#p: vallaki
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Izek and Victor Vallakovich, as they appeared in a good friends COS run - I was asked to play Victor as a guest star and made this illustration of him and Izek for the occasion. The DM gave them a lot more depth and a very interesting codependent (homoerotic) friendship, which was extremely fun to portray as the players.
#victor my baby#i am super proud of how this turned out btw#specifically izeks eyes#and the pose :p#junos artwork#art#new artist#small artist#artoftheday#dnd art#dnd character#dnd commission#digital illustration#dnd#curse of strahd#cos dnd#victor vallakovich#izek strazni#vallaki#ttrpg art#ttrpg design#dnd npc#tw bandages#tw scars#procreate art#dungeons and dragons
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CoS Saturday: Recap 2/19/22
Summary: The party left Vallaki and visited Krezk and the Winery and learned Lady Lydia Petrovna Vallakovich, and perhaps all of Vallaki, is in imminent danger. They also encountered Rahadin on the route to Yester Hill to receive a summons to dinner at Ravenloft.
The party - Rogue, Fighter, Paladin, Druid, Ireena, and Victor Vallakovich - divided and conquered for their remaining tasks in Vallaki.
Fighter, Paladin, and Ireena went to report the kidnapping of Arabelle by Bluto to Lady Vallakovich, who was entertaining her cousin, Anna Krezkova, at the time. While they waited, they picked up some light reading from the library (spoiler: Ireena found an erotic novel thanks to a random roll table). Lydia invited them downstairs to discuss the issue and to meet Anna Krezkova. Anna came to comfort Lydia in her time of need, since Vargas’ death. They talked politics and legal proceedings and diplomacy with the Vistani and Paladin and Fighter realized that something was wrong with Anna. Lydia explained that tensions in her family must still be high from whent they were young and Lucian abandoned his noble duties - including marrying Anna - for the Church, but she thought it was an odd thing to be upset about. Himbo Squad (Paladin, Fighter, and Ireena) accepted this explanation.
Rogue, Cleric, and Vallakovich went to the clothiers’ shop and twins Hewin and Harwin assisted them. Harwin is delighted to design formalwear for the party for the upcoming dinner with Strahd. Hewin ensured they had warm furs for travel. Harwin revealed a book of Dusk Elf fashion design from 200 years ago and the Rogue (a Dusk Elf) was unnerved and excited. She has not realized the twins are half-elves but BOY HOWDY has my party out of character. Vallakovich paid for everything like a twenty-year old getting screened for his first credit card, got thoroughly roasted for being a bisexual disaster, and announced that he wants Strahd to take him seriously. The Cleric wants Twilight colors. Ireena and the Fighter want to match like a couple at prom. The Rogue wants pockets. The Paladin has requested pants. Good for him.
The group reconvened and instead of going to the Church of St. Andral as they skipped town, the Rogue and Vallakovich stole a covered wagon and a horse from his mother’s house and were very pleased with themselves.
And then the werewolf nation attacked.
They fought the werewolves from the wagon valiantly and BOY HOWDY am I glad that I statted Ireena as a fighter and that Vallakovich swapped his cantrips for fighting that day. It wasn’t enough to keep Paladin from getting bitten. He has the worst luck. His boyfriend went missing, he fell into a bear trap, his boyfriend is an Escher/Vasili Mashup, and then this. Vallakovich COULD cure him, but he used all his spell slots fighting werewolves. They pulled over at an abandoned tower surrounded by an antimagic field and they solved the riddle to get in pretty quickly - Rogue and Vallakovich, again. They make a great team.
In the tower, the figured out the creepy elevator and decided Rogue, Paladin, and Vallakovich would go up while the rest of the party kept watch. They spotted bats and flipped out. At the top floor, Vallakovich, Rogue, and Paladin discovered all of the monster hunting tools. They went nuts looting the place. They also found silver traps and decided to clean them up but also box Paladin in, just in case he went feral. Paladin agreed to this. Then Rogue saw the bats and they nailed the blankets over the windows.
