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Your quest to rescue your sister, so far, has not been pleasant. You are currently squeezing your eyes shut and covering your ears to block out the sound of baleful screams and horrible, inhuman laughter echoing through the courtyard walls. You are fixated on one thought: Joannus. You've lost count of how much time you've spent here, rocking in the fetal position on the cold hard ground, but this thought gives you just enough resolve to wait just one more minute.

You are here because of the various and turns in your decade-long search for your elder sister. This search has lead you here, to the the Abbey of Saint Markovia. A place that was once a monetary, but is so cursed that not even the villagers from Krezk have visited it in centuries. How your sister could've ended up here is beyond you, but Strahd von Zarovich, the immortal lord who rules the valley of Barovia, is confident that she is, and he's not a man who likes to be wrong.

An animalistic screech from the shed nearly tears you away from your thoughts.

Upon arriving in the cursed Abbey, you were greeted not by ghosts or spirits, not by empty halls, but instead by beastly creatures - mongrelfolk, insane amalgamations only vaguely resemble humans. They seem to have lost their minds, and many of them seem to exist in a constant state of pain, yet somehow they function just enough to maintain the abbey grounds. One of them, apparently feeling threatened by you, nearly killed you, and your injuries from that scuffle are still grave.

But, armed with your trusty longsword, you turned the tables on them in battle, assaulting them with flames cast down by your fire deity. You negotiated with the creature who nearly killed you - Zygrek Belview - and now she has taken you into the courtyard to await an audience with the apparent leader of the abandoned monetary: if your assumptions are correct, he is the same individual who the villagers from Krezk had referred to only as "The Abbot".

This is where you sit now, assaulted by horrible sounds, driven forward only by the fleeting possibility you didn't come here for no reason.

...

New players welcome. Don't worry if you don't know anything - directly below this post is be a summary recapping all the major events so far.

Current Status
You have 5/41 HP and enough magic for 4 first-level and 2 second-level spells.

Archive of Previous Threads
https://suptg.thisisnotatrueending.com/qstarchive/2022/5195343/ (Barovian Legends #1)
https://suptg.thisisnotatrueending.com/qstarchive/2022/5242633/ (Barovian Legends #1: The Curse of Strahd)

Character/Quest Info
Info / FAQ: https://pastebin.com/sTurBdHZ
Stats, Spells, Inventory, Character (updated in real time): https://pastebin.com/chuTtwgW
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Recap (1/6)

You are Aranuel Caniella; 18-year-old human girl, Cleric of Kossuth, and novice swordsman. Ever since the moment you were old enough to carry a weapon and a backpack, you have been traveling alone, foregoing your doomed house to pursue the one person your heart longs for: your elder sister Joannus, who was kidnapped by a mysterious group of traveling merchants when you were very young.

Your travels brought you to the land of Barovia: an ancient valley that does not appear on any map, that innkeepers, adventurers, and bards across the realm have only spoken about in cautionary tales and warnings. Some had said the valley didn't even exist. You sadly weren't able to mark its location on your map (you got lost when searching for it, and emerged from the mists of the Svalich Woods at its gates) but you did find it... yet its magical borders seemed to trap you, preventing you from leaving the valley through the impassible fog. That's fine though; you have a mission. You can deal with that once you've found your sister.

You came to an old village (known only as "the village") underneath the shadow of a great castle - a castle you soon learned to be Castle Ravenloft, the home of Strahd von Zarovich, a reclusive lord who rules Barovia. The locals of the village call him the Devil, because he usually only comes out at night and harasses the village to collect taxes. But the village's Burgomaster - a young man named Ismark Kolyanovich - revealed an open secret: that Strahd was actually powerful vampire. To make matters worse, Strahd had, for reasons beyond understanding, taken a personal interest in Ismark's sister, Ireena. He would appear at night and seduce her with a strange magic, then drink her blood. When you were introduced to Ireena, she was sickly looking, with a pale face and bite marks on her neck.

Ismark persuaded you to bring his sister Ireena west with you and ensure her safety, lest she be bitten again and transformed into a vampire spawn. You agreed to bring her with you and see her safe in the next settlement, a town called Vallaki. But you did not lose sight of your greater goal: finding out what happened to your sister, and bringing her home.

In the tavern, you met a group of strange women in colorful clothing of the same kind as the merchants who your sister was hanging out with all those years ago before she vanished. You discovered that these women are part of the Vistani - a group of nomadic merchants who make themselves at home in Barovia before travelling across the realms to peddle their wares. After talking to them and explaining your mission, you were pointed to a Vistani encampment on the road a little ways west... this was your best hope of finding Joannus. So you disembarked with Ireena on the Svalich Road.
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Recap (2/6)

The road proved very unsafe. You were attacked by undead on the way, and found its darkness oppressive and ghastly... but you eventually made it to the Tser Pool where the Vistani were camped. There, you met a Vistani man named Antonio, who gave you your next lead: another Vistani camp outside Vallaki. You also participated in some merrymaking, bonded with Ireena, who reminded you a lot of your sister, and and had your first real rest since arriving in Barovia.

In the encampment, you also had your fortune read by a mystic named Madame Eva. She gave you five predictions; three detailing hidden objects that will be of great importance to your journey, the fourth foretelling the way you are destined to meet a great ally, and the fifth predicting a battle between you and a great foe, a creature of darkness beyond mortal comprehension.

Madame Eva gave you the following predictions, based on the cards you drew from the common deck:

The Master of Stars (The Wizard) - "This card tells of history. Knowledge of the ancient will help you better understand your enemy. Look for a wizard's tower on a lake. Let the wizard's name and servant guide you to that which you seek."

The Three of Stars (The Enchanter) - "This card tells of a powerful force for good and protection, a holy symbol of great hope. I see a kneeling woman - a rose of great beauty plucked too soon. The master of the marsh knows of whom I speak."

The One of Swords (The Avenger) - "This is a card of power and strength. It tells of a weapon of vengeance: a Sword of Light. The treasure lies in a dragon's house, in hands once clean and now corrupted."

And from the high deck:

The Mists - "This card sheds light on one who will help you greatly in the battle against darkness. I see a great bond torn between two realms, a companion lost. A journey destined by blood. One flame snuffed out, another ignited. A crestfallen woman wanders this land alone, searching for a home she does not remember. She does not stay in one place for long. You will meet her in a holy place touched by the sky."

The Artifact - "The mists obscure the events that will lead up to to this grand confrontation. The enemy you will face is an agent of death, a creature of darkness beyond mortal comprehension. He lurks in the darkness where the morning light once shone - a sacred place of ruined stone."

You must admit, these fortunes have slipped your mind. The stay at the Vistani camp was a good memory, but the Vistana's prescience is the last thing on your priority list at the moment.

What you care about is no less than finding sister and fulfilling your promise to Ismark, then finding a way to leave Barovia.
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Recap (3/6)

Upon arriving in Vallaki, you were stopped at the gates. The night was falling, and you were worried about being stuck outside again at night. Yet the guards would not let you in - they said the town was closed at night, citing fear of Strahd's minions. You and Ireena, deciding camping outside wasn't worth the risk, decided to sneak into the city through its northern gate. But you were caught, arrested, and thrown in the town jail.

In jail, you were freed by a noblewoman named Lady Fiona Wachter, who struck a deal with you. She expressed disdain in the town's current policies under its leader, Baron Vargas Vallakovich, and claimed that two adventurers wandering into town was just the wildcard she needed. But she would not explain why. She simply told you to wander the city, keep a low profile, and meet with her in two days time with her findings; there she would give you her proposal.

However, this deal did not last long. At first, you wandered the town and got a feel for it - they seemed to be very fond of celebrations here, as the decorations for the previous one had not even been torn down yet and they were already putting up notices about a new one. You decided you wanted to meet this Baron that Lady Wachter spoke so low about personally... and you did. You went to his mansion (without Ireena) and asked one of his servants to arrange an audience. While you were waiting for him in the guest lounge, however, you decided to sneak up to the second floor. There you found something suspicious: a man chained in a closet, gagged and beaten purple. But as you did this, the Baron himself emerged from a room with his two dogs, and fell into a blind rage.

He and his two mastiffs attacked you, leaving you no choice but to smite him with the wrath of Kossuth. He was engulfed in flames. He and his dogs died.

You quickly questioned the prisoner, asking him why he was chained up in the Baron's closet; he claimed he was put there for "malicious unhappiness" after criticizing the town's constant celebrations and strict authoritarian policies. You did not have much time to act, however, as the mansion's staff quickly ascended the stairs along with the town guard, and you were arrested *again*... this time, with no hope of being freed. But not before you had the chance to cast a preservation spell on the Baron's corpse, prolonging the window of time where resurrection is possible, in hope that a more learned caster may yet revive him. He lived, but to what end, you have not yet discovered.
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Recap (4/6)

In prison, the guards that were meant to protect you soon vanished and didn't return to their post. So, using the gifts provided to you by Kossuth, you devised a crafty escape. You found a strange absence of guards, and several hooded figures observed your escape but did not intervene. You caught glimpses of a battle happening on the other side of the town, by the church. Unsure of what was going on, you made your way to the inn. The inn was boarded up, and its owner, Urwin Markitov, pulled you in and explained that Vallaki's leadership was under attack by unknown forces, including undead.

You met up again with Ireena, but found she was with somebody new - a handsome nobleman who went by Vasili Von Holtz, who claimed to be a patron of Lady Wachter's whose family lived outside the village of Barovia. You didn't trust him, and tried to compel the truth from him with magic, but his will was alarmingly strong. He wanted to take Ireena back east, closer to the village you had just escorted her from, claiming he knew of a safe place there she could stay. She was on board with this plan too, and ultimately, after a long and grueling debate, you agreed to let her go, on the condition that you have a way to contact each other should something go wrong. Vasili gave you a means of contact: three pieces of enchanted parchment that can fold themselves into paper birds and fly to their intended recipient, and he left with Ireena.

You now had a few options: to embark on your own and continue to the Vistani camp outside Vallaki in search of your sister, to stalk Ireena and Vasili and protect her from afar in case her trust in Vasili was misplaced, or to stay in Vallaki and honor your promise to meet with Lady Fiona Wachter. You chose to meet with Lady Fiona, and her meeting gave you clarity about the current situation: Lady Wachter was utilizing Vallaki's unrest regarding the Baron's false narrative of joy to seize power. Essentially, she had quietly incited a rebellion, pulling the strings but keeping herself out of the public eye. She also revealed, not-so-subtly, that she was on the side of Strahd.

Fiona told you that your stunt killing the Baron was the best surprise she could have hoped for, and that it single-handedly justified her decision to free you from prison. She said that she could clear your name, but only if you agreed to be on call for favors in the future. You agreed, but only on the condition that she help you fulfill your goal: finding your sister, the reason you came to Barovia in the first place. Like some kind of divine joke, she recommended the last person you would have expected to help you find your sister: The Lord of Barovia himself, the Devil, Strahd von Zarovich.
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Recap (5/6)

Meeting Strahd was an abnormal experience. He was an imposing figure, and his lack of humanity was made even more uncanny by the way he constantly carried himself as though he was trying to cover it up. He took great interest in you, an outsider, as Lady Wachter had predicted; being an immortal trapped in a dark and dismal domain, interesting people who come and go are his only source of entertainment. He gave you a tour of Ravenloft and asked you many probing questions about where you're from and what your goals are. It felt as though everything he said was laced with threats.

