> "Is everyone alright? Did anyone see what they were doing down here," asks the Warforge.
Galqarin drops the bloody remnants of the druid's attire upon the humped mess of gore and mangled body parts crumpled by the his feet. Blood - his own and the fallen druid's - matts the fur exposed by tears in his robes. Spitting out a broken tooth he grins at the others, "Still standing. Unlike him".
It is apparent that Galqarin has sustained grievous wounds, although he shrugs them off.
It happened in slow motion to Sandu's eyes. One moment a double beam of purple force flew across the room towards the druid, the next said druid veritably exploded from the impact of the magical double tap. Even standing a good distance away Sandu could feel something wet and sloppy splashing against his shins. He pointedly did not look down but knew that a dark, blackish red liquid was staining his trouser legs.
An unnatural wind swirls and howls around the cellar. The smell of sweet, sickly wine coupled with the stench of death is carried in the air. A bitter sobbing comes from the sole surviving rusalka; tears stream down her pale face and her eyes are blotchy and red. "I can still hear her," she says between breaths. "She says not to triumph in hollow victories... and that she'll see you tonight."
The young lady, along with the bodies of the other rusalka, shimmer and fade, leaving no corpses in their wake. "Do not face her unprepared..." she whispers before completely disappearing. No sooner than the rusalka fade out of existence, then the wind stops blowing and silence reigns.
Sandu turned his head over his shoulder to address the cloth doll clinging for dear life to his shoulders. 'Are you o-'
He cut himself off when the last of the tearful spirits spoke up. Was it the last lamentations of a soul in torment? Or a warning to them? 'She?' Sandu asked the rusalka. 'Who is-'
But the woman had faded from existence before he could finish his sentence. Dark and uncertain thoughts flooded Sandu's mind, least of which was the question of what to make of it all. He needed answers. But who could answer them?
Dormark leaning against the wall looks around at his companions. "Is everyone alright? Did anyone see what they were doing down here," asks the Warforge.
'I'm okay.' Sandu replied. The adrenaline wore off and suddenly he did not feel so okay. 'Well, better than this unfortunate soul.'He tapped the charred remains of the animated armour with his foot. A shame really, he had gotten used to the strength it provided. Still, better the armour than him. Or Dormark. Or any of ther others for that matter.
'What have you got there?' Sandu asked the warforged after putting down the cloth doll to better move around the room for a closer look at the aftermath.
Dallid holds out the staff and gestures to the water skin with the pig's face. "I know these to be of interest. The staff seems straightforward enough, a power focus. The water skin... Evil creatures involved in feeding anyone is rarely good."
Sandu moved in closer to have a better look at the staff and water skin. As by reflex at this point, his eyes darkened when the word 'Dezvãlui.' rolled off his tongue to focus on seeing beyond the obvious.
Casting Detect Magic in addition to the Investigation check in the previous comment.
You cast your eyes around both areas of the cellar. The stench of rot and spiced wine fills the dank space. It looks like the druid and the rusalka destroyed a great deal of the wine. However, 15 bottles of Red Dragon Crush remain unscathed and appear to be drinkable. In addition, on the eastern side of the cellar at the far wall lie three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel’s side. A fourth barrel is split and splintered.
You cast your eyes around both areas of the cellar. The stench of rot and spiced wine fills the dank space. It looks like the druid and the rusalka destroyed a great deal of the wine. However, 15 bottles of Red Dragon Crush remain unscathed and appear to be drinkable. In addition, on the eastern side of the cellar at the far wall lie three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel’s side. A fourth barrel is split and splintered.
Slightly perplexed at how the barrels managed to become frosty, you feel the wall to their left (separating the two halves of the cellar) it is much colder than its connecting wall. Tracing the wall around you find what appears to be a secret door located directly between the west and east portions of the cellar. Moving your hand over the barely visible sides of the door you feel a cool breeze coming from beyond.
'X' - Secret Door. Though the picture shows many more wine bottles, many of these have been smashed by the druid. The smashed barrel is located to the east of the other 3.
The waterskin is magical. You sense that powerful transmutation magic is at work.
The staff is magical. You get the sense that a raw, wild type of magic is at work... the closest magical school associated with the staff's magic would be necromancy.
The last source of magic you sense is almost overwhelming and intoxicating. It comes from approximately 20ft behind the secret door and is from the school of transmutation.
