D&D 5E A Middling DM Runs Curse of Strahd

I changed it to make it clear to the players that she's related to Kolyan and Ismark. I think that naming style would be lost on some of the players and just confuse them. The players are awesome, but some of them aren't always listening especially after a couple of drinks. ;)
I wondered if maybe that was the case. Fair enough!
 

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Wizard of Wines
WoW pic.jpg

Previously: Thalion and Ireena were invited to dinner by the Baron Vargas for uncovering the plot to steal St Andral’s Bones. Other members of the Gang tagged along posing as servants. The dinner was cut short when Izek, the Baron’s Henchman, attempted to capture Ireena. Thalion, with help from Moss and Roos, killed Izek in self-defense. The Baron, the Baroness, and Captain Korga were shocked by the whole ordeal. Baron Vargas canceled the dinner and asked the Gang to leave, and they complied.

[Yor was not present for this session]

Back at the Taproom
They sipped their wine and ate some stew discussing what to do next. They decided leaving Vallaki for a while would be best, so followed through on a promise that they made to Urwin. The proprietor of the Blue Water Inn had asked the Gang to visit the Wizard of Wines. The winery was the sole supplier of wines to all Barovia, and they were late with their latest shipment; the Gang had heard the same thing back in the Village of Barovia from Bildrath. The winery was roughly four hours’ travel west of Vallaki. They decide to leave first thing in the morning.

Unwanted Attention
The Gang arose after precisely eight hours sleep, enjoyed some lukewarm stew, and left the Blue Water. They made a pit stop at the outhouse; this high fiber Barovian diet was great for the digestion. Now feeling lighter, they set out on the Old Svalich Road towards the west gate of Vallaki. It wasn’t long before Skarther noticed something odd.

The town was quiet in the early morning and no one else was on the street, except for a humanoid figure that was darting into shadowed doorways. The creature was obviously attempting to inconspicuously follow them, but not well enough for the sharp-eyed Goblin. It was roughly a hundred feet behind the Gang. The Goblin Druid whispered his discovery to the rest of the Gang.

Roos, making use of his Roguish skills, vanished down a side street and doubled back; he was now a hundred feet behind their pursuer. The rest of the Gang continued onto the west gate. When the man spotted the Gang exiting out of the west gate, he veered south down a side street with Roos still in pursuit. The Dark Elf now sprinted ahead of him along a parallel street and hopped out in front of him.

“HAH! GOTCHA!”

“AHHH!” The man squealed, clutching his nonexistent pearls.

“What are you doing following us? Who are you?”

“Um, uh, I was hired by Lady Wachter. My name is Ernst. Your group interests her greatly. I’m sure she would like to meet with you.”

“We’re busy right now. Tell her we’ll meet with her in three days.”

“I will, sir.”

Roos met up with the Gang and they continued with their journey.

Travel to the Winery
Travel through western Barovia was largely uneventful. They came to a few crossroads with signposts. The first signpost was broken with the signage being torn off. The writing on the broken sign was Krezk, Tsolenka Pass, Lake Baratok, and Vallaki. The second signpost was intact with the arm pointing north reading Krezk, east Vallaki, and southwest Wizard of Wines. At some point between these signposts, Skarther discovered a bundle hidden under some bushes. Within this bundle were some peasant’s clothes. The Gang took the clothes.

After traveling southwest from the latest signpost for about a half mile, the road turned into a muddy trail with deep wheel ruts. The Gang came upon their last split in the path; one branch headed south into some dark woods, while the westward branch headed into a valley. A wooden sign pointing towards the valley read Vineyards. The Gang headed west.

Meeting Davian
A light drizzle continued to fall as the Gang followed the westward trail. Lining on the south side of the trail was a fence and beyond that was a sprawling vineyard until the path turned south and the Gang could see a stately two storied manor within the vineyard. To the north of them was a large stand of trees. A cloaked man stood within the copse of trees beckoning to the Gang. They approached.

