The party returns to the library to take a long rest. They hatch a plan to confront the amber golem from two fronts. The paladins will go to the great hall and attack the golem after busting through the door while Roger will fireball him from behind through one of the fissures. Lideydri recalls seeing Kasimir communing with one of the sarcophagi after she reconed the fissures from the day before.
The party splits up and Roger waits for the signal, being the paladins entering the room. When Bjorn attempts to open the door he finds it locked. Lideydri attempts to push the door open with brute strength but fails. Bjorn gets impatient and begins pounding on the door with his warhammer. He smashes down the door which causes the amber golem to disappear. Roger enters the room and looks around. He is smashed back into the fissure by some unseen force. Bjorn hears something heavy approaching him and he takes a blow to his beard.
Gilly gives Roger a healing potion and Kasimir uses a firebolt in an attempt to find where the golem is within the room. Roger returns with a fireball in hand. Bjorn and Lideydri attempt to fight the golem but find him difficult to hit. Bjorn takes a couple more hits (crits) and backs away. Lideydri steps up and attempts to fight the invisible menace. The golem changes position and Lideydri searches for it. Bjorn is hit a few more times but stands his ground. Lideydri flanks the golem and the paladins make some solid hits with Bjorn knocking some amber off the golem with a crit. Kasimir crits the golem with a firebolt. Gilly springs into the room over Kasimir's head and searches through a pile of treasure. Bjorn is hit again and goes down. The golem turns his attention to fighting Lideydri. Roger and Kasimir continue to cast firebolts at the invisible creature to learn its whereabouts. Gilly searches two more piles of treasure before giving the dwarf a healing potion (and gains inspiration). The golem appears in the room, its spell concluded. Lideydri lands a final blow and the golem falls to the ground.
A quick search of the room reveals a obsidian sceptre, a golden chariot, a skull with red gems in the eye sockets, some jewelry, many coins, a rapier with a pink crystal hilt and 15 copies of Snow Dwarf and the seven Wights. The paladins urge a long rest after this brutal fight as they have cast all their healing spells to make it through the battle.
Refreshed and regrouped in the library, the party heads back down the stairs and into the great hall. They take the western hallway and find a large corridor with an open door to the north. Inside they find 4 one-eyed Nothics. Bjorn attempts to communicate with them and then feels as if they are trying to enter his mind. Roger blasts them with two fireballs and Kasimir adds another which quickly dispatches the creatures. They find two amber sarcophagi and one destroyed. They communicate with the two remaining tombs and decide not to accept their dark offers. They head out to explore more here.
Bjorn finds the closest door, opens it, find three more sarcophagi and closes the door. He heads on down the hall to check on the next door. Gilly, however, reopens the door and goes in. Something sinister slashes her two times causing dark necrotic wounds. Before she can react a large toad like creature, black and evil, appears and slashes her two more times before she falls to the ground. Roger casts a lightning bolt at the fowl creature. The lightning hits its mark but the Death Slaad just turns its gaze from Gilly to Roger and seems to make a toothy smile.
Lideydri readies her action, then Bjorn and finally Kasimir rounds out the first turn order.
Into Barovia
Monday, November 21, 2016
Thursday, November 17, 2016
Chapter 12: Roger and the secret doors
The party takes a rest in the ancient lecture hall. Victor, after paging through his black tome, decides that it is possible to restore his arm, even if it will never be the same. He thinks if he finds the right components, he can "heal" his missing appendage. Vannan and Grimtooth offer to aid him in his quest to find the necessary ingredients for the ritual.
The party then decides to tackle the door they've been warned not to open at the initial room they entered in the temple. Lideydri opens the door to find three more green flaming skulls floating in the air. She quickly closes the door. They then decide to inspect the large statue in the great hall at the center of the temple. They descend the stairs sticking close to the wall so as not to draw the fire of the flaming skulls from up above.
Lideydri is hit by rays of fire coming from the great statue's head. The party takes cover as Roger casts a fireball at the statue's face. His wild magic causes him to teleport at will. The party takes cover as Bjorn yells to move forward. More flaming rays come from the statue. Roger casts orbs of force that go streaking toward the menacing granite form. Again, his wild magic manifests. This time as a happy little flumph pops into existence quite confused and scared. Pop, pop, pop! Three fire balls turn the flumph into cinders.
Lideydri takes the opportunity to charge the statue and get behind its flanks. Roger sends more magic missiles at the head of the statue. Bjorn takes cover in a hallway behind a pillar and sees his reflection on the walls, not reflecting his actions but silently urging him to leave. Gilly enters the hallway and sees the same sight. Roger makes his way to the hallway. Lideydri ponders what to do. Bjorn joins Lideydri behind the statue and notices the outline of a door. Lideydri opens the door and finds a stairway spiraling upward inside the statue. She ascends and finds the smoking carcass of some sort of fox like humanoid wearing a robe (of many things). A pair of gold spectacles lay on the floor next to the dead things head.
She returns to the base of the statue. She investigates a room with open doors. As she enters, four specters begin to take shape. The two paladins turn the spirits and dispatch them as they attempt to flee one by one. While the paladins are doing their thing, Roger notices a secret door. Gilly attempts to open it but Roger believes arcana has sealed it shut. As they decide what to do next, Bjorn comes walking by singing a song. The lyrics just happen to contain the command to open the portal, "Knock, knock, knock(ing on heaven's door)."