Dormark - You prepare your ritual for both the waterskin and the staff; combined this takes just under half an hour. Please check the results of your identify spell below;
Staff:
Starting with the staff you identify a [Tooltip Not Found]. Evil permeates the wood, repulsing you.
Gulthias Staff
Staff, rare (requires attunement)
Made from the branch of a Gulthias tree (see the blights entry in the Monster Manual), a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
((DnDB is mucking up the formatting, so I shall have to place the items in separate spoilers))
Dormark - Please see the spoiler below for the results of the identify on the waterskin.
Waterskin:
Hogwash
Potion, very rare
A waterskin filled with a pig’s used bath water. As an action you can douse yourself with this murky brine, granting you pig powers for 1 hour. You gain a +2 bonus to Constitution saving throws and 2d10 temporary hit points for the duration. Additionally, you gain advantage on Wisdom (Survival) checks to forage for food.
You exude a rancid odor while coated in this liquid, giving you disadvantage on Charisma (Persuasion) checks. This negative side effect lasts until you bathe.
You cast your eyes around both areas of the cellar. The stench of rot and spiced wine fills the dank space. It looks like the druid and the rusalka destroyed a great deal of the wine. However, 15 bottles of Red Dragon Crush remain unscathed and appear to be drinkable. In addition, on the eastern side of the cellar at the far wall lie three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel’s side. A fourth barrel is split and splintered.
Slightly perplexed at how the barrels managed to become frosty, you feel the wall to their left (separating the two halves of the cellar) it is much colder than its connecting wall. Tracing the wall around you find what appears to be a secret door located directly between the west and east portions of the cellar. Moving your hand over the barely visible sides of the door you feel a cool breeze coming from beyond.
'X' - Secret Door. Though the picture shows many more wine bottles, many of these have been smashed by the druid. The smashed barrel is located to the east of the other 3.
The waterskin is magical. You sense that powerful transmutation magic is at work.
The staff is magical. You get the sense that a raw, wild type of magic is at work... the closest magical school associated with the staff's magic would be necromancy.
The last source of magic you sense is almost overwhelming and intoxicating. It comes from approximately 20ft behind the secret door and is from the school of transmutation.
Sandu's eyes lingered on the items Dallid was holding. It still was strange to him to see auras around objects when he focused but he could not deny the usefulness of it.
'Careful with that.'He pointed at the staff. 'There's something about it that I can't place. It emanates necromantic energy but not like...'He pondered for a moment on how to phrase it. 'Conventional magic? More like primal, wild, unrefined.'
He next pointed at the waterskin. 'That's transmutation magic. Something goes in, something else comes out. We should-'
He cut himself off when he felt something else tugging at his senses. It was stronger, move intense than the items before him. How could he have missed it? Sandu turned around and slowly, carefully walked back to the small passage connecting the two basement rooms. It got colder the closer he moved to where he was going. He laid a hand on the wall. It was cold. Not cold as in a wall devoid of sunlight was cold but actively freezing. Cool air struck his fingertips as he traced the rough outline of a door on the wall.
'There's a door here. Hidden from view but not from sight. And there's something behind it. Something magical. Transmutation magic I'd wager. Something that is producing a lot of cold.'
Sandu took a step back and looked at Dormark, Galqarin and Dadeveth. 'Think either of you could break this open?'
> 'Careful with that.' He pointed at the staff. 'There's something about it that I can't place. It emanates necromantic energy but not like...' He pondered for a moment on how to phrase it. 'Conventional magic? More like primal, wild, unrefined.'
"Primal, wild, unrefined - Sounds like me", grins Galqarin. Pointing to the remaining wine, "Looks like we found what we were after. But why would they want it frozen? That doesn't seem natural."
Sandu - Your suspicions are confirmed as you feel the door. There are no locks or contraptions to open this door, only strength will suffice.
All - I shall let you decide among yourselves who you would rather make the strength check. This can be at advantage, assuming that assistance is provided.
I can try to open it if you want," says Dormark after explaining the magic items they found do.,
Sandu pointed out the spots where the cold seeped through the strongest. 'I believe here the wall is thinnest. Or at least not as strong as elsewhere.'
Dormark - You heave your heavy warforged frame against the door. It is tougher than you initially imagined, it budges but only slightly. Steeling yourself you throw your entire weight into the secret door, smashing it open. The noise echoes and booms around the cellar and you are certain that any other creatures/enemies within the winery are more than aware of your presence. Furthermore, the door is now clearly broken, making it hard to conceal the fact that you have been there.
