Old To Do:

  1. Deal with Arabelle and the Vistani men. (Reward? Information? Allies?)
  2. Work on the children angle
    -Check in with Blinsky (since we’ve found ourselves back in town)
    -Ask him and others about Mad Mary’s daughter and her doll
    -Should also ask about Morgantha who is kidnapping children and selling dream pastries, maybe she’s living in a gingerbread house, all we need to do is follow breadcrumbs
  3. Check out the mad wizard of Mt Baratok
  4. Check in on Elgian’s windmill as a potential base of operations
  5. Check on the wine order from the Wizard of Wines Vinyard
  6. Check out the marshes that were mentioned (should we take the two guides from the bar?)
  7. Amber Castle

Vallakii To do:

  • I want to talk to Ireena and ask about her doppelganger marionette.
  • I want to talk to the Burgomaster and Issac and make common cause (if the group agrees).
  • I want to find out what was the deal with the Ricktavio wagon. And I wanted to see what became of Henrick, his house, and the vampire spawn that we battled.
  • If time permits, I’d like to see about the mad wizard across the lake
  • I’d like to go back to the inn and also see if there might be some suss out some more information, resources or allies

As the party flees the house of Henrik the Coffin maker with the Vampire (or as we soon learn Vampire Spawn) in hot pursuit we notice several things that I will list in no particular order below.

1.      They can run on walls. As we ran from them, they often used this ability to gain ground on us.

2.      They are fast but only not much faster than we.

3.      They are dressed in strange garb but not Vistani clothing. They may have also been outlanders.

4.      They heal very quickly. The damage we did to them seemed to be gone within moments of causing it. And much of the damage from our physical weapons didn’t seem to have an effect.

5.      They could control bats. They caused swarms of bats to chase us into the church.

6.      They seem to be barred from entry to the church once the bones were restored to the crypt but it wasn’t clear that they were bared from entry before that (despite not being invited)

Once we made it to the church we began to harass the vampires and slow their progress against us long enough to restore the bones of St. Andral into the crypt. Upon completion of that task the vampires fled and we were able to rest and recuperate. The priest proved to be a great help in our time of need and provided us healing after the battle was done.

The priest (Lucian Petrovich) took time to question his grave digger further. The grave digger said many of the same things he said to us, that he was trying to pay for food and possible a means of escaping Barovia which is why he stole the bones. He had heard that the Vistani possessed a vial of potion that would allow the drinker to walk out of the fog without perishing. We knew from our discussions with the Vistani that this potion was bunk and told the grave differ so.

Petrovich eventually leaves us to rest in antechambers and conducts services for a small group of his faithful. We watch from the wings and meet a woman named Wilamina who is praying for her son’s safe return. His name is Udo. She says that he went missing after saying something negative against the wolfs head jamboree. We finally wise up and DON’T promise to rescue her son J

We do ask Petrovich a bit more about the festivals and he tells us that the Bergomaster hosts them to “keep the devil Strahd away”. But Petrovich also says that he believes that they are a waste of time. But it does lead us to believe that the Bergomaster may be truly aligned against Strahd and as such, may be a sort of an ally. Petrovich agrees that the Bergomaster is probably not in league with Strahd but he doesn’t take a position on the second part.

He tells us that many people are brought to the mansion to be “cleansed of evil”. When Corina tells us again about the peasant women that were brought to the mansion, he tells us that this is in keeping with the activities of the Burgomaster. He also tells us that when people are brought to be cleansed of evil, purple lights can be seen peeking out of the shuttered windows suggesting that there may be some magic afoot. In sum, Petrovich doesn’t believe that the Burgomaster is in league with Strahd but he also isn’t sure that he would be any kind of an ally to us.

When we wake in the morning we are greeted with a letter from Strahd… a dinner invitation at Castle Ravenloft.

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  1. Deal with Arabelle and the Vistani men. (Reward? Information? Allies?)
  2. Work on the children angle
    -Check in with Blinsky (since we’ve found ourselves back in town)
    -Ask him and others about Mad Mary’s daughter and her doll
    -Should also ask about Morgantha who is kidnapping children and selling dream pastries, maybe she’s living in a gingerbread house, all we need to do is follow breadcrumbs
  3. Check out the mad wizard of Mt Baratook
  4. Check in on Elgian’s windmill as a potential base of operations
  5. Check on the wine order from the Wizard of Wines Vinyard
  6. Check out the marshes that were mentioned (should we take the two guides from the bar?)
  7. Amber Castle

kasimir-patrina-and-izekWe rejoin our adventurers in the streets of Villaki. After leaving the toy shop of Gadof Blinsky, the town enforcer Isaac is seen approaching the shop. The adventures quickly, without discussion but still in near perfect coordination put themselves into position for maximum information collection. Elgian sneaks back in to the shop to be our eyes and ears. Korina and Ada duck for cover. Mondross and Elmer adopt the look of town simpletons grinning broadly and waving stupidly at the strange looking thug.

Izek mad dogs the boys but otherwise makes no hostile motion at the party. He enters the shop to speak to Blinsky. Elgian is playing the curious customer looking about but ready to soak in the encounter. He observes Izek and Blinsky discussing the latest rendition of the Ireena doll. Izek says it’s getting closer but needs some minor changes. Even as Izek describes the changes, Elgian silently agrees that such changes would make the doll just a bit more accurate to the muse. Blinsky promises to have the doll ready in a month and Isaac leaves.gadof-blinksky

As Izek exits the shop Korina is quick to follow at a safe distance, unobserved by the thug. As he walks, Korina is not surprised to see that the citizens give him a wide berth. Clearly the inhuman appendage replacing his left hand has left little doubt in the minds of the people of the town that Izek is not one to be messed with. He walks for a few minutes until he arrives at the grandest mansion in town. Though large and opulent by Villaki standards, it is dilapidated. The windows are all shaded and covered and the wall enclosing the compound has large slabs of plaster sluffing away like wax from an ancient candle.