They find a stairway going upward that leads to a library. Many books fill the room but they all are untitled and contain blank pages. Roger inspects the room and finds another secret door. This time it leads to an empty closet more or less. Until they find yet another secret door. Lideydri pushes the door open to reveal a room filled with old royal furnishings. Standing in the center of the room at a table they see a skeletal figure, its eyes glowing red. It says, "Do I know you?" in a slow questioning manner. The party find that this undead thing lives in this room and is very limited on knowledge. He remembers some vague things but not its own name. He is reading a book titled "The Incants of Exethanter" but will not let the party read it. He tells a tale of how ancient wizards built this temple to imprison the evils of old. However, other things came to the evil thing's beckons and over the years the wizards were eventually defeated. The amber sarcophagi are the bottles that hold the evil spirits still but the spirits can still interact with the world. If one touches the sarcophagi, the spirit may propose a dark gift upon the mortal. They communicate telepathically and only if the offer is agreed is the dark grant fulfilled.
The lich also describes how Strahd had come to the temple, seeking power and enticed by the evil spirits. He makes a pact with the evil that if he kills his brother, the evils will make him the ruler of Barovia and give him eternal life. The lich also says the evil spirits will betray Strahd if another evil force takes his place. Strahd's lust for pain and death feed these evil spirits and so they support Strahd.
After learning enough the party leaves telling the lich they will return if they have further questions. They go down another staircase that leads to a large vault with three sarcophagi and some crates. Lideydri correctly pieces together that these are similar crates as in the coffin maker's cottage. Lideydri and Bjorn pummel the vampiric spawn inside the crates, Roger summons a tiger while Gilly and Kasimir fire on the spawn from above. Bjorn takes a nasty bite from one of them.
Once the spawn have been dispatched Lideydri traverses a fissure and finds another amber golem protecting a hoard of treasure. She returns to tell the party of the golem. The party feeling depleted of spell and strength decide to take a long rest in the temple.
The party then decides to tackle the door they've been warned not to open at the initial room they entered in the temple. Lideydri opens the door to find three more green flaming skulls floating in the air. She quickly closes the door. They then decide to inspect the large statue in the great hall at the center of the temple. They descend the stairs sticking close to the wall so as not to draw the fire of the flaming skulls from up above.
Lideydri is hit by rays of fire coming from the great statue's head. The party takes cover as Roger casts a fireball at the statue's face. His wild magic causes him to teleport at will. The party takes cover as Bjorn yells to move forward. More flaming rays come from the statue. Roger casts orbs of force that go streaking toward the menacing granite form. Again, his wild magic manifests. This time as a happy little flumph pops into existence quite confused and scared. Pop, pop, pop! Three fire balls turn the flumph into cinders.
Lideydri takes the opportunity to charge the statue and get behind its flanks. Roger sends more magic missiles at the head of the statue. Bjorn takes cover in a hallway behind a pillar and sees his reflection on the walls, not reflecting his actions but silently urging him to leave. Gilly enters the hallway and sees the same sight. Roger makes his way to the hallway. Lideydri ponders what to do. Bjorn joins Lideydri behind the statue and notices the outline of a door. Lideydri opens the door and finds a stairway spiraling upward inside the statue. She ascends and finds the smoking carcass of some sort of fox like humanoid wearing a robe (of many things). A pair of gold spectacles lay on the floor next to the dead things head.
She returns to the base of the statue. She investigates a room with open doors. As she enters, four specters begin to take shape. The two paladins turn the spirits and dispatch them as they attempt to flee one by one. While the paladins are doing their thing, Roger notices a secret door. Gilly attempts to open it but Roger believes arcana has sealed it shut. As they decide what to do next, Bjorn comes walking by singing a song. The lyrics just happen to contain the command to open the portal, "Knock, knock, knock(ing on heaven's door)."
They find a stairway going upward that leads to a library. Many books fill the room but they all are untitled and contain blank pages. Roger inspects the room and finds another secret door. This time it leads to an empty closet more or less. Until they find yet another secret door. Lideydri pushes the door open to reveal a room filled with old royal furnishings. Standing in the center of the room at a table they see a skeletal figure, its eyes glowing red. It says, "Do I know you?" in a slow questioning manner. The party find that this undead thing lives in this room and is very limited on knowledge. He remembers some vague things but not its own name. He is reading a book titled "The Incants of Exethanter" but will not let the party read it. He tells a tale of how ancient wizards built this temple to imprison the evils of old. However, other things came to the evil thing's beckons and over the years the wizards were eventually defeated. The amber sarcophagi are the bottles that hold the evil spirits still but the spirits can still interact with the world. If one touches the sarcophagi, the spirit may propose a dark gift upon the mortal. They communicate telepathically and only if the offer is agreed is the dark grant fulfilled.
The lich also describes how Strahd had come to the temple, seeking power and enticed by the evil spirits. He makes a pact with the evil that if he kills his brother, the evils will make him the ruler of Barovia and give him eternal life. The lich also says the evil spirits will betray Strahd if another evil force takes his place. Strahd's lust for pain and death feed these evil spirits and so they support Strahd.
After learning enough the party leaves telling the lich they will return if they have further questions. They go down another staircase that leads to a large vault with three sarcophagi and some crates. Lideydri correctly pieces together that these are similar crates as in the coffin maker's cottage. Lideydri and Bjorn pummel the vampiric spawn inside the crates, Roger summons a tiger while Gilly and Kasimir fire on the spawn from above. Bjorn takes a nasty bite from one of them.
Once the spawn have been dispatched Lideydri traverses a fissure and finds another amber golem protecting a hoard of treasure. She returns to tell the party of the golem. The party feeling depleted of spell and strength decide to take a long rest in the temple.