All - A blast of cold air greets you as Dormark breaks the door open. A dark tunnel stretches for fifteen feet, ending at an archway beyond which lies a shallow cave. Those of you with darkvision ((I believe just Galqarin)) can make out what appears to be an oddly shaped trunk of wood 15ft down the passage; however, more light is required to ascertain what it is precisely.
The walls and floor are damp and the stench of mould is pervasive.
Sandu gagged slightly when the stench of mould invaded his nostrils. He took a step back to get out of the stream of cold air and foul smell emanating from the hole in the wall lest he actually hurled. He rummaged into his backpack.
'Damn.'Sandu said. He looked at the others. 'Anyone got a torch?'
> "Is everyone alright? Did anyone see what they were doing down here," asks the Warforge.
Galqarin drops the bloody remnants of the druid's attire upon the humped mess of gore and mangled body parts crumpled by the his feet. Blood - his own and the fallen druid's - matts the fur exposed by tears in his robes. Spitting out a broken tooth he grins at the others, "Still standing. Unlike him".
It is apparent that Galqarin has sustained grievous wounds, although he shrugs them off.
(investigation: 7)
It happened in slow motion to Sandu's eyes. One moment a double beam of purple force flew across the room towards the druid, the next said druid veritably exploded from the impact of the magical double tap. Even standing a good distance away Sandu could feel something wet and sloppy splashing against his shins. He pointedly did not look down but knew that a dark, blackish red liquid was staining his trouser legs.
Sandu turned his head over his shoulder to address the cloth doll clinging for dear life to his shoulders. 'Are you o-'
He cut himself off when the last of the tearful spirits spoke up. Was it the last lamentations of a soul in torment? Or a warning to them? 'She?' Sandu asked the rusalka. 'Who is-'
But the woman had faded from existence before he could finish his sentence. Dark and uncertain thoughts flooded Sandu's mind, least of which was the question of what to make of it all. He needed answers. But who could answer them?
'I'm okay.' Sandu replied. The adrenaline wore off and suddenly he did not feel so okay. 'Well, better than this unfortunate soul.' He tapped the charred remains of the animated armour with his foot. A shame really, he had gotten used to the strength it provided. Still, better the armour than him. Or Dormark. Or any of ther others for that matter.
'What have you got there?' Sandu asked the warforged after putting down the cloth doll to better move around the room for a closer look at the aftermath.
Investigation: 24 (campaign log)
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
"Not sure what Dallid got, but I can check it over," says Dormark going over to the the items to ritual cast identify.
Dormark Calling of Strahd (warforged cleric) 4
Dallid holds out the staff and gestures to the water skin with the pig's face. "I know these to be of interest. The staff seems straightforward enough, a power focus. The water skin... Evil creatures involved in feeding anyone is rarely good."
Paladin - warforged - orange
Sandu moved in closer to have a better look at the staff and water skin. As by reflex at this point, his eyes darkened when the word 'Dezvãlui.' rolled off his tongue to focus on seeing beyond the obvious.
Casting Detect Magic in addition to the Investigation check in the previous comment.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Galqarin's Investigation check:
You cast your eyes around both areas of the cellar. The stench of rot and spiced wine fills the dank space. It looks like the druid and the rusalka destroyed a great deal of the wine. However, 15 bottles of Red Dragon Crush remain unscathed and appear to be drinkable. In addition, on the eastern side of the cellar at the far wall lie three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel’s side. A fourth barrel is split and splintered.
Sandu's Investigation check:
You cast your eyes around both areas of the cellar. The stench of rot and spiced wine fills the dank space. It looks like the druid and the rusalka destroyed a great deal of the wine. However, 15 bottles of Red Dragon Crush remain unscathed and appear to be drinkable. In addition, on the eastern side of the cellar at the far wall lie three frosty barrels containing Purple Grapemash No. 3, a fact that is emblazoned on each barrel’s side. A fourth barrel is split and splintered.
Slightly perplexed at how the barrels managed to become frosty, you feel the wall to their left (separating the two halves of the cellar) it is much colder than its connecting wall. Tracing the wall around you find what appears to be a secret door located directly between the west and east portions of the cellar. Moving your hand over the barely visible sides of the door you feel a cool breeze coming from beyond.
Sandu's Detect Magic results:
You sense many things, in order of power...