Korina takes a careful but quick pass about the border of the property to understand it’s dimensions and the various doors and entry ways. When she returns to the front entrance she observes a gaggle of raggedy ladies entering the compound. The conversation that Korina over hears leads her to believe that these women are peasants and have come to the mansion for high tea with the Baroness. Korina returns to the party with this new information.

The party continues on with their task list. They continue through the streets towards the home and shop of the coffin maker but along the way the find the town square. The square appears to have the decorations for the last great festival, the wolfs head jamboree. When the party enters the square they soon notice guards removing and replacing old banners celebrating the last festival with new banners celebrating the up-coming festival; the Festival of the Burning Sun. The new banners, like the old ones insist that attendance is mandatory, especially for children. They sign off with an ominous slogan; “All will be well”.

In addition to the guards and decorations, there are stockades with several adults and a few children held in chains. The prisoners wear donkey masks over their heads and make such a pitiful site that the party is moved to offer some aid. Elgian and Ada quickly devise a diversion, stuffed burlap balls. Mondross takes up his lute and begins rocking out like we were at Woodstock. Elmer, with no skills to offer the ruse makes himself scarce and Korina uses the commotion to approach the poor unfortunates to give aid. She offers them water and asks them what they did to deserve this punishment. They thank her for her help, drink as greedily as their bonds and masks will allow and tell her that they were in stocks for various reasons such as speaking against the festival or not attending.

Shortly the guards take notice and come to watch the seen. Korina gives the last of the prisoners water and moves away while Elgian makes a play for the guards full attention. Elgian offers his services for the next event telling the guards that we are a troop of performers. The guards, impressed with the show thus far, tell Elgian to go to the manor house and see the baron about performing at the next festival. Elgian thanks the guards and we all move on.

Eventually the party arrives at the house and shop of Henrik the coffin maker. It is a two story structure with boarded windows on both floors. Elmer, moved by the holy spirit and determined to bring law and order to this thief who would rob the only church in the town boldly walks to the door and begins pounding on it. The rest of the party decides that though his actions are brash, he is providing a suitable distraction and begins scouting the rest of the dwelling. Soon Ada and Korina find a way in through a window and enter. After a bit of scouting on the inside on the first floor and confirming that there is only one person in the lower section of the home, they get the rest of the party (except Elmer) to join them inside. Elmer continues to try talk to Henrik, at times reasoning with him about the evil of his actions and at other times threatening him with physical violence and spiritual damnation. But ultimately the act that seems to push the thief over the edge is the sudden appearance of the visage of St. Andral in his parlor. Korina, slyly casts an illusion of St. Andral but Henrik is convinced and begins to pray. Eventually the whole party enters his parlor and he surrenders without a fight.

henrik-van-der-voortHenrik confesses that he has taken the bones and that they are upstairs in a wardrobe. He also tells us that there are at least 3 vampires up there. Apparently a nobleman named Vasili Von Holtz has forced Henrik to harbor these evil creatures in his home. He has done so for some time but does not interact with them. We decide that with the bright light of day as our ally, we can probably clear out the vampires if we happen to run into them. We secure Henrik in a coffin and proceed to the top floor.

We quickly discover the wardrobe. After a casual search we find some money (30 silver coins with a visage similar to the marionette in Blinsky’s shop. We also find 11 EP). After some additional searching we discern that there is a secret compartment. Within the secret compartment we find a sack containing the bones of St. Andral. We take the bones and continue to search the top floor. We do not find anything that leads us to believe that there are vampires in attendance but begin a thorough search armed with stakes and our usual arsenal of weapons and wit. As we search we open the window shutters to let the sun light into the place believing that sunlight will help should we encounter creatures of the damned.

Eventually we find a crate filled with earth. As we ponder this queer container we are surprised by a vampire buried in the dirt. He bursts out and attacks. He is quickly followed by 5 more companions in 5 other crates.

vampireThough we make valiant efforts in the initial battle, it quickly becomes clear that we are no match for these fiends and that the sunlight which we put our faith in, does not appear to hinder or harm our enemy. When we see wounds that we have so recently created with flame and sword close up and heal like they were nothing but paper cuts we know we will be lost if we stand and find. So we quickly retreat with the vampires giving chase. Despite the betrayal by Henrik, Ada decides to take a moment to free him from the coffin we secured him in before we flee the shop. We leave our adventurers running through the streets of Villaki with Vampires in hot pursuit.

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This to do:

  1. Deal with Arabelle and the Vistani men. (Reward? Information? Allies?)
  2. Work on the children angle
    -Check in with Blinsky (since we’ve found ourselves back in town)
    -Ask him and others about Mad Mary’s daughter and her doll
    -Should also ask about Morgantha who is kidnapping children and selling dream pastries, maybe she’s living in a gingerbread house, all we need to do is follow breadcrumbs
  3. Check out the mad wizard of Mt Baratook
  4. Check in on Elgian’s windmill as a potential base of operations
  5. Check on the wine order from the Wizard of Wines Vinyard
  6. Check out the marshes that were mentioned (should we take the two guides from the bar?)
  7. Amber Castle

We return to our heroes in the Vistani camp outside of the town of Vallaki. After rescuing Arabelle, the group escorts her home. On approach, the heroes are struck but the odd configuration of the village. The Vistani camp is at the top of a pimple of a hill with several wagons on the top of the hill circling a large tent. Around the base of the hill are several wattle and daub houses. Standing (as if to guard) around the houses are grey skinned elves referred to as dusk elves. They behave in a distant and aloof manner but not hostile. This also strikes the group as odd because they can’t seem to recall seeing any other non-humans in these lands so far.

Arabelle leads the group up to the to the big tent in the center of the circle of wagons. They enter to find two men beating the sass out of a younger man. The corporals stop their beating when the group walks in. Arabelle runs up to one of the two men and the two embrace. It seems clear that the man is genuinely happy and relieved to have his daughter back and he thanks the heroes.

The leader and father of Arabelle is Luvash. His smaller companion is his brother Arrigal. The man being beaten is Alexia and he was the one that failed in his responsibility to watch over Arabelle. There are several other men and women laying about the tent and/or the grounds outside. Based on the number of empty grape mash number 3 casks about the camp, it seems clear that the Vistani have been drinking.