During the tour, he showed you a painting of a woman who looked strikingly similar to Ireena. He called the woman Tatyana, and revealed her as his true love.

As promised, he told you where you could find your sister. Even the confirmation that she was alive was a shock to you - you had obviously come here expecting to find her, but you found yourself reinvigorated by the news all the same. He said that she had been hiding in the Abbey of Saint Markovia, and that if she had left, he would have known about it. As a gracious host, he said his parting words and arranged a carriage that would take you directly to Krezk, the city that hosts the Abbey.

To get in his good graces, you decided to give him a gift: one of the paper birds (enchanted parchment for long-range communication) that Vasili von Holtz had given you before he parted with Ireena. He accepted this gift, but clearly with ill-intent, for on your way out, he sent his servant to give you a last-minute gift: several more paper birds, which looked identical to the ones Vasili von Holtz gave you, as though they came from the same batch.

You got the message loud and clear: Ireena is not safe. A thought has been rolling through your mind since then - who was Vasili von Holtz? Could he have been Strahd in disguise? Unfortunately, the more you think about it, the more you make sense. The gift in the castle, you presume, may have been his spiteful confession.
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Recap (6/6)

After taking Strahd's carriage ride, it was a challenge to talk your way into Krezk, the snow-touched city at the edge of Barovia. The guards were suspicious at you, and it took a promise to the burgomaster you'd look into the wine delivery issue (which, it seems, is affecting all of Barovia) for him to even consider your entry.

Inside, had you been expecting anything like Vallaki, you would have been disappointed. The mist-shrouded village of Krezk was nothing more than a scattering of humble wooden cottages along dirt roads that stretched between stands of snow-dusted pine trees - so many trees, in fact, as to constitute a forest.

As you followed the burgomaster through town, you passed a small handful people - men, women, and children - who lived within the walls. Most of them stared at you as you passed; a few shouted greetings, but most kept their heads low. The streets were mostly cleared of snow.

The burgomaster, Dmitri Krezkov, apologized for his behavior, revealing that he was preoccupied by the death of his last son, Ilya. Supposedly, a fever had taken all of his children, but affected nobody else in the village. Now he had no remaining heir. He had no more information about this unexplained tragedy.

From inside the walls, you could now spot the imposing road winding up to the abbey. It rises up to the northeast, clinging to the gray cliffs. The abbey itself sits atop the highest hill in sight, crowned by a bell tower. That's where Strahd said you would find your sister. It almost looked like a town of its own up there, surrounded by a wall with towers at each corner.

Dmitri told you the legend of the Abbey and its dark history with the village. According to him, no one had been up there in centuries due to a curse that drove the old monks mad. Generations ago, a mysterious man known to the village only as "The Abbot" showed up and claimed the ruined abbey as his own, ignoring any opposition. Ever since, the bell rings at erratic hours, day and night. Nobody knows what it signals. Those who are unfortunate enough to live by mountain trail say that they can hear horrible noises coming from the structure when the moon is high.

That brings us to the present: you are in the Abbey, waiting for the Abbot, rocking the fetal position on the cold ground, clinging to your wounds from your battle with the mongrelfolk, and squeezing your eyes shut and covering your ears to block out the sound of baleful screams and horrible, inhuman laughter echoing through the courtyard walls.
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welcome back qm
excited to see what you cook up
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After what feels like an eternity, are you startled by the west wing door swinging open. Out walks Zygfrek, and she looks joyful.

"He will see you now!" she says. "Come in!"

"The Abbot?" you ask, eyes wide.

"Yes, yes. Oh, he loves visitors! I don't think he is angry with you, no, no... He may be angry with me, though..."

You pull yourself to your feet, groaning in pain. She told you he is "not mad at you" - whatever that implies. Nonetheless, you are in no shape to meet a potentially dangerous stranger. Not only that, but didn't Zygfrek agree you could meet him outside so you wouldn't have to actually enter the Abbey?

...

The thick fog that fills this courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand several guards with their backs to you - or so it seemed at first. It's clear from within that these guards are merely scarecrows.

Wooden doors to the north and east lead to the abbey's two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three shallow alcoves that contain wooden troughs. Two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained securely to one of them is a short humanoid with bat wings and spider mandibles - a creature who you've kept a distance from while you were waiting.

You are startled, again, by inhuman screeches coming from the sheds... a noise that happens at alarming frequency, yet somehow continues to catch you by surprise. You turn your attention back to Zygfrek, and...

Note for new players: This quest relies greatly on write-ins. Not every possible interaction will be listed in the preset options, and knowledge provided by dialogue, context, and descriptions of Aranuel's surroundings frequently hides interesting paths with great rewards. In other cases, simply following Aranuel's instinct and selecting one of the preset options may be the best decision to continue the action.

>Say, "Okay, let me in." (Enter the Abbey)
>Press that you agreed to meet the Abbot in the courtyard. Refuse to enter. (Persuasion)
>Enter, but only to the door frame. Confront this "Abbot" directly without cornering yourself. (Charisma)
>Do something else. (specify)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
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>Say, "Okay, let me in." (Enter the Abbey)

I'm pretty sure our sister is inside, so we will have to enter at some point. I think it's better to enter on friendly terms. Let's be respectful to him and hide any sign of judgment.

If he has played Dr. Moreau on her and she's inside one of those sheds... Well. We'll turn goblin mode and burn the shit out of his creepy abbey.
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>>5300031
>Press that you agreed to meet the Abbot in the courtyard. Refuse to enter. (Persuasion)
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I’m going to vote 1 only because we have 5 hp and I don’t want to piss him off. And we were specifically told not to piss him off.
I’d normally vote 3 through.
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>>5300551
>we have 5 hp
Shit... Let's cast Cure Wounds x4
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Option 1, entering the Abbey, is the majority vote, but we have a sub-suggestion in the form of healing. Who's in favor of Cure Wounds x4 as the suggestion of >>5300585?
This would consume all of Aranuel's 1st-level spell slots.
>>
For conveyance, Cure Wounds heals by the Wisdom modifier (+3) plus 1d8 HP per slot level of the cast. Aranuel's HP is 5/41.
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>>5300769
Let’s use it three times for now. Save one, just in case…
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>>5300063
>>5300551
>>5300585
>>5300795
"I'm coming," you say to Zygfrek. "Tell him I will be right in."

You don't know what danger is ahead. So, if you're going to walk into the eye of the storm, you figure you;'d best prepare for the worst. That means you can't be dragging yourself around as weak as you are... you need to use some of your remaining energy to call for divine aid.

You clutch your holy pendant in your right hand, palm facing toward your body, and fall to one knee. You whisper an incantation to the Lord of Flames, a call for life; that is the second purpose of fire, beyond its use as a weapon. Just as the goddess Chauntea brought about the sun by begging the goddess Selûne for warmth, you plead to Kossuth for fire because, to a mortal, its warmth beats back death just as often as it enables it. Warm light emits from your palm as you speak the words, and your wounds begin to weave themselves together, leaving no evidence that you were ever hurt in the first place.

Cure Wounds - Self
Roll 1d8+Wisdom (1d8+3) to determine the HP recovered from Cure Wounds.

(The above roll should be repeated 3 times, for 3 separate casts of Cure Wounds.)

You consume 1 first-level spell slot per cast, bringing your total after healing down to 1 first-level spell slot and 2 second-level spell slots.
>>
Rolled 2 (1d8)

>>5300883
>>
Rolled 7 (1d8)

>>5300883
We heal double, right?
>>
Rolled 7 (1d8)

>>5300883
>>
>>5300883
I copy your rolling technique for my own quest, with explanations of game mechanics and an icon or image of a die.
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>>5301297
Yes. Next update coming in the morning (or tomorrow depending on your timezone) but you are correct, all damage and healing output is doubled, so Aranual is gaining a total of 50 HP from this ((2+3+7+3+7+3) * 2).
>>5301326
That's great, I take no credit for it, it's simply the way of prompting rolls that feels natural to me. I'm glad it's a pattern others can find useful.
>>
You finish your prayer. You gained 50 HP, bringing your total up to 41/41 HP.

Zygfrek doesn't seem to be shocked by your powers, but she gives you a funny look. Is she disappointed that you didn't use healing magic on her brother Otto? Well... that's too bad for him. He attacked you, after all.

You clamber to your feet and follow Zygfrek to the entrance to the west wing of the Abbey, hoping to finally meet Abbot. If you said you weren't curious about what he's actually like, you'd be lying to yourself. Same for if you said you weren't nervous.

(cont.)
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You open the door. Zygfrek, who is still standing outside, gives you a nod. You glance at her suspiciously, but ultimately, you have already accepted the possibility that you could be cornering yourself; there is no turning back now. You step inside.

To your surprise, the interior of the west wing of the Abbey is warm and comfortable. You find yourself in a fifty-foot-square room with arched, leaded glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with a symbol of the sun. In one corner, a wooden staircase climbs to the upper level, while in another corner a stone staircase descends into darkness.

Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and gold candelabras are neatly arranged on the table.

Standing behind the table is a young woman with alabaster skin dressed in a torn and soiled red gown. Her auburn hair is neatly bundled so as not to touch her soft shoulders. She seems lost in her own thoughts. A handsome young man in a brown monk's robe stands next to her, wearing a painted wooden holy symbol that depicts the sun from a chain around his neck. He moves with the grace of a saint. He has gently taken the woman by her hand.

The man momentarily breaks away from what he's doing and looks at you. The strange woman stands motionless. You make eye contact with the man, wondering if this is the Abbot - he's the only human-looking creature here, but he looks so... normal?

He smiles at you, and his smile is so infectious that you very nearly get the urge to smile yourself. You ignore that urge, but you afford him a smile anyway, and a polite nod, for the sake of making a good first impression.

Gentle-sounding music begins to trickle down from above, played on a single stringed instrument by some unseen master.
>>
"Hello," you say. "I'm here for..."

"You're looking for someone, I can tell," the man says, smiling. He speaks calmly, in full-sounding voice.

"I... might be," you say. "Are you who they call the Abbot?"

"That is what some call me, yes!" He moves some stuff out of the way on the table.

"And what do you call yourself?"

"Oh, The Abbot is fine by me," he says.

You look at the woman standing next to him. "And who is that?" She still hasn't looked up or acknowledged you.

"This?" he smiles. "This is Vasilka. She's getting married soon. I was just teaching her the finer points of etiquette." He looks at her and speaks, still calmly, but sternly. "Wave, Vasilka."

She does exactly as he commands. Something about her coordination is... off, as is something about her face, but from this distance, you can't make out exactly what the problem is. As soon as she's finished waving, she resumes staring blankly into nothingness.

"Would you like some soup?" he asks. "Or is there something else I can help you with?" He pauses, then adds, "I'm afraid the person you are looking for isn't here. But I will never turn away a visitor in need, especially not one who is important to Strahd."