Tuesday, November 1, 2016
Chapter Eleven: Amber as far as thy can see
The party rests at the campsite of the defeated Mountain Folk. They take heed of the dead prisoner's warning and stay clear from the doors to the north of the room. They venture out into the great hall and enter the doors directly across from their room. They find a large room with a hole dug into the floor. They notice hand holds have been cut to make traversing the pit easier. Bjorn investigates a room to the south and finds an old barracks. Roger looks down the hole.
Gilly, Vannan and Lideydri search a corridor to the north, passing a closed door, and reach a set of open double doors at the other end. A large amber statue turns toward them and clenches a fist. Gilly attempts to shut the door but the amber golem is able to push its way into the door way. Vannan rushes forward to attack but his sword is ineffective. Lideydri moves forward and attacks with her sunsword. Gilly asks others to come and help. Roger dashes to see what the halfing needs. Bjorn slowly makes his way to the corridor. Vannan and Lideydri continue to stave off the statue until Bjorn can get into place alongside Lideydri. Gilly springs in to attack and sneaks back. Roger hurls magic missiles. Gilly convinces Vannan to throw his spear. Lideydri fumbles her sword attack and becomes slowed by the statues thunderclap. Bjorn picks of the slack and crushes the statue with his hammer. Gilly pockets some of the broken pieces of amber.
Roger wanders away to the north onto a balcony. He continues into a room with a broken obsidian statue. Bjorn and the other follow. Roger also finds a secret door and the party deliberates whether to follow the smell of death or not. They decide to find the source of the stench and descend a stair case. Lideydri peers into a room and finds seven undead humanoids with three eyes, climbing walls and ceilings. She and Bjorn take up positions around the doorway to outmaneuver their foes. Roger sets off a fireball in the room. The ghasts are dispatched in short order with the hammering from the paladins with Vannan and Gilly offering missile fire from behind.
Inside they find three glowing amber sarcophogi. Lideydri attempts to destroy one but is unable to affect the standing amorphic tombs. Roger and the paladins feel like the sarcophogi are beckoning to them but resist any urges. Kasimir enters the room and touches one of the tombs. He seems to be communicating with something inside the amber. The paladins pull him away. Kasimir wants to continue his conversation but the party convinces him to leave these evil pods alone.
The party then enters the closed door from the corridor. They find a auditorium with lit lanthorns. Gilly investigates the podium and finds a burnt human man. He said his name is Vilnius and he is very scared of the evil in this temple. He has been eating vermin to survive. He talks of flaming skulls that killed his master and other constructs that lurk the halls. When the party tells him that they have defeated the amber golem he asks if he may leave. The party makes way for the man and allows him an easy exit.
When he is gone, the party returns to the hole in the floor. Lideydri goes down a rope but quickly comes back up after seeing more sarcophogi and floating skulls alight with green flame. The party prepares for battle and are hit by fireballs. The paladins do as much healing as they can as the skulls continue to hit them with fire spells. Roger casts some cold orbs at them, Bjorn attempts to turn them and the others use their ranged weapons. Then Roger's wild magic causes Lideydri to rise into the air and she is launched toward the final skull, crushing it into a wall. The party decides to return to the auditorium and heal up for a while. Vannan recalls that he remembers that these evil sentries are able to reform after a short period unless holy water is poured over their crushed remains. The paladins are happy to douse the bones with their mandatory stash of holy water.
Gilly, Vannan and Lideydri search a corridor to the north, passing a closed door, and reach a set of open double doors at the other end. A large amber statue turns toward them and clenches a fist. Gilly attempts to shut the door but the amber golem is able to push its way into the door way. Vannan rushes forward to attack but his sword is ineffective. Lideydri moves forward and attacks with her sunsword. Gilly asks others to come and help. Roger dashes to see what the halfing needs. Bjorn slowly makes his way to the corridor. Vannan and Lideydri continue to stave off the statue until Bjorn can get into place alongside Lideydri. Gilly springs in to attack and sneaks back. Roger hurls magic missiles. Gilly convinces Vannan to throw his spear. Lideydri fumbles her sword attack and becomes slowed by the statues thunderclap. Bjorn picks of the slack and crushes the statue with his hammer. Gilly pockets some of the broken pieces of amber.
Roger wanders away to the north onto a balcony. He continues into a room with a broken obsidian statue. Bjorn and the other follow. Roger also finds a secret door and the party deliberates whether to follow the smell of death or not. They decide to find the source of the stench and descend a stair case. Lideydri peers into a room and finds seven undead humanoids with three eyes, climbing walls and ceilings. She and Bjorn take up positions around the doorway to outmaneuver their foes. Roger sets off a fireball in the room. The ghasts are dispatched in short order with the hammering from the paladins with Vannan and Gilly offering missile fire from behind.
Inside they find three glowing amber sarcophogi. Lideydri attempts to destroy one but is unable to affect the standing amorphic tombs. Roger and the paladins feel like the sarcophogi are beckoning to them but resist any urges. Kasimir enters the room and touches one of the tombs. He seems to be communicating with something inside the amber. The paladins pull him away. Kasimir wants to continue his conversation but the party convinces him to leave these evil pods alone.
The party then enters the closed door from the corridor. They find a auditorium with lit lanthorns. Gilly investigates the podium and finds a burnt human man. He said his name is Vilnius and he is very scared of the evil in this temple. He has been eating vermin to survive. He talks of flaming skulls that killed his master and other constructs that lurk the halls. When the party tells him that they have defeated the amber golem he asks if he may leave. The party makes way for the man and allows him an easy exit.