Dormark - You prepare your ritual for both the waterskin and the staff; combined this takes just under half an hour. Please check the results of your identify spell below;
Staff:
Starting with the staff you identify a [Tooltip Not Found]. Evil permeates the wood, repulsing you.
((DnDB is mucking up the formatting, so I shall have to place the items in separate spoilers))
Dormark - Please see the spoiler below for the results of the identify on the waterskin.
Waterskin:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
(Nowt wrong wi' rancid pig odour - and what's this bathing tha speaks of?)
Sandu's eyes lingered on the items Dallid was holding. It still was strange to him to see auras around objects when he focused but he could not deny the usefulness of it.
'Careful with that.' He pointed at the staff. 'There's something about it that I can't place. It emanates necromantic energy but not like...' He pondered for a moment on how to phrase it. 'Conventional magic? More like primal, wild, unrefined.'
He next pointed at the waterskin. 'That's transmutation magic. Something goes in, something else comes out. We should-'
He cut himself off when he felt something else tugging at his senses. It was stronger, move intense than the items before him. How could he have missed it? Sandu turned around and slowly, carefully walked back to the small passage connecting the two basement rooms. It got colder the closer he moved to where he was going. He laid a hand on the wall. It was cold. Not cold as in a wall devoid of sunlight was cold but actively freezing. Cool air struck his fingertips as he traced the rough outline of a door on the wall.
'There's a door here. Hidden from view but not from sight. And there's something behind it. Something magical. Transmutation magic I'd wager. Something that is producing a lot of cold.'
Sandu took a step back and looked at Dormark, Galqarin and Dadeveth. 'Think either of you could break this open?'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Dallid pulls out a set of tools - lockpicks and loops, and a tiny mirror on a rod- and gestures at the secret door as Sandu finishes
"Is it a conventional sort of lock? Magical? I'm actually quite skilled at addressing both, if I do say so myself."
Paladin - warforged - orange
> 'Careful with that.' He pointed at the staff. 'There's something about it that I can't place. It emanates necromantic energy but not like...' He pondered for a moment on how to phrase it. 'Conventional magic? More like primal, wild, unrefined.'
"Primal, wild, unrefined - Sounds like me", grins Galqarin. Pointing to the remaining wine, "Looks like we found what we were after. But why would they want it frozen? That doesn't seem natural."
'I'm not sure.' Sandu replied. His hands felt and pressed the wall in certain spots, especially the places where it felt colder.
'I do not yet see anything resembling a lock or keyhole.' He knocked on it to check how sturdy it was. 'We might have to use brute force.'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Sandu - Your suspicions are confirmed as you feel the door. There are no locks or contraptions to open this door, only strength will suffice.
All - I shall let you decide among yourselves who you would rather make the strength check. This can be at advantage, assuming that assistance is provided.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid looks saddened by the lack of usefulness, and backs away for the strong types to force the issue
Paladin - warforged - orange
I can try to open it if you want," says Dormark after explaining the magic items they found do.,
Dormark Calling of Strahd (warforged cleric) 4
Sandu pointed out the spots where the cold seeped through the strongest. 'I believe here the wall is thinnest. Or at least not as strong as elsewhere.'
Helping Dormark for the subsequent check.
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Dormark - Please can you make a Strength Check with advantage.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
13 in Game log.
Dormark Calling of Strahd (warforged cleric) 4
Late-Afternoon - Day 8 - Cellar Secret Room
Dormark - You heave your heavy warforged frame against the door. It is tougher than you initially imagined, it budges but only slightly. Steeling yourself you throw your entire weight into the secret door, smashing it open. The noise echoes and booms around the cellar and you are certain that any other creatures/enemies within the winery are more than aware of your presence. Furthermore, the door is now clearly broken, making it hard to conceal the fact that you have been there.
All - A blast of cold air greets you as Dormark breaks the door open. A dark tunnel stretches for fifteen feet, ending at an archway beyond which lies a shallow cave. Those of you with darkvision ((I believe just Galqarin)) can make out what appears to be an oddly shaped trunk of wood 15ft down the passage; however, more light is required to ascertain what it is precisely.
The walls and floor are damp and the stench of mould is pervasive.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu gagged slightly when the stench of mould invaded his nostrils. He took a step back to get out of the stream of cold air and foul smell emanating from the hole in the wall lest he actually hurled. He rummaged into his backpack.
'Damn.' Sandu said. He looked at the others. 'Anyone got a torch?'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
Dallid comes up with a torch and leads the way down
Paladin - warforged - orange