What do you do? You may choose multiple options, if they are compatible with one another.
>"What do you mean she's not here? I'm sure she's here. Please, I have no other leads... can you tell me nothing?" (Persuasion, DC 18)
>Accept the Abbot's offer to have soup. Sit and have a conversation. Specify everything Aranuel shuold say and ask. (Charisma)
>Ask about the red-haired woman in the soiled gown. (Who's she getting married to? What's wrong with her? specify)
>Investigate the woman yourself.
>He shouldn't know you're here looking for somebody. Lie about your purpose for being here. (Deception, DC 12)
>Distract the Abbot, then sneak off and find your sister. You know she's here. Strahd was certain.
>Ask about the screams in the sheds outside.
>Ask about the mongrelfolk (hybrid people, e.g. Zygfrek and Otto).
>Ask about Krezk and the curse of the Abbey.
>"Are you really centuries old?"
>Offer the Abbot a gift.
>Ask if the Abbot has anything for sale.
>Attack the Abbot.
>Take another course of action. (specify)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
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>>5302382
Let’s butter him up AND THEN ask about our sister.
We’ll sit down first but say we’re not hungry. Mystery soup is not a good option.
>Ask about the red-haired woman in the soiled gown. (Who's she getting married to? What's wrong with her? specify)
>Ask about the mongrelfolk (hybrid people, e.g. Zygfrek and Otto).
>>
Let's not touch the soup. He's making mongrels and it looks like he has done something this woman.

>Something about her coordination is... off
Use our Religion skill to identify the sun symbol, and attempt to perceive if the woman is a priestess. Use Medicine or Perception skill to determine if she's brainwashed.

>"I'm afraid the person you are looking for isn't here."
"Are you saying that Strahd lied, then?"

Ask him about his "work" in general, specifically
>Ask about the screams in the sheds outside.
>Ask about the mongrelfolk (hybrid people, e.g. Zygfrek and Otto).

Make a point to not judge him, but don't agree that he's doing anything good, in case he takes it as an agreement to transform us
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>>5302382
>Accept the Abbot's offer to have soup. Sit and have a conversation. Specify everything Aranuel shuold say and ask. (Charisma)
>"What do you mean she's not here? I'm sure she's here. Please, I have no other leads... can you tell me nothing?" (Persuasion, DC 18)
>Ask about the screams in the sheds outside.
>Ask about the mongrelfolk (hybrid people, e.g. Zygfrek and Otto).
>Ask about Krezk and the curse of the Abbey.
>"Are you really centuries old?"
>Ask if the Abbot has anything for sale.


>Attack the Abbot.
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>>5302537
>Attack the Abbot.
Kek. Voting against this.
>>
>>5302393
>>5302469
>>5302537
>>5302554

Here's what I've currently scrounged together from your votes:

>Speak with the Abbot, but decline the soup.
>Take on a non-judgemental tone throughout the conversation, but make it clear that you don't necessarily agree with his "work" in the Abbey, lest he misinterpret it as an agreement to experiment on you.
>Ask about Vasilka. (Who is she getting married to? What's wrong with her?)
>Ask about the mongrelfolk.
>Attempt to identify the sun symbol and whether Vasilka is a priestess (Religion). Also try to determine if she's brainwashed (Medicine, DC 8).
>Leverage Strahd's word to challenge the Abbot's notion that the person you're looking for isn't here. Perhaps he will give more information? (Persuasion, DC 18, Advantage)
>Ask him about the screams in the sheds outside... non-judgmentally, of course.
>Ask him about Krezk and the curse of the Abbey.
>Ask him whether the rumors that he is immortal are correct.
>Ask if he has anything for sale.

If you disagree with any of these, or feel something is missing, there's still time to vote to remove, modify, or add options. Otherwise the next update will cover everything on this list.
>>
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You take a moment to read the room. There's no way you're accepting soup from this man, but you don't want to come across hostile. You accept his offer to sit and talk, but opt to politely decline the soup.

"I'm not hungry," you say. "Unlike many who probably end up here, I am well-fed - I just ate this morning. But I appreciate your hospitality."

He motions for you to sit down; you oblige, taking your place at the table.

He walks over to the fireplace and begins working on a pot that seems to have been cooking over it for a while. It smells like turnips, and maybe some type of meat.

"Don't worry," he says, "this isn't for you. It's almost dinner time for my friends."

"So..." you say. "This is a very interesting place. What, exactly, do you do here, if you don't mind my asking?"

"Whatever I need to," he says. "I serve a higher cause. For that purpose, this is my temple."

"There are a lot of strange folks here," you continue. You have a hunch that he has something to do with mongrelfolk, but you're not sure how to address it. "Do you... house them? Where are they from?"

He nods. "I make sure they are fed and happy, but alas there is only so much I can do. I am sorry the Belview attacked you when you came to see me. I will see this act of injustice corrected."

"The Belview?"

"Zygfrek Belview, the gravedigger. The Belviews are a happy family, they live here in my Abbey."

"The beast people? Are they all part of the same family?" you say.

The Abbot turns to you and smiles warmly. "Yes," he says.

"What happened to them?"

"Oh, I had a regretful accident," says the Abbot, still smiling. "It was for a righteous cause, but there is no reversing it. To correct my mistake, I make sure they are fed and sheltered... it would not be right to return them to the world, not anymore." He turns back to the pot of soup and begins stirring it.

(cont.)
>>
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Rolled 8, 8, 15, 12 = 43 (4d20)

You look at Vasilka, the strange woman the Abbot was with. Her eyes are glazed over, and she still appears deep in thought, as though not present. You are closer to her now.

Yes, something's not right. You look very closely, trying to discern information about her...

Rolled:
>Religion, DC 14 (+3) (best out of 3)
>Medicine, DC 8 (+5) (best out of 3)
>>
Rolled 20 + 3 (1d20 + 3)

>>5304448
one outta two
>>
Rolled 1, 2 = 3 (2d20)

>>5304448
(forgot 2 rolls for Medicine.)

(cont.)
>>
Rolled 7 + 5 (1d20 + 5)

>>5304449
and the second comes around
also, NICE
>>
>>5304449
You rolled before me, we can discard my second roll. The values are (20, 1) instead of (1, 2)
>>
The only reason I'm rolling for you guys to begin with is to put the update out all at once due to my tardiness. I have multiple possibilities already written.
>>
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(8, 8, 15)+3
(12, 20, 1)+5

Results
Religion check: 18
Medicine check: 25

--

There is nothing inherently religious about Vasilka. The tattered robes she is wearing don't look befitting of a priestess, nor for a bride. She gives off what you can only describe as an aura of despair.

Her true nature, however, is even more revolting. In trying to determine whether she is brainwashed, you've caught sight of something that makes your stomach turn...

The woman's face is no face at all. She's made of individual patches of skin, some of them slightly miscolored. You can see the seams where she has been stitched together.

The more you look, the more obvious it becomes. Vasilka is not a woman, but an animated construct made entirely of stitched-together pieces of flesh.

You have questions, but it takes a lot of energy to keep this revelation to yourself so as not to insult The Abbot.

(cont.)
>>
"This... bride," you say, your voice weak. "You said she is getting married?"

"Yes!" the Abbot says. "I was just teaching her how to interact with nobility when you arrived. She needs to know these things for her marriage ceremony."

"Y-yes, these things are very important," you say. "I noticed... the way she's dressed is... not necessarily befitting of nobility."

"I had hoped to ask your help with that, actually," he says. "You see, Vasilka is to be married to Strahd von Zarovich."

You stare blankly.

"I've heard a lot about Strahd von Zarovich, and in my attempt to bring light to this land, I realized he is just lonely, and in need of a bride. So to fix the problem, I crafted the perfect bride for him. This is my masterpiece, and I'm sure it will make him very happy. But, of course, she needs a wedding gown. I do not have one. Then you came along, a wealthy adventurer from the village who doesn't even need to eat - surely an answer to my woes from the very forces I serve!"

(cont.)
>>
You stare in horror at the flesh bride Vasilka. She still hasn't stirred. You haven't heard her speak a word - is it magic that animates her?

You push through your discomfort to continue the conversation. "Before you ask me of a favor," you say, "I just have a few more questions, if that's okay..."

"Of course. But be quick - it's almost feeding time for the Belviews. Turnip and rabbit stew, their favorite."

"Yes, about the residents of the Abbey... I heard screaming out in the sheds. What is that?"

"Oh, please ignore that," he says. "It isn't safe for you in there I assure you."

"No, but what is it?"

"I keep the Belviews there who are too far gone to be anywhere else."

"Don't you think that's kind of cruel?" you say, cautiously.

"No. It's just what's necessary to keep everybody safe, including them." He speaks in a very matter-of-fact tone, no hint of remorse, but no hint of cruelty or anger either. He's so difficult to pin. You can describe his disposition only as alien.

"I've herard this place is cursed," you say. "Is that true?"

"Yes, this land is cursed," he says. "That is why I am here - to bring light to it!"

"But... this Abbey?"

"This Abbey is a location in a cursed land. There is nothing wrong with the Abbey. I don't understand why the Krezk people were not using it when I came."

"That was a long time ago," you asy. "I've heard them say you are immortal. Some even suggest you may be Strahd in disgusie. I don't think that's true, but..."

"Oh, it doesn't matter," he says. "I am here. That is what matters, right?"

"But how long have you lived?" you say.

He refuses to answer.

(cont.)
>>
Rolled 4, 19, 4 = 27 (3d20)

You glance up at the golden disk above the fireplace. You saw it when you entered - if this is truly a holy place, what god is worshipped here? Surely not one one who likes to stitch pieces of flesh together into animated horrors, or transform families into monstrosities and imprison them in sheds.

Rolled
>Religion, DC 10 (+3) (best out of 3)
>>
Results
Religion check: 22

--

The golden sun disk hanging above the fireplace appears to be an archaic symbol of the Morninglord - a god who is ubiquitous throughout Barovia, who you have seen worshipped in places ranging from noble households in lowly villages to the desecrated chapel of Castle Ravenloft. Although your soul is for Kossuth alone, that domain which the Morninglord rules over - the Sun - makes you particularly sympathetic toward him and his followers.

Now that you're up close, you would guess that the disk itself is either gold-plated, or actually made of solid gold. It's quite big, too...

You remember the 4 gold pieces in your pocket; your entire worth, at the moment, save from the value of your weapons and the 6 enchanted pieces of parchment given to you by Strahd and that snake Vasili.

In your adventuring days, you may sometimes pocket expensive things you saw. It was the only way for you to get by. But that was a means to an end - the end being here, this very Abbey, where Strahd claimed your sister is.

(cont.)
>>
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"I am looking for somebody, like you said," you admit. "But you said she isn't here."

"That is correct," The Abbot says. "I am sorry if this fact disappoints you, but there is nothing I can do about it."

"But you seem to value Strahd very highly. For example, your... bride."

"He is simply misguided."

"Yes. Do you value his word highly?"

"He is usually correct. He is not a liar, but he can be deceitful... a poor, lost soul, in need of help, just like the rest of Barovia."

"I came to Barovia to find my sister, and Strahd said I would find her here. In this Abbey."

The Abbot looks at you quizzically. "That is interesting, but impossible. No woman is currently here except you. But..." You can see that there is more information he's not including.

"Did any come here recently?" you ask, desperately. "Please, I need to know exactly where my sister is. If you remember anything, it's vital for me. I've travelled across Faerûn for this, you must understand."