“Hiya, be careful there’s enemies about.”

“Hello, all is we-“

“Yeah, you don’t have to do that. We’re not in Vallaki.” He spoke.

The Gang was relieved. The man was a little older than most Barovians, probably beyond middle aged judging from his white hair and the lines on his face. His well-trimmed beard was also mostly white with a few dark patches. The Gang could see a handful of humanoid forms standing about twenty feet behind him.

“My name is Davian and the folks behind me,” he gestured, “are my family. You came at a rough time, I’m afraid.”

“We were asked to find out why the shipments of wine have ceased.”

“Thank the Morninglord you’re here. Well… it started as harassment from a few Druids a week or so ago. We were able to fend off their attacks until two days past when they overtook the winery with a mass assault of blights and a handful of Druids.”

“We’ll clear out these Druids and Blights for ya, if you give us free wine for life.”

“Sure, no problem.”

“How many Druids are in there?”

“I think… six. Yeah six. We were busy trying to get out of there, but that’s my best guess.”

Approaching the Manor
The old two-story stone building with multiple entrances was situated amid the vineyard. Thick ivy covered every wall with iron fencing along its roofline. A stable of more recent construction was attached to the east side of the winery, while a crumbling well and outhouse was situated on the west side.

As the Gang approached the building, they heard a rustle of dead vines around them. It was small at first, but quickly the noise spread out dozens of feet around them. Humanoid vegetive shapes emerged from the rustling; they consisted of pine needles and vines. They began to lurch towards the Gang with obvious malicious intent. There were too many to count. Trapped between the vineyard and the manor, the Gang had no choice but to find refuge in the house. They ran to the west side of the manor and found an open door inside.
Winery CoS.png
(Click on thumbnail to show path the party followed)

Fermentation Vats
After passing through a small storage room, the rich smell of fermenting wine filled their nostrils in this large two-storied chamber. Four wooden casks, eight feet wide and twelve feet tall, dominated the room. There was a ten-foot-high walkway along the east, west and south wall. The dim grey light of Barovian ‘sunshine’ showed through windows along the south wall above. There was a stairway leading up to the south side of the walkway. Scores of ravens were spotted amongst the rafters near the ceiling.

A creak in the balcony drew Thalion’s eye, who was taking the lead. A wild looking figure was pouring a viscous syrupy draught into the westernmost vat. Thalion did not wait. He hucked a javelin at the figure. She screamed in pain, snarled at the Gang, and began waving her hands; she was casting some sort of spell. Apparently, judging from the results, she was summoning twig blights. Six Twig Blights emerged from each vat, plopped down onto the floor, and swarmed upon the party.

Thalion continued to focus his javelins upon the Druid, while the rest of the party took out the Twig Blights. Skarther was particularly effective with his fire spirit because the dried Twigs were vulnerable to fire, while Smugly blasted many with his fists o’ plen’y. The ravens lent a claw by taking out over a half dozen Twig Blights. The whole battle was over in less than twenty seconds.

The Gang looted the bottle of viscous liquid off the Druid. It smelled pungent and foul. They also filled a few wine bottles from the vat of wine that she was contaminating when they walked in.

Skarther then consulted his Fire Spirit, Stephen.

“Oooooh great Fire Spirit! Upon whom I draw all power and wisdom! Where should we go next?”

The clattering of dice was heard as the Fire Spirit dwelled upon the answer to this mystery.

“Upstairs to the West” Stephen replied.

Upstairs to the West
Thalion took the lead as the Gang gathered in a single file along the catwalk in the Vat Room. He poked his head out the western door and discovered a hallway running south and north. To the south he spotted a spiral stairway going down and to the north he saw a woman in animal furs caked in mud, flanked by two vine creatures. She was in a room with a large machine that she was busy inspecting.