When he is gone, the party returns to the hole in the floor. Lideydri goes down a rope but quickly comes back up after seeing more sarcophogi and floating skulls alight with green flame. The party prepares for battle and are hit by fireballs. The paladins do as much healing as they can as the skulls continue to hit them with fire spells. Roger casts some cold orbs at them, Bjorn attempts to turn them and the others use their ranged weapons. Then Roger's wild magic causes Lideydri to rise into the air and she is launched toward the final skull, crushing it into a wall. The party decides to return to the auditorium and heal up for a while. Vannan recalls that he remembers that these evil sentries are able to reform after a short period unless holy water is poured over their crushed remains. The paladins are happy to douse the bones with their mandatory stash of holy water.
Monday, October 10, 2016
Chapter Ten: Grendel and the Amber Temple
The party returns the gems to the Wizard of Wines and then returns to Vallaki to gather Kasimir. Everyone then begins the journey into the forest toward the mountains. Kasimir suddenly stopped and the party finds that they have come across an injured angel named Harune. His throat has been torn out as he lies dying next to a tree. The paladins attempt to heal him but he telepathically relays that their divine magic will not work on his extra-planar body. He has been searching for another like him, Baoul, who came to Barovia many years ago but has not been heard of since. Harune had attempted to come to Barovia many times but the dark mist would not let him enter until today. When he did arrive, something dark and fast attacked him, he could not tell what it was. He then rewards them for offering to save him and gives the party a golden feather that will heal wounds, diseases, poisons and curses. He then dies.
Kasimir thinks Strahd lured Harune here and then killed him. He could still be near and might know of their plan to go to the Amber Temple to find a way to destroy Strahd. He suggests going through the Sullen Vale, a place where Strahd, nor his minions ever go. There are rumors another terror lurks in that area that even Strahd does not poke with a stick.
The party venture in the Sullen Vale and begin to hear horrific waves of sound. The feel sluggish and foggy in the brain. A form of black smoke bamfs from spot to spot out of the woods toward the party. Unable to react, the party watches and the smoke bamfs toward Victor and grabs him. Victor looks horrified as the things clutches him and bamfs off into the darkness. The sounds reside and the party can move again. They notice Victor's bag and let the cat out. It senses its surroundings and begins to walk down into the valley. It leads them to a large cave with a kobold eating something at the entrance. Vannan discerns that it is eating Victor's arm. Gilly scurries up a tree to see if there are other creatures about. Bjorn walks up to it and smashed it up against the rock face.
The kobold transforms into a huge hideous monstrosity and attacks. It bamfs behind Bjorn and casts a fireball. Lideydri and Bjorn attack the creature as moves around. Vannan fires off some arrows and sends Grimtooth in to attack. The creature mauls Grimtooth who retreats. Gilly shoots an arrow and then runs into the cave to search for the rest of Victor. The creature sends another fireball at the paladins and then goes after Vannan. The stench of the creature is horrible but the party pushes the attack. Bjorn called on his god to assist him and he smites the creature low.
Lideydri heals Victor but he is still in shock. The party rests for the night in the dark cave. In the back of the cave they find a pile of human bones and also a potion of frost giant strength, a potion of superior healing, a potion of greater healing, a potion of gaseous form, a ring of evasion and a scroll of Slow spell.
After a good long rest Kasimir states the obvious, that they should stay in the Sullen Vale any longer, and the they head to the Amber Temple. Upon reaching the outer fascade, they notice a flickering of light toward one end of the ruins. Bjorn hears voices talking and Lideydri tries to persuade them to come out peacefully. A berserker attacks her and the other wild folk come running out the main entrance and begin to pound on Grimtooth. After some intense fighting, Lideydri knocks one unconscious and helps Bjorn defeat them as Gilly begins to master her stealth and sneak attacks.
Grimtooth survives with Victor's necrotic powers. Vannan convinces the sleeping dire wolf to wake up and vacate the temple. It runs away. The party take over the wild folk's campsite. When the prisoner awakens he tells them he serves Strahd, there is much evil this temple and that he was told never to open the north doors in the room. There is some discussion as to what to do with the prisoner until Kasimir sticks an arrow head into his throat.
Kasimir thinks Strahd lured Harune here and then killed him. He could still be near and might know of their plan to go to the Amber Temple to find a way to destroy Strahd. He suggests going through the Sullen Vale, a place where Strahd, nor his minions ever go. There are rumors another terror lurks in that area that even Strahd does not poke with a stick.
The party venture in the Sullen Vale and begin to hear horrific waves of sound. The feel sluggish and foggy in the brain. A form of black smoke bamfs from spot to spot out of the woods toward the party. Unable to react, the party watches and the smoke bamfs toward Victor and grabs him. Victor looks horrified as the things clutches him and bamfs off into the darkness. The sounds reside and the party can move again. They notice Victor's bag and let the cat out. It senses its surroundings and begins to walk down into the valley. It leads them to a large cave with a kobold eating something at the entrance. Vannan discerns that it is eating Victor's arm. Gilly scurries up a tree to see if there are other creatures about. Bjorn walks up to it and smashed it up against the rock face.
The kobold transforms into a huge hideous monstrosity and attacks. It bamfs behind Bjorn and casts a fireball. Lideydri and Bjorn attack the creature as moves around. Vannan fires off some arrows and sends Grimtooth in to attack. The creature mauls Grimtooth who retreats. Gilly shoots an arrow and then runs into the cave to search for the rest of Victor. The creature sends another fireball at the paladins and then goes after Vannan. The stench of the creature is horrible but the party pushes the attack. Bjorn called on his god to assist him and he smites the creature low.
Lideydri heals Victor but he is still in shock. The party rests for the night in the dark cave. In the back of the cave they find a pile of human bones and also a potion of frost giant strength, a potion of superior healing, a potion of greater healing, a potion of gaseous form, a ring of evasion and a scroll of Slow spell.
