Conquering Barovia, one house at the time
So, after the house imploded poltergeist-style the party returns to the inn. Bloodied, battered and bruised they enter the inn. Now, eladrins isn't one of the standard races, but an example of a modified race in the Dungeon Master's Guide that was the high-elven race in 4E. My sister who plays the high-elf Imiral played an eladrin elf in the other campaign and just to spite her a bit without her knowing it I gave the eladrins an aura in Barovia like the big elves in Lord of the Rings when Frodo sees Glorfindel through the shadows. And both sisters believe that it is due to the paladin powers. They didn't even question the fey step or that I even called it that. Sibling rivalry can be fun. This all leads to my description of the party and "... Cygnus with his golden aura appears as shining as ever". Ismark visits them and tells them that the preparations for the burial of the burgomaster is complete and they will need taking the coffin to the church in the morning. For the first time they have the day of so they start to walk around town. First they are drawn to a house by the sounds of crying and as they enter and walk to the top floor they find Mad Mary, a woman crying over a miss-formed doll belong to her daughter Gertruda that have been gone for a week. Mary kept her daughter locked inside to protect her, but Gertruda apparently longed to be free as she became a teenager. Mary in desperation gives them the doll and ask them to fid her daughter. They discover the burgomaster's mansion, but find it ominous with the wolf paw prints and human footprints around the fortified mansion and the stories they heard from the tavern about the undead that have been assailing the burgomaster and pretty much caused his premature death. They don't know it is the burgomaster's mansion so they avoid it. They also try to haggle at the local shop, especially as the rouge now promoted to an arcane trickster and need a component pouch. They trade it for a spell book they found in the basement and can't really use. They head back to the inn and wakes up the next morning, eating breakfast and getting picked up by Cygnus and Ismark who take them to Ireena and the coffin. They start to bring it out, but the monk Imiral rolls a 1, of course, stumbles and Ireena have to rush forward and pick up the coffin before it falls to the ground. They bring it to the church and meet the priest Donavich. As they enter the chapel they hear the screams from below, a man calling out for his father how hungry he is. Donovich tells them that it is Doru, his son that have been turned to a vampire by the devil when a wizard appears and rallyed the barovians to fight against their oppressor. And they failed, and his son returned like that. They go on with the funeral as they walk outside to the cemetery where everyone has to help dig the grave and lower the coffin. Donovich says the prayer to the morning lord at what is supposed to be high noon and they fill it in. Returning Donovich tells them that if they are gonna take Ireena away he recommend the Abby of Saint Markovia in the village of Kerzk or the town of Vallacia, with it's fortified walls to protect from the devil. Cygnus takes the monk and rouge aside and tells them that the monster under the church must be destroyed, it's a danger to the people. They agree and ask the priest if he can bless their cursed property. Ireena and Ismark agrees to escort the priest and as he leaves they begin to search for a way down and finds a trapdoor in the first room they enter. They try to pull it open, but don't have strength enough to open it. The paladin stares at them, pushes them away and barely is able to open the trapdoor. As they enter the basement floor they see a lone man hiding in the shadows. He tries to avoid them, but as they get closer his eyes turns red and he grows fangs and attack them.
Imiral blocks the way out while Cygnus and Hope begins bashing at him. Cygnus smiting him with divine smite to stop his regenerative powers while Hope sneak attacks him. Doru begins running up the wall and to the roof to reach the trap door. Imiral uses his mage hand and pulls Doru down on the ground. Doru gets up and attacks Imiral and after some rounds are able to grapple him, but before he is able to bite the monk Hope are able to cast a spell that forces Imiral to laugh hysterical and become incapacitated enabling Imiral to pick up his stake and hammer and ram it through Doru's heart, slaying the vampire spawn. Cygnus picks up the body and brings it to the alter in the chapel. Donavich return, sees his son and breaks down crying. The party leaves. They get ready for their final night in the village of Barovia and in the morning all 5 heads out. After travelling for some time they are assaulted by 2 dire wolves. Easy job. As the road splits they discuss a while looking at the map and finally decide to take the shortest road to Vallakia. They arrive at Tzer Pool where some Vistani have made camp. Trying to hurry past they are called to a meeting with madam Eve, the leader of these Vistani.