The rest of the party joined them and they made camp for the night. Ireena and Fighter got to snuggle. You go, you funky little lovebirds.
Of course they woke to a woman with a blade at Fighter’s throat. Turns out it was Ez D’Avenir and she demanded an explanation. Eventually they reached peace, cured Paladin of his lycanthropy outside of the tower, and Ez offered to go with the party. Now they have TWO WAGONS and one is filled with useful shit.
Then they found a dead body with a letter from Anna Krezkova, informing Lydia that she empathized with her, but could not leave her ill child’s side. Cleric used Sending to communicate with Father Lucian and got a near immediate response that he has hs suspicions, is forming a guard, and is worried for his sister’s safety.
The party went to Krezk and Rogue announced that they were the entourage of Baronet Victor Vallakovich. Turns out the Vallakoviches visit their family somewhat regularly and the guards baby talked him about how much he’s grown and took them in immediately. Dmitri Krezkov embraced his nephew. And then the party saw Anna Krezkova. Yep. All is NOT well in Vallaki.
Of course, all is not well in Krezk. The Krezkovs’ last child, a daughter named Rozaliya, was ill with a wasting disease. A medicine check revealed she’d been poisoned and their best hope would be some kind of lesser restoration. The Krezkovs recommended the holy pool. The party happily went to the Shrine of the White Sun.
Whereupon Ireena yeeted herself into the pool, calling out for Sergei.
Fighter, her loyal boyfriend, dove in after her and saw Not Ireena (Read: Tatyana) embracing Sergei Von Zarovich. They hit the bottom and their souls were absorbed into the Sunsword, leaving a now-drowning Ireena scrambling for the hilt of the sword and the surface. Fighter pulled her out of the water and as they surfaced, lightning struck the pool and Strahd’s voice rang out: She is mine. The party managed not to get knocked prone by the blast, but Fighter and Ireena got fried. Below half health, they stumbled from the water and Ireena explained that the part of her, the Not Her, was gone and she was free to love Fighter totally and completely and without hesitation. Vallakovich and Paladin checked to see if the water still had magical properties. Nada. Cleric flipped out and panicked. She’s been dreaming of a past life here and feels protective of this pool. Meanwhile, Paladin saw someone carrying a jug of water uphill and got Fighter to go with. To everyone else, it looked like they yelled at a child to give them holy water. It was really a mutant (Belview). They struck a bargain.
Rogue began thinking about the Tarokka reading and began to panic. They’ve already found the Tome (it’s how the got Vallakovich to come with) and they now have the Sunsword, she realized that Ireena was no longer the Devil’s Bride as predicted and therefore might not be their ally. She then realized that the wounded elf with they holy symbol and dark dreams is her father, Kasimir, who she doesn’t trust at all and she threw up. A lot. Vallakovich announced that the sword had magic. Ez calmly pulled out a Tarokka deck and read for them, revealing that they might look to the Devil’s brother, who will betray him. Rahadin. You know, the weird elf man, haunted by screams, who wrote Rogue a passionate love letter and warned her to avoid the Dusk Elf encampment because she might be the last woman?
Fuck.
More vomiting. Vallakovich tried to comfort her. Cleric insulted Ireena. Ireena took a lap. While alone, Cleric called out to the Raven Queen for aid. Low percentage roll. Signal lost. Fighter and Paladin came back with the holy water to this shitshow.
The party went back to the Krezkovs’ house and accidentally revealed they pissed off Strahd. Dmitri wanted to throw them out but Anna said if they could heal Roza, they could stay.
Success!
They stayed the night.
Fighter and Ireena 100% had sex for the first time. I have a strong feeling that without Tatyana’s genteel nature imbued in her, Ireena is not exactly quiet. Paladin heard EVERYTHING.
Ez was lucky to sleep in the wagon.
