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Death House Ending

38. RITUAL CHAMBER The cult used to perform rituals in this sunken room. The chanting heard throughout the dungeon originates here, yet when the characters arrive, the. dungeon falls silent as the chanting mysteriously stops.
  The water is 2 feet deep. The ledges and central dais are 5 feet high (3 feet higher than the water's surface), and the chamber's ceiling is 16 feet high (11 feet above the dais and ledges). The chains dangling from the ceiling are 8 feet long; the cultists would shackle prisoners to the chains, dangle them above the altar, cut them open with knives, and allow the altar to be bathed in blood. Half embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the nearby portcullis (see area 37). The hole in the west wall leads to a naturally formed alcove. The half-submerged pile of refuse that fills it is a shambling mound, which the cultists dubbed Lorghoth the Decayer. It is asleep but awakens if attacked or if the characters summon the cultists but refuse to complete their ritual (see "One Must Die!" below). A character standing next to the mound can discern its true nature with a successful DC 15 Intelligence (Nature) check.
 
  Lorghoth the Decayer

  "ONE MusT Die!" If any character climbs to the top of the dais, read: The chanting rises once more as thirteen dark apparitions appear on the ledges overlooking the room. Each one resembles a black-robed figure holding a torch, but the torch's fire is black and seems to draw light into it. Where you'd expect to see faces are voids. "One must die!" they chant, over and over. "One must die! One must die!" The apparitions are harmless figments that can't be damaged, turned, or dispelled .. Characters on the dais when the cultists appear must sacrifice a creature on the altar or face the cult's wrath; characters can ascertain what must be done with a successful DC 11 Intelligence (Religion) or Wisdom (Insight) check. To count as a sacrifice, a creature must die on the altar. The apparitions don't care what kind of creature is sacrificed, and they aren't fooled by illusions. If the characters make the sacrifice, the cultists fade away, but their tireless chant of "He is the Ancient. He is the Land," echoes again in the dungeon. Strahd is aware of the sacrifice, and Death House now does nothing to hinder the characters (see "Endings" below). If the characters leave the dais without making the sacrifice, the cultists' chant changes: "Lorghoth the Decayer, we awaken thee!" This chant rouses the shambling mound and prompts it to attack. It pursues prey beyond the room but won't leave the dungeon. It can move through tunnels without squeezing and completely fills its space. At the start of the shambling mound's first turn, the chant changes again: "The end comes! Death, be praised!" If the shambling mound dies, the chanting stops and the apparitions vanish forever.
  ENDINGS The mists of Raven loft continue to surround Death House until the characters stand atop the dais and either appease or defy the cultists. Strahd is satisfied either way, prompting the mists to recede.
  THE CULT Is APPEASED Death House harbors no ill will toward a party willing to sacrifice a life to appease the cult. Once the sacrifice is made, the characters are free to go. Upon emerging from the house, the characters advance to 3rd level.
  THE CuLT Is DENIED If the characters deny the cult its sacrifice and either destroy the shambling mound or escape from it, Death House attacks them as they try to leave. When they return upstairs, they must roll initiative as they discover several architectural changes: All the windows are bricked up; the bricked-up windows and the outer walls are impervious to the party's weapon attacks and damage-dealing spells. All the doors are gone, replaced by slashing scytheblades. A character must succeed on a DC 15 Dexterity (Acrobatics) check to pass through a blade-trapped doorway unscathed. A character who spends 1 minute studying the blades in a particular doorway can try to take advantage of a momentary gap in their repeating movements and make a DC 15 Intelligence check instead. Failing either check, a character takes 2dl0 slashing damage but manages to pass through the doorway. Any creature pushed through a doorway must succeed on a DC 15 Dexterity saving throw or take the damage. The blades can't be disarmed. Every room that contains a fireplace, an oven, or a stove is filled with poisonous black smoke. The room is heavily obscured, and any creature that starts its turn in the smoke must succeed on a DC 10 Constitution saving throw or take 1d10 poison damage. The interior walls become rotted and brittle. Each 5-foot-section has AC 5 and 5 hit points, and can also be destroyed with a successful DC 10 Strength (Athletics) check. Each 5-foot section of wall that's destroyed causes a swarm of rats to pour out and attack. The swarm won't leave the house. Keep track of initiative as the characters make their way through the house. Once they escape, they advancet o 3rd level, and the house does no more to harm them.

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