Charisma (Persuasion) Check - Advantage: Convince the Abbot to divulge information that leads to your sister.
Roll 2d20 and discard the lower roll, then add +2 to the result, to perform a check with Charisma (Persuasion) with Advantage.
(Best out of 3.)
>>
(The DC for the check is 18.)
>>
Rolled 18, 15 = 33 (2d20)

>>5304489
>>
Rolled 15, 8 = 23 (2d20)

God. I fear he's taken some parts of our sister to make Vasilka. Her name is similar to Vasili Von Holtz, I wonder if there's a connection.
>>
>>5304548
This is a natural pass, I won't wait for the 3rd roll for the next update, since this already confirms the outcome.
>>
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Result
Convince the Abbot to divulge information that leads to your sister: 20

--

The Abbot says, "Your story is convincing. You were right to assume I have information, but I don't know how it will help you."

You stare at him silently, waiting for him to elaborate. "Well, what is it?" you finally ask out of frustration.

"There was another villager woman who came here not long ago."

You stand up. "What was her name? Could she have been my sister?"

He inspects you carefully, then says, in a very cheery tone, "Yes! She didn't tell me her name, but the resemblance, now that I see it, surely speaks for itself. I believe she even spoke of her family, but I admit, I wasn't attentive to the details."

"Where is she now?"

He turns back to the stew he's working on, and continues telling his story in an upbeat fashion. "When she arrived, I fed her, and gave her shelter. The woods had not been kind to her, you see. Then, just like you, I asked her if she could find a wedding gown for Strahd's bride-to-be, Vasilka - this is of vital importance to my mission. She refused, instead deciding to babble about the horrors of the woods. I am chariatble, but my Abbey is not a place for people to come and sob, as you must understand."

You can almost imagine her here in this room. The idea that she could be nearby causes your heart to race.

"Her stay was short-lived," he continues. "Her refusal to find a gown for Vasilka was wrong, and this obviously required divine retribution."

"I hope you didn't harm her," you say, not able to hide the hint of desperate anger in your voice from even thinking of the possibiltiy.

"Oh, I didn't myself, but the forces I serve did. It is the nature of the guidance of the higher powers."

You curl your hands into fists. "Continue the story, please," you say.

(cont.)
>>
"Well," he says, his voice still quite cheery, "I notified her that she had committed a grave sin, and that the only way to correct her injustice was to have her put to death. I understand that most mortal men nowadays aren't fond of this practice, but it is entirely necessary for the conservation of holiness; if I did not deliver purity in this way, I would not be an Abbot. Unfortunately, she disappeared an hour later. This was greatly puzzling to me, because I fed her when she arrived, and she seemed clean of sin, so the theory that she left on her own accord is ruled out, it simply wouldn't make any sense. I warned the leader down in the village that she was a sinner who need not be protected, but he insisted he hadn't seen her either. I had no reason to doubt his word. So, I took this as a sign that the divine forces I serve have already dealt with her, and I resumed my work."

>"So she's still here in the Abbey, and you're just too ignorant to realize it?"
>"Oh, I see. Thank you - I guess that's the end of my mission then, haha!"
>Press him for more information. How can he be sure this woman was even your sister?
>This "higher power" he claims to serve acts very out-of-line with most religious practice you've seen across the world. Try to nail down exactly what his religious beliefs must be. (Religion, DC 20)
>Try to discern his motivations in all of this. (Insight, DC 20)
>Find a way to distract the Abbot or get him to leave you unattended right now. (Deception or Stealth, DC 18), and...
> * Steal the golden disk of the Morninglord above the fireplace.
> * Sneak upstairs.
> * Sneak downstairs.
> * Sneak somewhere out in the courtyard. (specify)
>Simply end the conversation. Ask if you can stay in the Abbey for the night.
>Accept his quest to find a wedding gown for Vasilka. You will return to Krezk and begin your search by asking around there.
>Ask if he has anything for sale. (This was voted on above, but the other options ended up kind of naturally delaying it, creating no good time for Aranuel to ask - feel free to vote for it again if you want)
>Attack the Abbot.
>Attack Vasilka.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Use Channel Divinity (1/1) for Turn Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5304632
Maybe she’s still here and he doesn’t know, but I don’t know.
We could accept his quest if only to have an excuse to wander the grounds of the Abbey without incurring his wrath, since we have no idea what his abilities are.
And we wouldn’t have to sneak around.
And then, try and discern his beliefs/motivations after we snoop around more and find more evidence.
I definitely don’t want to stay the night and get murdered by beastfolk in our sleep. Screw that.
>Accept his quest to find a wedding gown for Vasilka. You will return to Krezk and begin your search by asking around there.
>Ask if he has anything for sale.
>>
He's completely insane and I find him scarier than Strahd.

>This "higher power" he claims to serve acts very out-of-line with most religious practice you've seen across the world. Try to nail down exactly what his religious beliefs must be. (Religion, DC 20)
>Accept his quest to find a wedding gown for Vasilka
>But tell him we must spend some time at the abbey to get to know Vasilka and find a gown that matches her temperament. A wedding gown is very personal and getting the wrong gown might be sinful.
>Ask him what other sins the higher powers view as worthy of severe punishment, i.e. what are the rules we must respect in his Abbey.

>>5304643
I don't want to ask him what he has for sale. He views himself a holy, and treating him like a vulgar merchant might offend him.
>>
>>5304661
true, hadn’t thought of that
>>
>>5304632
>"So she's still here in the Abbey, and you're just too ignorant to realize it?"
>Press him for more information. How can he be sure this woman was even your sister?
>This "higher power" he claims to serve acts very out-of-line with most religious practice you've seen across the world. Try to nail down exactly what his religious beliefs must be. (Religion, DC 20)
>Try to discern his motivations in all of this. (Insight, DC 20)
>Ask if he has anything for sale. (This was voted on above, but the other options ended up kind of naturally delaying it, creating no good time for Aranuel to ask - feel free to vote for it again if you want)
>Accept his quest to find a wedding gown for Vasilka. You will return to Krezk and begin your search by asking around there.
>Find a way to distract the Abbot or get him to leave you unattended right now. (Deception or Stealth, DC 18), and...
> * Steal the golden disk of the Morninglord above the fireplace.
> * Sneak upstairs.
>>
>>5304632
>This "higher power" he claims to serve acts very out-of-line with most religious practice you've seen across the world. Try to nail down exactly what his religious beliefs must be. (Religion, DC 20)
>Try to discern his motivations in all of this. (Insight, DC 20)

This guy could aid us in one moment and accuse of us heresy in the next.
>>
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We seem to have consensus on the checks, so let's do them now, before the rest of the update:

Intelligence (Religion) Check: Try to pin the nature of The Abbot's "higher power".
Roll 1d20+Intelligence+Proficiency (1d20+1+2) to perform a check with Intelligence (Religion).
(Best out of 3.)

Wisdom (Insight) Check: Try to discern The Abbot's personal motivations.
Roll 1d20+Wisdom+Proficiency (1d20+3+2) to roll a check for Wisdom (Insight).
(Best out of 3.)

(DC for both checks is 20.)
>>
Rolled 6 + 3 (1d20 + 3)

religion check
>>
Rolled 6 + 5 (1d20 + 5)

>>5305268
wisdom check
>>
Note: Voting is still open.
As for confirmed options, the way I'm doing this for these large multiple-suggestion prompts is by picking suggestions that either have multiple votes, or suggestions that are non-forcing (i.e. they don't obviously lock you out of other decisions) and haven't been disputed/objected by another anon yet.
Here is the current list:
>Accept his quest to find a wedding gown for Vasilka, but tell him we must spend some time at the abbey to get to know Vasilka and find a gown that matches her temperament.
>Ask him what other sins the higher powers view as worthy of severe punishment, i.e. what are the rules we must respect in his Abbey.
>Press him for more information. How can he be sure this woman was even your sister?
>>
Rolled 10, 15 = 25 (2d20)

>>5305264
>>
Rolled 10 + 3 (1d20 + 3)

>>5305264
>>
Rolled 8 + 5 (1d20 + 5)

>>5305264
>>
Results
Try to pin the nature of The Abbot's "higher power": 13 (failure)
Try to discern The Abbot's personal motivations: 20 (success)

--

You stare at the Abbot closely, considering his every move. He doesn't notice, as he is preoccupied... it seems like he's almost finished the stew he's making for the mongrelfolk, which actually smells pretty good. For a madman, he's pretty talented.

Normally you find it fairly easy to pin a person's mindset. When you stayed in Waterdeep back on your travels across the Sword Coast, everybody was lying at all times. Yet everybody seemed to see through each other's lies - in a sense, it was the most honest city you had ever stayed in... except you felt like somebody had forgotten to explain the rules of the game to you. So, you had to adapt. You learned to read people, and to pick up on subtext. It's the same way you picked up your religious studies, your novice swordsmanship, and your medical knowledge, for what those things are worth.

But the Abbot's apparent motivations seem to betray what you'd expect his actual motivations to be. He acts as though his actions here in the Abbey are the most normal thing in the world. But the problem is that his actions don't seem to benefit him. He is acting selflessly, but still performing vile acts all the same. So, why? There's nothing under the surface that you can detect, no twisting of words, no dishonesty from his voice.

The only rational explanation is that the Abbot believes his heart is pure, and that his intentions are noble and good. He believes that no act he can do can possibly be bad, as he cannot be corrupted. His devotion to what he believes is holy is unnatural. It's as though he possesses no detectable human desires - he is a paragon of devotion to his twisted cause, and, save from the disturbing nature of his worship, he radiates an aura of purity that you haven't seen even in the sects that worship Kossuth. Why?

(cont.)
>>
"It sounds like your... purity, comes with strict rules that must be enforced to satisfy the gods who watch this Abbey," you say.

He nods solemnly. "I must do what I was sent here for: to lift corruption from this valley. I am just doing my job, nothing more."

"I would like to respect the sanctity of this Abbey too, but... as is the nature of mankind, I am not perfect, and I sin. If you could maybe just... give me a list of things NOT to do, so that I can avoid the death penalty, that would help me!"

He stands up straight and inspects you for a moment, as if judging the sin of your posture.

"No," he says. "You are impure, that's correct, but I have no desire to harm you."

You give him a questioning look.

"Strahd has plans for you," he continues. "Thwarting them would not be productive to divine justice." He turns back to his stew. "The reason your sister was smitten by divine forces was because she was called upon to perform a holy task - regardless of her impurities, of which she had many - and she refused. If you do not stand between me and my revival of this valley's virtue, you will not be harmed, I assure you. I contend with your impurity, just as I contend with Strahd's. You and this valley are pieces of the same."

"Okay," you say. "But, like... can I have a list?"

The Abbot doesn't answer.

After a while, you speak up again. "Are you sure this woman was even my sister?" you ask. "How can you be sure?"

"Yes, she was your sister. I can see the resemblance now. You have my promice; my faith demands that this is true."

That's actually a convincing argument, coming from him. Then again, his faith demands that she is now dead, but there's no way she is, right?

"Again, this is vital - how can I ensure I don't repeat her... mistakes?" you ask.

He rubs his chin. "Bring Vasilka a wedding gown. You take on your sister's sins, and now you may redeem her. Do not harm me or Vasilka. And do not explore the other floors of this Abbey wing. That is all."

(cont.)
>>
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You nod slowly. "Okay, but to fulfill your quest, I have a condition. I must spend some time at the Abbey to get to know Vasilka and find a gown that matches her temperament. A wedding gown is very personal, and getting the wrong gown might be sinful."

