We stand on the bridge leading to the taller “heart” tower. Now
80 feet above the courtyard, dark clouds are punctuated by random lightning
flashes as strong winds rip at our cloaks. With slick stones and strong
crosswinds, we cross the rail-less bridge in pairs, when a cackle from behind
proceeds the horizontal lightning flash that hits Kassimer, Domine, and Xoji.
Dom casts “see Invisibility” to find Strahd the culprit…who backflips over the
side before flapping away in bat form.
Once again we enter the “heart” tower having to deal with
its throb that threatens footing and balance. We race to the top to get closest
to the heart dealing arrows and fireballs at it. Another shutter has Domine and
Xoji knocked prone sliding near the inner edge and 190 foot drop. Xoji regains
his balance just in time to grab the cleric sliding over the edge, when 10 swords
(once decorations on the walls) animate and attack…Xoji defenseless with his
hands full till he plants Dom on his own feet.
More reinforcements as 4 bats arrive transforming into
vampire spawn who attack. Fortune as Dom’s “Helm of Brilliance” hinders the
vampires (Disadvantage and automatic Radiant damage). Kassimer casts fireball
as the cleric plucks opals from his helm to cast his own fireballs. Soon the
animated swords and vampires as destroyed, then the heart that explodes into
crystal shards that rain down inside the tower. And that’s when a thunderous voice
from beyond screams in anger.
The shaking has stopped allowing an easy climb to the top
where we find a small room filled with a wood-framed bed, empty manacles
hanging along the walls, and a ladder propped up leading to a trap door on the
ceiling. As Morthos climbs the ladder he notes movement within the rafters…a
child. Yet closer inspection reveals it made of leather painted like a
jack-o-lantern, whirring sounds suggests gears drive the thing. It is the
clockwork man (Piddlewick) we were told of by Blinski. Morthos grabs the “man”
bringing it down. “Great, now all we need to find is the dragon skull.” And
that’s when Piddlewick gestures for us to wind him up as he apparently can
guide us to what we seek.
It’s a 190ft climb to the base of the heart tower to stairs
that descend even further down. Passage to a long room with 4 alcoves covered
in lichen. In one alcove, Morthos finds a loose flagstone with a sack of
electrum coins beneath. Entering further into the long room we notice blades embedded in the walls, the hilts broken off, as if an explosion drove the
blades into the walls.
A side-door opens to a 30x60ft room composed of nothing but
bones (human, animal, unknown). Walls, ceiling, floor, table, chairs, even a
bone chandelier. Yet there, above the steel-banded double-doors, hangs a large
dragon skull. At last! It’s time to leave. Uneventful as we work our way out
the castle and over the draw-bridge to Esmerelda’s waiting wagon for our ride to
Vallaki. Except when we arrive we have send thoughts of giving the clockwork
man to Blinski.
Come morning, we ride on south to the dragon house with
Morthos leading us around the back to Argonovostal’s mausoleum where he sets
the skull upon the pedestal. Nothing. No re-appearance of the dragon, no secret
door opening to reveal the fortuned artifact to help the fight against Strahd.
Yet as we leave the crypt, we notice the beam of light shining forth like a
lighthouse beacon sweeping across the valley. It provides an protective aura
for all (+1AC and +1 all saves).
And now its Xoji’s turn to lead us into the castle, up the
stairs to the 3rd floor throne room where the undead King Vladimir
Hornguard sits upon the throne. And there drapped around his neck is a platinum
amulet embedded with a large crystal in its center. The “Holy Symbol of
Ravenkind”. Also of note, a +2
greatsword.
With daylight still available, we follow the road north then
east then south toward the ruins of Berez. Davin the winemaker’s spies had told
of one of their magic gems being seen here. Shaped like a pinecone…rumors a
wizard had commissioned its theft. But Berez is nothing but abandoned houses
obscured by a black cloud of flies. “Anyone else see that light across the
river. Flashing as if someone is signaling us over.” While the waters are slow
the river is 120ft wide. Which has Kassimer plucking the last patches from the
“Robe of Many Things”: four potions of healing and another 24ft ladder, but no
boat.
Domine removes his armor tying his shield in the middle of
the ladder that he then pushes across the river. Landing downriver of the light
he has to work his way back. Meanwhile Xoji braves the water snorkeling his way
across. Large rocks stand as pillars arranged in a circle (Stonehenge); a woman holding a dagger and lantern beckons
us forward. Murial Venshaw is one of Davian’s spies. She tells of an ancient
hag, Babalasaga, occupying the ruins. “Beware. She has scarecrows as her
lookout guards. And I’ve seen her flying around on a giant skull.”
We cross the river to rejoin our allies, then stealthfully
follow the river bank to get closer to the mansion to the south. A crude wooden
pen placed in the mansion’s frontyard corals goats. But a lone scarecrow blocks
our approach. Well, it did for a little while. Until it became a burning
bonfire ending our stealth. With more scarecrows approaching from the village
center, we enter the ruins of the mansion. With walls collapsed, it’s not like
we had to open a door. And inside we are confronted by a ghostly
giant-of-a-man, “I’m am burgomaster Olrik. Begone from my abode. Begone I say!”
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