After breakfast, they went to the Wizards of Wine Winery, except they forgot to get directions. The party wandered aimlessly until Rogue and Cleric heard hoofbeats chasing them - large. The party tried to outrun it, tried to hit this unseen force. NOTHING. They stopped. The hoofbeats stopped. Rogue went to investigate. A letter bearing Strahd’s handwriting fell from a tree, followed by an exhausted, but exceptionally attractive Dusk Elf Chamberlain. They started having A Moment, flirting and checking in with each other. Behind them, Paladin kept yelling that Barovia needs a postal service and then Cleric yelled to ask if Rahadin believed in Tarokka readings. I outfitted him as an Oath of the Crown Paladin and he cast Zone of Truth on the party. He, Ez, and Fighter saved. They explained that he is meant to assist the Rogue on getting out and he said that that had become his chief goal the moment he met her: her safety. Rogue insight checked him and as much as he tried to lie, he could not hide his earnest feelings for her. Because of the Zone of Truth, she couldn’t hide her feelings, either, calling him charming and telling him she hoped to see him again. He gave the party directions to distract from his heating cheeks. Rogue asked him about an Elven temple and he drew her a map to the ruins outside Vallaki. This place is in her trances. He promised to tail them and to meet her there when they were safe in Vallaki. He crosssed to her to give her the map and exchange Lingering Gazes. She was not damaged by the screams (he absorbed it all). Then as he went to mount his elk steed, she ran to him and kissed his cheek. He bade her to be safe and disappeared into the woods. The only sign he is nearby was the sound of slaughtered Berserkers.
The arrived at the winery and Paladin SWORE something moved in the vines. Everyone dismissed him as crazy and then they found the displaced Martikovs who told them about their plight - the invasion, the missing gem, the shipments that will not make it out to the valley. With the help of Elvir and Stefania, the party cleared the house of druids and blights. Highlights of this fight include:
Cleric, who has hit on Lucian and Ez throughout the game, saying, “Oooh Mister Martikov” in such a horny way to Davian Martikov that we spent half the game mimicking it.
Paladin setting blights on fire and Vallakovich putting out the fire with ray of frost. They’re both named Victor and the make a great team.
Paladin getting covered in blights and half the party hitting him with the broad, flat sides of their swords to help.
Fighter one-shotting the Druid with the vampire staff.
Vallakovich using Suggestion. It was highly effective and they got the last Druid to tell them all about the ritual at Yester Hill tonight.
Apparently, they have to stop SOMETHING called “Winter Splinter”. Paladin knows too much about trees and announced that it’s an evil tree makes blights. Great.
Also, the Martikovs are wereravens, I guess??
The party received a letter via raven express from Lucian saying that he thinks whatever is in the house is hurting Lydia, that her maid escaped to tell him horror stories, and that Lady Wacther is planning something. The party had to decide whether to stop Strahd’s ritual or to race back to Vallaki. They left for Yester Hill immediately after. I wish them luck.
#cos#curse of strahd#ch: urlstra despund#ch: scout crelmer#ch: dorinn crelmer#ch: ireena kolyana#ch: victor trevor#ch: victor vallakovich#ch: strahd von zarovich#ch: ez d'avenir#ch: martikov family#ch: rahadin#ch: tatyana#ch: lucian petrovich#ch: lydia petrovna vallakovich#p: vallaki#p: krezk#p: svalich woods#p: van richten's tower#p: wizard of wines winery#ch: dmitri krezkov#ch: anna krezkova#ch: rozaliya krezkova#ch: sergei von zarovich
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1, 25, and 30 for the D&D meme :D
1. A favorite character you have played.
I’ve only got the one character, because I have never not DMed any other game! Forever DM life.
Tyche is a tiefling wizard academic with an insatiable curiosity about everything. They dungeon delve to avoid grading student papers and to work towards their dream of writing a book that deserves a place of pride in the great libraries of Candlekeep. They’re highly idealistic, albeit easily distracted, and I’m very fond of them. Oh, and they have an owl familiar who is co-author on all their papers.