After a good long rest Kasimir states the obvious, that they should stay in the Sullen Vale any longer, and the they head to the Amber Temple. Upon reaching the outer fascade, they notice a flickering of light toward one end of the ruins. Bjorn hears voices talking and Lideydri tries to persuade them to come out peacefully. A berserker attacks her and the other wild folk come running out the main entrance and begin to pound on Grimtooth. After some intense fighting, Lideydri knocks one unconscious and helps Bjorn defeat them as Gilly begins to master her stealth and sneak attacks.
Grimtooth survives with Victor's necrotic powers. Vannan convinces the sleeping dire wolf to wake up and vacate the temple. It runs away. The party take over the wild folk's campsite. When the prisoner awakens he tells them he serves Strahd, there is much evil this temple and that he was told never to open the north doors in the room. There is some discussion as to what to do with the prisoner until Kasimir sticks an arrow head into his throat.
Monday, September 12, 2016
Chapter 9: Yester Hill People and the Blight Tree
The party finishes their conversation with a ghost in the ruined manor in Berez. They head back to Muriel's hideout and return to Wizard of Wines. They give the magic gem to the Martikov family and continue on to Yester Hill to seek out another gem that the evil druids are said to have taken.
Upon reaching the foul hill, the party sees atop the mound a black circular stone wall with a fifty foot statue of a vampire inside. The hill is ringed with paths and trees with burial places at their bases. Gilly climbs up the nearest tree to see into the wall. Lightning strikes the wall and energy pulses through the rocks. Gilly sees six druids facing the statue, chanting something about Wintersplinter. Lideydri and Roger both spot a hellish horse floating in the sky along with a rider who they believe to be Strahd. The vampire appears to be watching the druids complete their ritual. The party discuss sneaking up on the druids. However, the ritual is completed before they can act.
The final lightning strike hits the stone wall and a thirty foot plant creature with green light seeping out of its core bursts out from the statue's shell. Strahd, in a booming voice, commands the creature to destroy the Wizard of Wines. The hulk begins to lumber (hee hee) its way down the path toward the party's location. Strahd turns his mount, pauses, and then returns to his castle.
Roger blasts the monstrosity with a fire ball that lights up the area. Then a wave a missiles impact the spongy wooden flesh. More druids undig themselves from some of the burial spots and cast spells that causes their flesh to become hard and bark-like. Bjorn goes into critical hit mode and drops many druids. Roger casts a lightning bolt through the monster causing a big hole through its gut and drops more wizards behind the creature. One druid then begins to float into the air which Gilly promptly slices in half. Vannan breaks his long bow. Lideydri and Bjorn go on an evil druid killing spree which causes the two remaining druids to flee. Vannan drops one but Grimtooth is unable to dispatch the final druid that escapes into the thick woods. Roger retrieves the final gem.
The party go to investigate a dread looking tree in a grove behind the stone wall. They see Needle Blights surrounding the evil tree. Bjorn casts some protection and attacks the blights head on. He is quickly flanked by some Vine Blights. Vannan quickly begins to restring his long bow. Lideydri uses her sunsword and tears through the vine creatures. Roger casts rays of flame and then promptly pops out of existence. Bjorn and Lideydri continue to press against the evil plants with Vannan and Gilly sniping from afar. Roger reappears and showers the remaining blights with arrows of pure force. Eventually the remaining blights are defeated.
They find a skeleton at the base of the evil tree clutching a silver warhammer. Lideydri suggests destroying the tree and burning it down. While this takes place, Vannan hears voices telling him he is worthy of the Blood Spear. He is drawn to one of the burial plots and finds a spear, untarnished by time.
To the west they see a wall of thick fog with a fortress overlooking a great city. Victor says this is the Whispering Wall. It is said that it is all that remains of a long forgotten god. The story goes that an ancient god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced the mist. Within in were all his memories of the world and all his visions of its possible futures, and with proper preparation, a seeker could go on a vision quest within it. Others think what they see in the fog is the real world and that it is in fact that Strahd's domain is just a dark memory in the Whispering Wall.
They ponder this and then return the gem to the Wizard of Wines. The Martikov thanks them promises to share the first batch of wine that comes with the next harvest with the party.
Upon reaching the foul hill, the party sees atop the mound a black circular stone wall with a fifty foot statue of a vampire inside. The hill is ringed with paths and trees with burial places at their bases. Gilly climbs up the nearest tree to see into the wall. Lightning strikes the wall and energy pulses through the rocks. Gilly sees six druids facing the statue, chanting something about Wintersplinter. Lideydri and Roger both spot a hellish horse floating in the sky along with a rider who they believe to be Strahd. The vampire appears to be watching the druids complete their ritual. The party discuss sneaking up on the druids. However, the ritual is completed before they can act.
The final lightning strike hits the stone wall and a thirty foot plant creature with green light seeping out of its core bursts out from the statue's shell. Strahd, in a booming voice, commands the creature to destroy the Wizard of Wines. The hulk begins to lumber (hee hee) its way down the path toward the party's location. Strahd turns his mount, pauses, and then returns to his castle.
Roger blasts the monstrosity with a fire ball that lights up the area. Then a wave a missiles impact the spongy wooden flesh. More druids undig themselves from some of the burial spots and cast spells that causes their flesh to become hard and bark-like. Bjorn goes into critical hit mode and drops many druids. Roger casts a lightning bolt through the monster causing a big hole through its gut and drops more wizards behind the creature. One druid then begins to float into the air which Gilly promptly slices in half. Vannan breaks his long bow. Lideydri and Bjorn go on an evil druid killing spree which causes the two remaining druids to flee. Vannan drops one but Grimtooth is unable to dispatch the final druid that escapes into the thick woods. Roger retrieves the final gem.
