onsdag 17 november 2021

A DnD Tale: Curse of Strahd - Enter the castle


Feels right at home

Continued with the plan. Before noon Immeral, Hope and Toby sneaks toward the burgomeister's mansion. They look into the kitchen window and Immeral shadow teleports in and open the window so the others can enter. They close the door and begins looking into the second floor. they find a library and a bedroom belonging to the son in the family, and then unlocks first a closet where they find a chained unconcious man, they immediatly back out and close the door. They open the next door and finds rows after rows with dolls looking like Ireena. They back out and close the doors. They lock both doors since now they are a bit freaked out. Not freaked out enough to get an idea. After looking through the mansion they will rescue the man in chain, and take him too Old Bone Grinder so that he can hide there, but in the meantime he can at least work the mill by making flour. When they defeat Strahd and hopefully gets Barovia back into their own dimension, they will use the mill to start exporting flout. They get the idea to join with the wizards of the wine to export wine as well. They have the capital, and not only the deed on the mill, but the property in the town of Barovia. The castle they can use as base and let Ismark become the new lord of the land and the children can help in the production of the flour. They also get the idea that they can find the deed to the ruins of Berez and set up some production there and also offers tourist guides to the Amber Temple. So that created the goal of establishing Hope & Immerals Emporium, a merchant empire from the mist of Barovia, to the valleys of Nerath, to the shores of the Forgotten Realms. 

So that derailed us for some minutes. After getting back into action they looked through the rest of the rooms and found a ladder to the attic where they noticed foot prints in the dust to a room where they could hear cats meowing and a boy casting some spells. They dispell the charm that was on the door with one of the saved spells in their ring and then Immeral shadow steps in and clubs him cold. They tie him up and make sure he can't cast a spell and grabs his spell book. They find a teleportation circle, and normally it's not working and is the reason the servants gone missing since they were killed when the son used them as guinea pigs, but I thought it would be more fun if they where teleported instead and they ended up in Castle Ravenloft.

They ended up in a room with a brazer with white flames and several coloured stones. There was also a rhyme mentioning that they could travel to different places with by throwing a coloured stone into the fire and then jump into it. They wanted to get out as quickly as possible, but I hinted that a lot of the stuff they look for is in the catacombs and that was just the stairway up and a corridor. Now, to make it easy I reasoned that they had seen the castle model in the Amber Temple and I gave them the map of castle Ravenloft from there as well, in the book it was destroyed, so I just flipped to the map of the castle that came with the book to make it easier for them to navigate (plus I had no skill in writing it all up). Sadly it showed the traps so they could avoid the trap door that would have thrown them down to the torture chamber filled with the water zombies. Instead they could block it after fighting just one crawling zombie. 

They enter the catacombs and lucky for them they don't have to look through all the crypts, but they make a line toward the side crypts, first finding Sergei von Stradovich tomb. They open it and find the sunsword and a +2 plate armour. They of course ask nicely if they can take magic artefacts to fight the evil before taking them. They then goes to the tomb of the King and Queen, Strahd's father and mother. They first have to get past a curtain of blue light, which they use their second stored dispel magic on. They find the Holy Symbol of Ravenkind on the Queens tomb and take it and tries to go back to the teleporter. But they get ambushed by four vampire spawn that jumps down from the bat covered ceiling. Being level 7 they handled it pretty well just being 3 people. Of course Hope doesn't have magical weapons and should only have done half damage, but we forgot that. The spawns are killed and they get to the brazzier and throw the violet orb in, teleporting them to Tsolenka Pass. They use the final dispel magic spell to get past the fire and then heads to Vallaki again, arriving around 18:00. They eat, gives the talisman to Cygnus as the only one being able to use it and goes to bed, ending the session.

Now, I believe I just make Katrina and Cygnus play through the Festival of the Blazing Sun event, with the release of Rictavio's tiger so that they rescue it, befriends Rictavio that gets the tiger out and leads them to van Richten's tower where they are attacked by the werewolves they are looking for. They only get XP and there is no magical artefacts. They will get the knowledge of the Werewolf's Den and the full Barovian map, but that ties in to their back-story much more than Hope and Immeral. Hopefully I can lead them to Argynvostholt which leads them back to the castle and the dinner with Strahd as well as another excuse to looking for the skull of the dragon. 

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