25. What have your players done that you never could have planned for?
A LOT. But since you just reminded me of the time Kelafrey fell into a hole...I was so thrown when you guys just started chatting with the Blackstaff and letting him lead you around the dungeon. I did not have a plan for that! I assumed you would attack him or let him run away!
I really wasn’t sure what would happen with Vallaki politics - did not see the Izek thing coming - or the whole Shami-Amourae thing. But I had lots of possible plans and contingencies.
30. Are your players diplomatic or murder hobos?
You are very diligent, cautious but not paralyzed, diplomatic players, and I brag about you to the other CoS DMs :p
(One of the other DMs had a character want to lick the Gulthias tree last session...another DMs group led to Vallaki getting burned down)
#murderhobo parties sound exhausting#how do you even plant information?#Elenchus chats#meme responses#ratheralark
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Frustrated b. Tech student after seeing today's question paper . . NOTE:ECE vallaki . . #exammemes #exam #examstress #exams #examseason https://www.instagram.com/p/Bxkor1apK29/?igshid=17a7um0rc13t
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The greatest celebration is just around the corner #art #digitalart #sketch #dnd #dungeonsanddragons #dungeonsanddragonsart #dndmaps #battlemap #curseofstrahd #vallaki https://www.instagram.com/p/CdTg9LNJ7b0/?igshid=NGJjMDIxMWI=
#art#digitalart#sketch#dnd#dungeonsanddragons#dungeonsanddragonsart#dndmaps#battlemap#curseofstrahd#vallaki
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Running Castlevania with Old School D&D, Part 5
This is part of a continuing series. For part one, click here. For part two, click here. For part three, click here. And for part four, click here.
While the previous posts in this series have mainly been concerned with showing how to adapt Lamentations of the Flame Princess' various character classes to Castlevania-appropriate archetypes, this post will handle the setting of Transylvania itself. And while I dipped into Castlevania III: Dracula's Curse and Symphony of the Night to build a D&D style adventuring party with, neither game really offers much in the way of setting material outside the castle.
For that, I'm going to go back a little farther into the franchise's history, to the much-maligned proto-Metroidvania, Castlevania II: Simon's Quest.
Please, hold all torches and pitchforks until the end.
Just a brief side note: If I really were to run a Castlevania-themed campaign for a group of PC's, I'd probably lean heavily on Simon's Quest to do it with. While the 8-bit NES wasn't quite up to the developers' ambitions, the game has some good bones to build off of.
I would probably have the players roll up original characters, with at least one being the next heir to the Belmont line. I'd have the game take place a few years after one of the "major" Dracula battles outlined in the main series, and have the Belmont player character's relative be suffering from the same curse Simon did: The wounds taken in his battle against Dracula are not healing. He is slowly dying. As his condition worsens, he has visions of becoming a creature of the night. A fortune-teller reveals the truth. If he dies before the next full moon, he will become a vessel for Dracula to be re-born, stronger than ever. The only way to lift the curse is to bring Dracula's spirit back into its previous body. But Dracula's minions have scattered his remains, to ensure that his curse will run its course.
Honestly, the only major difference in the set-up would be that the "cursed" Belmont wouldn't be accompanying the PCs. I'd hole him up in the basement of a church, surrounded by garlic and crosses, with monks praying over him day and night. It would then be up to the group of relatively green and inexperienced adventurers to run a desperate race against the clock, with only minimal guidance from their mentor.
(I'd also make sure that the enemy kidnapped the cursed Belmont as the night of the full moon approached, giving the PC's one more thing to worry about. But that's just me...)
Anyway, there are a few resources I'd recommend using here. First and foremost is A Guide to Transylvania, which I mentioned back in my Alucard post. The PDF is available on DriveThruRPG for about eight bucks. The crunch inside is AD&D 2e specific, but everything else is system agnostic. This book details everything from Transylvanian history, to peasant superstitions, to secret societies. No other supplement will help you fill in the details of the Transylvanian countryside as well as this one.
