Monday, August 29, 2016

Entry 16



Since we are in the castle we decide to explore. Maybe luck upon the dragon skull, clockwork man, or the fireplace per our fortune. We climb to the 2nd floor entering a web-filled long hallway. Stone-on-stone scrapping and a low moaning has us on edge, ready when the vampire swoops from the ceiling. Spells and arrows wasted on a mannequin, hung by cables, the scrapping sound was the mechanism pulling it along the hall. At least we take note of a secret door midway along the leftside.

We press forward to the double-doors entering a great hall with a wooden throne atop a marble diaz. A side door opens to reveal an accountant chained at his desk. Imprisoned going on 20 years, not concerned we liberate a chest or two of coins (platinum and gold) and a magical book.

Back at the throne Morthos studies another secret door as Domine checks under a long carpet. Delay as the group has to kill the ‘Gibbering Mouther’ the cleric disturbed. The secret door opens to a long perimeter wall with arrow slits and archer towers. Dom finds a magical pair of boots. Stairs lead down to another archer wall, so we return to the throne only to encounter swarms of bats. Reluctantly we return to the secret door in the long hallway. It’s a room best described as the maintenance floor for an elevator. Gearbox, cables, and a lever to control the direction.

Maybe later; instead, we return down to the 1st floor chapel and the western stairs. Alcoves with helmed knight statues flank the entrance to the stairs, spiraling around a hollow central shaft. We climb continuously…no landings…no doors (obvious or secret)…until we reach the 8th floor. But it is only a 50ft walkway around the central shaft. At least Xoji finds a magical potion of water-breathing.

We climb down returning to the chapel and another set of stairs. Up to the 2nd floor where we find the back entrance to the accountant’s room. Up to the 3rd floor, more alcoves with statues. But when we shine a light upon them, they melt into swarms of rats! Beyond them, a steel door engraves with a king on his horse and packs of wolves. We enter to find dust, decay, and an oak table set with china and a wedding cake with only the brides’ figure…the male knocked to the floor. Morthos takes the magical lute and harp.

The adjoining room is a well-kept study with a blazing fireplace.  A luxurious rug covers part of the stone floor. Full bookcases. But most striking is the hug portrait handing over the fireplace mantel…exact likeness of Ireena! But we are already fixated on the fireplace, remember the fortune card reference to “a fortress inside a fortress behind fire.” Morthos  casts ‘Ray of Frost’ to extinguish the fire but doesn’t find any secret panel till Xoji lifts the fire-poker to help move the logs.

But Xoji cautions patience to search more of the floor before entering the expected vault. So in the next room we find a large canopy bed and a sleeping woman. Upon waking, she reveals herself as Gertruda…the missing daughter of “Mad Mary” back in Barovia. Dom gives her the one-eyed doll he has been carrying for so long. She vaguely remembers as she is under some kind of spell. Or at least she doesn’t remember much. Not see the water in the adjoining bathroom tub as the blood it is!

We return to the fireplace panel. Xoji and Morthos having to crawl for entrance into a 10x15 ft room. Coins scattered about the open chest, and a skeleton fallen against the corner wall, clutching a torch in one hand and his throat in the other, “Probably triggered a gas trap opening the chest.”

Morthos finds another secret door on the back wall. It only opens when Xoji puts the torch back in the sconce. As they enter a cobweb chocked room, the rest of us enter the treasure vault then enter their room. The secret door slamming behind us! Morthos burns away some webbing which reveals a side door for future consideration. Instead, we continue forward to double-doors that open into a circular windowed room. A silk rope dangles from the ceiling where it is attached to a bell. Outside the windows we can see the domed roof of the chapel. And Morthos finds another secret door.

An octagonal vault with  the ceiling painted a black background to an unfamiliar constellation of stars. But more intriguing…a large adamantine cube 20x30ft occupies most of the room. No doors or windows; only arrow slits thru which we can see piles of coins on the 1st floor and vials, gems, jewelry, and hardware scattered on the 2nd floor. We begin plucking patches off the “Robe of Wondrous Items”…a bag of coins, a silver coffer, 2 scrolls, a 24ft ladder, and even a rowboat and horse. Till we pull an iron door that we place on the fortress. And loot the place!