Arrigal sends Alexia to tell the rest of the Vistani to cease their search as the girl has been found. Luvash offers to reward the party and takes us to one of the Vistani wagons which is locked by two padlocks. Luvash and Arrigal both produce keys and unlock one lock each. Luvash then instructs us to pick from his treasures. We take a small black onyx chest with gold inlay. Inside are several treasures. 2 silk embroidered scarves, a gold bracelet, a silver necklace with a moss agate, a crystal vial with some liquid, a brass mug, and a small framed mirror.

The Vistani don’t tell us much more about their camp or their doings in the lands. But they do let us know that they make some money from time to time by selling fake potions that they tell hapless Barovians will let them escape the fog. Of course they don’t work.

We leave and on our way, speak with one of the dusk elves. We learn little but that the dusk elves are in a symbiotic relationship of some sort. They serve the Vistani and the Vistani protect them from Strahd. The leader of the dusk elves is an elf named Kasimir Velikov and he has knowledge of the Amber temple and offers to lead us there when we are ready to go. He also mentioned that his sister is in the Ravenloft crypts. He thinks the secrets to defeating Strahd and freeing Barovia from its curse maybe hidden in the Amber Temple.

We return to town to find Blinsky the toy maker but on the way happen to run across the local church of the morning lord. We go in to pay our respects and quickly learn that this church is sacred both because of its affiliation with the morning lord but also because it has long housed the earthly remains of a Saint Andral. The priest of the church is named Father Lucian Petrovich and he believes that the bones were stolen in the last three nights. Without the bones, he believes the church no longer has power to protect the town or even its grounds. It will be a sanctuary no more. Father Petrovich tells us that nobody but he and his alter boy Yeska knew about the bones. We question the alter boy, Yeska and learn that he told the grounds keeper, Milivoj.

milivojWe question Milivoj. He tells us that the Burgomaster is a tyrant and holds festivals every week. He suggests that the Burgomaster may have had a local shoe maker and rabble rouser named Udo Lucavich killed and that he thinks he’s digging Udo’s grave even as he speaks. He tells us that the Bergomaster’s main enforcer is a thug named Isak. He apparently has a bestial arm that can be wreathed in fire. Isak is quick to use violence to solve problems and none who cross him survive long.

When we ask about the bones he at first claims to know nothing of the stolen bones but after sufficient threats he tells us that he passed the information along to Henrik, the local coffin maker and Henrik  paid him to steal the bones. He used to coin to buy food for his brother and three sisters.

gadof-blinkskyWe leave the church to find Blinsky’s shop. After a bit of walking we find him and enter. He has many macabre toys on display and most are for sale. Elmer buys a bat mobile and others buy other things. There is a beautiful doll that looks strangely like Ireena. Another marionette that looks too life like and handsome to be just some doll. Blinsky tells the crew that the Ireena doll was custom made for Isak the enforcer. He has Blinsky make a new one every month, each time instructing him to make minor changes to the last doll to make it look more and more like the model that Isak has in his head. It seems clear that the final doll will be a replica of Ireena.

kasimir-patrina-and-izekThe party discusses the possibility that Ireena is the “rose plucked too soon” from the prophecy but doesn’t come to a conclusion about that. But they also realize that they have never asked her about her parentage.

Blinsky says that the life like marionette is for sale but the price is too high for the group to budget. He tells them that the marionette is from a portrait but he can’t recall where he saw it.

The party leaves the toy store and as they exit the building, they see Isak
coming down the street, coming straight for them.

 

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We rejoin the party in the great tent of Madam Eva, the Vistani wise woman and fortune teller living near Tser Pool with her caravan. We asked her more about the cards and their potential meaning.

Card 1 (The Bishop): The first card tells of history, knowledge of the ancient will help you better understand your enemy. What you seek lies in a pile of treasure beyond a set of amber doors. This is the knowledge of the ancient.
We asked about the Amber Temple. Madam Eva said that the temple is on the slopes of Mt. Ghakis beyond Talenka Pass. It was the place that Strahd went before he became a vampire. She said that knowledge of his transformation would be there and knowledge of his background would be there too. The Amber Temple is an ancient place but she did not know who created it or why. She did say that there are giant beasts on the mountain and many people are afraid to approach because of that. She did not know of any other inhabitants. We asked what the knowledge would be or how it would be contained, a book, cave paintings, scrolls, a person, but she did not know/say. She simply told us to follow our destiny and go to the temple where our questions would find answers.

Card 2 (The Transmuter): This card tells of a powerful force of good and protection, a holy symbol of great hope. Go to a place of dizzying heights where the stone itself is alive.
We asked about the mountains and Strahd’s castle. She told us that she didn’t know what was meant by ‘dizzying heights’ but that both the mountains and Strahd’s castle was high. She did confirm that the castle was built of mortar and stone but did not know what it meant to be ‘alive’. We decided that Strahd’s castle was the likely place for this since the reading mentioned ‘place’ and ‘stone’ but we were unsure. We asked if Strahd ever entertained guests or if anyone ever even returned from the castle but she did not know.

Card 3 (The Enchanter): This is the card of power and strength. It tells of a weapon of sunlight. I see a kneeling woman, a rose of great beauty, plucked too soon. The master of the marsh knows of whom I speak.
We asked Madam Eva if she knew of any marshes. She knew of two rivers that could have marshes. One to the east and one to the west out of lake Zarovich near Mt. Ghakis. We determined that the place with the blue flowers that we saw was not a marsh and probably didn’t fit the description we were giving in the reading.

Card 4 (The Broken One): This card sheds light on one who will help you greatly in your battle against darkness. Your greatest ally is a wizard. His mind is broken but his spells are strong.
We asked more about the mad wizard. Madam Eva confirmed what we learned about the battle. She told us that the body was never found. We decided to ask more about this mad mage figuring that we could probably find him near Mt Baratook.