Thalion knew that he couldn’t sneak up on her, so he decided that the Gang was going to just rush upon her to close the distance. He gestured to the Gang that they would begin the ambush on the countdown of three. He began with “three…” Roos and Smugly moved passed him and started bashing on the two vine creatures. “Two…” Skarther and Moss entered the hallway and finished the Druid off. While this mayhem was happening, Skarther could discern the slap of bare feet on stone somewhere to the east. “One.” Thalion stepped into the hallway with the battle already finished.

The Contraption
The Gang inspected the strange machinery. It had wooden blocks with letters on them. They detected ink stains on these wooden blocks with empty ink bottles lying about. Wine labels for the Wizard of Wines were found scattered about the room. The Gang couldn’t figure the thing out. This is what happens when the party’s collective dump stat is Intelligence. OK, collective dump stat’ is a slight exaggeration but still pretty close. Moving on.

Kids’ Rooms
The Hallway turned east with three doors along the north wall and a small spiral staircase heading down to the first floor. The closest two doors led into the kids’ rooms judging from the small beds and toys lying about. The most interesting toy was a rocking horse painted black with wild eyes and orange flames painted on its mane, tail, and hooves. Along the side was engraved “Beucephalus” (*) and below that was the phrase “Is No Fun, Is No Blinsky!” The other toys scattered about the room had this same phrase. Skarther enjoyed some time on the toy horse.


*Fun Fact: Alexander the Great’s horse was named Bucephalus, which is probably the real-world inspiration of this name.

Kitchen and Dining Room
The third door led to the kitchen and dining room. The Gang found some wine in the cabinets and stuffed them into their bags. There was another door on the eastern side of the room, and they exited there.

Master Bedroom
There was a large four poster bed; the headboard had carvings of ravens upon it. There were also two wardrobes, a desk, and a chest. The Gang resisted the urge to plunder the chest. Roos inspected the desk and found a ledger; it meticulously accounted for all deliveries dating back to over a century ago. The Rogue was able to decipher the ledger’s symbols: BV for Blood of the Vine Tavern in Barovia Village, BW for Blue Water Inn, K for Krezk which is a village that hasn’t been visited yet, V for Vistani, and S for Strahd. This last symbol was marked in the book around a hundred years ago.

Skarther found a secret door in the east wall, where they exited.

Loading Winch
They entered a room with a wooden floor that had a ten-foot square cut into the middle of it. Perched over the hole was a wooden winch. There was nothing else found here. Skarther recalled the footsteps he had heard while fighting the Druid and Vine Blights, so they decided to explore the rest of the eastern part of this level. They followed a hallway south to a spiral ramp leading downward. They continued following this ramp, passed the first floor, and went into the winery’s cellar.

Wine Cellar
As the Gang entered the cellar, they could hear the mumbling of a Druid casting an incantation. Another Druid was heard moving about. The enemy was waiting for them and trying to ambush the Gang. Thalion, ever in the lead, was slow to react and the rest of the party rushed past him to join the fight. The first Druid blasted the party with an ineffective Thunderwave which did little but break a bunch of bottles. His five Needle Blights clashed toe-to-toe with the rest of the Gang. The other Druid rushed in waving a magical staff and triumphantly declared in Druidic “Nature bows to my every whim, for I have the Vampire Staff!” For all their noise and tough talk, the enemy was summarily defeated.

Moss greedily claimed the Vampire Staff for his own. It had an aura of evil about it.

END SESSION
 



I revised The Yester Hill Chapter using notes from "Raising the Stakes" CoS supplement (I donated $5 for it)
I enjoyed doing it, but ridiculous amount of rewriting and rethinking. The spacing is weird because it's formatted to be printed.
Here it is:
GAME NOTES APRIL 3
WIZARD OF WINES BACKGROUND
Wizard of Wines was created by an unknown mage over 400 years ago. The wizard fashioned three gems, each as big as a pinecone, and planted them in the soil in the WoW vineyards. These ‘seeds’ gave rise to healthy grapevines, even after Strahd’s Curse.

