The three heroes and Sarusandra stare in horror through a portcullis at the ritual chamber interior.
A stone ledge rings the submerged floor full of soupy water, a dias and altar rising in the center. Suspended above hangs the sacrificed body of a young woman, her body pierced with a stake tipped with the glowing Piece of the Seven-Part Rod.
Risen from the woman's blood, a hulking fiend pumps his gruesome iron spear as six cultists sing upon the ledge.
We must retrieve that otherwordly relic. Its power has brought forth the relentless impaler, perhaps it may banish it as well.
And get us out of the horrible place.
The cultists are making an AWARENESS roll.
Cultitsts' DEFAULT (10), rolls a ⬙(9) = Success!
Brothers and Sisters! This sacred house has been tainted by the presense of interlopers!
(pointing at the Impaler, then gesturing to the portcullis blocking the exit)
Go, foul fiend! Destroy all who would stand in the way of welcoming our Dark Lord!
YEE-AARRGGHH!!
The Impaler moves with robotic, unwavering purpose. He jumps off the dias, into the murky water, to stride toward the gate.
Oh, snap!
Young ones, fall back!
Omigod!
(flipping up her hood, making herself invisible)
Rope-a-dope, Bobby!
The heroes and Sarusandra scramble up the small chamber and its standing water back as the Impaler reaches the gate.
A cultist runs across the ledge to reach a wheel next to the gate. Cranking it, the chains squeal and creak as the portcullis is raised.
ROAR!!
ROUND ONE, draw for Initiative.
🎴(10) -->(8)
🎴(4) -->(5)
🎴(8)-->(10)
🎴(1)
🎴(2), (5) --> (4)
🎴(6)
A dozen or so distinct alcoves line the wall of this expansive, collonated room, each cluttered with items, sacks, and boxes of various sizes.
I will draw its attention! Be careful!
FORCE BOLT (as Fire Blast) (at Power Level 1) = -2 WP
MAGIC SCHOOL (12), rolls a ⬙(15) = Fails!
A blue-flame dagger of magic flies from her hand but explodes harmlessly against the Impaler as it relentlessly approaches.
RAWRR!
Monster Attack 🎲(4) = SPIKE BURST!
Damage D10 = 1 LOL 😅
The monster stops, and with a scream, hunkers down-- the result is twisted, spectral spikes shooting out from its body in all directions. Hank, Bobby, and Sarusandra flinch agains the onslaught of spikes, but their armor seems to sheild them from the worst.
Wait for it...
GRRRR-AH!
Monster Attack 🎲(4) = SPEAR THRUST!
Damage 2D10 = 12
The fiend continues its tragectory toward Sarusandra, calmly flipping its spear, then thrusting it into her side.
AAAHHHH!!!
Now!
BOWS (14), rolls a ⬙(5) = Hit!
Damage D10 (3) + Damage Bonus D6 (4) = 7 piercing damage - armor (2) = 5
YAAAAAHHH!
CLUBS (14), rolls a ⬙(9) = Hit! with Massive Blow = -3 WP
Damage 2D8 (2,7) + Damage Bonus D6 (6) + Massive Blow D8 (3) = 18 bludgeoning damage - armor (2) = 16
"Oh, come! Come to us, Lord Strahd!"
Below the ledge, along the submerged floor, empty holes appear-- displaced water from Sheila's invisible form as she moves slowly toward the dias.
Ugh, this water is horrible.
Make a SNEAKING roll, with a boon.
SNEAKING (12), with a boon, rolls a ⬙(11, 10) = Success!
Footsteps appear in the blood pooled on the dias.
ROUND TWO, draw for Initiative.
🎴(2)
🎴(7)
🎴(3)
🎴(5)
🎴(6), (1)
🎴(10)
**GRUNT**
Monster Attack 🎲(2) = WICKED SPIKE!
Damage 2D8 = 7
Aaahh! You... big... bully...
EVADE (12), rolls a ⬙(3) = Success!
Where is it, where is it?!
Chains and leather straps are tied to the far edge of the altar. They rattle slightly as an unseen hand tests each of them. One makes the hanging body of the sacrificed woman jangle slightly.
Got it!
Bobby jumps away as the Impaler brings his hand back from the spike attack, making his way back toward the south side of the room.
Wise. Keep him stretched thin.
EVADE (14), rolls a ⬙(6) = Success!
Similarly jumping back and retreating slightly, Sarusandra gestures with one hand while incanting softly. A glow appears around her form.
MAGE ARMOR (as Stone Skin) (at Power Level 2) = -4 WP
MAGIC SCHOOL (12), rolls a ⬙(18) = PUSHING IT! rolls a ⬙(3) = Success + (random condition) Sickly
You fool! You think a child is a threat to you? *I* am your true enemy! Face ME!
**SCREAM!**
Monster Attack 🎲(2) = WICKED SPIKE!
Damage 2D8 = 14 yeesh - mage armor (6) = 8
Striding forth with the same iron spike in hand, it crashes it down upon Sarusandra. Her shimmering magic sheild collapses, the iron spike dug deep into her shoulder.
Aaah!!!~~~*
Monster! !