Card 5 (The Broken One): Your enemy is a creature of darkness who’s powers are beyond mortality. This card will lead you to him. He haunts the tomb of the one he envied above all.
We first ask her about her relationship with Strahd. She tells us that her people are an old people and that they have Strahd’s favor. They serve him but they also serve themselves. Madam Eva never leaves the valley but could if she wanted to. Other Vistani do leave from time to time. She refuses to tell us more about the Vistani and Strahd’s relationship.

We ask of Strahd’s friends and family. We learn that he came from royal blood before becoming a vampire. His father was King Barove. The lands were named Barovia in his honor. His mother was Queen Ravenova. The castle Ravenloft was named in her honor. Both died before Strahd took these lands and he took these lands before his change to vampirism. Strahd also had a brother named Sergei. His brother did come to this land at some point but also died centuries ago.

We left the Vistani and headed to the village of Vallaki. We took the long road up the mountain and over the falls but stopped briefly at the cross roads where we previously found the gallows. Korina and Ada decided to stop and investigate the gallows yet again. The saw that the open grave had been filled and that the tombstone which still held Elmer’s name was now planted in the ground. When they investigated further, a hand emerged from the mound of dirt in the new grave and grabbed Korina. They managed to escape the grasping hands and came back to the party. Their wounds were healed and we continued on.

gates-of-baroviaAfter several hours we came to a cross road. One road looked like it was once a prominent road. That road turned to the east towards Strahd’s castle. The other went west. We took the west road and continued walking. We eventually came to a great gate similar to the one we entered just a few days before when we arrived in Barovia. When we passed through them it became clear that these gates faced the opposite way and opened the opposite way from the original gate. Korina tested and found that when we approached the gates from the Barovia side we had to manually open them. When we passed through, we closed them again. After we walked a few dozen yards beyond the gates, Korina turned around and walked back to them. The doors opened automatically. We closed the doors and continued on toward Vilaki.

We came to yet another cross road. One lead to a foot hill. It was smaller and had recent tracks of a small hand cart with wheels. The other road had heavy traffic and was bigger but less recently used. Elgian realized that this cross roads was illustrated on his deed and that by taking the smaller road, we would make it to his windmill. We decided to continue on to the road that we thought would lead to Vallaki. We promised Elgian that we would investigate the other road after we made it to Vallaki since the walk back would only be a few hours.

After several more hours on the road we began to feel as though we were being watched. We did not see any eyes but the feeling was shared by all. We came upon a body. It was a small child that seemed to have been killed by wolves. The body was too broken and marred to identify so we said a prayer for the child’s passing but continued on.

We arrived at the walled village of Vallaki. The mists seemed to be held at bay by the walls but they pressed close. Several wolf heads on pikes lined the road up to the gates. We hailed the guards. The guards allowed us in but told us that the gates would be locked at night. They told us that the inn was the Blue Water Inn and that we would find food and lodging there if we needed it. We continued in to town.

rictavios-wagonWe first passed a stock yard with a big wooden carnival wagon. The wagon has some writing on the side ‘Rictavio’s Carnival of Wonders’ and the side of the wagon was spattered with blood. On the wagons door frame there was an inscription “I bring you from Shadow into Light!” As we approach the wagon it lurches. We heard some growling from inside but no human sounds. Elmer knocked on the door and asked if anyone needed help in there but was only answered by growls and grunts. We decided that there was no need to go looking for trouble in these lands since trouble has no trouble finding us and we left the wagon. We continued on to the Blue Water Inn.

When we arrived at the Blue Water Inn we noticed that there were lots of ravens perched on the roof and eves (I think this stood out because it was the only building with the birds on it). There are a set of stairs along the outside wall leading to a second story. We enter through the front door and are welcomed by an inviting common room 20 by 40 feet. There is a bar tended by a woman and several tables. There are about a half dozen patrons but two stand out in particular. They have the look of adventure about them and they have bows.

Elmer and Mondross go to speak to the two adventure types while Ada and Korina speak to the bar tender.

wolf-huntersElmer and Mondross greet to the two and introduce themselves. They offer to buy them a round or two in exchange for information. Even before Elmer can make the offer one of the men drains his cup and happily accepts the offer. Elmer calls for refills and the chat begins. (in told Elmer spends 2 silver and 4 copper for the conversation). The men tell Elmer and Mondross that they are Yevgeni Kruskin and Szoldar. They are wolf hunters and are responsible for several of the piked wolf heads that we saw on the way in to town. They also point to some of the (many) wolf heads on plaques that adorn the walls of this tavern and proudly state that they killed many of them. They know of two marshes and would gladly lead us to one if we like. Their fee would be 5 gold per day and they would have to be back before nightfall. When I asked why, they simply said it’s too dangerous to be out in the night. They tell us that the river Luna that runs south of here has a marsh. The marsh is haunted and dangerous. We should be careful. I also asked them if they knew of the wizard of Mt Baratook and they say that they’ve seen him “sulking” about the northern shores of the lake. They tell us that there are boats along the lake shore if we want to cross but people rarely do.

martikov-familyAda and Korina greet the woman. She seems pleasant and friendly. She speaks briefly with someone in the kitchen. Her two boys run about the bar and then upstairs and she admonishes them. There is something very “normal” about her, not like other in Barovia (the area, not the town). She tells us that her name is Donika. We ask her of the Amber Temple and she says that she has heard of it but knows very little. Only that it’s somewhere around Mt. Ghakis. Her Husband comes out of the kitchen and introduces himself. He is Urwin Martikov. He recommends one of the wins (red dragon crush) and then complains of the Wizard of Wines vineyard being late with their order leaving fewer drinking options. Donika tells us that if we would go and check on their order that they would be willing to feed us and give us drink on the house for our troubles. We make a non-committal agreement to look into it if we pass that way.

When asked about the wolves Donika tells us that the wolves are spies (for Strahd?) and that’s why they hang their heads with pride in the inn. She also tells us that she knows of Blinsky the toy maker and that his shop is here in town. She gives us directions. She doesn’t know anything about the marshes but does know that the old mage hangs around Mt. Baratook. She tells us that we can take boats across the lake to the base of the mountain and may even be able to get a local fisherman named Bluto to take us across.