Strahd bequeathed the winery to the Krezkov family. Later, an arranged marriage between the Krezkovs and the Martikov family led the lands being taken over by the Martikov descendants who controlled the vineyards ever since.

The wereravens provide the wine for free to a Barovian represenitive in each town; Blood on the Vine, Blue Water, and Burgermeister Krezkov. They also deliver to the Vistani Camp near Vallaki and Madame Eva’s Camp.

There are three known varietals: Purple Grapemash #3, Red Dragon Crush, and Champagne du le Stomp.


RECENT HISTORY
  • Ten years ago, someone stole the Champagne gem. Davian blames his son Urwin for this loss, believing he was negligent. Urwin denies it and this has caused a rift between the two.
  • Three weeks ago, another gem was stolen after Baba Lysaga’s scarecrow attacks, and it went to Berez. Wereravens went to Berez but never returned.
  • Five days ago, the druids stole the third gem.
  • Two Days ago, Druids returned with a horde of Blights and drove the family from their home.
  • This morning, Davian and Co ambushed while Gang inside building; Stephania and her teenage son Claudiu are kidnapped by Berserkers and Druids who ambush the wereravens using Pass without Trace, entangle, hold person.
  • Without the Gems, wine production will cease after a month
PRESENT MOMENT
  • 30 Needle Blights

FUTURE
  • Davian wants Stephania and Claudiu rescued. Long Rest.
  • Provides: a wereraven scout for this mission.
  • Promises: easy entrance into Krezk, Raven’s knowledge of Barovia (i.e. access poster map), cooperation of all raven flocks.
  • Just before the Gang leaves for Yester Hill, a ball of fiery haze can be seen through the fog. They soon realize its Strahd on his Night Mare, Beucephalus. Strahd Stays above 150 feet from the group, only proceeding ahead to Yester Hill if it can’t follow them. He will strike down anything that flies, including ravens and wereravens. If the PCs manage flight towards him, he’ll warn the flying PCs that they are breaching the ceasefire, and he will attack if they continue.
  • Reach Yester Hill after 90-minute walk.
  • Strahd flies above, dropping a rock/20 minute with messages tied to them, while they travel. No roll for Travel encounters
message 1,2, and 3
“I ONLY WISH TO WATCH AND LEARN.”
“IT’S TALLER THAN A STORM GIANT, AND SMALLER THAN A TARRASQUE.”
“BETTER HURRY! THE CEREMONY STARTS SOON!”



YESTER HILL
Y1 Trail
Y1 “The trail through the thick woods leads to a large hill covered in dead grass crowned by a crumbling stone wall. A tall tree or statue, it’s hard to tell from this distance, stands within this wall. Black Cairns of black rock encircle the hill at its mid-point. A mass of high dark clouds swirls directly above the hill. Lightening periodically strikes the stone wall near the top. West of the hill is a wall of familiar fog, looking like the choking vapor when you entered Barovia around two weeks ago.

“Strahd flies overhead. He drops a rock in front of you that has a message tied to it.”

A PC reads the message

YOU HAVE THREE AND A HALF MINUTES BEFORE HELL UPROOTS ITSELF. THE TIMER STARTS WHEN YOU FINISH THIS MESSAGE




Y2 Berserker Cairns
Y2 Two concentric dirt trail form two rings around the midpoint of the hill, interrupted by ten-foot-high black stone cairns. The Blood Spear is no longer in a Cairn. It’s now plunged into the Effigy. If the PCs waste time exploring the trail, then they discover the thirteenth Cairn to their right on the upper trail recently plundered. Other Cairns have only rotted bones.



Y3 DRUID'S CIRCLES
*It takes one minute of sprinting to get to the closest edge of the stone wall. *

“In the circle of stones stands a twisted effigy of wood and vines, resembling Strahd von Zarovich. Embedded where its heart would be is a spear of black iron, continuously dripping with blood, grasped by foul roots permeating throughout the statue. Roots also rise from the ground and are attached to the Effigy. Red & black Magical energy pulses from the roots to the all parts of the Effigy.