The Abbot hesitates. After a moment, his smile brightens. "You are right!" he exclaims. "That's exactly what I was thinking. Very astute. You can stay here in the Abbey as long as you wish."

"Thank you..."

"Now, I'd better feed the Belviews. Please, make yourself comfortable. Oh, and don't touch Vasilka. She musn't be tainted with your sin."

You glance at Vasilka. She is staring off into nothingness, like usual.

You think you can work with this. You just need to hatch and execute your plan immediately.

You observe your surroundings. The golden disk of the Morninglord still hangs above the fireplace. The sound of beautiful music still floats down from upstairs - it sounds like somebody is playing it, plucking a stringed instrument. It hasn't stopped since your conversation began.

The Abbot is about to pour the soup into several bowls that are arranged on a tray behind him. He will then apparently feed the soup to the Belviews - the horrid monsters he allegedly mistakenly turned a family into. Now may be your last chance today to interact with the Abbot, depending on where he goes next, or involve him in your plans.

>Interact with the Abbot. (specify what to do?)

Otherwise, you will have the west wing of the Abbey to yourself.

Wait until the Abbot leaves, then...
>Interact with Vasilka. (specify)
>Do something in the room. (specify)
>Ascend the stairs to the second floor. (Stealth)
>Descend the stairs to the basement. (Stealth)
>Go back outside to the courtyard.
>Return to Krezk. You SHOULD be able to re-enter the Abbey more easily after your conversation with the Abbot.
>Spend the whole day in this room. Rest and recover. (long rest, skip to next day)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5308172
>Interact with Vasilka. (specify)
how's life at the abbey
thoughts on marriage to strahd
did you see my sister?
>>
Let's take a very quick look at the basement.

He said our sister "disappeared" so she's probably around.

Dont waste time with Vasilika. She probably cant speak.
>>
>>5308317
The only way Vasilika can be so pure is if she has no mind
>>
With two conflicting votes, we will need a third before the next update.
>>
>>5308317
>support
>>
>Take a very quick look at the basement. Don't speak to Vasilka.

Dexterity (Stealth) Check
Roll 1d20+Dexterity (1d20+1) to perform a check with Dexterity (Stealth).
(Best out of 3.)

This check has no immediate purpose, but will be used as the DC for Perception checks performed by creatures who might see you in the future.
>>
Rolled 7 + 1 (1d20 + 1)

>>5309795
>>
Rolled 13 + 1 (1d20 + 1)

>>5309795
rollin rollin rollin rollin
>>
Rolled 7 + 1 (1d20 + 1)

>>5309795
>>
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Result
Sneak down the stairs: 14

--

As soon as the Abbot is gone, you take one more look at Vasilka, his horrifying flesh bride for Strahd. Absent. You're not sure she would even be capable of understanding that you are sneaking around, but you're certain she would not have the capacity to tell on you, even if she did.

You weigh the risks and rewards. Then you decide. You nonchalantly lean on the south wall of the chamber, and when you're sure the Abbot isn't coming back, you slip swiftly down the stairs.

Light on your feet, you descend the stone steps quite a ways down. They take you to a cellar that contains ten barrels of wine and an L-shaped wooden rack packed with wine bottles. There are no other visible exits.

You'd best be sure you check thoroughly here. You carefully inspect the barrels - the middle three are empty, the rest are clearly full of liquid.

The wine names are emblazoned on the barrels, as is the winery's name: the Wizard of Wines. If the labels are to be believed, the barrels against the east wall contain "Purple Grapemash No. 3". The four barrels against the south wall contain "Red Dragon Crush". You have no indication of what these names mean, but the Red Dragon Crush has a very strong fragrance.

(cont.)
>>
Rolled 13, 4, 20 + 3 = 40 (3d20 + 3)

Rolled
>Aranuel - Perception Check (+3)

(cont.)
>>
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Result
Perception: 23

--

Something catches your eye. The bottles on the wine rack all appear to contain wine, but there is one with no stopper. Most of the wines have labels that read either Purple Grapemash No. 3 or Red Dragon Crush, but this one has a unique label: Champagne du le Stomp. What's more, it appears to contain a fine rolled-up piece of parchment.

>Take the parchment in the mysterious bottle.
>Steal wine! (There are 57 bottles, and 7 full barrels.)
>Fuck alcohol. Draw your longsword and destroy all of the barrels.
>Not worth risking messing with the Abbot's belongings. Check what's upstairs now.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5312454
take the parchment then check what's upstairs
>>
>>5312454
>Take the parchment in the mysterious bottle.
>Take one normal bottle
>>
>>5312668
>Take one normal bottle
Purple Grapemash No. 3 or Red Dragon Crush?
>>
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You take the bottle with the mysterious parchment and remove its contents. Immediately upon touching the paper within, you can tell it's magic. This alarms you for a moment, but nothing dangerous appears to activate, so you continue cautiously.

You unroll the paper. At first, the text looks foreign, written using arcane symbols you shouldn't be able to understand. But the paper appears to glow with faint embers, and something falls over you... by blessing of Kossuth, you suddenly gain complete understanding of the text, as though it was written in Common.

This parchment is a holy ritual text. Its magic power was imbued by a renowned cleric. It describes a ritual that celebrates life and achievement - you understand quickly that this is a very difficult ritual to perform, but following this ritual successfully would call upon the power stored within the paper to conjure a great feast, its heartiness capable of healing the body and mind, feeding an entire group and bolstering their strength with divine protection so their deeds for the day may be successful.

Added to inventory: Scroll of Heroes' Feast (6th level)
Inventory: https://pastebin.com/chuTtwgW

Heroes' Feast
6th-level conjuration
Casting Time: 10 minutes
Range: 30 feet
You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don't set in until this hour is over. Up to twelve creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.

On Using Spell Scrolls: Casting a scroll from a spell can only be done once, since the process drains the scroll of magic. Aranuel isn't a powerful enough cleric to use a 6th level spell scroll reliably - she will have to succeed on a check with a DC of 10 + the spell's level (DC 16) with her spellcasting modifier, and on a failure, nothing will happen and the scroll will crumble to dust. On a success, the spell is cast normally.

Suggestions:
>Check what's upstairs (>>5312663)
>Take a bottle of wine. (Purple Grapemash No. 3 or Red Dragon Crush?) (>>5312668)
>Use the Scroll of Heroes' Feast now.
>Other (specify)
>>
>>5312740
Take the Purple Grapemash THEN go upstairs
>>
>>5312809
+1

A 6th level scroll is worth more than a treasure. Maybe we can sell it somewhere later on. Vallaki is probably too backward to have a magic user who will buy it.
>>
>>5312809
Support
>>
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You immediately recognize the value of the scroll. Such a thing should not be wasted. You tuck it far into your bag, making sure it's secure... if you never want to work for gold again, all you need to do is find the right merchant, which may prove challenging in Barovia.

You inspect the wine - Purple Grapemash No. 3. Shrugging, you take the bottle. Nobody will notice if just one goes missing. Does the Abbot even drink wine?

You take one last look around to make sure you didn't miss anything, then decide it's time to check out the upstairs.

...

Vasilka doesn't see you as you cross the room and slip up the wooden staircase.

As you ascend, you realize the music you heard earlier - gentle music, played softly on a stringed instrument - is coming from just above. If you go up, whoever is playing it might recognize you. Is that a risk you're willing to take?

For your sister, yes it is.

Dexterity (Stealth): Still using result 14 from earlier.

You creep up the stairs, trying to stay out of sight of whoever is in the room above.

The wooden stairs climb twenty feet to a loft with a pitched roof and a door in the center of the south wall. Unlit lanterns hang from the rafters, and a rope dangles from a bronze bell lodged in the belfry thirty feet overhead.

(cont.)
>>
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The room is filled with the sound of beautiful music - a melody so enchanting that it adds a bit of much-needed warmth to the otherwise freezing room.

A cloth bed heaped with furs rests in the northeast corner, surrounded by empty wine bottles. It's there where you spot the source of the music - silhouetted by the light of an oil lamp, a two-headed hybrid man sits on the bed. His left head looks underdeveloped, while his right head looks like a fully-formed human head mingled with the features of a goat. With a crustacean, clawlike appendage, he grasps the neck of a viol, and plucks the strings with his human hand. He appears to be swept up in his melody.

A black sheet draped over a wooden table covers the shape of a humanoid on the west side of the room. The music does nothing to stir it.

(cont.)
>>
Rolled 20 + 2 (1d20 + 2)

Rolled
>Clovin Belview - Perception Check, Right Head (+2)

(cont.)
>>
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The two-headed creature notices you immediately. His eyes lock with yours, and they are burning with hostility.

He finishes plucking his melody - he waits until his song resolves to a satisfying note - then he stops. The room feels colder, and he looks at you as his fully-formed head speaks in a soft and deep voice. "Explain yourself. But speak quietly and quickly; I do not wish to wake him up."

His underdeveloped head seems to be in a deep slumber. Perhaps as a result of the many empty wine bottles scattered on the floor at the mongrelfolk man's feet, the smell of wine fills the room. If he is drunk, you cannot tell.

>"That's a problem indeed - if you just let me pass and don't tell the Abbot, I promise I will make no noise." (Persuasion, DC 16)
>"Don't worry, I can put him to sleep for good." Tap on the handle of your longsword. (Intimidation, DC 16)
>"Sorry to bother you... the Abbot told me to come up here to fetch something for him. I'll be quiet." (Deception, DC 16)
>Try to judge whether he's friend or foe. Appease him by telling him what he wants to hear. (Insight, DC 16)
>Apologize and go back downstairs.
>Attack him; you can ask questions later.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5313868
lets go with Persuasion because we are proficient

he is the most disturbing so far. even though its a drawing, i couldnt look at it.
>>
>>5313877
Supporting.
>>
>>5313868
>"Sorry to bother you... the Abbot told me to come up here to fetch something for him. I'll be quiet." (Deception, DC 16)
>>
Charisma (Persuasion) Check: Reason with the mongrelman.
Roll 1d20+Persuasion+Proficiency (1d20+0+2) to perform a check with Charisma (Perusasion).
(Best out of 3.)
>>
Rolled 14 + 2 (1d20 + 2)

>>5314519
>>
Rolled 20 + 2 (1d20 + 2)

>>5314519
>>
Rolled 17 + 2 (1d20 + 2)

>>5314519
>>
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Rolled 9 (1d20)

Result
Reason with the mongrelman: 22

--

"Okay, okay," he says, a whisper. "Pipe down. If you let me drink and play in peace... do whatever you have to do and then get out of here."

"Of course," you say, matching his volume, and giving him a smirk.

You creep into the room... just a quick look here, then you'll move on. The only thing that really sticks out in this room is the table, which looks horrifyingly like it contains a body underneath a draped sheet. Is it worth checking? It couldn't be your sister...

While the drunk two-headed mongrelman is distracted, you quickly peek under the sheet.

Beneath the shroud lies a sight that makes your stomach turn. Chopped-up body parts, all of them taken from cold, gray, lifeless women, all of them waiting to be stitched together into something horrid.

Rolled
>Aranuel - DC 5 Constitution Saving Throw (+0)

(cont.)
>>
The smell of decay overwhelms you. You just manage to catch yourself and look away before you vomit.