BOWS (14), rolls a ⬙(9) = Hit!
Damage D10 (7) + Damage Bonus D6 (1) = 8 piercing damage - armor (2) = 6
**YOOWWWWL!**
(it staggers and falls to one knee)
"O, vino! Vino la noi, Doammne Strahd!
Ești puterea, Ești întunericul. Vino, o vino!
Cultists' AWARENESS (10), with a bane, rolls a ⬙(6, 4) = Success!
Look! Look, brethren! The sacrifice!
The cultists begin to leave the ledges, in awe at the floating sacrifice that descends on its chain to the atlar below it.
Ah, jeez...
ROUND THREE, draw for Initiative.
🎴(8)
🎴(4)
🎴(10)
🎴(3)
🎴(1), (5)
🎴(7)
GRUNT!!
Monster Attack 🎲(4) = SPIKE BURST!
Damage D10 = 5 - armors (1) = 4
Once again hunkering and summoning its efforts, it straightens, sending its spectral spikes in all directions.
Hank's EVADE (14), rolls a ⬙(15) = PUSHING IT, rolls a ⬙(13) = Success!
Bobby's EVADE (12), rolls a ⬙(6) = Success!
Sarusandra makes a DEATH ROLL, then tries to RALLY.
CON (13), rolls a ⬙(16) = Fails!
WIL (18), with a bane, rolls a ⬙(11, 16) = Success!
Evil creature! Return to your plane!
Blue daggers of magic pop into the air around her head, then fly into the back of the monster.
FORCE BOLT (as Fire Blast) (at Power Level 3) = -6 WP
MAGIC SCHOOL (12), rolls a ⬙(10) = Success!
Damage 4D8 (8, 1, 5, 5) = 19 - magic damge - armor (2) = 17
AARRHH!!
Monster Attack 🎲(6) = SPEED STRIKE!
Damage D8 = 5 - armors (1) = 4 (autofail one death roll)
Briefly, the impaler disappears. Suddenly, it blinks in behind Sarusandra, its spear already raised, and it plunges it down into her.
Hail! Hail, Strahd! He accepts our sacrifice!
AWARNESS (10), rolls a ⬙(13) = Fail!
Not too close, please!
SNEAKING (14), rolls a ⬙(16) = Fail!
Deception! It is not Strahd! Some other force disrupts our work!
Great...
Letting go of the chain, the broken body of the girl falls and splays on the alter below.
Sheila grabs the stake and glowing blood-red Rod from its lodging in the body, which now seems to float of its own accord.
No! No~oooo!!
ROUND FOUR, draw for Initiative.
🎴(7)
🎴(5)
🎴(10)
🎴(3)
🎴(9), (6)
🎴(2)
Seize it! For Strahd!
Sheila, make an OPPOSED STR ROLL. With a bane as you are swarmed by cultists.
Sheila's STR (14), with a bane, rolls a ⬙(3, 4) = Success! NICE ROLL
Cultist's DEFAULT (14), rolls a ⬙(9) = Success! but Sheila's is LOWER
This is a terrible party. I'm glad we weren't invited!
Sarusandra makes a DEATH ROLL, then tries to RALLY, again.
CON (13), rolls a ⬙(5) = Success!
WIL (18), with a bane, rolls a ⬙(14, 18) = Success!
Now, Ranger! While it's on its last legs!
Let's do this.
BOWS (14), rolls a ⬙(14) = Barely!
Damage D10 (4) + Damage Bonus D6 (5) = 9 piercing damage - armor (2) = 7
The energy arrow from the Bow of Light smacks dead center in the belly of the monster, who rears back with one last defiant--
YEOOWWWLLL!!
A pool of blood forms underneath the monster, and as it screams, it descends by some unseen force into the blood below it.
Aces! Nice shot, Hank!
(running to the hallway)
Sheila?! Where are you?!
On my way, Bobby!
EVADE (14), with CUNNING MANUEVER, rolls a ⬙(20, 8) = Success, -3 WP
SPLASH!!! Something hits the water below the dais, and the indent of Sheila's body dashes through the water toward the exit.
Sarusandra! Are you okay?
I got it! I got the artifact!
Excellent, young champion. Now, quickly! Flee! I will hold back these agents of evil!
What?! No! We can take them!
There's no time! Get that out of here! I will meet you in front of the Death House shortly!
Aaaaaaaahh! Aaaaaaahhh!
Go!!! Now!
Come on, Hank!
We'll hold you to that! See you on the other side!
to be continued in 7.9 Barovia Outskirts and Hautned Zones
. . .
GM FOOTNOTES:
Whoops. I messed up. Sarusandra should not have been able to cast that deadly power level 3 force bolt, as her action was already spend to Rally herself. That was definitely a game-changing move. But too late to retcon it when I noticed it.
For anyone keeping score, although Sarusandra was at a low health when she first showed up, I allowed her to have full HP (all 13 of it) at this part of the chapter. I did not use her magic the first time as I wasn't sure how to build her, but mimicking some of the powers that seemed available in her D&D version worked here.
Initiative matters! Sheila may not have gotten away with it, if it weren't for a lucky roll. But it's fun to see how it flows into a story!