Session 27

  • The group is planning on:

    • delivering the gem
    • freeing the ravens on the hut
    • delivering the skull
    • maybe visiting Krezk
  • Anakir accidentally polymorphs into a baby (tootie)

  • They all get treasure from the hut

  • Shalooti gets a deck of many things

  • Maybe talk them into visiting the cemetery or mansion in Berez

    • Marina's shrine is in the cemetery
    • The ghost is in the mansion who explains what happened to Baba/Marina
  • Make it to argynvostholt at 1 PM

  • Deal with Bardolf

    The Mechanics of consuming Belladonna Root

    • Takes 10 minutes to show effects

    • Has a bitter taste and a peculiar musky smell, making it hard to mask in foods and such.

    • After consumption, the target must succeed on a DC 13 Constitution saving throw or their strength score is reduced by 1d4.

    • After another 10 minutes, the target makes an additional DC 13 Con save. On a fail, their Strength score is reduced by 2d4 or half as much on a success.

    • This Strength reduction lasts until the target completes a long rest.

    • If Strength is reduced to 0, the target becomes paralyzed and begins dying and must roll death saving throws. Other PCs and NPCs cannot help stabilize the individual.

    • If the target succeeds on their death saves and is stabilized, they remain bedridden for the period of a long rest, after which they wake with 1 HP and a Strength score of 1. An additional long rest will restore both HP and Strength scores completely.

    • Antitoxin can stop the progression of Belladonna completely, including stabilization during the death saves. However, using Antitoxin will also completely interrupt killing off lycanthropy, leaving the curse intact.

    • If an infected character is given Belladonna Root while in were-from and survives the effects, they'll be rid of their lycanthropy. This method does not work on inherited lycanthropes.

    • Belladonna root is extremely hard to come by. However, the following individuals may either have the poison or know where to find some:

      • Van Richten - If he doesn't have the root on his person, he may have some in his tower.
      • Kasimir and the Dusk Elves - The elves know the woods pretty well, so it's not impossible they know where to find some Belladonna.
      • Baba Lysaga - She's a creepy nature-y looking witch. She's probably got some root.
      • Strahd and/or Rahadin - Strahd's got everything up in his castle. Let's face it.
      • The Mad Mage - Dude's been living in the woods for years. He's got to know where to find it.
  • The Martikovs have made 250 gold since they left

    • the party's share is 25% or 63gp
  • At argyvostholt, Esmerelda shows up, or Strahd's wagon appears out front

    • Do the wagon of Strahd's; it's been a while since he's shown up

As you carefully set the skull of Argynvost into its place within the mausoleum, a profound silence falls over the room. The air grows heavy with anticipation, and for a moment, it seems as though time itself holds its breath. Then, a brilliant light bursts forth from the skull, illuminating the mausoleum with an otherworldly radiance.

The dragon's spirit coalesces from the light, a majestic and awe-inspiring form that fills the room with a sense of ancient power and unwavering nobility. Argynvost’s spectral form rises and lets out a silent roar, his brilliance piercing through the walls and shooting skyward.

The light, as bright as the sun, floods through the room and shoots into the sky, cutting through the gloom of Barovia like a beacon of hope. It spreads across the valley, reaching even the farthest corners of this cursed land. Though the mountains prevent the light from reaching Castle Ravenloft directly, its glow is unmistakable in the sky to the west.

For those in Vallaki, Krezk, and Berez, the beacon is a sight to behold. Everywhere the light touches, a sense of hope and joy fills the hearts of all who see it, lifting their spirits and giving them renewed strength. In contrast, the light is unsettling to those with dark intentions, a stark reminder of the goodness that still fights against the darkness.

As the light reaches its zenith, you feel a warmth envelop you, bolstering your resolve. The beacon's protective magic grants you a newfound resilience, a +1 bonus to AC and saving throws as long as you remain in Barovia.

The beacon of Argynvost remains, a perpetual light in the dark land of Barovia, a symbol of hope, and a promise that good can still prevail against the encroaching shadows.

  • As they leave, they see that the revenants have all turned to ash

    • if Godfrey is with them, they see that he is finally free to die
  • As they leave:

    • Parked outside the castle, is a large black carriage drawn by two black horses. The horses snort puffs of steamy breath into the chill mountain air. The side door of the carriage swings open silently.