She tells us about the Burgomaster of Vallaki is a man named Baron Vargas Vallakovich. He holds regular festivals in the town and makes trouble for anyone who asks too many questions. His henchman Izek Strazni seems to be his enforcer and has a history of violence. Vargas puts on many festivals. Last week was the Wolfhead Jamboree and this week is the Festival of the Burning sun.

Korina tells the innkeepers of the plight of Ireena and Ismark and asks if the inn will put them up for the time being. She tells the keepers that we hope to aid the people who suffer under Strahd’s oppression. The inn keepers seem cautiously pleased about this and agree to help us and Ireena. We decide our next move is to go to Mt Baratook and find the mad mage so we bed down for the night and plan to head out in the morning.

The next day we leave for the lake. We find our way to the boats and see that one boat is already on the water. Figuring it’s Bluto and that he may have some information on the mad mage, we row out to him. Ada and Elmer notice that he has picked up a burlap sack. Something inside the sack (about the size of a child) squirms. Bluto throws the sack into the water where it sinks immediately. We quickly row toward Bluto. Elmer leaps into the water and retrieves the sack. Bluto makes no move to stop him nor even acknowledges that the party is even there. Elmer brings the sack back to the party’s row boat and they open it to find a young girl. She seems to have poise and self-possession beyond her years as she thanks the party for rescuing her.

Elmer swims back to Bluto’s boat.

The girl says her name is Arabella and that she is a Vistani.

Elmer climbs into Bluto’s boat. Bluto doesn’t move.

Arabella tells the party that her father told her not to go to Vallaki but she is willful and decided to defy him. She went to town and was kidnapped by Bluto on her way.

Elmer opens one of the oar locks and picks up the oar.

Arabella tells the party that she thinks Bluto thinks that Vistani children bring good luck and maybe he kidnapped her so that he could get lucky and catch fish.

Elmer stands over Bluto with oar in hand. He thinks about the dead messenger on the road. He thinks about the vampire in the cellar of the church. He thinks about the desecration of that holy place by the hand of an anointed priest. He thinks about mad merry and her lost daughter. He thinks about the gallows and the sight of himself hanging there. He thinks about the open grave with his name on it. He thinks about the dead child on the road up to Vallaki. He thinks about this man Bluto mindlessly tossing the little girl into the water. He thinks about Strahd who is at the bottom of all of this. He thinks to himself (and quietly says to Bluto) ‘so this is what it feels like to snap’.

Arabella tells the party that if they return her to her father, he will be grateful and may reward them. The party agrees. Suddenly they hear a sickening smash as heavy wood crushes bone and flesh followed quickly by a splash. They look over and see Elmer standing alone in Bluto’s boat. Elmer replaces the oar in the oar lock and begins rowing along back to the shore on the Vallaki side of the lake. The party rows back following him.

The party takes the girl to the town gates hoping to pass through to the other side where she says her father’s camp is. The town guards look disgustedly at the little Vistani girl and turn the party away, “no Vistani allowed.” Arabella tells the party that she knows a secret way around town to get to her camp. The party follows. After walking beyond the town and down a small trail in the woods, the party is confronted by a strange looking elf. His skin is dark and clothes are all grey. He looks surprised to see Arabella and tells the party to come with him, her father will want to see her immediately.

vistani-camp-on-a-hill

We walk for a bit and enter into a clearing with a small hill. There are a half dozen houses partially dug into the hill and similar dark looking elves standing around them. There are several wagons in a circle on the top of the hill. The elf leads the party to a tent at the center of the circle and the party hears someone being beaten with a whip as they approach. When they enter, the beating is stopped. A older man says “Easy brother, I think Alexa has learned his lesson”. We believe the older man is Arabella’s father.luvash-and-arrigal

  1. Deal with Arabella and the Vistani men. (Reward? Information? Allies?)
  2. Work on the children angle
    -Check in with Blinsky (since we’ve found ourselves back in town)
    -Ask him and others about Mad Mary’s daughter and her doll
    -Should also ask about Morgantha who is kidnapping children and selling dream pastries, maybe she’s living in a gingerbread house, all we need to do is follow breadcrumbs
  3. Check out the mad wizard of Mt Baratook
  4. Check in on Elgian’s windmill as a potential base of operations
  5. Check on the wine order from the Wizard of Wines Vinyard
  6. Check out the marshes that were mentioned (should we take the two guides from the bar?)
  7. Amber Castle
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Dusk at the Blood of the Vine tavern brings good tidings and good times to all. Elgian and Ada return from stalking the old crone and her dream pastries. Elgian suddenly and excitedly exclaims, “by Yondalla’s ample bosom, I’m a landed gentry.”

The company looks up from their activities to see Elgian waving a deed in his hand. Mondross retorts “I thought you seemed a little higher and mightier these days, perhaps a full three and a half feet tall.”

Elgian glares at his friend, “pipe down or I’ll vote for a tax on musicians and a ban on dancing in the next election.” Elgian shakes the deed again and says to the company. “You know we all got something special from Hayden Spring. Well I got a deed in my pack when I awoke after drinking the waters. I thought it was odd and I didn’t recognize the name of the land indicated on the deed but just now I was looking it over again and wouldn’t you know, the township where my windmill is located is Villaki. VILLAKI!!! Tomorrow when we travel there, we should be sure to go see my holdings. I’ll bet it’s vast and fertile. Oh, I wonder what I shall name my mansion?”

Elgian continues rambling about his new holdings as he and Ada investigate their other acquisition, the dream pastry. The consider it carefully, concerned that it may be made of the children that the krone was kidnapping. After several minutes of analysis they decided that the only way to know for sure is to try the thing. They split the pastry into halves and consume. Elgian feels light headed but Ada immediately collapses with a big smile on her face. She passes out but in her dreamy state she is transported to a warm land that gives her a sense of well-being and warmth. She remains in this state for some time.