The second (more expensive) resource is the current D&D 5e Curse of Strahd campaign book, which is an update and expansion of the original Ravenloft module. Why this one instead of the (many) older ones? First, it's widely available in hardcopy. And while I'm not completely in love with what I've seen of 5e's rules, you just can't deny that Wizards of the Coast puts out a high quality product these days. This thing will survive some wear and tear at the table. Second (and more importantly), it maps out and expands the land of Barovia far beyond what the older editions did.
The third (completely free) resource is the Transylvania map that appeared in the old NES Game Atlas. A high-quality scan is available here at castlevaniadungeon.net.
The simplest, easiest way to take care of mapping the Transylvania countryside is just to use the foldout map that comes with Curse of Strahd and swap out the names. For example, swap out the starting village of Jova from Simon's Quest with the Village of Barovia from Curse of Strahd. Swap out Yomi—the nearly-abandoned town just outside Castlevania—with the destroyed village of Berez.
While this won't be 100% faithful to the geography on the Castlevania map, enough of the landmarks in Simon's Quest have a rough Barovian equivalent to make it work. Below are some suggestions, with corresponding map and page references.
Castlevania Location / Barovia Location / Curse of Strahd Foldout Map Location / Curse of Strahd Page Reference
Town of Jova (Area 1) / Village of Barovia / Location E / Page 40 - 48
Town of Aljiba (Area 16) / Village of Valliki / Location N / Page 95 - 124
Yuba Lake (Area 14) / Lake Zarovich / Location L / Page 38
Town of Veros (Area 6) / Village of Krezk / Location S / Page 143 - 156
Town of Yomi (Area 48) / Ruins of Berez / Location U / Page 161 - 166
Laruba Mansion (Area 36) / Wachterhaus / N/A (Located in Vallaki) / Page 110 - 115
Brahm Mansion (Area 21) / Argynvostholt / Location Q / Page 129 - 142
That should be enough to get the idea. That said, I'd probably also swap out some of the obviously non-European names with some real-world Transylvanian ones. Targoviste for Aljiba, for example.
One pro to this approach is that it requires relatively little prep time, especially for an inexperienced DM. Curse of Strahd has plenty of fleshed-out NPCs, side-quests, and description boxes for just about every building and room, if you decide to use them. You can use the encounters, too. Stat conversions from 5e to LotFP are simple: Just use the closest equivalent monster from the free Basic Fantasy Roleplaying Game, and add two to the creature's Armor Class. Don't sweat the other details.
Me? I probably wouldn't go that far. I'd probably just use the maps, crib or ad-lib all of the descriptions from the Transylvania Guide, and wing it with the NPCs and encounters. Similarities aside, Castlevania and Ravenloft are two different properties, with two entirely different feels to them. Relying too heavily on the published material just means you're playing Curse of Strahd. Which is okay. But it isn't Castlevania.
Which, of course, leaves open the question of Castlevania itself.
The Castle Ravenloft layout in Curse of Strahd is unchanged from the original I:6 Ravenloft module. It makes a perfectly serviceable stand-in for Dracula's Castle, provided you're taking your inspiration from the first couple of games. But if you want something closer to the sprawling, changing, living embodiment of Chaos featured in Symphony of the Night and most of the later games, you'd be better off creating your own funhouse-style Mega-dungeon. As with anything, which you choose will depend heavily on your group, their preferences, and their play style.
Before I close this installment out—and since I'm already mining Castlevania II for ideas—I'm going to give some sample stats for that game's two Boss monsters. For Carmilla, I used the Basic Fantasy Roleplaying Game version of the Vampire, with almost no modifications. For Death, I re-skinned the BFRPG Lich, added a bunch of Hit Dice, and swapped out his spell casting for a handful of specific, spell-like abilities.
If neither one seems challenging enough, both are easy enough to scale up in power. After all, when it comes to "end game" content, you're bound to have a pretty high level party. Watching them effortlessly steamroll the final bosses would be sort of anticlimactic. If that's a concern, my personal preference is to creatively choose the location for the encounter.