The party go to investigate a dread looking tree in a grove behind the stone wall. They see Needle Blights surrounding the evil tree. Bjorn casts some protection and attacks the blights head on. He is quickly flanked by some Vine Blights. Vannan quickly begins to restring his long bow. Lideydri uses her sunsword and tears through the vine creatures. Roger casts rays of flame and then promptly pops out of existence. Bjorn and Lideydri continue to press against the evil plants with Vannan and Gilly sniping from afar. Roger reappears and showers the remaining blights with arrows of pure force. Eventually the remaining blights are defeated.
They find a skeleton at the base of the evil tree clutching a silver warhammer. Lideydri suggests destroying the tree and burning it down. While this takes place, Vannan hears voices telling him he is worthy of the Blood Spear. He is drawn to one of the burial plots and finds a spear, untarnished by time.
To the west they see a wall of thick fog with a fortress overlooking a great city. Victor says this is the Whispering Wall. It is said that it is all that remains of a long forgotten god. The story goes that an ancient god gave up his divinity to preserve the world from destruction and that his last exhalation as a god produced the mist. Within in were all his memories of the world and all his visions of its possible futures, and with proper preparation, a seeker could go on a vision quest within it. Others think what they see in the fog is the real world and that it is in fact that Strahd's domain is just a dark memory in the Whispering Wall.
They ponder this and then return the gem to the Wizard of Wines. The Martikov thanks them promises to share the first batch of wine that comes with the next harvest with the party.
Wednesday, August 10, 2016
Chapter 8: A Giant Giant's Skull
Kasimir arrives at the winery shortly after the party finishes breakfast. He says that Luvash and Arrigal request their presence for returning Arrabelle. The party escorts the wine from the winery back to the Vistani camp. Luvash is overjoyed to have his daughter back and Arrigal is doubly overjoyed to see the casks of wine heading toward his camp. They offer the party items as a reward. The party divvies out the loot. Bjorn receives the shield (+1 and fire resistance); Gilly takes the gloves (of swimming and climbing); Roger gets the tan bag (of tricks); Vannan is given a dagger (of warning) and a pendant (periapt of wound closure); Victor is given a staff (of the python).
They tell Kasimir they have to restore the flow of wine in Barovia and head out to the ruins of Berez. After traveling through the marsh for a few hours, Vannan detects they are not alone. Skeletons begin to rise out of the muck, some with devil-horned helmets. These seems unusually resilient as they continue to rise after being knocked asunder. The party defeats the opponents after achieving advantage with their tactics.
As they approach the ruined town of Berez, a light can be seen on the other side of the stream next to the trail. Gilly swims across to find great menhirs set in a circle with a WARY-looking woman behind the largest stone glaring at the party from afar. She returns and the whole party (sans Victor) cross the stream and talk to the WARY woman. She says she spies on the witch, Baba Lysaga, on behalf of the Raven worshipers in Vallaki. She talks about how the witch has scarecrows as sentries, has goats that she eats or does rituals every Sunday, that she flies around in a giant's skull and that she periodically sends her scarecrows to skirmish with the Martikov family at the winery. A few weeks past they brought back a green glowing gem and since, Baba Lysaga's hut has sprouted tree trunk legs and walks about. She also tells a myth that Baba Lysaga was once Strahd nursemaid and bestowed magic power unto him in the name of Mother Night. She was banished by the queen but still seeks to aid Strahd however she can. She wages war against the Raven folk.
The party ask the Book of Answers on how to defeat the witch. It replies that they cannot defeat the witch as things currently stand and that the gem is under the rug. Also the witch is weakest while she performs the ritual that has given her such longevity of life. The party comes up with a plan where Gilly will sneak into the hut when she flies over to the goat pen. Victor casts a spell and Gilly becomes invisible.
She easily eludes two scarecrows and climbs up the legs of the hut. She cannot open the door and climbs to a window. She pries open the window. The hut seems to look around. She finds an illusion of a baby in a crib on top of the rug. She moves the rug and pries the nails out of the floor boards. The gem rests in a hole with teeth ready to chomp on any intruding limbs. Gilly thinks she can hear her party members offering advice but eventually reaches in. She fails! She inspires herself to succeed. She succeeds! She quickly scurries out of the hut, freeing two cages of ravens that are hung by the front door and escapes just as the flying skull returns. "Nooooo!" Baba Lysaga yells.
The party then decides to kill to the old lady as she takes a bath. They hear Baba Lysaga kill the goats and then peep through the window and watch the old lady get in the bathtub (ewwwww). Gilly picks the lock on the door and Roger unleashes a fireball into the hut. The rest of the party charge in to attack the scarecrows. A bloody Baba Lysaga comes out of the burning hut and raises her arms. She makes a gesture and transforms into a swarm of flies and disappears into the night. The party quickly dispatch of the scarecrows after learning they are susceptible to fire and look through the hut. They find a chest but do not open it after noticing a glyph of warding upon it. They torch the hut to the ground.
They tell Kasimir they have to restore the flow of wine in Barovia and head out to the ruins of Berez. After traveling through the marsh for a few hours, Vannan detects they are not alone. Skeletons begin to rise out of the muck, some with devil-horned helmets. These seems unusually resilient as they continue to rise after being knocked asunder. The party defeats the opponents after achieving advantage with their tactics.
