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SPOILERS - Curse of Strahd Play Report
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<blockquote data-quote="RCanine" data-source="post: 6859796" data-attributes="member: 85040"><p>And we're done with Death House!</p><p></p><p>The grand finale was filled with drama. The party decided they wanted to bee-line for the end of the adventure, so they left a bunch of rooms unexplored (including, sadly, the bulk of the treasure) in order to reach the second basement.</p><p></p><p>After some tense mucking about the relic room and the prison, the PCs poked their heads into the altar chamber, which was no end of spooky. The half-orc, in his usual way, walked up to the only thing that seemed like it could be a monster (the mound), and smacked it with his axe. The thing then knocked him unconscious with a one-two punch. The rest of the PCs were out of reach, and floundered a bit with what to do. The rogue (bless this rogue), decided to break her lantern (the party's only light source) over it, which was less than effective, while the wizard witchbolted it, refunding what little damage the PCs had done.</p><p></p><p>What followed was a circus of PCs standing up and falling back down, getting engulfed and on the brink of death before being rescued. I focused on engulfing one PC and then moving atop the altar, which had the ancillary benefit of provoking lots of opportunity attacks, and ensuring the house was satisfied; either a PC or the mound would die on that altar, so help me.</p><p></p><p>The fight ended in grand fashion, with the barbarian, monk and rogue all unconscious at the feat of the mound, the monk being engulfed while unconscious. The bless scroll gave the barbarian a 22 death save, and that combined with bardic inspiration from the bard (going down if the mound got one more attack) ensured that the creature would fall at the last possible moment before the wizard became very, very lonely.</p><p></p><p>Once everyone was stabilized, I fast-forwarded to them exiting the house, where Strahd appeared to give them a dramatic slow-clap and welcoming them to his little world before disappearing.</p><p></p><p>All-in-all, not bad. I could see this fight going much differently for PCs that were better prepared and optimized, but as it was things were pretty intense. The math on this encounter is pretty tight: the mound is going to hit your average PC on a 8+, and drop them with 1.5 hits (a 14-con barbarian has 23 HP; the mound averages 17 damage per round). The nice thing is that since <em>engulf</em> takes an action, but the damage is at the start of the mound's turn, you can reduce overall damage done by engulfing and moving.</p></blockquote><p></p>
[QUOTE="RCanine, post: 6859796, member: 85040"] And we're done with Death House! The grand finale was filled with drama. The party decided they wanted to bee-line for the end of the adventure, so they left a bunch of rooms unexplored (including, sadly, the bulk of the treasure) in order to reach the second basement. After some tense mucking about the relic room and the prison, the PCs poked their heads into the altar chamber, which was no end of spooky. The half-orc, in his usual way, walked up to the only thing that seemed like it could be a monster (the mound), and smacked it with his axe. The thing then knocked him unconscious with a one-two punch. The rest of the PCs were out of reach, and floundered a bit with what to do. The rogue (bless this rogue), decided to break her lantern (the party's only light source) over it, which was less than effective, while the wizard witchbolted it, refunding what little damage the PCs had done. What followed was a circus of PCs standing up and falling back down, getting engulfed and on the brink of death before being rescued. I focused on engulfing one PC and then moving atop the altar, which had the ancillary benefit of provoking lots of opportunity attacks, and ensuring the house was satisfied; either a PC or the mound would die on that altar, so help me. The fight ended in grand fashion, with the barbarian, monk and rogue all unconscious at the feat of the mound, the monk being engulfed while unconscious. The bless scroll gave the barbarian a 22 death save, and that combined with bardic inspiration from the bard (going down if the mound got one more attack) ensured that the creature would fall at the last possible moment before the wizard became very, very lonely. Once everyone was stabilized, I fast-forwarded to them exiting the house, where Strahd appeared to give them a dramatic slow-clap and welcoming them to his little world before disappearing. All-in-all, not bad. I could see this fight going much differently for PCs that were better prepared and optimized, but as it was things were pretty intense. The math on this encounter is pretty tight: the mound is going to hit your average PC on a 8+, and drop them with 1.5 hits (a 14-con barbarian has 23 HP; the mound averages 17 damage per round). The nice thing is that since [I]engulf[/I] takes an action, but the damage is at the start of the mound's turn, you can reduce overall damage done by engulfing and moving. [/QUOTE]
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