Instead of meeting Carmilla in her vampire lair right away, why not have the PC's encounter her at a masquerade ball, using the powers of her enchanted mask to appear as one of the living? Force them to use roleplaying and guile to maneuver her to a place they can fight her without harming innocents. What about having the PC's run into Death on the grounds of an old battlefield or cemetery? He could raise dozens of allies among the dead, forcing even the most powerful group of PCs into a pitched battle for survival.
Granted, if you're planning to use Castlevania II as your template, you could always just let the PC's walk right by them with no consequence...
(Note: the Lamentations of the Flame Princess rules assume ascending armor class and a base, unarmored AC of 12. If using these creatures with a system that has a base AC of 10, simply subtract 2.)
CARMILLA
Alignment: Chaotic
Armor Class: 21
Hit Dice: 9 (attack bonus +8)
No. of Attacks: 1 weapon or special
Damage: 1d8, or by weapon, or special
Movement: 40' or 60' (fly)
No. Appearing: 1 (Unique)
Save as: Lvl 9 Fighter
Morale: 11
Treasure Type: Special
XP: 1,225
Beautiful, vain, and cruel, the aristocratic vampire Carmilla is one of Dracula's most ambitious servants. Famous for her inventive and sadistic tortures, she is best known for bathing in the blood of young women. She possesses Carmilla's Mask, a powerful, cursed artifact.
Like all vampires, Carmilla casts no shadow and no reflection. She cannot cross running water, and may not enter another's home unless invited. She cannot tolerate the strong odor of garlic, and will recoil from a mirror or from a cross presented with conviction (for more information on these weaknesses, see the Vampire, p. 124 of the Basic Fantasy Roleplaying Game).
Carmilla is immune to Sleep, Charm, and Hold spells. If unarmed, she will treat her hands like claws, raking her target for 1d8 damage. When armed, her vampiric strength gives her an additional +3 to damage when using melee weapons. Her bite (though seldom used in combat) inflicts 1d3 damage, and drains one level of energy from her target for each round she continues to feed. Feeding places her in a vulnerable position, and she suffers a -5 to her Armor Class.
Victims reduced to 0 hit points by Carmilla's feeding die, and they will rise as vampires during the next sunset. These new vampires are permanently under Carmilla's control, and always act as if under a Charm spell.
Carmilla can command common nocturnal creatures. Once per day, she can summon 10d10 rats, 5d4 giant rats, 10d10 bats, 3d6 giant bats, or 3d6 wolves. The creatures must be nearby to be summoned. Once called, they arrive in 2d6 rounds and obey her commands for 1 hour. If she chooses, Carmilla can also assume the form of a giant bat or a giant wolf at will.
In addition to the above abilities, Carmilla also shares the common vampire's Charm gaze, which her victims can save vs Spell to resist. Unlike her more common brethren, Carmilla's charm is exceptionally powerful, imposing a -3 penalty rather than the standard -2.
Carmilla cannot be harmed by non-magical weapons. Exposing her to direct sunlight for more than 1 round destroys her, and submerging her in running water causes her to lose 1/3 of her Hit Points per round for three rounds, with death occurring on the third round. Any other method of reducing her HP to 0 merely incapacitates her, causing her to fall into an apparently death-like state. But if her body is not exposed to sunlight, submerged in running water, or burned, she will begin to regenerate 1d8 hours later, at a rate of 1 hp per turn.
Carmilla's Mask (Artifact)
This artifact is a smooth, silver mask, closely resembling the kind commonly worn during masquerade balls. When the mask is placed onto a human or a dhampir, dozens of hollow, silver spikes appear in the inside, causing it to latch onto the victim's face, and inflicting 1d3 damage. Each round the victim is prevented from removing the mask, it drains 1 energy level, feeding as a vampire, until the victim is reduced to 0 Hit Points. Once dead, the victims do not rise as vampires.
