wrong is greeted with a long, bitter sigh. The inquisitor then reveals the source of her distress. Shortly after she joined the Ulmist Inquisition, Sarusanda’s father—a man named Galias—joined the priests of Osybus. Sarusanda witnessed him commit a terrible act in the cult’s name, though she doesn’t give details, and the inquisitor admits she didn’t arrest her father. Sarusanda considers this her greatest failing. Galias was fully inducted into the priests of Osybus, and Sarusanda heard that he would be among the cultists at Death House today. She is enraged that she hasn’t found Galias so she can confront him.
4, Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead.
PO1 is now FS-PO1 with the stats of Flameskull, except all fire damage replaced by necrotic damage and hit points are 30/30 and not 40/40 or 60/60.
FS-PO1 is a dead flameskull, prone with 0/30 hit points and a carved tatoo on it's head. While FS-PO1 has 0 hit points, Tatoo-FS-PO1 is an object with AC 15 and 15/15 hitpoints.
Hmmm, that's a great question. You see the body of the bald priest fall.
Her skin ignites with embers, peeling off and exposing her skull. Magic wisps from her arms, transferring her tattoos magically, hints of necrotic and transmutation magic (Arcana or Religion DC 15)
Since these priests are alive and have not died or raised as undead yet, you may not know that this is coming. Maybe if you pass the Arcana or Religion DC 15 then make an immediate Insight DC 25
Yurgojin has no clue!
PO2 takes 21, 6, total 27 damage and dies. PO2 (-2/60)
PO2, roll on Boons of Undeath table: 3
PO3 takes 16, 9, total 25 damage and dies. PO3 (0/60)
PO3, roll on Boons of Undeath table: 4
3, Vampiric. When the priest deals necrotic damage to any creature, the priest gains a number of temporary hit points equal to half that necrotic damage. The priest’s speed also increases by 10 feet.
Her skin shrivels and turns gray. Her teeth grow fangs as she falls dead on the floor. Necrotic and transmutation magic (Arcana or Religion DC 15) then Insight DC 25 to know that she just turned into an undead and has the power to come back at the start of her next turn.
4, Blazing. The priest sloughs off its flesh, and its skeleton crumbles away, leaving only its skull. Its stat block is replaced by that of a flameskull, but it retains its Tattoo of Osybus trait, and all fire damage it deals becomes necrotic damage. The Tattoo of Osybus now appears carved into the skull’s forehead.
Necyra can make the checks before the priests return as undead, to see if the quicklings want to smash the dead bodies to bits.
FS-PO1 and FS-PO3 gains 20 hit points (I'm using the new stat-block with half hit points)
FS-PO1 stands up and casts fireball, 30 Dexterity Save DC 13 for half
FS-PO3 stands up and casts fireball, 28 Dexterity Save DC 13 for half
V-PO2 bonus action, creates a shadow from her soul tattoo (next turn recharge 5-6 1)
V-PO2 soul blade1 ranged-disadv targets Trystane, Attack: 14 Damage: 22, on hit can’t regain hit points
V-PO2 soul blade2 ranged-disadv targets Trystane, Attack: 9 Damage: 16, on hit can’t regain hit points
SH1 targets Trystane, strength drain, Attack: 24 Damage: 12, on hit drain 3 Strength
Round 2
Bridgette (2), Necyra (2 or reuse rolls from 1st round), Talorin, Trystane, Yurgojin << your turn
Priest of Osybus (Blazing)
FS-PO1 (20/20)
FS-PO3 (20/20)
Priest of Osybus (Vampiric)
V-PO2 (30/30)
Yurgojin makes both saves against the 2 fireballs, and with Evasion and shield master, he manages to avoid damage from them.
Not quite sure what's going on, Yurgojin will try and go for those casting fireball.
Attack 1 against FS - PO1: 25 to hit, 9 piercing plus 6 fire damage 18 sneak
Attack 2: 17 to hit against FS-PO2, 13 piercing plus 7 fire
Dex saves at that DC are automatic successes, so half damage from both (are enemies affected, too?)
Trystane noticed that something's in the air with these tattoos (Arcana 22) but doesn't have any idea yet (Insight 18) what it might be. He simply regards the transformation as some evil ritual and continues to try bringing down the new foes.