As they approach the ruined town of Berez, a light can be seen on the other side of the stream next to the trail. Gilly swims across to find great menhirs set in a circle with a WARY-looking woman behind the largest stone glaring at the party from afar. She returns and the whole party (sans Victor) cross the stream and talk to the WARY woman. She says she spies on the witch, Baba Lysaga, on behalf of the Raven worshipers in Vallaki. She talks about how the witch has scarecrows as sentries, has goats that she eats or does rituals every Sunday, that she flies around in a giant's skull and that she periodically sends her scarecrows to skirmish with the Martikov family at the winery. A few weeks past they brought back a green glowing gem and since, Baba Lysaga's hut has sprouted tree trunk legs and walks about. She also tells a myth that Baba Lysaga was once Strahd nursemaid and bestowed magic power unto him in the name of Mother Night. She was banished by the queen but still seeks to aid Strahd however she can. She wages war against the Raven folk.
The party ask the Book of Answers on how to defeat the witch. It replies that they cannot defeat the witch as things currently stand and that the gem is under the rug. Also the witch is weakest while she performs the ritual that has given her such longevity of life. The party comes up with a plan where Gilly will sneak into the hut when she flies over to the goat pen. Victor casts a spell and Gilly becomes invisible.
She easily eludes two scarecrows and climbs up the legs of the hut. She cannot open the door and climbs to a window. She pries open the window. The hut seems to look around. She finds an illusion of a baby in a crib on top of the rug. She moves the rug and pries the nails out of the floor boards. The gem rests in a hole with teeth ready to chomp on any intruding limbs. Gilly thinks she can hear her party members offering advice but eventually reaches in. She fails! She inspires herself to succeed. She succeeds! She quickly scurries out of the hut, freeing two cages of ravens that are hung by the front door and escapes just as the flying skull returns. "Nooooo!" Baba Lysaga yells.
The party then decides to kill to the old lady as she takes a bath. They hear Baba Lysaga kill the goats and then peep through the window and watch the old lady get in the bathtub (ewwwww). Gilly picks the lock on the door and Roger unleashes a fireball into the hut. The rest of the party charge in to attack the scarecrows. A bloody Baba Lysaga comes out of the burning hut and raises her arms. She makes a gesture and transforms into a swarm of flies and disappears into the night. The party quickly dispatch of the scarecrows after learning they are susceptible to fire and look through the hut. They find a chest but do not open it after noticing a glyph of warding upon it. They torch the hut to the ground.
Friday, August 5, 2016
Chapter 7: Just Jump on the Crazy Bastard
Lideydri and Bjorn wake up early and summon mystical mounts for their oncoming journey. Bjorn summons an undead moose. Lideydri, and undead warhorse. They both seem sad but reluctantly accept what their gods were able to provide.
The party awakens, checks on the saber-toothed tiger, make arrangements and then head toward the Vistani camp. They gather Kasimir and some horses from Arrigal. Kasimir leads them through the woods toward the Wizard of Wines. They come upon three row boats at the shore of a large lake. A lone boat sits at the center of the lake, a figure with a fishing pole occupies the vessel. The party call out but receive no reply. The party discuss the situation and decide to move on. Lideydri then notices the figure stands up, picking up a bag and tumbling it into the water. She thinks it might be Rictavio. Roger hears a little girl's murmur. Bjorn immediately guides his moose into the water. Roger juggles. A natural 20! The others jump into row boats and begin paddling. Bjorn has the moose dive into water but is unable to find the body bag. On his second attempt he swoops up the body in the moose's antlers and brings it to the surface. Gilly and Vannan pull the bag into their boat and untie the rope freeing the girl inside. After a high Medicine check, the girl begins to make demands. "Take me home now!" Lideydrii questions the fisherman who admits to taking the girl from the camp explaining Vistani are good luck. He hasn't caught a single fish for a week and he hoped offering a sacrifice to the lake would result in catching fish. He could then trade the fish for wine in Vallaki. Lideydri lashes up the two boats and drags the fisherman back to shore.
Kasimir directs the party to the road that leads to the Wizard of Wines and takes Arabelle back to the camp. The party, with fisherman in tow, head to the winery.
When they reach the vineyard, a man beckons them from nearby trees. He says he is Davian, the owner of the winery. He says that evil druids and blights overtook the winery and forced ha and his family to escape. If the adventurers can retake the winery, he will gladly share what wine is left with them. The party skirts the building and finds a side entrance near an outhouse. They tell the fisherman to knock on the front door, for those inside will give him wine. The fisherman goes up to the door and begins making a racket.
The noise appears to alert some magical creatures as bushes and small trees begins to animate. Thirty plant humanoids form and begin making their way to the winery. Vannan enters the winery and finds a small closet room and a beam that is used to bar the door shut. The others follow suit, Victor reluctantly follows after unleashing a powerful spell. The plant creatures hurl spikes from their hands like javelins but are ineffective. Inside, Lideydri spots a wild looking druid pouring a thick syrup into a vat. She cackles and more, smaller, plant creature begin lurching from within another vat. Vannan and Gilly hit the druid with missiles. Roger blasts her into oblivion with a lightning bolt. Bjorn and Lideydri flank the twig blights and push them back. Roger and Gilly go up to the balcony and pelt the blights still in the vat. They quickly dispatch the twigs and search the winery. They find three stairways up and down. They chose the central stairs and find a kitchen and a master bedroom on the second floor. Bjorn looks out the window to see the fisherman's body being pummeled by blights. They find a wine manifest and see that regular shipments to Vallaki and the Vistani have recently stopped. Also, at one point, shipments were made to Strahd but that was very long ago.