Meanwhile, Mondross and Elmer are engaged in the fantasies of the here and now. They have been plying the Vistanni ladies with drinks and complements. The ladies tell them that they are Mirabell, Sobria, and Illenka. They tell the men that the people of the town don’t know how to have fun and that it is good to meet such lively men as they. They also tell them that there camp is near Tser Pool and that the camp mistress Maddam Eva foretold of their companies coming to these lands. They tell Elmer and Mandras that they should seek out Maddam Eva, for she can unlock certain mysteries for them. Elmer and Mondross continue to fraternize with the ladies throughout the evening. Elmer strikes up a special friendship with the fair lady Illenka (natural 20 on persuade for a total of 24). She asks him to come back soon and see her, Elmer promises to do so.

As the company leaves the bar, they decide to go and investigate the wailing which is in a house just a few doors down from the inn. The windows are boarded up but the door is unlocked. After knocking and getting no response, the company enters the residence. Fearing a possible fight, Elmer, who has been carrying Ada’s unconscious body up to now decides it’s time for her to wake. He shakes her awake and she comes too with a terrible hangover and a terrible sense of loss from the wonderful dream that she was pulled from.

mad-maryThe company proceeds up the stairs to the source of the wailing. They find a woman lying on the ground clutching a doll and barely aware of their presence. The doll appears to be another Blinsky doll. The company finally gets her attention and she tells her tale of woe. He daughter, a young lady of 15 has run away. A week or two ago she left the house and (the woman believes) she went to Strahd’s castle. Her daughter Gertruda was kept under lock and key to prevent this from happening but the willful teenager managed to escape and may now be in some serious trouble in the vampire’s castle. We make a non-commital  promise to see what we can do and leave the woman to her sorrow. We find out later from Ismark that the woman is “Mad Mary” and that her daughter was kept under lock and key for her entire 15 or 16 year life.

We continue on to the mansion of the burgomaster where we find Ismark and Ireena waiting for us. We search the grounds, make note of the symbols of ill omen and wolf tracks and then go in. As we had not done so earlier, we question Ireena further about her situation. She knows not why Strahd has visited her. She can’t remember the actual visits. All she remembers is his eyes and the terrible hunger in them. It’s possible that she was lured out of the house rather than Strahd entering. We learn that the vampire is unable to enter a private dwelling where he is not invited. This is why the brother and sister do not wish to stay at the Inn. Regardless, the last visit was 3 days past and things have been quiet since, no one knows why. The party makes a guard rotation and beds down for the night.

In the morning, the party disguises the brother and sister and makes there way to the Tser Pool and the Vistanni camp. Along the way they spot a bed of blue flowers (periwinkles) on the river bank next to a stone bridge. They stood out because of their beauty. Karadoc investigates the flowers but they are nothing unnatural, they are simply unusual in this dark place. Ismark tells the party that this was the site of the drowning of a girl/woman named Doreena. She was chased by wolves and dove into the waters to escape them. Sadly she drowned in the water. She lived in Barovia which is how Ismark knew her.

Ismark tells us of Mad Mary and Gertruda. The Gnome grills Ireena again. Ireena again claims to not remember much. We ask Ismark if Ireena is the only victim to get such special attention from Strahd of if others have ever been visited in such a way. He didn’t know of others being so visited by Strahd. He talks of the sins of his ancestors causing the morning lord to turn from them and also says that though the night mother is strong, she doesn’t answer their prayers either. Elgian suggests it’s all superstition.

We continue on toward the Vistanni camp until we reach some gallows. The gallows looks serviceable but the rope ends in a frayed point instead of a noose. We notice several graves and investigate. The only names recognizable any more are Boris and Danya on one stone and Korina on another. Another grave is open and tomb stone rests next to it as if ready to be planted along with a body. The tomb stone reads “Elmer Vandoot”. Elmer is obviously shaken by this and pushes for the party to leave.

The party eventually does as Elmer asks but as they leave they hear the sounds of a rope under a load swinging in the breeze. They turn around and see a corpse hanging by the now restored noose. The body is clearly that of Elmer. Elgian approaches and pokes the body but it immediately turns to mist and blows away.

vistaniThe party continues to Tsar Pool. When they arrive the take time to drink with the Vistanni who are assembled around a camp fire. Mondross befriends them and engages in wine and song. Elgian mostly just engages in wine. Mondross’s performance causes one of the Vistanni (there are six men and six women) to tell a tale of woe.

About a year ago a mighty wizard came to this land. He was charismatic and wise with powerful magic and he thought he could rally the people against Strahd. He assembled a peasant army and marched on the castle. But when Strahd appeared, most of his peasant army broke and ran. Those who didn’t were killed to a man by the vampire and his hoards. The wizard stood and did battle with the vampire. The vampire rained down lightning on the wizard but the wizard stood. Strahd caused rocks from the mountain to fall on the wizard yet he stood. Then Strahd cast the wizard down, a thousand feet over the falls. The wizard surely fell to his death. The Vistanni went to find the wizards body (and search for valuables) but no body and no valuables were to be found. Surely they were whisked away by the river after the wizard was killed.

We surmised that this was likely the mad wizard that lead Donnavich’s son to the castle last year. Rumors that he was somewhere near Mt. Baratok may be old as the wizard may have died a year past. But no body leaves us to wonder. And the death of all of the remaining peasant army wasn’t entirely true either. We know that Donnavich’s son remains “alive”. But why was he spared (if he was spared) at all? Clearly more questions need answers on that front.

We thanked the Vistanni for their hospitality and went to the tent of Maddam Eva. She was expecting us. Maddam Eva’s tent was appointed as one would expect the tent of a Vistanni seer to be appointed. She invited us in telling us personal details about ourselves (presumably as a way to prove her power of vision). She gave us a card reading and told us that this reading would reveal things that would help us in our quest to defeat Strahd and rescue the people of the land. Specifically, she said “to escape this place, you need several things” and began turning over cards.

5 cards for fortune tellingbishop-card

Card 1

“The first card tells of history, knowledge of the ancient will help you better understand your enemy.”