If the mask is freshly fed, bloody tears will pool in the corner of its eyes, and for the next 1d12 hours it will convey several abilities on any vampire that wears it. While wearing the mask, the vampire casts both a shadow and a reflection. Garlic, holy symbols, and holy water have no effect. The vampire may enter any home with no invitation, cross running water, and even walk in the sunlight—although this last will still be uncomfortable.
Additionally, victims of the vampire's Charm gaze suffer a further -2 penalty to their saving throw.
DEATH
Alignment: Chaotic
Armor Class: 26
Hit Dice: 15 (attack bonus +10)
No. of Attacks: 1 touch, weapon.
Damage: 1d8 touch+drain, by weapon.
Movement: 30' or 60' (fly)
No. Appearing: 1 (Unique)
Save as: Lvl 15 Magic User or Cleric (use lower)
Morale: 11
Treasure Type: Special
XP: 3,150
Death is Dracula's top lieutenant. Fiercely loyal to his master, Death will fight to protect him at all costs. Death's actual nature is unknown, although he is believed to be an evil manifestation of pure Chaos. His physical form resembles that of the classical "Grim Reaper," a skeletal body wrapped in a tattered cloak. He carries Death's Scythe, an artifact-level magical weapon.
Upon first encountering Death, all intelligent, living creatures must save vs Spell or flee in terror for 2d6 rounds. Even on subsequent encounters, Death's gaze is terrifying. All creatures that meet it must make a save vs. Spell or be paralyzed with fright for 2d4 rounds. Dhampirs, due to their half-undead nature, get a +2 bonus to this check.
Death prefers to attack with his scythe when possible. If forced to make a physical attack, his touch causes 1d8 points of damage and drains 1d4 points of Constitution, while simultaneously healing him for the equivalent amount.
The Constitution loss is permanent. It can only be healed by the casting of a Restoration spell, at a rate of 1 point per casting. If a character's Constitution score falls to 0, he or she immediately dies, and rises the following round as a lesser wight. This creature is identical to the wight described on p. 126 of the Basic Fantasy Roleplaying Game, except its attack causes 1d4 points of damage and 1 point of Constitution loss. All characters killed and transformed into wights are considered permanently dead, and cannot be Raised. They may still be Reincarnated.
Death is able to cast Speak With Dead, Animate Dead, and Raise Dead at will. And while he rarely feels the need to disguise himself, he is able to do so with the aid of Polymorph Self. Additionally, Death is always treated as having an active True Seeing spell cast on his person. For purposes of spell duration and saving throws, Death's caster level is 20.
Death is immune to all non-magical weapons. Like all skeletons, Death only takes half damage from bladed weapons, and only one point from arrows, bolts, or sling stones (plus any applicable magical bonus). Additionally, he is immune to Sleep, Charm, and Hold spells. Death cannot be turned by the cleric's Turn Undead spell.
Death cannot be permanently killed. When reduced to 0 Hit Points, Death's physical form is destroyed, and his spirit re-joins the primordial Chaos outside the world. After 1d10 months, Death will Reincarnate on the physical plane, although in a weakened form equivalent to a wraith (see Basic Fantasy Roleplaying Game, p. 127). He must then drain the equivalent life force of 2x his normal Hit Dice (a combined 30 levels) in order to regain his full strength and powers.
Death's Scythe (+3 Great Weapon)
Like Death himself, Death's Scythe is believed to be an evil manifestation of Chaos. In combat, Death's Scythe delivers 1d10 damage, with an additional +3 magical damage bonus. On any natural attack roll of 18 or better, the target must save vs Magical Device or die instantly. Any mortal being who attempts to touch the handle of Death's Scythe must make the same saving throw, but at a -4 penalty.
3 times per day, Death's Scythe can create 1d3 Phantom Sickles. These are smaller, ghostly sickles that spin out towards their intended victim. The sickles last for 1d4 rounds, continuously attacking, and causing 1d6+1 damage per successful hit.
Creatures killed with Death's Scythe may not be Raised, but they may still be Reincarnated.