They go down a dark hallway and open a door. Vannan sees a man with wild hair and blood painted on his skin standing on a winch. He babbles at the party, "Nature bows to my every whim, for I have the vampire's staff!" He jumps through the hole in the floor onto a barrel in the wagon below. Bjorn pushes past everyone and jumps down upon him doing a critical hit with his hammer. Literally death from above. Lideydri inspects the staff. Everyone is puzzled as to what to do with it. Gilly then prods Victor into revealing that legends has it that destroying the staff breaks the enchantment on its minions. Lideydri and Bjorn smite the staff and all the blights in the area fall prone.
They return the winery to Davian who gives them wine. He says his sons can deliver the wine to where ever they choose. He also tells them how the winery was bestowed long ago with three magical gems, the size of pine cones, that magically enhanced the harvest of grapes in this region. Ten years ago, one of the gems was dug up and disappeared. The Champagne version of wine could thus not be produced. Three weeks ago, blights found a second gem during an attack on the winery. Davian believes Baba Lysaga was behind the attack. Five days ago, evil druids overran their defenses and forced the family to flee. He thinks they found the final gem and have taken it back to their lands at Yester Hill. The party inquires as to who Baba Lysaga is. Davian says she is a witch who resides in the Berez ruins. He implores the party to find the gems, "For the good of all Barovia!" Both Yester Hill and the ruins are back by Vallaki. The family hosts the party for the evening. Gilly says they should not drink the wine from the vats because they are probably poisoned.
The party awakens, checks on the saber-toothed tiger, make arrangements and then head toward the Vistani camp. They gather Kasimir and some horses from Arrigal. Kasimir leads them through the woods toward the Wizard of Wines. They come upon three row boats at the shore of a large lake. A lone boat sits at the center of the lake, a figure with a fishing pole occupies the vessel. The party call out but receive no reply. The party discuss the situation and decide to move on. Lideydri then notices the figure stands up, picking up a bag and tumbling it into the water. She thinks it might be Rictavio. Roger hears a little girl's murmur. Bjorn immediately guides his moose into the water. Roger juggles. A natural 20! The others jump into row boats and begin paddling. Bjorn has the moose dive into water but is unable to find the body bag. On his second attempt he swoops up the body in the moose's antlers and brings it to the surface. Gilly and Vannan pull the bag into their boat and untie the rope freeing the girl inside. After a high Medicine check, the girl begins to make demands. "Take me home now!" Lideydrii questions the fisherman who admits to taking the girl from the camp explaining Vistani are good luck. He hasn't caught a single fish for a week and he hoped offering a sacrifice to the lake would result in catching fish. He could then trade the fish for wine in Vallaki. Lideydri lashes up the two boats and drags the fisherman back to shore.
Kasimir directs the party to the road that leads to the Wizard of Wines and takes Arabelle back to the camp. The party, with fisherman in tow, head to the winery.
When they reach the vineyard, a man beckons them from nearby trees. He says he is Davian, the owner of the winery. He says that evil druids and blights overtook the winery and forced ha and his family to escape. If the adventurers can retake the winery, he will gladly share what wine is left with them. The party skirts the building and finds a side entrance near an outhouse. They tell the fisherman to knock on the front door, for those inside will give him wine. The fisherman goes up to the door and begins making a racket.
The noise appears to alert some magical creatures as bushes and small trees begins to animate. Thirty plant humanoids form and begin making their way to the winery. Vannan enters the winery and finds a small closet room and a beam that is used to bar the door shut. The others follow suit, Victor reluctantly follows after unleashing a powerful spell. The plant creatures hurl spikes from their hands like javelins but are ineffective. Inside, Lideydri spots a wild looking druid pouring a thick syrup into a vat. She cackles and more, smaller, plant creature begin lurching from within another vat. Vannan and Gilly hit the druid with missiles. Roger blasts her into oblivion with a lightning bolt. Bjorn and Lideydri flank the twig blights and push them back. Roger and Gilly go up to the balcony and pelt the blights still in the vat. They quickly dispatch the twigs and search the winery. They find three stairways up and down. They chose the central stairs and find a kitchen and a master bedroom on the second floor. Bjorn looks out the window to see the fisherman's body being pummeled by blights. They find a wine manifest and see that regular shipments to Vallaki and the Vistani have recently stopped. Also, at one point, shipments were made to Strahd but that was very long ago.
They go down a dark hallway and open a door. Vannan sees a man with wild hair and blood painted on his skin standing on a winch. He babbles at the party, "Nature bows to my every whim, for I have the vampire's staff!" He jumps through the hole in the floor onto a barrel in the wagon below. Bjorn pushes past everyone and jumps down upon him doing a critical hit with his hammer. Literally death from above. Lideydri inspects the staff. Everyone is puzzled as to what to do with it. Gilly then prods Victor into revealing that legends has it that destroying the staff breaks the enchantment on its minions. Lideydri and Bjorn smite the staff and all the blights in the area fall prone.
They return the winery to Davian who gives them wine. He says his sons can deliver the wine to where ever they choose. He also tells them how the winery was bestowed long ago with three magical gems, the size of pine cones, that magically enhanced the harvest of grapes in this region. Ten years ago, one of the gems was dug up and disappeared. The Champagne version of wine could thus not be produced. Three weeks ago, blights found a second gem during an attack on the winery. Davian believes Baba Lysaga was behind the attack. Five days ago, evil druids overran their defenses and forced the family to flee. He thinks they found the final gem and have taken it back to their lands at Yester Hill. The party inquires as to who Baba Lysaga is. Davian says she is a witch who resides in the Berez ruins. He implores the party to find the gems, "For the good of all Barovia!" Both Yester Hill and the ruins are back by Vallaki. The family hosts the party for the evening. Gilly says they should not drink the wine from the vats because they are probably poisoned.
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