Current Adventure: Ravenloft
Welcome to Barovia
The adventure began, with an urgent message going to the local dwarf clan, The Boulderfists. The message was from the Mayor of Barovia, who was asking for assistance from the renowned dwarven clan. The Mayor claimed a great evil was stirring in this already evil plagued land.
The thane of the Boulderfists elected to send two dwarves renowned for there skill in fighting the undead. Artin a proud female cleric of Moradin and Jarl IronFist a monk prodigy who recently completed his training. Both dwarves set out for Barovia early on the morning of Sept 8th, and were joined unexpectatly by Marr Boulderfist, the son of the Thane.
Guess who's coming to dinner?
Not long after the 3 dwarves enter the village, they are confronted with their first horror . They entered the town in the midst of a zombie invasion. The dead and dying lay all about. The recently dead stir and arise as mindless corpses hungry for the flesh of the living. The dwarves battle there way to the front of the "Blood on the Vine" tavern where the fighting seemed the heaviest.
Light in the dark
In the midst of there trek to the center of the town, the dwarves came across Ashlyn a paladin in the order of LightBringers. She was about to be overwhelmed when the brave dwarves offered there assistance in the form of mighty holy magic and devastating iron fists. After rescueing the paladin the group joined up to clear out the rest of the town and end the threat....for now.
Father dearest
After the initial fighting calmed down the dwarves found themselves in the "Blood on the Vine" tavern mixing with the locals. While there they received information that all seemed well until the son of the local priest Donavin, went missing. Shortly after the townspeople found themselves in a fight for there lives as the dead arose and the newly dead joined the ranks of the undead horde.
The brave dwarves and there new ally decided to investigate the local church to see how the priest fared. When they entered the church they found a dirty and disheveled Donavin. The priest who the town folk recall as a decent and just man, appeared to be in the grip of madness. Ranting and raving over the loss and renewal of his son Dunkir, Donavin lashed out at the party. A mighty struggle insued during which the fight played out on both the ground floor of the now dilapitated church and the basement. After falling through the basement Jarl was confronted by the blasphemous remains of Donavins animated son Dunkir the Blaspheme. After a desperate struggle the PC's destroy the blaspheme and put down the mad priest. After searching the church the group found a scrap of an evil tome that twisted Danovins mind and provided the means to creat the monstrous undead creature.
After resting in the Tavern the PC's found out that the man that summoned them, the Mayor lies dead at his family manor. After plying Miskar the Lesser with wine, they found out from the Mayors son that it was Count Strahd himself that did the deed. They also found out that Miskar's family had protected a local magic item for years, the holy symbol of ravenkind, before it went missing shortly before the Mayors death. Miskar suggested the dwarves seek out Madam Eva, a local fortune teller and the leader of the Vistani gypsy clan, for more answers.
See you at the crossroads...
The innkeeper at the "Blood on the Vine" tavern, Arik provided directions to the Tser Pool where the Vistani are currently gathered. You were advised to follow the cart path west past the Ivir River, skirt the Svalich Woods where the path turns north and take the western path at the Gallows crossroads. Ashlyn the LightBringer Paladin decided to stay in the village and further investigate the zombie occurence. So on the morning of September 10th the 3 dwarven companions set out to find Madam Eva.
The party decided to travel in the woods along the path, and blundered into an ambush of local werewolves. After realizing they were outmatched my the vicious lycanthropes, the dwarves parlayed with their ambushers and struck a deal for safe passage through the woods.
After curing one of their party of lycanthropy, the party began to near the CrossRoads. They heard a shout of rage and witnessed Sir Urek a fearless knight of the raven charge into a group of shadowy figures. The PC's again jumped headlong into the fight. After Artin banished the undead and Jarl vaporized the remaining murks, the dwarves formally introduced themselves to the knight. Sir Urek thanked the PC's graciously and advised if there was ever a need his services would be available.
With nightfall approaching the PC's were informed that they were only a few minutes walk away from the Vistani encampment at the Tser Pool...
Confronting Eva
After welcoming new arrival Random, the party decided to throw caution to the wind and approach the Vistani camp. As dusk fell upon the land the outlanders were greeted by the less than friendly Vistani. A group of human and halfling Vistani wandered the camp as the PC's were directed to a large tent near the Ivlis Riverbank.
Entering the dark interior of the large tent they finally met the enigmatic Madam Eva. Even the human Random was dismayed to find that Madam Eva towered over even him! Madam Eva, in a voice like gravel asked the party to present there questions. After providing a card reading, laying down the path that the PC's must follow to end Strahd's reign of terror, Madam Eva entered a trance like state. In a detached voice she further detailed how to sever Strahd's connection to the land. After coming to her senses Madam Eva seemed disturbed by what she had just divulged and signalled her faithful Vistani to attack.