She turns over the Bishop. “What you seek lies in a pile of treasure beyond a set of amber doors. This is the knowledge of the ancient.”

 
Card 2

transmuter-card“This card tells of a powerful force of good and protection, a holy symbol of great hope.”

She turns over the Transmuter. “Go to a place of dizzying heights where the stone itself is alive.”

 

 

 

 

enchanter-cardCard 3

“This is the card of power and strength. It tells of a weapon of sunlight.”

She turns over the Enchanter. “I see a kneeling woman, a rose of great beauty, plucked too soon. The master of the marsh knows of whom I speak.”

 

 
broken-one-cardCard 4 (the bottom cards)

“This card sheds light on one who will help you greatly in your battle against darkness.”

She turns over The Broken One. “Your greatest ally is a wizard. His mind is broken but his spells are strong.”

Card 5

“Your enemy is a creature of darkness who’s powers are beyond mortality. This card will lead you to him.”

She turns over The Broken One (again): “He haunts the tomb of the one he envied above all.”

And thus ends the game for the week.

After thoughts…

It seems likely that the mad wizard in the Visanni’s story is the same as the mad wizard in the foretelling. And both are probably the same one that Dannovich’s son followed to attack the castle a year back. Either his things still exist somewhere and we should search for them as important artifacts to defeat Strahd or he was not killed (which seems likelier since there was no body) and we need to find him. Rumor is that he resides at Mt Baratok so we may want to search there. We may also want to speak to Dannovich’s son and see what he can tell us of this wizard. Perhaps we can promise to sooth his pain. Whatever the course of action, if this wizard is an ally, we should figure out how sane/insane he is to know what use he’ll be.

It sounds like there are three magic items. Scrolls or a library or something that will give us knowledge about Strahd. A holy sumbol. A magic sword that sheds sunlight. The clues provided in the first two items didn’t make sense to me but I got the feeling that “the rose of great beauty plucked too soon” might be the woman Doreena who was chased by wolves and drowned in the river. We might ask Ismark for more details about her and if he knows who this “master of the marsh” is.

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We began where we left off, the adventurers licking their wounds from the battle with the wolves and indulging in the waters of Hayden spring. Elmer and Karadoc were bitten by wolves but after investigating the wounds, Elmer determined that they were clean and would not cause problems. He washed them with the waters of the spring all the same.

The adventurers decided that they knew what lay behind them and that Crystal Spring was to the west and south. There was a trail away from Hayden Spring leading west so the party followed that path for many hours in hopes of finding the town.

Eventually the found themselves at a great stone wall with an iron gate and a pair of imposing statues guarding the door. The statue’s heads were severed and lying in the grass near their feet. The gates swung open as the party approached and closed behind them. The party saw that the trail continued on beyond the gate and that the mists cleared some after that and decided to continue west.

gates-of-baroviaAbout a half a mile after the gate, Karadoc found a bundle of drab clothes in a tree. They were folded somewhat and looked to have been intentionally placed there. They were most likely women’s clothes. Farther down the road he noticed a rotting smell. Further investigation revealed a corpse of a young man (clothed) with claw marks about his body as though he had been felled by wolves. Upon searching the body, we found a letter with an unbroken seal holding a large “B” on it. The letter, penned by a burgomaster told of a cursed town called Barovia. The letter said dark forces had come, vampires and werewolves. The daughter of the burgomaster, Ireena, had also fallen under the vampire’s curse and was likely to turn into one too. The letter closed by first stating that doom awaited to any who came to Barovia and so all should stay away. It then said that much wealth awaited those who might someday come and find the town after all the inhabitants had died and the curse faded.

As we began to bury the body, a pack of wolves came into view. We quickly retreated to the road where we could better defend ourselves but the wolves didn’t follow. We left the body and continued down the road.

We continued west, through a marsh with a river and as we walked we noticed that the mists did indeed thin. But the sky remained overcast making it difficult to see the sun, yet the day was light enough to see normally.

After a few more miles we came to a town. No walls. Dilapidated buildings. Shuddered windows. And a strange wailing ringing through the streets. As we followed the sound of the wailing, we came to a small town square where there was a trading post or general goods store and a tavern. The tavern “Blood on the Vine” was clearly once called “Blood of the Vine” but the “of” had been changed by someone with a dark sense of humor. We decided to ignore the wailing and stop for a drink. We entered and were “greeted” by sullen stares from the keeper. There was also a small group of Vistanni women and a lone man in the common room.

The keeper served us wine for just a copper each. We asked him a few questions but he was not very respond. The lone man offered to pay for our drinks and threw a silver to Elgin to cover us. We went and sat with him and he told us he was Ismark, son of the burgomaster.

ismark-the-lesserHe explained that the town and the whole region were under the control of a vampire named Strahd who lived in castle to the west (he pointed in an upward direction indicating a mountain possibly). He also told us that his dear sister (adopted) had been corrupted by the vampire. Strahd had visited her twice and drank from her. He feared she would be to turn to a creature of the night herself though Ismark knew not how or when. After more talking about the lands and the mists, we agreed to join Ismark at his home to meet his sister Ireena. But not before Elmer does a bit of fraternizing with the local Vistani ladies (Charisma role of 23).

Barovia: The town is one of three in the valley. The others being the fortified town of Krezk (with an abbey) and Villaki. It has been under the control of Strahd (as has the whole valley) for hundreds of years. It is self-sufficient in some way with local farms producing food enough for the people. There is trade between the other towns in the valley but few outsiders come to visit. No one ever leaves… the mists see to that.

The mists: The mists are a permanent feature of the valley. When people have tried to travel out of the valley, the mists seem to swallow them up. Sometimes corpses are found on the edges of the valley but usually those who leave are lost and never heard from again.

Blinsky: We found out that a man named Blinsky lives in one of the towns (Krezk?) and is a toy maker.

Hayden: There is a mad wizard that lives near Mt. Baratok. He apparently lead an uprising against the vampire Strahd Von Zarovich but lost.