Action: two unarmed strikes
Bonus: one unarmed strike
@V-PO2, hit 16 (critical fail) for no damage
@V-PO2, hit 34 for 14 magical slashing and 2 lightning damage
@V-PO2, hit 25 for 17 magical slashing and 5 lightning damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
DEX Save 1: 2+2 = 4, Talorin takes 27 necrotic damage
DEX Save 2: 19+2 = 21, Talorin takes 29/2 = 14 necrotic damage
Total: 41 damage
Arcana: 17+0 = 17
Talorin grunts from the necrotic blow. "That hurt." he mutters. Suddenly realizing what's happening with these priests he calls out, "The tattoos! Get the tattoos!"
[[ I think one of them is already down, right? Or if not, will be soon. ]]
Sacred Flame @ Tattoo (probably from a blazing given the hit points)
Damage: 7+5+
2+1 = 13 radiant//used 1 sorcery point for empowered spell
As an object, tattoo automatically fails this save
Possible Reaction: If vampiric priest hits with her sword, which causes paralyzed, then use silvery barbs and give advantage to Yurgojin.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
FS-PO1 takes 9, 6, 18, total 33 damage and dies.
FS-PO1 roll on Boons of Undeath table: 2 (will die if a 4 is rolled again)
V-PO2 takes 13, 7, total 20. V-PO2 (10/30)
V-PO2 takes 14, 2, total 16 damage and dies.
V-PO2 roll on Boons of Undeath table: 5 (will die if a 3 is rolled again)
FS-PO3 takes 17, 5, total 22 damage. FS-PO3 (8/30)
FS-PO3 Dexterity Save DC 20 vs 7
I don't want to force Necyra's hand but with Talorin's discovery about the tattoos, I think the Quicklings make easy work destroying all three tattoos.
Nutty Resurrecting Priests Rewards
3,300 XP (660 XP each)
The house is a maze. I'll need a few hours to write the next post (it's long) but nice work dealing with the Priests of Osybus and their self raise undead tattoos, I wish I could say that's the last of them.
Out of combat: Talorin uses a spell slot to cast goodberry. He'll eat the 10 berries for 40hp (Disciple of Life bonus to make each berry 4hp).
"Anyone want a bit of healing after that scrape?" he asks, ready to make more berries.
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Yurgojin looks about, "Why, did someone get hurt?" Seemingly clueless of the effects of 2 fireballs on the rest of the group. "OH, ..Ah... good call on those markings, who knows a few drawings could keep their fate at bay." Clearly trying to change the subject.
For giggles, let's see if Necyra understood the tattoos:
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Kablooey....Necyra takes 42 fire damage. That hurts!
DC21 CON ST to maintain concentration on the Conjure Woodland Beings spell (rolled @ advantage due to War Casting feat): 22
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Two massive balls of flame erupted from the Priests, hurtling towards Necyra with terrifying speed. The heat was intense, the air crackling with energy. She gritted her teeth, the pain intense, but she refused to waver. The fireballs struck, their explosive force sending her reeling. Despite the searing pain, she maintained her concentration on the Conjure Woodland Beings spell, ensuring their continued existence.
With a grimace, Necyra quickly casts Lifeberry and creates 10 goodberries, each healing 4 hp. She popped the berries into her mouth, the sweet, tart flavor filling her senses. Juice dribbled down her chin as she quickly consumed the healing fruit, replenishing her strength and vitality.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
As the flames subsided, Necyra signaled to her Woodland Beings, their forms shimmering as they returned to her side. With renewed determination, she led the party to the front door of the Death House, her eyes scanning the darkness, ever vigilant. The path ahead was fraught with danger, but she was ready to face whatever challenges lay in wait!
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Portico and Antechamber
A hinged, wrought-iron gate fills the archway leading to a stone portico. Oil lamps hang from the portico ceiling by chains, flanking an oaken double door.
The double door opens into an empty antechamber. On the south wall is a shield emblazoned with a stylized golden windmill on a red field.
A closed double door stands a few steps beyond.
The doors are unlocked.
Main Hall and Cloakroom
This hall runs the width of the house, with a black marble fireplace at one end and a sweeping red marble staircase at the other.
The door to a cloakroom on the east wall is slightly ajar; the black cloaks inside are damp.
(Encounter #1 Completed, Death House Encounter Table) << We are here
Den of Wolves
This oak-paneled room looks like a hunter’s den. A stag’s head is mounted above the fireplace, and three stuffed wolves are positioned around the outskirts of the room.
Any character who searches the southwest corner of the room finds a trapdoor with a successful DC 20 Intelligence (Investigation) check. The trapdoor is barred from the other side. It is a Medium object with AC 13, 15 hit points, and immunity to poison and psychic damage.
Kitchen and Pantry
The kitchen is tidy, with dishware, cookware, and utensils neatly placed on shelves. A dome-shaped stone oven stands near the east wall. Near the oven is a well-stocked pantry.