A vicious and bloody battle insued. Madam Eva exposed for the hag that she truly was grabbed and rended Marr, almost ending the tricksters life. After the tent was collapsed on the combatants, Jarl and Random freed themselves and set about the grisly task of putting down the numerous Vistani. Marr continued to wrestle for his life and Arten wrestled the tent. Eventually all combatants were freed from the confines of the tent, many found themselves surrounded by the cut-throat Vistani. Random used his holy surge sword to good effect and began to lay the holy smack down on the vicious Vistani while Arten used her holy connection to Moradin to keep Marr in the fight. Jarl used his great mobility to close the gap on many combatants and brought the fight to the short bow wielding Vistani. Madam Eve had even more suprises instore for the PC's after she cast a vicious curse on Random and almost cost Jarl his sight. Things looked grim when Random fell to the mighty swipes of Eva's claws and Arten found herself flanked on all sides by the Vistani. A stroke of luck presented itself in the form of Boduke the warhorse, arriving just in time to distract the bestial Madam Eva. After again calling for Moradin's assistance Arten cast a holy aura of healing on the party and gave Jarl back his sight. A now prone, but very much alive Random distracted Madam Eva's attempt at a Sanctuary spell and gave the party a chance at dispatching this might foe. After realizing her precious Vistani were slaughtered, a heavily wounded Madam Eva fled to the dense forest to the south.
The PC's watched Madam Eva's large frame dissappear into the dense trees, shortly after a dense fog began to imminate between the branches...
Good Doggy
After deciding to leave Madam Eva to her fate, the PC's began the journey back to Barovia. The group decided to start their search for the Tome of Strahd, using the information Madam Eva revealed during her card reading.
After passing the crossroads, the group again skirted the Svalich Woods. The party was traveling along the forest path when Jarl and Random spotted a group of werewolves and vampire spawn! The fighters immediately engaged the beasts in the forest while Arten blessed the group with Moradins might. Arten proved that Moradins grace isn't all about protection, when she sent a shaft of holy light straight into the first Vampire and reduced him to mist. Random used his holy surges to reduce the second Vampire to mist, before charging a hybrid werewolf and launching a holy enhanced strike. Jarl traded trip attacks with a werewolf in wolf form eventually killing the beast. After discovering a silver dagger in his pack, Marr the trickster, set about striking down the lycanthropes and scored three vicious strikes in a row! The carnage was too much for the foul lycanthropes and the surviving wolves fled into the deep woods. Savoring their victory, the party continued on to Barovia.
The party arrived in Barovia at dusk and immediately headed to the Blood on the Vine tavern. They noticed immediately that no Vistani were present in the inn. The party decided to partake in food and rest at the inn. They decided to sell there spoils to the merchants in the morning before investigating the town cemetary...
A graveyard smash
The intrepid adventures welcomed a new member, Heike into the party. Upon acquanting themselves, the party began to search the cemetary north of the church of Barovia. It wasn't long until the party spotted a tombstone clearly out of place. Deciding to investigate Jarl broke away from the group to check out the crooked monument. The monk unceremoniously found the tombs secret after falling down a crude tunnel that had been partially hidden by the stone. The rest of the group experienced a similar entrance into the dark tunnel. After settling themselves the group set themselves to investigating the cave.
The cunning wizard Heike cast a detect undead spell just in time to identify possible danger lurking in one of the coffins found in the cave opening allowing the dwarven clerics to prepare smiting spells. Jarl crept up to the coffin and opened it to reveal the ghoulish remains of a human monk. The smiting spells were unleashed as well as the iron fists of Jarl, severly damaging the monk before it had a chance to react. Jarl made short work of the monk just in time to cringe at a high pitched keening from deeper in the cave. Though tempting none of the PC's reacted to this captivating song. As the sound of the song receded a ghoulish harpy flapped clumsly into view and two ghast emerged on opposite sides of the room. Arten again asked for Moradins blessing, and stepped up toe to toe with the Harpy, only to be paralyzed after one exchange! Jarl stepped up to aid the cleric and found himself in a similiar predicament. Meanwhile Marr found himself paralyzed and seperated from the group. The wizard found himself in a desperate situation, alone and out numbered. Using a scorching blast to destroy the harpy, Heike found his back up against a wall. The closest ghast attacked Heike and paralyzed the wizard with it's bite. As the ghasts began dragging their meals back to their holes, Arten felt herself return to her body. Just as Heike's limp form was dissappearing from sight, Arten used her divine connection to Moradin to force the ghast to drop it's prey and flee in terror. Meanwhile Marr was being mauled by it's uncaring captor. Jarl returned to himself just in time to pry the ghast off a wounded Marr. Jarl pounded the last ghast back to true death, and the party began their search of the cave.
The party found some minor treasure as well as some magical bracers, but most importantly they found the ancient tome. When the tome was opened it unleashed a wave of dark energy, and awoke restless spirits in the graveyard. The party was forced to flee the cave as it began to collapse.
The unleashed murks and shadows surrounded the party as they emerged from the tunnel entrance. A wraith immediately flew up to Arten and stole away the dwarfs breath. Arten answered by calling for Moradins might and again the undead fled in terror. The remaining shades were put down in short order by Jarl and Heike.
With the threat gone, the party headed back to the village to split their spoils, investigate the tome, and figure out their next steps...