Klause the Protector: Ismark things he may have seen Klause weeks ago but has no idea what became of him

The Vistanni: They are lively and happy and come and go to the valley as they please. Ismark claimed that they are in league with the vampire but suggested speaking with them as they would know more than he did.

Ismark’s home was a large manse at the edge of town. The windows lacked glass and were barricaded. There were various evil omens marked into the windows. There were scratch marks on the doors and burn marks on the wood. And it smelled faintly of death. But otherwise it was a lovely place.

ireena-kolyanaHis sister Ireena greeted us at the door. A beautiful woman with red hair and two bite marks. We agreed to do what we could to protect her. We wanted to go into town where we might have a better chance of doing so. But first we must take care of something. Apparently the burgomaster had died of a heart attack and his body was in the parlor. We agreed to take the body to the church so that it could be laid to rest.

We carry the body of the burgomaster in his coffin to the church. When we enter, there is a screaming from the cellar. Someone is creaming about how hungry they are. They need food. We come upon the priest of the church. His name is Donavich. He tells us the screaming person is his son a year ago he was convinced to go on a crusade by the Mad Wizard of Mt Baratok who we thought might be Hayden but aren’t as sure any more. The crusade was against Strahd but Strahd defeated the wizard and killed his retinue of crusaders. Donavich’s son was turned into a vampire spawn and the priest has kept him in the cellar ever since.

donavich-priest-in-the-village-of-baroviaDanovich eventually agrees to bury the burgomaster’s body and performs last rights as per their traditions. While digging the grave for the burgomaster a strange crow or raven landed nearby. It stuck us as odd.

We ask for Donavich’s help and he says that so long as his son is in this state, he can’t leave him. We agree to see if there is anything we can do to help his son. In my heart, I know the only help for the boy is a cleansing blast of sunlight.

We returned to the tavern in hopes of getting a large room where we could wait out the night. But before we all enter Ada, Elgin, and Karadoc decide to investigate a woman (named Morgantha) selling “dream pastries”. They follow her down some alley ways before catching up to her. She offers them some pies. Elgin buys one for a gold piece. He notices that there is something moving in the woman’s cart. It turns out it’s a child. She claims that it’s hers but Elgin removes the child from the bag he was tied up in and the child (without much reaction) walks away. He goes to a house not far off and enters. The woman doesn’t seem to look guilty or anything about this apparent kidnapping. Bewildered by the surreal scene, Elgin, Ada, and Karadoc admonish the woman as a kidnapper but then head back to the tavern to rejoin the group.

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DnD 5e you have questions we….errr Jeremy Crawford has answers!

One of the great things about twitter and modern D&D is that when you are confused about a rules meaning or wording you can just ask the designers for clarification. Of course the designers get a lot of questions so save everyone check if your question has already been answered before asking. Go to twitter and in the search bar type what you want to search for followed by from:JeremyECrawford. If you wanted to search for wild shape size restrictions you could enter:

wild shape size from:JeremyECrawford

You would quickly find:

Wow Wild Shape is crazy! What can’t a Druid do these days!

Sorry Druids, what can you say. Well you might as well include Mike Mearls in your search, he is another designer for D&D who answers questions:

wild shape from:mikemearls OR from:JeremyECrawford

Also check out the pdf of compiled answers from WOTC: http://media.wizards.com/2016/downloads/DND/SA-Compendium.pdf

Follow us https://twitter.com/Aneeria_rpg to see the questions we have already asked.

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Amazing place for inspiration

Park of the Monsters: A 16th-century bizarre surreal oasis built in a lovely Italian Garden

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Free Monsters on the DMsguild

5e Creatures titleMy first self-published product, several free (pay what you want) monsters for 5e. Please download it for free and leave me a review or comments of other creatures you would like to see!

http://www.dmsguild.com/product/171568/5e-Creatures

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Doppelganger – Priests of Deceit

Here are a couple of Doppelgangers Priests of Deceit that my group ran into. They travel the land spreading chaos and confusion.

Darcous:
Doppelganger – 3rd level Priest of Deceit
Medium monstrosity (shapechanger) Chaotic Evil
AC: 16 (studded leather + dex)
HP: 8d8+16+3d8+6 (72)
Speed: 30’
Str: 12 (+1) Dex:18 (+4) Con:14 (+2) Int:11 (+0) Wis:16 (+3) Chr:12 (+1)
Skills: Deception +5 Insight +5
Condition immunities: charmed
Senses: Darkvision 60’, passive Perception 13
Languages: Common
Challenge 4 or 5 (1100xp or 1800xp)
Shapechange: see mm pg82
Ambusher: Advantage on attack rolls against any creature it has surprised
Surprise Attack: +3d6 damage on surprise attacks in the first round of combat
Multiattack – Can make two melee attacks with either:
Claws +6 to hit (1d6+4)
Finesse weapon +6 to hit (+4 damage)
Melee weapon +3 to hit (+1 damage)
Read Thoughts see mm pg 82
Spellcasting 3rd level cleric trickery domain
Spells per day: cantrips x 8 | 1st level x 4 | 2nd level x 2

Prepared Spells:
Cantrips:Thaumaturgy, Guidance, Mending
1st: Charm person(domain), Disguise self(domain), Command, Sanctuary, Cure Wounds
2nd:Hold Person and Calm Emotions,Silence or Enhance ability, Wording bond

Blessing of the Trickster – Touch other give advantage on dex stealth
Channel Divinity: Invoke Duplicity PHB PG 63

Jord:
(same as above except the following differences)
Doppelganger – 2rd level Priest of Deceit

HP: 8d8+16+2d8+4(65)
Challenge 4 (1100xp)
Spellcasting 3rd level cleric trickery domain
Spells per day: cantrips x 6 | 1st level x 3
Prepared Spells:
Cantrips:Thaumaturgy, Guidance, Mending
1st: Charm person(domain), Disguise self(domain), Bane, Command, Sanctuary, Cure Wounds, Inflict wounds.

They use their shapechange and Disguise self to quickly blend into crowds to escape trouble or Invoke Duplicity when retreat is necessary. They prefer surprise attacks and avoid combat unless they have an obvious advantage.

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