It’s now a rush to get outside to the portcullis and draw-bridge. “Dispel Magic” to lower the bridge and muscles to raise the portcullis. All the while fighting off a ‘Gelatinous Cube’ so we can climb in Esmerelda’s wagon and high tail it to the windmill.

Sunday, August 28, 2016

Entry 15



Left off in the basement of the Wachter house. Tracks in the earthen floor showed many people going to a blank wall so they progressed that way. Attacked by skeletons that came out of the ground. After that brief encounter they found the secret door in the wall and opened it to find a painted pentagram on the floor with cloaked people sitting at the points. Dom already found evil books about summoning upstairs but noticed they were a forgery. They people around the pentagram were villagers that thought Fiona was able to summon something. Group killed them all. Other than coins and other valuables no magic items were found.

The group took the Mirror and left for Castle Ravenloft. Once they reached the crossroads that either lead down to the village of Barovia or to the Castle they found a black carriage sitting at the side of the cobble stoned road drawn by two black horses which puffed steamy breath into the foggy mountain air. The side door swung open silently. No driver though. As the group was already with Esmeralda’s wagon they went on their way. After winding their way through the forest and craggy mountain peaks they finally see the castle which reaches a height of around 360 feet. Twin turrets of stone guard a lowered drawbridge that spans a 50 foot wide chasm. Beyond the chasm is the 90 foot tall walls that surround the castle and courtyard. The bridge creaks and splinters as you all walk across leaving the wagon on the far side. Through the archway on the far side of the drawbridge and under a rusty raised portcullis you find yourself in the front courtyard. In front of you a set of open double doors invite you in to the lit warmth beyond. A quick scan around reveals no windows on the lower 90 feet of the castle but plenty of arrow slits. A stained glass round window above the doorway and a red roof of upper buildings. The courtyard extends around the castle to both sides as well but the group presses into the castle through the open doors.

Inside is a 20 foot square room with another set of double doors across from you. As you enter the other doors swing open. As you look around you see 4 dragon statues glaring down at you from overhead in this vaulted entry foyer. As you move through into the great entry, which is a large octagonal room, you see the following: Four columns supporting the vaulted ceiling, cobwebs stretch between them; torches in sconces lighting the room; eight gargoyle statues squatting motionlessly on the rim of the domed ceiling; cracked and faded ceiling frescos. Double doors of bronze across from you, a grand staircase to the right leading up, and a lit hallway to the right.

An elf with brown skin and long black hair descends the stairs. He says, “My master is expecting you”. With that he motions you down the hall to the right. The hallway is only 30 feet long but 20 feet wide. A door is on the right wall, a smaller hallway to the left and a suit of armor in an alcove stand just after the left hall. The elf ushers you into the door where you hear organ music coming from within. This is a dining hall with a very large organ at the back where a cloaked figure is playing a song. There are places set for each of you and after you enter, the elf leaves. The figure stops playing and turns to you and greats you. It is the devil Strahd. He converses with the group for a few rounds of general questions. After a few annoying questions he has had enough and he suddenly disappears. He says they have out-stayed their welcome. All the doors suddenly slam shut, the portcullis closes, the drawbridge raises, and all the torches extinguish.

The group looks around briefly then leave the room the way they entered. Once In the hall the decide to try out the armor. Someone wears it as it is a suit of plate mail. (I think it is Dom wearing it) They head back to the great hall and are attacked by the gargoyles. During the fight something cast a fireball from the stairs. Zoji heads up the stairs but sees nothing while others finish off the gargoyles. Up the stairs they find a room with 2 more suits of armor. Zoji inspects and is assaulted by one as it moves forward and slices at him. They find out they are only spring loaded traps, probably meant to scare. Two staircase head further up but they decide to clear the first floor first.

Back to the great hall and they decide to see if the dragons are real, They are and after a fight with them they now have a sort of clear escape route. Through the bronze doors that are at the start of a 70 foot hallway with another set at the far end. Though those they are now in a chapel at the back side of the castle. Broken stained glass windows and balcony above the entry are first noticed. Then an alter with a silver statuette on it and a slumped body next to it. The body has been burnt as if by lightning. The room radiates good as does the statuette. The group takes the statuette and the mace found next to the body, both of which are magical.