Dumbwaiter. Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters and the Durst parents’ bedroom.
A Small character can squeeze into the elevator box with a successful DC 10 Dexterity (Acrobatics) check. The dumbwaiter’s rope-and-pulley mechanism can support 200 pounds of weight before breaking.
Dining Room
The centerpiece of this wood-paneled dining room is a carved mahogany table, covered with resplendent silverware and crystalware and surrounded by eight high-backed chairs.
This area is empty except for the immaculate table dressing.
The silverware and crystalware here are worth 2,500 gp total.
Upper Hall
Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of a family: a man and a woman with two smiling children—the same children you saw outside. The marble staircase continues upward.
Servants’ Room and Closet
An undecorated bedroom contains a pair of beds with straw-stuffed mattresses.
An empty footlocker rests at the foot of each bed. Tidy servants’ uniforms hang from hooks in the adjoining closet.
Library
A mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access to the higher shelves. Anyone who is inspecting the bookshelf spots the fake book with a successful DC 13 Intelligence (Investigation) check.
Encounter #2, whirling chandelier WC1, invisible stalker IS1, invisible stalker IS2
Secret Room
This secret room contains bookshelves packed with tomes describing Fiend-summoning rituals.
Trapped Chest DC 20 Intelligence (Investigation) check while examining the chest spots the trap mechanism. As an action, a character can use thieves’ tools to make a DC 15 Dexterity (Sleight of Hand) check to disarm the trap. Failing this check triggers the trap, poison-tipped darts deal 3 and 2 damage each dart, then each dart hit must make a DC 15 Constituion Save or take 29 and 20 poison damage and have the poison condition for 1 hour.
Treasure. The chest contains three blank books with black leather covers (worth 25 gp each) and three Spell Scrolls (Bless, Protection from Poison, and Spiritual Weapon).
Conservatory
A harpsichord and bench fill this elegant hall’s northwest corner. On the opposite side of the room, a large standing harp rests near the room’s fireplace. Upholstered chairs line the walls.
Encounter #3, vampire spawn VS1, vampire spawn VS2, vampire spawn VS3, vampire spawn VS4
Balcony
At the top of the red marble staircase is a balcony with a suit of black plate armor standing against one wall.
Master Suite
Burgundy drapes cover the windows of this large bedroom. The furnishings include a four-poster bed, a matching pair of wardrobes, and a vanity with a jewelry box. A portrait of a man and woman hangs above a fireplace. A parlor in the southwest corner contains a table and two chairs.
Treasure. The jewelry box on the vanity is made of silver with gold filigree (worth 75 gp). It contains three gold rings (worth 25 gp each) and a thin platinum necklace with a topaz pendant (worth 750 gp).
Bathroom
This dark room contains a barrel under a spigot in the east wall, a wooden claw-foot tub, and a small iron stove with a kettle resting atop it.
Storage Room
Dusty shelves line the walls of this room. The shelves hold linens and other household goods.
Nursemaid’s Suite
This bedroom contains a large bed, two nightstands, and a large mirror. A double door fitted with stained-glass windows opens onto a balcony. One of the nightstands has been knocked over, and one of the windows has been smashed.
Encounter #4, helmed horror HH1, helmed horror HH2, helmed horror HH3, helmed horror HH4
Attic Hall
This is a bare hallway
Spare Bedroom
This room contains a narrow bed, a nightstand, a writing desk, and a rocking chair.
Storage Room
This chamber is packed with old furniture draped in white sheets.
Spare Bedroom
This room contains a narrow bed, a nightstand, a rocking chair, an empty wardrobe, and a small iron stove.
Children’s Room
This bedroom contains two small, wood-framed beds, a toy chest, and a dollhouse—a perfect miniature replica of this dreary mansion.
Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the doll’s head and looks down its neck finds a Spell Scroll of Detect Evil and Good.
(Encounter #5, Hand Wave)
Secret Stairs
This narrow spiral staircase is made of creaky wood contained within a 5-foot-wide shaft of mortared stone. The staircase descends 50 feet from the house’s attic to the dungeon level.
Dungeon Level Access
The wooden spiral staircase from the attic ends here. A narrow tunnel stretches southward before branching east and west. Chanting can be heard, from the moment you arrive in the dungeon, the characters hear an eerie, incessant chant echoing throughout the chambers.
Family Crypts
Each crypt is open to the hallway. The stone slabs meant to seal the rooms lean against the walls outside the crypts.
Cult Initiates’ Quarters
A wooden table and four chairs stand at the east end of this room. Four alcoves containing straw pallets open off the west half of the room.