Those parts are almost certainly failures, left over pieces the Abbot didn't use in creation of Strahd's "bride". Where did he get those parts..?

Taking a few steps away from the table, you glance at the two-headed goat man - he didn't notice your bout of curiosity.

"Hey," you say, still whispering. "You wouldn't happen to have seen another woman up here, right? Looks a bit like me, but older?"

He picks up a half-filled bottle of wine - Purple Grapemash No. 3 - and shakes his head dismissively as he begins plucking the strings of his viol again. Very well.

>Looks like he's almost out. Offer him the wine you took from the basement.
>Draw your longsword and threaten him for information. (Intimidation)
>Unless Strahd was lying through his teeth, your sister is here somewhere. Exit through the south door and explore the upper level.
>Go back downstairs... best not push your luck.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5315881
>Looks like he's almost out. Offer him the wine you took from the basement.
>Go back downstairs... best not push your luck.
We need information, I’d rather not run around like a headless chicken into encounters.
My sidequest radar is beeping hard though - I suspect the wine here might be connected to the missing shipments, how do they have so much and everyone else has basically nothing?
Since this guy seems attached to his drinks he must go through them fast so it can’t be a built up supply from long ago, ask him if this grapemash has been here for a while or if it only came through recently.
>>
>>5315881
>Draw your longsword and threaten him for information. (Intimidation)
>>
>>5315881
>>5315919
+1 to this. Seems reasonable to me!
>>
>>5315919
support

if this freak doesnt know our sister, then shes hidden somewhere else. with access to food.
>>
>>5315919
++
>>
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"What's your name?" you ask to the beast, quietly.

He doesn't respond. He's focused on his playing.

You sigh. "Here," you say. "I noticed you're almost out, so... " You reach into your pack and produce a bottle of Purple Grapemash No. 3, taken from the basement. He looks up. You toss it to him, and he catches it, pausing his song.

"Clovin," he says, then he resumes playing.

"So Clovin," you say. "You seem to really like wine. Are you aware of the shortage? I'm a little surprised the Abbey doesn't seem to be affected by it."

"Ehh, it is," he says. "Next shipment is weeks late. Don't be taking any more for yourself, ya hear?"

"Of course," you say. "Uh... how does the Abbey normally receive wine? Don't the villagers stay away from this place?"

Clovin grimaces at you - he clearly wants to be left alone, and you seem to be testing the limits of his patience. "The Abbot made some kinda deal with the winery, what's it called?" He squints at the bottle, as if he somehow doesn't know the label by heart. "Wizard of Wines. They normally deliver it right up here. I haven't the faintest clue what went wrong, but I have all the faith they'll find out."

"Is someone investigating, or..." you begin, but you're cut off by a dismissive wave of his crustacean claw.

His other head is stirring now. He desperately shushes it... its face is scrunched up and it looks like it's about to wail, like a child.

You wince and give him an apologetic gesture as you slowly make your way back downstairs, stifling a "thanks".

...

(cont.)
>>
You sit in a chair in the west wing of the abbey. Even with the Abbot's hospitality, this place has you on edge. You think of what you will do next; you will need to follow up on your promise to deliver a wedding gown for Vasilka so you don't end up beheaded.

And what about your sister? Could Strahd not have given you more absolute directions? What are the chances she is hiding up there somewhere and that two-headed freak has never seen her? Non-zero, for certain, but there are other matters to exhaust first.

After only 15 minutes of waiting, the Abbot returns to the west wing; you wonder what he's doing, until he goes straight upstairs to the room you were just in. You tense up, until the great bell above begins to toll. It shakes the very foundation of the building.

You remember the townspeople saying the bell rang at odd hours, but what is its purpose? Why is the Abbot ringing it?

Your question is answered, as within seconds of the second gong of the bell, there is a great uproar from outside in the courtyard - deafening shrieks and hollars, noises that sound like they are coming from every beast and vermin known to the realm. In the chaos, which nearly forces you to cover your ears, you can make out a word from those coherent enough to form language: they are screeching "FOOD! FOOD!"

You brace yourself, but the mongrelfolk don't come charging into the abbey; instead, the Abbot calmly steps down the stairs, pays you a neutral glance, then steps back outside into the courtyard, probably toward the shed where you imagine the noises are coming from. It takes a full several minutes or more before the frenzy dies off and is fully replace with the regular ambiance again: the echoes of the Abbey itself and the occasional screams of agony from somewhere outside.

You notice that you are sweating. There's no way you'd be able to sleep here, and there's nothing else to do here today, as you have no desire to continue searching right now. You must gather more information, and that means doing what the Abbot asked of you as soon as possible.

You will descend the mountain and return to the village of Krezk, only returning to the Abbey only once you have this gown he asked after. With luck, you won't even have to leave town. If you do, however, there are other things this break gives you time to check up on: the issue of helping wine shipments, which apparently the Abbey is also suffering from, but also the issue of Ireena's safety. It's been too long since you've had a travelling companion, and all hope of seeing your sister today has fizzled out, but you know she is close.

(cont.)
>>
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You tell the Abbot where you're headed. On your way past the North wing on your way out, you hear some of the shrieks from within. Another location you decided not to visit today, but this Abbey seems to have a lot of secrets. If the Abbot doesn't prove useful after you've done his quest, maybe you'll find clues to your sister's whereabouts in there.

You aren't stopped by anybody on your way out; Zygfrek and her brother aren't at the gatehouse.

Before you descend to town, you wonder one last time whether you'd still like to investigate the Abbey grounds today.

(This is your last chance to do anything in the Abbey today before doing a long rest in Krezk and beginning the mission to recover a wedding gown for Vasilka.)

Options:
>Sneak into the Abbey's north wing (Stealth)
>See if you can find another entrance into the Abbey's west wing (Investigation)
>Scale the Abbey and explore its curtain wall (Acrobatics)
>None of the above - continue to Krezk and return here later.

***

For beginning a quest for the Abbot and discovering this new location, you are awarded 2,450 XP, putting your total XP at 8,925.
This increases your character level to 5. The net target, for 6th level, is 14,000 XP.

Changes at 5th level:
- New Feature: Destroy Undead (CR 1/2)
- Increased maximum HP by 5 + CON (5 + 0 = 5)
- Proficiency bonus modifier increased from +2 to +3
- Access to 3rd-level Cleric spells
- 2 new 3rd-level spell slots
- 1 additional Cleric spell memorized
- Access to 2 additional 3rd-level spells granted by the Light Domain: Daylight (https://5e.tools/spells.html#daylight_phb), Fireball (https://5e.tools/spells.html#fireball_phb)

You now have 4 maximum first-level spell slots, 3 maximum second-level spell slots, 2 maximum second-level spell slots, and a max HP of 46.

Please vote on a new spell to memorize:
>Revivify (https://5e.tools/spells.html#revivify_phb)
>Speak with Dead (https://5e.tools/spells.html#speak%20with%20dead_phb)
>Aura of Vitality (https://5e.tools/spells.html#aura%20of%20vitality_phb)
>Clairvoyance (https://5e.tools/spells.html#clairvoyance_phb)
>Sending (https://5e.tools/spells.html#sending_phb)
>Create Food and Water (https://5e.tools/spells.html#create%20food%20and%20water_phb)
>Dispel Magic (https://5e.tools/spells.html#dispel%20magic_phb)
>Remove Curse (https://5e.tools/spells.html#remove%20curse_phb)
>Glyph of Warding (https://5e.tools/spells.html#glyph%20of%20warding_phb)
>Meld Into Stone (https://5e.tools/spells.html#meld%20into%20stone_phb)
>Water Walk (https://5e.tools/spells.html#water%20walk_phb)
>Tongues (https://5e.tools/spells.html#tongues_phb)
In addition to this memorization, you may also vote to swap any of Aranuel's existing spells with spells listed above.
>>
>Sneak into the Abbey's north wing (Stealth)
>Speak with Dead
It might be useful to talk to the dead people we encounter/investigate.
>>
>>5319094
gonna have to +1 this
we’re good at stealth and speaking the dead seems extremely useful for what we’re doing right now
>>
>>5319056
>>Scale the Abbey and explore its curtain wall (Acrobatics)
>>
>>5319094
Hate to support wux but he's right here
>>
>>5319056
>>5319094
+1 to this. Sneak n' Speak
>>
>>5319056
>Sneak into the Abbey's north wing (Stealth)
>Aura of Vitality
>>
>>5319056
>>None of the above - continue to Krezk and return here later.
>>
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>>5319094
>>5319129
>>5319413
>>5319761
Added Speak with Dead to Aranuel's spell list.

>Sneak into the Abbey's north wing (Stealth)

Dexterity (Stealth) Check
Roll 1d20+Dexterity (1d20+1) to perform a check with Dexterity (Stealth).
(Best out of 3.)
>>
Rolled 6 + 1 (1d20 + 1)

>>5321410
>>
Rolled 5 + 1 (1d20 + 1)

>>5321410
>>
Rolled 16 + 1 (1d20 + 1)

>>5321410
>>
Results
Sneak into the Abbey's north wing: 17

--

Just one more peek is all you need. There's a section of the Abbey that you haven't yet investigated - the source of the bestial screams and other horrible sounds that you heard from the courtyard - and if there's anything in there that points to your sister, you need to find it.

The Abbot thinks you're gone, so he won't think to check after you. You have the freedom to roam unsupervised. If you don't find anything, you can simply slip away unseen.

(cont.)
>>
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Now that you know the guards are merely scarecrows, you slip back through the gates with confidence. It's only a few feet to your east from there to slip into the north wing's main door unseen; the door is heavy and you find you are able to enter the room without making much of a sound. Your entrance is drowned out by the sound of chattering, slurping, grunts and other animal sounds.

The first thing that hits you about this section of the Abbey is the stench. It smells horrible in here, like a cross between a zoo and a sewer.

This corridor is lightless. It has multiple doors behind which you believe must lie the creatures that shatter the quiet with their mad cackles and whispered curses.

You squint into the corridor. Your instinct tips you off before your eyes do that something is wrong.

(cont.)
>>
Rolled 5, 9 = 14 (2d20)

Rolled
>Unknown Creature vs. Aranuel - Perception, Advantage (+0)

(cont.)
>>
You squint into the blackness and you see it. You can't control your reaction; the hairs on your neck stand up, and you freeze. What you're looking at isn't the end of the hallway - it's something worse. A monstrous shape is looming in the far shadows of this corridor, the darkness no longer hiding its true nature: a terrifying, 7-foot-tall assemblage of human body parts, whose breadth spans the entire width of the room.

You realize, now, that some of the more unusual sounds coming from the wing are coming from this thing; there, mixed in with the cacophany of disgusting noises coming from the rooms, this indescribable creature, which thankfully appears to be preoccupied with something on the floor, is emitting sounds that sound like a mix between pained human sobbing and the screeching of an animal being devoured by a predator.

There aren't many places to go - this room you're in used to be an office, as evidenced by the remains of a desk and a chair, both of which have been smashed to pieces. The only escape aside from back out the way you came is upstairs, but you see no way to ascend them without alerting the creature to your presence.

Time passes in slow motion while you consider your options. Moments ago, the voice in your mind urging you to continue looking to your sister was loud and clear, but in this instant, very bone in your body is urging you to turn and run.