After fighting 2 zombies sitting on the thrones on the balcony the decide to take a short rest in the chapel. The only exits from the chapel are the bronze door they entered through. A door on the balcony heading back into the castle and directly above the bronze doors, and a large spiral staircase heading both up and down.

Monday, August 15, 2016

Entry 14



Outside the chapel was a cemetery and a mausoleum. Mausoleum had 4 alcoves, where "items once rested." Words were carved into the marble in draconic:
                Here lies the bones and treasure of Argynvost, lord of Argynvostholt and founder of the Order of the Silver dragon.

Seen a man looking at them from the third floor of the keep while in the cemetery.


Second floor: Mostly empty rooms and one trapped hallway where 7 Phantom warriors attacked. Also killed a smoke mephit from another fireplace.

Third floor: Lots of debris from collapsed roof. Room with an undead thing sitting on a throne. Another room with 5 more sitting at a table. Much conversation, too much to type. Vladimir was on the throne and Sir Godfrey at the table with 4 others.
Found a journal entry:

My knights have fallen, and this land is lost. The armies of my enemy will not be stopped by sword or spell, claw or fang. Today I will die, not avenging those who have fallen, but defending that which I love—this valley, this home, and the ideals of the Order of the Silver Dragon. The evil surrounds me. The time has come to throw off this guise and show these heat hens my true fearsome form. Let it spark terror in their hearts! Let t hem tell their stories of dark triumph against the protector of the Balinok Mountains! Let Argynvost be remembered as a dragon of honor and valor. My one regret is that my remains will not lie in their rightful place, in the hallowed mausoleum of Argynvostholt. No doubt my bones will be scattered among my enemies like the coins of a plundered hoard, trophies of a hard-won victory. I do not fear death. Though my body will die, my spirit will live on. Let it serve as a beacon of light against the darkness. Let it bring hope to a land wrought with despair. Now, to battle!

After finding a torn painting the group mended it and re-hung it which caused its magic to be revealed. The painting was of the mansion in better days. A beacon flashed a brilliant silver light from the top of the six story chapel tower. Then the image of a silver dragon filled the room and said “My skull lies in the fortress of my enemy, displayed in a place of ill omen. Return my skull to its rightful crypt, and my spirit will shine here forever, bringing hope to this dark land."
Searched the rooftop and then the tower.

Left and returned to Vallaki. Met with mayor and then Victor who told the group about the mirror which keeps the spirit of an assassin in it and then stole the dress. Proceeded to the Wacther house to speak to Fiona as there has been trouble with her and the mayor vieing for the town. The group suddenly attacked Fiona and her henchman while speaking to her. Domine cast hold person on her and she was easily killed as was the man. Searched her house and found her dead husband in her bed and her crazy daughter. Killed her too. Went into the basement and that is where we stopped.

Monday, August 8, 2016

Entry 13



Having cleared out the druids at Yesterhill, we stopped at the winery to pick up the rest of the Krezk shipment for delivery.

We awake the next morning to a joyous family reunion, the deceased son sitting at the breakfast table! The Abbott visited in the night resurrecting the boy "to restore the Krezkov bloodline." Enough suspicions for Xoji to 'Sense Divine' to confirm the boy not undead; a good deed by the powerful Abbott! Yet the next morning is a somber gathering. The mother distraught, "There is not enough material or skills within the town to meet his demands. Will he claim our child when we fail to meet his demands?" We quickly learn the Abbott visited again, "With your son back at your side, I require you to deliver a bridal gown within a month." Domine remembers the gown in Vallaki, "Fear not lady, we may know of a solution to the gown. But it may mean bartering with your neighbors." For our efforts, Xoji asks the town to build a villa for Ireena and to protect her while we are gone. For a clearer understanding, we climb the path to the Abbey of Saint Markovia hoping to learn dress details and see the Abbott himself (and opportunity to confirm firsthand the rumors surrounding the Abbey).
A 400ft climb up a switchback rocky path. An ominous feeling as the temperature drops as we climb, mists swirl, and even a dusty layer of snow colors the trees as we arrive at the rusted gates partially open. Then surprise and bewilderment at the startled guards (one letting out a "Eeyore" donkey bray) that arise from inside the gate.
A horrid creation of creatures - part human and animal mixtures, that Esmerelda identifies as "Mongrelfolk...an aberration that usually results in crazed beings." But these are actually conversant and agree to take us to the Abbott. Led to a courtyard between the two main buildings of the abbey compound. Scarecrows dot the yard, with sheds lining the inside - animal screams from within each, a well, and two posts - one with a chained skittish mongrelfolk continually squealing, "They're hunting me! Everywhere." Then Xoji checking out the well, curious if the water is blessed as the town shrine pool. Jumping back when a spidery creature emerges and attacks. Short-lived as hacked by Xoji and Morthos. And upon inspection, realization these creatures are sewn together.