On the ground in front of the effigy you glimpse a woman kneeling on the ground, her chin grasped by a figure clad in bloody hides behind her. The bloody figure wears a headdress of twisted antlers and holds a fist-sized gem in front of the woman’s face, whispering in her ear. You can see tears streaking down her face. On the other side of the hill, beyond your field of vision, guttural screaming chants can be heard.

Strahd, ever overhead, follows you from above keeping his distance.”
The Blood Spear of Kavan The druids have discovered the legendary blood spear of Kavan in the tombs in area Y2. Despite their separation from their original tribe, Kavan’s name still rings with power to the people of Yester Hill. The restless spirit of Kavan lingers in his spear, enraged with Strahd’s rule over the land he and his people once roamed freely.

The druids of Yester Hill plan to harness this fury, intending to fuel Wintersplinter with Kavan’s soul as a spirit of destruction. They feel Kavan’s fury at their intentions but believe it will only make Wintersplinter stronger. The Blood Spear (see Appendix A) is currently embedded in the heart of the effigy in area Y3, in place of the winery gem.

The prospect of being used in the druids’ vile ritual, effectively being made into an instrument of Strahd worship, chokes Kavan like bile, and he knows it will destroy what is left of his soul. When the characters approach within 60 feet of the statue, Kavan senses their presence and telepathically contacts them.

Telepathically to Yor, Skarther, and Thalion. The Blood Spear speaks.
"You! You are not of my domain, but i can smell your fury against the devil of this land! Tear me from this monster’s heart and wield me against these misbegotten offspring of mine—i want to taste blood again! Don’t let my soul feed this foulness!”

*Moss will receive a very different telepathic message from Strahd. *
“You could be the leader of these Druid savages. I can start by granting you the power of Blood Funnel. You should insist on a private audience with me when we have our dinner. It must be you who asks. I will look suspicious if I ask you.”

When the Gang crests the hill and can see the Gulthias tree
“You see many silhouetted figures dancing amid a copse of trees. A singular tree in the center looms over the rest, pulsing with the same red and black energy as the Effigy. Anyone watching for a few seconds will realize that the two are connected.
“When Strahd appears overhead, these figures stop and point. They start screaming in the guttural Barovian Druidic dialect ‘Búrzum lat dur!’ They continue dancing more intensely than before.”

*The Effigy has the same stats as a Tree Blight, except it regenerates 20HP/round while attached to the Gulthias Tree. Nothing stops this regeneration short of a Wish or dropping the Gulthias Tree to zero HP. *

The druids of Yester Hill have stolen one of the gems used by the Martikov family to give life to the grape vines cultivated at the Wizard of Wines. They know that this gem is precious to the Martikovs and thus want to use it—and their lives—as bargaining chips.

The captive woman is Stefania Martikov, who was taken hostage along with her son, Claudiu, in the latest attack on the winery. Keshgar, a blood druid (see last entry below), is forcing Stefania to watch her son’s blood flow through the tree’s roots and into the effigy in order force her into giving up her family’s secret.

He is taunting her and holding the gem out in front of her, telling her that all of this can be reversed if she simply gives him what he wants. He wants their secret of shape-changing into Ravens and how the gem works. The Druids of Barovia lost their power to shapeshift.

If the ritual in area Y4 is interrupted, the gem becomes Keshgar’s only remaining leverage against the Martikovs. If the characters interrupt this scene, Keshgar immediately attacks.

The blood spear rests in the statue 15 feet above ground. Climbing the Effigy requires a successful DC 13 Strength (Athletics) check, as the roots of the Gulthias tree seem to actively shift out of the grasp of anyone scrambling towards the spear. Tearing the blood spear from the statue requires a successful DC 15 Strength (Athletics) check.