>Go upstairs. (Alerts the creature)
>Summon your courage, draw your longsword, and advance. (Initiative)
>Cast a spell or use an item. (list: https://pastebin.com/chuTtwgW)
>Use Channel Divinity (1/1) for Destroy Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Test your luck; use your words to try and communicate with the thing.
>Turn around and run.
>Other (specify)
>>
>>5322974
>Turn around and run.
>>
>>5322974
>>Use Channel Divinity (1/1) for Destroy Undead, or Radiance of the Dawn.
>>
>>5323159
Please specify whether to use either Destroy Undead or Radiance of the Dawn.
>>
>>5322974
Let's drop Kossuth's greatest blessing on this abomination: the Fireball.
>>
>>5322974
>Summon your courage, draw your longsword, and advance. (Initiative)
>>
>>5322974
>Summon your courage, draw your longsword, and advance. (Initiative)
I honestly feel like killing it would be insanely risky and would have obvious fallout with the Abbot if we survive but this this thing simply has to die
>>
>>5323310
This is a good idea. Longsword deals 1d8 damage. Fireball deals 8d6 damage.
>>
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We're tied for votes between these two options.
Advance with Longsword (>>5323321, >>5323550)
Cast Fireball (>>5323310, >>5323580)
>>
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May Kelemvor's skeletal hand guide us through perfect balance
>>
>>5324477
Whoa, let's not get heretical now...
>>
If we don't have another vote in the next few hours, I'm rolling 1d2.
>>
you know what fine just cast fireball
>>
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Kossuth will be pleased at this news.

For the benefit of anybody unfamiliar with D&D 5e spellcasting, and for easy reference, this seems like a good time to post this explanation of Aranuel's abilities.

Spells have levels, and they can be cast at the cost of spell slots equal to or greater than the level of the spell being cast. Spell slots are replenished after a long rest.

Some spells are 0th level spells, which are called cantrips, and they don't cost a spell slot to use.

Here is Aranuel's spell list and available spell slots after reaching 5th level earlier:

Cantrips: light, sacred flame, word of radiance, spare the dying
Spells (1st level) [4/4 slots]: burning hands, faerie fire, cure wounds, command, guiding bolt
Spells (2nd level) [2/3 slots]: flaming sphere, scorching ray, lesser restoration, spiritual weapon, calm emotions, gentle repose
Spells (3rd level) [2/2 slots]: daylight, fireball, speak with dead

Fireball consumes 1 third-level spell slot, which means Aranuel will have 1/2 slots available for third-level spells after this.

(cont.)
>>
Rolled 17 - 1 (1d20 - 1)

Rolled
>Flesh Golem vs. Fireball - DC 14 Dexterity Saving Throw (-1)

(cont.)
>>
>>5324552
well fuck
>>
>>5324553
>>5324517
Shouldn't have doubted the power of your sword.
>>
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Rolled 6, 4, 4, 3, 2, 5, 1, 4 = 29 (8d6)

You find that focusing on what drives you - your quest to recover your sister, of course, the only reason you're in this godforsaken place - is a great motivator to overcoming fear. And this creature, no matter how frightening, is two things: it's an obstacle to finding Joannus, and it's a stain; an affront to nature. It has to die.

Although you live in very different worlds, you and the Abbot occasionally see eye-to-eye on one concept: the destruction of all that is impure. Obviously he believes creating monstrosities is a means to that end. But you are about to truly cleanse this place, to show him what that actually means. Guided by your Lord of Flames, you draw on power in yourself that scarcely sees the day. You point your finger and cast the incantation, and great amounts of energy are channeled through you.

A thin bright streak emits from your finger, flashing through the corridor toward the creature in an instant, barely illuminating the room. For a moment, the beast sees the attack coming and lumbers backwards into the far wall, just avoiding a direct impact. But in an instant, the beam of light hits the floor at its feat, and an explosion of blinding orange light illuminates the room. You feel the impact in your chest, and debris flies everywhere.

Despite standing so far away, you yourself are just barely out of the area of impact. In a couple seconds you should find out how the beast fared. Indeed, the horrible screams you hear as soon as your ears stop ringing suggest that the beast survived the impact, but that your fight is going to be a lot easier than if you'd spared it from Kossuth's full wrath. Besides you still have more tricks up your sleeve.

(The flesh golem succeeded its saving throw, so it will only take half damage, but will still take damage. However, it is affected by Aversion to Fire, and will have disadvantage on attack rolls and saving throws for its next turn.)

Rolled
>Fireball - Area Damage

(cont.)
>>
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Dexterity (Stealth) Check: Remain Hidden - Disadvantage
Roll 2d20, discard the higher roll, then add Aranuel's Dexterity modifier (+1) to perform a check with Dexterity (Stealth) with Disadvantage.
(Best out of 3.)

The creature has darkvision, hence disadvantage. Regardless, you attacked unseen, and there is room for you to hide from line of sight. If you can take it down without engaging directly, you will take every opportunity to, as fighting it head-to-head may be risky; you simply must roll higher than the creature...
>>
Rolled 2, 1 = 3 (2d20)

Rolled
>Flesh Golem vs. Aranuel, Perception, Advantage (+0)
>>
The Flesh Golem took 28 fire damage (twice half of 29 rounded down) from the fireball. It now has 65/93 HP.
>>
Rolled 15, 10 = 25 (2d20)

>>5324587
mobile posting
>>
>>5324612
No more rolling is required, 10 is enough.

Results
Remain hidden: 10

--

You swiftly step out of sight of the beast before the dust fully settles. It's in pain, but it cannot see its assailant - you've moved out of the doorframe leading down the corridor.

You have another free turn length to act (6 seconds, 30 ft. of movement, 1 action, 1 bonus action) before it's no longer feasible to remain out of the creature's sights.

You could launch another fireball, but it would surely notice notice you then, and you might want to save some of your holy powers for speaking with any corpses you may find - then again, if you get a more direct hit, you just might kill the thign outright.

Also, was that blast loud enough to rouse suspicion? You think it might have been. Is the Abbot on his way to investigate right now? You can't flee, or you'd have wasted a fireball... you're in it knee deep now.

>Summon your courage, draw your longsword, and advance. (Initiate combat)
>Cast a spell again. (specify, initiates combat)
>Use Channel Divinity (1/1) for Destroy Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Flee.
>Other (specify)
>>
Rolled 11, 14 = 25 (2d20)

>>5324587
>>
>>5324671
>Cast a spell again. (specify, initiates combat)
Fireball
>>
>>5324671
Cast fireball again. We’re probably ending the day after this anyways and the temptation to cast speak to the dead on the corpse of the flesh golem isn’t good enough to save that slot.
If we’re going in we may as well go all the way.
>>
>>5324677
+1
This thing has too much HP. The abbot being on his way is a huge problem.
>>
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Can you really turn away from this now? No, it seems that you've already made your choice.

Spurred by adrenaline, you turn the corner again and shout another incantation. Light catapults from your hand across the room, and...
>>
Rolled 4, 7 - 1 = 10 (2d20 - 1)

Rolled
>Flesh Golem vs. Fireball - DC 14 Dexterity Saving Throw (-1)

(cont.)
>>
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Rolled 4, 5, 6, 2, 2, 2, 4, 5 = 30 (8d6)

>>5328529
...directly hits the abomination, culminating into an explosion of purifying inferno that sends more debris flying. You can feel the heat on your skin. The many creatures in this hall locked in their cells are in a complete frenzy now, hollering like cornered animals, loud enough to wake up the entire village of Krezk below, but all you can focus on is whether your enemy still walks.

Rolled
>Fireball - Area Damage

(cont.)
>>
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The Flesh Golem took 60 fire damage from the fireball. It now has 5/93 HP.

The Abbot has certainly heard the commotion. If you had to make an educated guess guess, you would say there is probably no more than 30 seconds until he arrives. (1 turn = 6 seconds)

The building is crumbling. You're not sure how much more damage it can take; any more, and the creatures in their cells, who are now hollering and howling like wild dogs, may escape.

(cont.)
>>
Rolled 2 (1d6)

Rolled
>Flesh Golem - Berserk

(cont.)
>>
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Rolled 4, 19 = 23 (2d20)

Combat Resolution - Enemy

The abomination, flesh charred and moaning in agony, finally seems to have noticed you; with what eyes, you're not sure. It begins barreling toward you at unimaginable speed.

The golem begins its turn 40 feet away; during its turn, it moves 30 feet, making it 10 feet away from you by the time it ends its turn.

The golem uses its appendages to pick up and throw debris that now lays on the corridor's floor. Two large clumps of stone are hurled toward you with frightening strength - god, who knows what things thing will be able to do if it reaches you.

Rolled
>Flesh Golem vs. You - Improvised Ranged Weapon Attack, Thrown, Strength (+4)
>Flesh Golem vs. You - Improvised Ranged Weapon Attack, Thrown, Strength (+4)
>>
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Combat Round

One of the thrown chunks of rock hits you, dealing 12 bludgeoning damage, bringing your total HP down to 29/46.

The creature is charging down the corridor like a moving wall, and is now 10 feet away. It's a moment away from slamming into you at alarming speed.

The beasts in the corridor are shrieking and hollering. They are trapped in their cells behind doors that shielded them from the damage of your fireballs' explosions. They could easily be broken loose if anything destructive is cast.

You have 29/46 HP, and enough magic for 4 first-level, 2 second-level, and 0 third-level spells.

Suggestions:
>Hold your ground. Defend yourself with your longsword - attack with all your might.
>Sprint away from the abomination (specify location up to 30 ft. away) and, as long as you still have line of sight, attack it with your crossbow from a distance.
>Throw caltrops (bag of 20).
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Use Channel Divinity (1/1) for Destroy Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5328566
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
Flaming sphere
>>
Could we brace ourselves while pointing out sword or will the Golem cause damage to us?
>>
>>5329271
It's possible to do this using the "ready an action" action, which delays an action until later in the round: e.g., Aranuel can prepare to attack the flesh golem as a reaction as soon as it's in melee range, with the attack being made on the golem's turn.
The risk of taking damage in this instance is if the golem survives and is able to attack Aranuel head-on using its own action from melee range.
>>
>>5329001
this +1
>>5329297
Well it’d still use the d8 right? Even if it doesn’t have some kind of slash resistance you’d need a 5 or higher to kill?
>>
>>5329315
Aranuel has +3 to Strength, which is added to the longsword damage, and the one significant house rule of this quest is that all damage output is doubled. So even a worst-case roll of 1 would yield +3 (4) times 2 (8) and kill the golem.
But the attack has to land first, which is decided by an attack roll: 1d20+Strength (no proficiency bonus since Aranuel is not proficient in martial weapons) vs. the golem's armor class of 9.
So you'd need a d20 roll of 6 or higher to slay the golem guaranteed. If that fails and the golem rolls well, Aranuel risks taking massive damage.
>>
If you ultimately decide on Flaming Sphere (https://5e.tools/spells.html#flaming%20sphere_phb) you are summoning a sphere that lasts multiple rounds, and every round you can use your bonus action to slam the sphere into an enemy, or use it to deal damage to anyone who ends their turn in its area. And when slamming, instead of making an attack roll to determine a hit or a miss, the creature instead makes a saving throw to resist half of the damage or take all of it. It's capable of dealing 2-12 damage per turn, which equates to 4-24 with the double damage output.
>>
>>5329332
>>5329340
yeah I’m going to have to go with the flaming sphere plan for sure then
>>
>>5329001
+1
With the Abbot behind us, it's not the time to think about saving up spells
>>
Rolled 13, 16 - 1 = 28 (2d20 - 1)

Rolled
>Flesh Golem vs. Flaming Sphere Ram - DC 14 Dexterity Saving Throw (-1)

(cont.)
>>
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Rolled 3, 5 = 8 (2d6)

Combat Resolution (Party)

With the abomination charging toward you, every instinct you have is urging you to turn and run, but you hold your ground and cast another holy incantation.