We are ushered in to meet the forever-young Abbott lounging in a chapel dedicated to the 'god of dawn", string music echoing from above, and his auburn-haired bride sitting beside him. "Vasilka? Oh no, she will soon be Strahd's bride. The Morning Lord has guided my efforts; she is the key to freeing this land." She too another sewn-together creation. "I regret the mongrelfolk you've encountered. My early attempts that have led to her perfection. For them, I can only offer life whether imprisoned for their madness or as helpers here. The townfolk would only want to kill them."

We are given the tour of his abbey. A basement wine cellar with mostly full barrels and bottles, "I drink so little yet the townfolk continue to offer me barrels." The upstairs belfry is his workshop; a two-headed cloven thing expertly plays a violin with its clawed appendage.
His latest creation under wraps, removed to reveal the likeness of Domine! A double-take to realize the eyes deceive as this is created from female parts. Walking the ledge around the courtyard we enter the other building filled with song and laughter (from the sane mongrelfolk creations) echoing from the 1st floor. The verses, "The devil dwells in the dark house, tasting her sweet blood, then has to kill her." Outside the building we find garden plots. Back inside, "Upstairs? I avoid that place. It's haunted." Which is an invite for us to clear the rooms of the ghostly aberrations. Domine's "Channel Divinity" destroys most while magical blades slay the remaining.

We return to town with the Abbott's unused full wine barrels and bottles. That night receiving a sealed letter from the devil himself, Strahd. "It was I who brought you to this land and have enjoyed watching your endeavors. It is time we meet. Please, come for dinner when you can. I await your arrival." But we are in no hurry to confront him yet; so, we head to the dragon house in search of another fortuned aid to our cause.

Holy Symbol (1 of Swords): The treasure lies in a dragon’s house, in hands once clean and now corrupted.

With Esmerelda's wagon filled with wine barrels for Vallaki, we take the road east towards Vallaki before turning south into the hills. The fortress rises before us, a silver dragon statue standing before it facing the entrance.
Xoji climbs the steps noting the handles are carved as small dragons with an inscription over the doorway, "Argynvostholt". When he touches the door, a cold breath vents from the dragon statue. Inside we find tapestry of noble warriors and alabaster busts on pedestals arrayed around the room. Then a great shadow of wings crosses the walls...the ghostly dragon has made its presence known! We search the dusty rooms long abandoned. A great dining table and chairs with dragon clawed legs and folded wings for backing. When Xoji steps into the room, the fireplace lights and a fiery dragon elemental appears, "My knights have fallen into darkness. Show them the light." The room then growing dark and silent.

Wine barrels occupy the next room, along with a figure in hiding. From Casamir, "Savied, what are you doing here?" The young Vistani boy was out looking for Arabell, was attacked by twigs, and sought safety here. "This is the Order-of-the-Silver-Dragons. But Strahd's army destroyed the knights and ransacked this keep." We continue to explore after sending the boy outside to guard our wagon (and for his safety). A crumbled room with webbing and giant spiders. Then a chapel with arched ceiling and flanking spiral staircases. Three armored figures kneel before the altar. Then turn with glowing red eyes and attack! A long pitched battle with them healing from cast fire and slashing blades. Until we realize radiant damage stems their healing. Xoji's sunblade and Domine's 'Sacred Flame' swing the momentum. "What were those things?!" Revenants.