If the party plucks the blood spear of Kavan from the effigy before stopping the druid’s ritual, the ritual can still be completed if the effigy is not destroyed. However, the resulting tree blight will have only half its hit points.

Y4 GULTHIAS TREE
* It takes 30 seconds of sprinting to get from the south opening to the closest edge of the stand of trees. *


“Half a dozen humans, smeared with blood and blue-gray mud, shout a chant of “Lat izh durub, lat izh golg. Ugrûl! Ugrûl! Ugrûl!" at a monstrous black tree coursing with magical energy. They are locking arms and encircling it. Half a dozen more dance around them, swinging their axes in ecstasy. Dripping with sap—or worse—a maw-like hole gapes at the base of the trunk. Inside of it, pierced by dozens of barbs, is a teenage boy who is slick with blood.

“Strahd continues circling from above.

* The Ritual starts two minutes and fifty-four seconds after the Gang reads Strahd’s last message. The Tree Blight starts to uproot itself and walk towards Wizard of Wines after three minutes and thirty seconds. It takes two rounds to uproot. *

The six berserkers attack intruders immediately. The six druids only interrupt their chant if someone tries to breach their ring around the tree. Breaking through their chain requires a contested Strength (Athletics) or Dexterity (Acrobatics) check; the druids have advantage as long as their chain holds.

The boy inside the tree’s maw is Claudiu Martikov. He and his mother were taken captive during the latest attack on the Wizard of Wines. The druids plan to use his blood to fuel their ritual to summon the tree blight, Wintersplinter. See the Druid’s Ritual special even for more information.





DRUID RITUAL


The ritual to animate Strahd’s effigy in area Y3 now takes place at the Gulthias tree in area Y4. This vampiric abomination requires a sacrifice of blood to grant false life to Wintersplinter, funneling it through its roots. Hundreds of baseball-sized sacs hang from the Gulthias tree branches, plumpening with black blood.

To power the ritual, the druids have placed Claudiu Martikov inside a large opening in the side of the tree—its sacrificial maw. Once the ritual begins, Claudiu is pierced by spikes that grow from the tree’s bark, which begin to drain him of blood. Throughout the ritual, his blood is funneled into the root system from Wintersplinter to the Effigy. The ritual concludes after six rounds of combat, when Claudiu is drained of his last drop of blood and dies.

While it has a victim, on initiative count 10 (losing all ties) the Gulthias tree sprouts 1d4 - 2 vine blights, 1d6 - 2 needle blights, and 1d8 - 2 twig blights within 60 feet of it (acting on initiative count 20). Starting the fifth round of combat, any creature starting its turn within 30 feet of the tree must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute by the mist of black blood bursting from the fruit.

At any time during combat, a character can determine how much time is left in the ritual by succeeding on a DC 11 Intelligence (Nature) or a DC 13 Wisdom (Insight) check.

Freeing the Claudiu requires a successful DC 16 Strength (Athletics) check as an action or dealing 50 damage to the tree in one round.

A creature pushed into the empty maw must succeed on a DC 16 Strength saving throw or become restrained. Each round spent in the maw causes one level of exhaustion. The ritual must begin anew if the tree has no victim for 1 full round. The druids sacrifice themselves to continue the ritual, if necessary.

If the druids successfully complete their ritual, Kavan’s soul is absorbed from his spear (see The Blood Spear of Kavan special event) and Wintersplinter erupts from the wooden effigy in area Y3. It then stalks off to destroy the winery, as written in the mod ule. If it succeeds at that, it will continue on to Vallaki where it will attempt to break through the town’s walls and destroy the Blue Water Inn.



Stopping the Ritual
• All six druids around the Gulthias tree are killed.
• The Gulthias tree is destroyed.
If any of the above events take place, the ritual cannot be completed and the Gulthias tree’s roots detach themselves from the effigy. The druids cannot hold another ritual of this type for approximately one month.



