After some fighting they learn that attacking their reflections does damage to the original person. Dante takes a crown off a desk and his and Zooks’ reflections step out of the mirrors and attack them. There were crests on the walls and each mirror faces a different crest. Dante then finds the art gallery, which was encircled with mirrors. Upstairs Zook takes a green ballgown adorned with jewels to dress his Zombie Daryl. Brother Issac talked to lady Fitdov and finds out that the Fitdov’s historically have always been architects, but Lady Fitdov is more of a banker who manages money for all the important people of Barovia. Inside the mansion Brother Issac tried wine for the first time as Dante and Zook crept upstairs. She also tells us she located the crypt in the maze. and only agreed to help because we knew the man she was looking for, Van Rikten. To get the location from her she asked us to help her find a key to the crypt. She thinks we are too inexperienced and tells us she nearly died after little time in the entrance. In the garden they met Esmerelda who they told about our goal to reach the amber temple. Zook, Brother Issac and Dante explored the mansion while the rest of the party went to the garden. We also heard rumors of a crypt in the cellar and a maze in the garden. We heard rumors throughout the party that Lady Fitdov had broken off her engagement with a Dmitri, who we know as the married burgermeister of Kresk. Lady Fitdov invited us in for food and drink and told us Esmerelda was in the Garden. The manor is located in the Svalich Woods. We traveled to Fitdov Manor following Vasilka, a flesh construct, to find Esmerelda. You regain a use of this property at the start of the next sunrise. This property is only usable once per day. On a failure, a creature takes 10d6 radiant damage or half that much on a success. All creatures of Evil alignment within this space must make a Wisdom saving throw of DC 12 + your proficiency modifier. The wave extends up to 30 ft in all directions around you. Using an action, you create a magical wave of destructive radiance centered on yourself. Purge Evil: A property that only exists on a Blade of Evil Smiting with a rarity of very rare.
If the attack on the creature hits then the creature takes an additional 1d8 radiant damage. When you make an attack roll on a creature of Evil alignment, you have advantage on the attack roll. Smite Evil: The Blade of Evil Smiting is quick to destroy all evil. This property is in effect regardless if the wielder is attuned to the blade or not. When the creature is within 50 ft, the blade instead emits bright light up to 10 ft and dim light for an additional 10 ft. When a creature of an Evil alignment is within the radius, the blade magically emits dim light up to 10ft. This property extends from the blade up to a radius of 100 ft. The bonus depends on the rarity of the Blade of Evil Smiting.ĭetect Evil: The Blade of Evil Smiting magically glows in the presence of evil. You have a bonus to attack and damage rolls made with this weapon. Weapon (any sword), rare ( 1), very rare (2) (can only be attuned by a creature of non-evil alignment)Ī Blade of Evil Smiting is a magical blade of supernatural origins, often crafted and blessed by a particular deity of a Good alignment to combat against the forces of evil.