Cultist Quarters and Well
This area centers on a 4-foot-diameter, 30-foot-deep cistern with a 3-foot-high stone lip. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five small rooms with no doors branch off the well room.
Treasure. In addition to worthless personal effects, each chest contains one of the following:
110 gp and 60 sp in a pouch made of human skin
Three pieces of cut jade (worth 100 gp each) in a folded piece of black cloth
A black leather eye patch with a peridot (worth 500 gp) sewn into it
A chess set with pieces made of obsidian and chalcedony (worth 250 gp)
A +2 Shortsword
(Encounter #6, Hand Wave)
Hidden Spiked Pit
As you move farther down this tunnel, the chanting heard throughout the dungeon gets louder to the west.
DC 15 Intelligence (Investigation) check notices a suspicious absence of footprints in this hallway.
The first character to step on the cover falls through, landing prone and taking 1 bludgeoning damage from the fall plus 13 piercing damage and 10 poison damage from the spikes.
Dining Hall
This room contains a plain wooden table flanked by long benches. Bones lie scattered on the floor. These moldy Humanoid bones are the remains of the cult’s vile banquets.
Larder
Aside from scraps of food, this alcove is empty.
Intersection
The chanting heard throughout the dungeon is noticeably louder to the north of this intersection.
Stairs Down
Any character standing at the top of this 20-foot-long staircase realizes the chants originate from somewhere below.
Darklord’s Shrine
This room is full of moldy skeletons that hang from rusty shackles against the walls. A wide alcove in the south wall contains a painted wooden statue carved in the likeness of a gaunt, pale-faced man wearing a black cloak. The statue depicts Strahd, to whom the cultists make sacrifices in the vain hope that he will reveal his secrets to them.
(Encounter #7, Hand Wave)
Hidden Trapdoor
The staircase ends at a landing with a 6-foot-high wooden ceiling with a trapdoor set into it. The trapdoor is bolted shut from this side and can be pushed open to reveal the den above.
Cult Leaders’ Den
A chandelier hangs above a table in the middle of this room. Two high-backed chairs flank the table, which has an empty clay jug and two clay flagons atop it. This is Gustav and Elisabeth’s den. Iron candlesticks stand in two corners, their candles lit.
Cult Leaders’ Quarters
This room contains a wood-framed bed with a feather mattress, a wardrobe containing several robes, a pair of iron candlesticks, and an open crate containing thirty torches and a leather sack with fifteen candles inside it. At the foot of the bed is an unlocked but empty wooden footlocker. This is Gustav and Elisabeth’s bedroom.
Reliquary
Loud chants issue from a hallway near the southwest corner. You discern many voices repeating, “She is slain, she is risen.”
Encounter #8, shambling mound SM1, shambling mound SM2
Prison
The alcoves here feature chains ending in shackles attached to the back walls.
Tunnel to Portcullis
This tunnel is blocked by a rusty iron portcullis.
This tunnel slopes down at a 20-degree angle into murky water and ends at a rusty portcullis. The floor around the portcullis is submerged under 2 feet of soupy water.
The portcullis can be forcibly lifted with a successful DC 20 Strength (Athletics) check. Otherwise, it can be raised or lowered by turning a wooden wheel.
After defeating the Priests of Osybus, Sarusanda appears from the shadows and lifts up one of the flameskulls from the ground. She invites you to join her in the ritual of speak with dead
Pungent sticks of incense burn around this room’s perimeter. Sarusanda stares intently at a human skull clutched in her outstretched hand.
“Now tell me, servant of evil,” Sarusanda demands of the skull, “where do your fellow occultists hide?”
The skull replies, its teeth chattering, “Occultists? How droll! A better question: where are your manners?"
She asks again, "We wish to impress our glorious lord, Strahd von Zarovich!”
Once Sarusanda is done speaking with the skull, it cackles in grim amusement, then becomes and ghost and evaporates into the air.
Sarusanda’s Secret. A character who asks Sarusanda what’s wrong is greeted with a long, bitter sigh. The inquisitor then reveals the source of her distress. Shortly after she joined the Ulmist Inquisition, Sarusanda’s father—a man named Galias—joined the priests of Osybus. Sarusanda witnessed him commit a terrible act in the cult’s name, though she doesn’t give details, and the inquisitor admits she didn’t arrest her father. Sarusanda considers this her greatest failing. Galias was fully inducted into the priests of Osybus, and Sarusanda heard that he would be among the cultists at Death House today. She is enraged that she hasn’t found Galias so she can confront him.
The party has gained Sarusanda's Secret.