Keshgar Blood Druid
Tactics: 1st Round: Cast wall of thorns to divide party, React with Absorb elements,
If thorns fail, cast wall of fire
Upcast erupting earth, Upcast Flame blade as last concentration
Blood Rage only if using Blood Funnel


Medium humanoid, chaotic evil
Armor Class 14 (hide armor) Hit Points 130 (20d8 + 50) Speed 30 ft
STR 14 (+2) DEX 14 (+2) CON 12 (+1) INT 10 (+0) WIS 13 (+1) CHA 14 (+2)
Saving Throws Str +5, Con +6, Wis +9
Skills Nature +4, Perception +9, Survival +9
Damage Resistance Necrotic; Bludgeoning, Piercing, and Slashing From Nonmagical Attacks
Senses Passive Perception 19
Languages Common, Druidic

Spell save DC 17, +9 to hit with spell attacks

Blood Rage (1/Day).
As a bonus action, the blood druid can enter a blood rage. This lasts for 1 minute, until the blood druid falls unconscious, or until the blood druid ends it as a bonus action. When entering this blood rage and at the start of each of its turn while in blood rage, the blood druid loses 5 (2d4) hit points. While in blood rage, the druid can add the number of hit points it lost from the blood rage during its current turn to one damage roll it makes during the same turn.

Ranged Spell Attack: +9 to hit, range 15 ft., one target, Hit: 13 (2d6 + 5) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The blood druid regains hit points equal to the reduction in the maximum hit points the target suffers as its blood shoots out of a wound or its eyes and into the druid’s mouth. The druid regains hit points equal to half of the damage dealt, rounded down.

Spellcasting. The blood druid is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:

• Cantrips: frostbite, infestation, mold earth, poison spray

• 1st level (4 slots): absorb elements, cure wounds, fog cloud, thunderwave

• 2nd level (3 slots): flame blade, hold person, pass without trace, spike growth

• 3rd level (3 slots): call lightning, ERUPTING EARTH, speak with plants

• 4th level (3 slots): blight, confusion, grasping vine, WALL OF FIRE

• 5th level (2 slots): awaken, contagion

• 6th level (1 slot): WALL OF THORNS

• 7th level (1 slot): Regenerate, (UPCAST) ERUPTING EARTH

• 8th level (1 slot): control weather, (UPCAST) FLAME BLADE

Actions Blood Funnel.

Ranged Spell Attack: +9 to hit, range 15 ft., one target, Hit: 13 (2d6 + 5) necrotic damage. The target must succeed on a DC 17 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken
. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. The blood druid regains hit points equal to the reduction in the maximum hit points the target suffers as its blood shoots out of a wound or its eyes and into the druid’s mouth. The druid regains hit points equal to half of the damage dealt, rounded down.
 
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Okay, take two. . .

I am not caught up yet but I had a question about this scene where the party first meets Strahd.
The Gang spent the rest of the day in the Vistani encampment and left at the crack of dawn.

So they leave at the crack of dawn. . .

The Gang had been traveling for thirty or forty minutes and were approaching the fork in the road where they could travel west which led to Vallaki or east where they could travel back to the Village of Barovia. At the split, Roos saw a tall white flag with a gathering of a handful of people in front of it. They were clearly facing the Gang and seemingly waiting for them.

30 to 40 minutes later (so very early morning after dawn) they run into Strahd? He can stand out in the daylight?
 

Okay, take two. . .

I am not caught up yet but I had a question about this scene where the party first meets Strahd.

So they leave at the crack of dawn. . .

30 to 40 minutes later (so very early morning after dawn) they run into Strahd? He can stand out in the daylight?
Presuming they are using the standard CoS special rules... Barovia is covered completely by cloud cover that creates a continuous 'dusk'-like atmosphere, allowing Strahd to leave his castle whenever he wants.
 

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