They are given a fortune telling when they enter as she pulls four cards describing 3 items that can help them, a person that can aid them and the very place where they will confront Strahd. The players didn't get this at all. Which could be my fault, but still, it feels like something I have to remind them to push them in the right direction. And I'm probably to nice to them since they don't write anything down at all so they rely on me telling them where to go. Well, that was the end of the first day, 14 hours of play, and I only had prepared the Death house section of the game, the rest randomised by using the book. And they wanted to play more the day after. Good god! As a bonus this is the reading they got:
1. This card tells of history. Knowledge of the ancient will help you better understand enemy
Master of Glyphs - Priest
You will find what you seek in the castle, amid ruins of a place of supplication
2. This card tells of a powerful force for good and protection, a holy symbol of great hope.
4 of Glyphs - Sheperd
Find the mother - she who gave birth to evil
3. This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.
2 of Swords - Paladin
I see a sleeping prince, a servant of light and the brother of darkness. The treasure lies with him.
4. This card sheds light on one who will help you greatly in the battle against darkness.
Ghost
I see a fallen paladin of a fallen order of knights. He lingers like a ghost in a dead dragon’s lair.
5. Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!
Seer
He awaits you in a place of wisdom, warmth, and despair. Great secrets are there.
Before the adventure you are instructed to do a placeholder reading in case of the players avoiding any reading or making it impossible to have one (maybe killing the seer for example) and these cards I drew:
1. Enchanter
2. Avenger
3. Druid
4. Donjon
5. Darklord
I actually liked this one better since it didn't have most of the things being in the castle and Strahd being at the center of power is a bit more cinematic.
Father and son
Imiral blocks the way out while Cygnus and Hope begins bashing at him. Cygnus smiting him with divine smite to stop his regenerative powers while Hope sneak attacks him. Doru begins running up the wall and to the roof to reach the trap door. Imiral uses his mage hand and pulls Doru down on the ground. Doru gets up and attacks Imiral and after some rounds are able to grapple him, but before he is able to bite the monk Hope are able to cast a spell that forces Imiral to laugh hysterical and become incapacitated enabling Imiral to pick up his stake and hammer and ram it through Doru's heart, slaying the vampire spawn. Cygnus picks up the body and brings it to the alter in the chapel. Donavich return, sees his son and breaks down crying. The party leaves. They get ready for their final night in the village of Barovia and in the morning all 5 heads out. After travelling for some time they are assaulted by 2 dire wolves. Easy job. As the road splits they discuss a while looking at the map and finally decide to take the shortest road to Vallakia. They arrive at Tzer Pool where some Vistani have made camp. Trying to hurry past they are called to a meeting with madam Eve, the leader of these Vistani.
Well, she looks trustworthy
They are given a fortune telling when they enter as she pulls four cards describing 3 items that can help them, a person that can aid them and the very place where they will confront Strahd. The players didn't get this at all. Which could be my fault, but still, it feels like something I have to remind them to push them in the right direction. And I'm probably to nice to them since they don't write anything down at all so they rely on me telling them where to go. Well, that was the end of the first day, 14 hours of play, and I only had prepared the Death house section of the game, the rest randomised by using the book. And they wanted to play more the day after. Good god! As a bonus this is the reading they got:
1. This card tells of history. Knowledge of the ancient will help you better understand enemy
Master of Glyphs - Priest
You will find what you seek in the castle, amid ruins of a place of supplication
2. This card tells of a powerful force for good and protection, a holy symbol of great hope.
4 of Glyphs - Sheperd
Find the mother - she who gave birth to evil
3. This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight.
2 of Swords - Paladin
I see a sleeping prince, a servant of light and the brother of darkness. The treasure lies with him.
4. This card sheds light on one who will help you greatly in the battle against darkness.
Ghost
I see a fallen paladin of a fallen order of knights. He lingers like a ghost in a dead dragon’s lair.
5. Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him!
Seer
He awaits you in a place of wisdom, warmth, and despair. Great secrets are there.
Before the adventure you are instructed to do a placeholder reading in case of the players avoiding any reading or making it impossible to have one (maybe killing the seer for example) and these cards I drew:
1. Enchanter
2. Avenger
3. Druid
4. Donjon
5. Darklord
I actually liked this one better since it didn't have most of the things being in the castle and Strahd being at the center of power is a bit more cinematic.
Inga kommentarer:
Skicka en kommentar