Symbol recovered
The party ran into a small group of Vistani and learned about some of the political problems threatening the village of Barovia. The PC's attempted to intervene with Miskar the Lesser and were snubbed however they met his much more level headed sister Ilyena. After the brief stay in town the PC's decided to pursue the symbol of raven kind in the Svalich Woods.
After a brief journey into the woods it didn't take long for the PC's to encounter a group of werewolf scouts and vampires. The PC's walked through the forward group and continued down the footpath to a rock outcrop in the center of the woods. Here the PC's encountered a group of werewolves defending the cave entrance. After finding themselves pinned down in front of the cave entrance, a timely fireball from Heike allowed the PC's an opening to close the gap. Using a combination of speed and invisibility Jarl and Marr were able to infiltrate the cave entrance. They were soon joined by an invisible Heike, leaving Arten exposed to the remaining enemies, fortunetly the werewolves were unable to pass Arten's formidable defenses. Upon entering the cave the PC's were confronted by the terrifying beauty of the mad nymph Valicia. A desperate fight ensued, Jarl and Marr concentrated on destroying the werewolf that fled to the rear of the cave while Heike, Arten and her summoned lion battled the mad nymph. After a few tense moments both remaining werewolves were destroyed and Jarl discovered the symbol of RavenKind in an icecold pool. All PC's closed on the nymph however her devestating beauty left Jarl and Arten blinded. Eventually Arten's mighty lion pinned the nymph and allowed the PC's to put the nymph out of her misery. Her death however did not restore the PC's lost sight.
Taking a moment or too to weigh there options the PC's explored the cavern. Here they found several magical javelins and a cloak of second chances that the nymph had worn. They also discoved a pillar of strange green stone and the cave mouth that glowed with an eerie inner light. Jarl touched the stone several times and found himself stunned for a few moments, the impetious Arten decided to cast a spell to allow her to pass her hand into the stone. As soon as her hand broke the surface of the rock, Arten found herself take on the strange essence that had inhabited the rock. The pillar grew dim and Arten found her self unable to speak normally.
The PC's found themselves in a tough position, stay in the cave and hope to recover or make a desperate dash back to Barovia. The PC's chose the latter. In desperate flight, the PC's stumbled and scrambled through the dense wood back to Barovia. They somehow found a way to overcome the last few remaining werewolves and stumbled into Barovia at dusk.
Upon arriving at the Blood on the Vine Tavern the PC's found the tavern populated by many more Vistani. Knowing they were in no shape for a fight, the PC's quickly obtained a single room. They barricaded themselves behind the door, while the spell casters rest, Jarl curled up directly behind the door hoping to find some rest...
The light saved again
The night passed relatively uneventful despite the common room being full of vengeful Vistani. Towards dawn the PC's were awakened by a tentative knock on the door. Expecting the worst they instead found the beautiful Ileyna in the hallway. She pushed her way into the room and informed the PC's of the ill happenings unfolding in town. She informed the PC's that a mob had formed under the direction of Viktor the undertaker and that they were in the process of hanging an outsider, no other than Ashlyn the LightBringer paladin. She also pointed out that the mists of night had not thinned out with the coming of morning, instead thickening and blocking out the light of the sun causing the land to be shrouded in perpetual gloom.
Ileyena's tidying were not all ill, in that she also brought a scroll of remove blindness and was able to restore sight to Jarl. Arten also found herself able to speak half the time normally and was able to purge herself of the curse of tongues she picked up at the Mad Nymph's lair. A now fully healed party were ready to intervene on behalf of the distressed paladin.
As the PC's were readying to depart a loud challenge from the common room could be heard throughout the inn, "Come down or blood will start to flow!!". It appeared the Vistani had hired two half orc bounty hunters to deal with the party once and for all. The PC's rushed down the stairs knowing that Ashlyn's time among the living was numbered. They found the common room full of human and halfling Vistani as well as two brutish half orcs. A melee insued and the would be ambushers found themselves with more they could handle in the form of swinging swords and iron hard fists. Before long the party dispatched the entire group and headed out of the inn to confront the mysterious Viktor.
The PC's immediately saw a large group of townsfolk centered around a commanding figure and a hastily assembled gallows. Before the gallows stood a distressed Ashlyn and the tall, gaunt figure of Viktor the Undertaker. As they neared the crowd the PC's understood that Viktor had the mob in the grip of somekind of enchantment and that not all the crowd was alive. Some PC's took a stealthy approach while Random and Boduke charged through the middle of the crowd. Arten dispursed the zombies in short order, while an invisible Heike and Jarl crept towards Viktor. Upon hearing Arten call for Moridin's aid, Viktor triggered the gallows and the countdown for Ashlyn's life began. In a heroic if not somewhat clumsy fashion the PC's were able to subdue Viktor and cut Ashlyn down before any serious harm was done. With Viktor's demise the mob slowly came back to themselves and were horrofied by their actions. Random made an eloquent speech to calm the crowd and assure them all was well.
A relieved Ashlyn was able to guide the party towards two possible locations for the swamp and mountain fane. The party used this information to plan an expedition to the Lugar Mountains in pursuit of the fable SunSword...