Spreading your arms, a ball of inferno appears in front of you. (Flaming Sphere cast; costs Action.)

Then, you lunge one arm forward, sending the ball hurdling forward and ramming it into the monster is barreling towards you like a wall of moving flesh. (Flaming Sphere movement; costs Bonus Action.)

The beast ignites, and...

Rolled
>Flaming Sphere Ram - Damage

(cont.)
>>
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The flesh golem screams in agony with several concurrent voices as it burns. The Flesh Golem took 16 fire damage. Flesh falls away to reveal more flesh underneath as Kossuth's purifying flame melts the abomination's skin, and the animating magic holding it together loses its power.

You are still holding your hands out, maintaining your grasp on the Ball of Fire, like a telepathic weapon. (Flaming Sphere can last up to 9 more turns.) But you blink and realize you have slain the beast. It's no more than a pile of flesh on the floor, and the terrified hooting and howling of the creatures locked in their cells once again becomes the main overbearing stimulus of this wing.

You gain 1,800 XP, putting your total XP at 10,725.
(3,275 XP remaining until 6th level.)

You know there's no getting out of this situation. This wasn't a subtle kill - you'd better make sure it wasn't for nothing. You must use your next seconds wisely.

You have 29/46 HP, and enough magic for 4 first-level, 1 second-level, and 0 third-level spells.

Choose one:
>Continue maintaining Flaming Sphere (9 turns remaining) (Disadvantage to Stealth and Persuasion for the purposes of the following options)
>Dispel Flaming Sphere

Then decide what to do next:
>The Abbot will be here to investigate any second. Wait and confront him. You will free the Abbey from his corruption.
>Check as many cells in this wing as your time permits. Maybe the creatures here can help you? (Investigation)
>The situation seems hopeless, but you must flee the scene before anyone knows you were here. (Stealth, DC 20)
>This abomination was made of the flesh of once-living creatures. Maybe, against all odds, there's enough of a creature symbolically intact in this pile of meat to act as a vessel for its animating spirit in life. Cast Speak with Dead. (Unfortunately cannot choose this option right now due to having no 3rd level spell slots left.)
>There's no time to investigate. Free the creatures trapped in this wing of the Abbey immediately.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5332122
>Check as many cells in this wing as your time permits. Maybe the creatures here can help you? (Investigation)
>Dispel Flaming Sphere
He's turned some townspeople into monsters right and they may want revenge?
>>
>Go upstairs
Isn't there an unexplored room there?
>>
>>5332122
>Continue maintaining Flaming Sphere (9 turns remaining) (Disadvantage to Stealth and Persuasion for the purposes of the following options)
>The Abbot will be here to investigate any second. Wait and confront him. You will free the Abbey from his corruption.
>>
>>5332253
>Isn't there an unexplored room there?
Yes
>>
> >Check as many cells in this wing as your time permits. Maybe the creatures here can help you? (Investigation)
> >Continue maintaining Flaming Sphere (9 turns remaining) (Disadvantage to Stealth and Persuasion for the purposes of the following options)
>>5332371
it gets funnier every time you do it anon
>>
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(Aranuel will continue maintaining Flaming Sphere.)

>Check as many cells in this wing as your time permits. Maybe the creatures here can help you? (Investigation)

Intelligence (Investigation) Check
Roll 1d20+Intelligence (1d20+1) to perform a check with Intelligence (Investigation).
(Best out of 3.)

There are multiple DCs for this check, yielding cumulative results based on the roll: 5, 10, 15, and 20.
>>
Rolled 13 (1d20)

>>5334267
Everything comes tumbling down.
>>
Rolled 10 + 1 (1d20 + 1)

>>5332687
Why fix what's not broken?
>>
Rolled 19 + 1 (1d20 + 1)

>>5334267
>Expecting to be surrounded by a group of feral freaks
>>
>>5334287
true
>>5334330
nice
>>
The thread is getting kicked off the catalog soon. We're probably going to have to roll over into a new thread at another awkward spot. There should be enough time for 1 or 2 more updates.
>>
Result
Quickly investigate the creatures kept in this wing to find upper hand: 20

--

With dust and smoke still clearing from your battle just seconds ago, you realize your time is limited. You don't know what the Abbot is capable of, so it wouldn't be wise to face him alone. Utilizing every second, you go from door to door, peering into each chamber of this madhouse to see if you can extract any advantage from the state of the creatures in here.

Until a moment ago you had no idea just how many creatures were being held here. You count three in one chamber, five in another, seven in the next, nine in another, sixteen here, eight there. Like the Belviews, they are all crude amalgamations of human and beast.

You peek into one particular room and see eight or nine mongrel creatures staring at the doorway in silence with hungry looks in their eyes. It looks like though they would eat you alive if they thought they could overpower you. They've been starved to the point of insanity.

The room across from it holds a mongrel creature who is clutching something glittering - a statue that, although filthy, retains a brilliant gold hue.

"You," you say to the creature. "What is that you're holding?"

The creature hisses at you and hides the statue behind its back. It's clearly important to the creature; perhaps some kind of religious idol. If the Belviews once allowed the Abbot to perform such heinous experiments on them, it stands to reason that the creatures may be superstitious.

You think you have a plan. And you're just in time.

(cont.)
>>
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You hear shouting from outside, and footsteps getting closer. It sounds like The Abbot.

"Give it here," you urge the creature. "Quickly."

The mongrel cowers away, but you can sense its fear - these creatures fear you after seeing you destroy the flesh golem, which must have been guarding them. You have a moment to turn that fear to your advantage.

As soon as you are close enough, you snatch the idol from the creature's hands. The heavy statuette depicts a saintly-looking woman in robes. On the robes are a symbol of the sun. An idol of the Morninglord, or one of his devotees.

Used Light cantrip. (https://5e.tools/spells.html#light_phb)

You hold the idol high so the starving mongrel creatures can see it. With a simple word, the statue glows with a brilliant yellow-orange, bathing the chamber in a convincing imitation of sunlight, causing the mongrelfolk to gasp.

Your plan is simple. There is no way the creatures in this room enjoy being kept here - they're obviously kept in line by fear - but they are clearly obsessed with the holy stature of this cursed monastery, and they wouldn't trust just anybody. In their eyes, starved and kept in darkness, after you killed the monster that holds them in these cells, your faith rivals that of the Abbot.

"Don't eat me," you shout. "I'm going to let you out, but the Abbot is coming! As long as I stay alive, you are protected by divine guidance! Your deeds have been recognized by your God!"

After a moment of silence, you add, "Also, you are entitled to the food in the kitchen!" An animalistic hollering erupts, deafening, like screeching monkeys. You think they got the message. Just in that moment, the door swings open, and the Abbot enters - alone. His eyes are ablaze with fury, and he clutches a shortsword in one of his hands. Even though he appears no more than a man in brown robes, his presence is like a storm, and the room falls silent.

(cont.)
>>
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Despite the rage on the Abbot's face, his voice comes out steady, his words enunciated like sharpened sword. "You are a child of Asmodeus. I knew from the moment I saw you that you were a patron of evil, impure and unfit to live in this realm, but it was my duty to allow you a chance. I did not think you would stoop to defiling the site of my miracles."

"You don't understand," you say. "I was attacked. The... horrible thing in here. It almost killed me. And the creatures being kept here - they're starving."

The Abbot looks down at the pile of flesh that was once the golem. Your pulse increases; you know he's not going to like what you did to his pet.

"You are a disappointment, child," he says. "But it is your nature - I am the one at fault for trusting you. You being related to the other human who brought impurity to the Abbey, I should have acted on my initial instinct." He looks back up at you and meets your eyes. You sense... pity?

"I won't bother you any more," you say. "Let me leave and I will never return to the Abbey. This is the only time I will ask."

"This will be better if you hold still," he says, moving toward you now. "It is too late to fix your impurity, but I can still enact my divine duty to repent for my mistake."

>"My sister is alive." (Charisma, DC 20)
>Try to negotiate with the Abbot. (Persuasion, Intimidation, or Deception)
>Free the Mongrelfolk and...
> * Fight (Initiate combat)
> * Flee. (Dexterity, DC 20)
>Surrender.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
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Added to inventory: Statuette of Saint Markovia
Inventory: https://pastebin.com/chuTtwgW

(This golden statuette grants any good-aligned creature that carries it a +1 bonus to saving throws.)
>>
>>5337012
> >Try to negotiate with the Abbot. (Persuasion, Intimidation, or Deception)
Persuasion, since he simply won’t be intimidated.
Demand to know why he creates monstrosities. Why must he do these acts for his so called holy mission? Even if he sees his mission as holy, his actions sure aren’t. He chops up corpses and creates monsters.
The entire time we’ve been here, we’ve seen things that simply shouldn’t exist. Including the truth behind his monster bride.
If he snaps, use the opportunity to jump straight into combat while he’s emotional to catch him by surprise.
>>
>>5337012
>Other (specify)
Use Flaming Sphere
>>
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>>5337162
I should have specified in the available options, Flaming Sphere is still active for another 8 turns; during these turns, you can use it without expending a spell slot, slamming the floating ball of fire into a creature at the cost of a Bonus Action. That is how I am interpreting this vote.
>>
Furthermore, if voting to slam the Flaming Sphere, remember that you may specify an additional action to perform at the same time, since this doesn't consume your main turn action.
>>
So the updated action list becomes:
>Slam the Flaming Sphere at the Abbot. Optionally choose another action to perform at the same time. (Initiate combat)
>"My sister is alive." (Charisma, DC 20)
>Try to negotiate with the Abbot. (Persuasion, Intimidation, or Deception)
>Free the Mongrelfolk and...
> * Fight (Initiate combat)
> * Flee. (Dexterity, DC 20)
>Surrender.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
Since we're about to archive, I'm tripfaging for the first time since Barovian Legends #1. I lost my old trip, but this one should be permanent. I will create the next thread using this trip. Remember to write it down or something. We're enough threads deep now that I feel a trip is necessary moving forward.
>>
>>5337437
>Slam the Flaming Sphere at the Abbot. Optionally choose another action to perform at the same time. (Initiate combat)
Cast Flaming Sphere
>>
>>5337804
I won't stop you from doing this, but I want to clarify that Flaming Sphere is a Concentration spell, so casting it again will cancel out the previous Flaming Sphere (you can only concentrate on one spell at once).
>>
Archive
https://suptg.thisisnotatrueending.com/qstarchive/2022/5299975/

Expect the next thread within a couple days. I'm going to recap the events so far in the new thread and re-open the vote, which I hope will bring in some new players. Remember to re-vote on the new thread.
>>
>>5338593
Great quest, QM



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