#brain leakage blog#Castlevania#ravenloft#curse of strahd#dnd#dungeons and dragons#OSR#basic fantasy roleplaying game#d&d#carmilla#death#gothic#horror#lamentations of the flame princess
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Curse of Strahd: Session 2! My playes are off to Vallaki! #cos #dnd https://www.instagram.com/p/CYxFS9DJmZ-/?utm_medium=tumblr
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Here’s the combat that took place at the church in the town of Vallaki in Barovia. There was a an expected guest but he did some unexpected things. #dnd #dnd5e #dungeonsanddragons #battlemats #curseofstrahd #fireball #vampire #strahdvonzarovich #strahd #boardofmapping https://www.instagram.com/p/Bz06bbil8Cu/?igshid=h830kfbx0d92
#dnd#dnd5e#dungeonsanddragons#battlemats#curseofstrahd#fireball#vampire#strahdvonzarovich#strahd#boardofmapping
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When your tabaxi arcane trickster liberated a town and is then nominated to lead the town. Vote for J’Zargo the All-Knowing, Witchslayer of Barovia, Savior of Vallaki for Bergermeister! #dnd #5e #dungeonsanddragons #tabaxi #arcanetrickster #rogue #tabaxirogue #accidentalhero #jzargoforbergermeister #jzargo #theadventuresof #witchslayer #dogslayer #ignoretheshittyart https://www.instagram.com/p/Bygv3zKgIks/?igshid=15vooitczhkt2
#dnd#5e#dungeonsanddragons#tabaxi#arcanetrickster#rogue#tabaxirogue#accidentalhero#jzargoforbergermeister#jzargo#theadventuresof#witchslayer#dogslayer#ignoretheshittyart
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Lenore Davenport Learns Her ABCs
A is for Adventuring is a hobby for the wealthy.
B is for Blinsky’s shop makes wonderous things you probably shouldn’t accidentally insult.
C is for Cedric the Cowboy is a Know-it-All, but by Hoar’s beard, is he a cutie!
D is for Dancers at the Vallaki opera house, who put on a very good show.
E is for Everyone in this town wears masks because frowning is illegal.
F is for Fuck men and also Fuck men, depending on which man is talking.
G is for Guards don’t seem to like us too much and I blame Percy
H is for How are we supposed to get home again?
I is for Ismark who is a beautiful dancer and very much not “the Lesser”
J is for Jester hats aren’t as cool as my bat mask - I am the night.
K is for Keres needs to lighten up or she will end up in the stockades
L is for Lera got the leading role in the Festival of the Blazing Sun and I can’t wait to hear her sing.
M is for Monster hunting is a thrilling career to talk to small children about, but less exciting when a puppet man calls you a monster
N is for Needing to kill the lord of the land to go home seems a bit extreme, but then again, he is an evil vampire dictator...
O is for Old people in this place say the most peculiar things... one of them even told me where to get a sword made of sunlight!
P is for Percy is going to get himself killed and I don’t think I’m sorry for it.
Q is for Quiet reflection isn’t usually my thing, but I feel as if I need it after today.
R is for Really, I’m fine, I’m just going to hide my teeth and pretend that everything is fine. See? I’m becoming a local already!
S is for Strahd, Sturm, Sergei and so many retellings of this tale I might be bored to actual tears.
T is for The thrill of the hunt is something I think only I care for right now. It’s a bit sad, actually.
U is for Urwin and Danika are very kind hosts, though, so I can understand staying put at the Blue Water Inn for a time.
V is for Vallaki is a dreadful and dreadfully exciting place. Perhaps that’s why they call it a Domain of Dread.
W is for wine makes a good excuse to not talk. I think I drank the majority of that bottle myself.
Y is for Yesterday, I dined in the castle of the Duchess of Daggerford and tonight I sleep on a straw filled mattress in a pocket universe... life is so unpredictable!
Z is for Ze accents of ze local people is very fun to imitate, but someone will surely tell me I’m insensitive if I try.
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