Difference between revisions of "CoS 1"

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'''CoS 1''' is a [[Roleplaying#Campaigns|roleplaying campaign]] set in Forgotten Realms (Faerûn/Demiplanes of Dread), run by Gunnar Petzäll as DM and the '''Epsilon''' group (Engh, Julle, Staffan, Jaroslav, Jonas) as players and using the [[DnD 5e]] system.
'''CoS 1''' is a [[Roleplaying#Campaigns|roleplaying campaign]] using a modified [[Curse of Strahd]] module using the [[DnD 5e]] system set in Forgotten Realms (Faerûn/Demiplanes of Dread), run by Gunnar Petzäll as DM and the '''Epsilon''' group (Ann, Elly, Jenny, Julle, (Jaroslav,) Jonas & Staffan) as players.


The campaign follows a group of Forgotten Realms characters who end up in in a forgotten realm, with varying motivations to mostly make the world a better place.
The campaign follows a group of Forgotten Realms characters who end up in in a forgotten realm, with varying motivations to mostly make the world a better place.
For this campaign, not much house rules are used, mainly just the concept of [[Healing 5e|Lingering Injuries]] that occur if a character receives exceptional and [[Feat#Oversized_Weapon_Mastery|one feat]].




== House Rules ==
== House Rules ==
* [[Healing 5e|Lingering Injuries]]
* [[House_rule#DnD_5e|General DnD 5e house rules]] (all sorts)
* [[Feat#Oversized_Weapon_Mastery|Oversized Weapon Mastery]]
* [[House_rule#Dice_Rules|General Dice Rules]]
 
* [[Curse_of_Strahd#Barovian_Sleep|Barovian Sleep]] (nightmares may prevent some HP restoration; overcome with time)
=== Barovian Sleep ===
* <s>[[Healing 5e|Lingering Injuries]] (debuffs and scars when taking 50% max HP or being downed)</s>
In Barovia, the norm is to have nightmares dominate your sleep. On a Long Rest you make a Wisdom save DC 20. On a fail, you only regain HP up to a maximum (see table) and may feel heady (poisoned) for a while. You regain HD as normal (1 per 2 lvls). Any effect that reduces HP gained use this number as the normal gained amount.
 
You will acclimatise yourself with the discomfort, nightmares, and the dreary surroundings, adding a bonus to the roll of +1 for each day spent in Barovia. After 10 days this roll is also made with advantage. Rolling a natural 20 is an automatic success even if it wouldn't reach DC20. Rolling a natural 1 will cause a character to have a failure level of at least 3, unless the actual result is lower than that. One may find ways to gain shielding from these effects and gain better nights' sleep.
 
 
{| class="wikitable"
|-
!Fail lvl
!Result
!Regain HP to
!Poisoned
|-
| n/a
|20+
|100%
| n/a
|-
|1
|18-19
|90%
| n/a
|-
|2
|16-17
|80%
|5 min
|-
|3
|14-15
|70%
|15 min
|-
|4
|12-13
|60%
|30 min
|-
|5
|10-11
|50%
|45 min
|-
|6
|8-9
|40%
|1h
|-
|7
|6-7
|30%
|1.5h
|-
|8
| -5
|20%
|2h
|}


== Session prep ==
== Session prep ==
Line 74: Line 15:


== Main Cast ==
== Main Cast ==
* Jack (Jaroslav) - [https://www.dndbeyond.com/characters/82899464 Sheet]
* Kevavor 'Kev' (Daniel) - [https://www.dndbeyond.com/characters/57268595 Sheet] - [https://www.dndbeyond.com/sheet-pdfs/Engh_57268595.pdf PDF]
* Garth (Staffan) - [https://www.dndbeyond.com/characters/81353183 Sheet]
* Bigwig (Jonas) - [https://www.dndbeyond.com/characters/58570082 Sheet]
* Luna (Christopher) - [https://www.dndbeyond.com/characters/82100232 Sheet]


== Planning ==


* S3 2022-09-20 - AS PLANNED - 3/5
** Christopher & Staffan unavailable
* S4 2022-09-27 - AS PLANNED - 4/5
** Daniel unavailable (came lol)
* S5 2022-10-04 - AS PLANNED - 3/5
** (Jaroslav & Christopher couldn't make it')
* S6 2022-10-11 - AS PLANNED - 3/5
** Jaroslav & Christopher unavailable (Jaroslav came)
* S7 2022-10-18 - AS PLANNED - 3/5
** Daniel & Christopher unavailable
* S8 2022-10-25 - AS PLANNED - 5/5
* S9 2022-11-01 - AS PLANNED - 4?/5
** Jonas unavailable?
* S10 2022-11-08 - AS PLANNED - 5/5
* S11 2022-11-15 - AS PLANNED - 5/5
* S11 2022-11-22 - AS PLANNED - 5/5
* S11 2022-11-29 - AS PLANNED - 5/5
* S11 2022-12-06 - Maybe canlcelled (GPs birthday)


== Summary ==
Current level: 7


=== Start ===
{{CharShortTable}}
(Session 1 - 2022-09-06) '''[Day -2]'''


The introduction '''starts near Waterdeep''', the largest city on the Sword Coast and possibly the largest in the world (at least that you know of). Starting out as small fish in a big pond, you heed a call from '''Sir Isteval''', a noted paladin of Amaunator (formerly Lathander) for adventurers and mercenaries to '''aid Daggerford''' in dealing with goblins, gnolls, and orcs who’ve been raiding the countryside, destroying homes and causing an influx of refugees to head to Daggerford.


A militia guards Dagggerford. Service is mandatory for all able-bodied adults, and lasts for twenty years. All citizens living within the town receive instruction from the duchess's own soldiers in the use of spears and other weapons, and must spend at least one day a month in defense of the town, standing sentry on its walls, or patrolling the nearby roads. Their training means that the common citizens of Daggerford aren't easily cowed by armed folk demanding goods, coin, or passage, and are slightly more likely to take up work as mercenaries, caravan guards, or adventurers. In this case, the troubles have been so large and such an influx of refugees that help is needed!
{{CharShort|player= Christopher
|char= [[CoS_1/Nibbins|Nibbins]]
|link= https://www.dndbeyond.com/characters/108476747
|pdf= 
|ini= +1
|hp= 38 (25 temp)
|ac= 16
|per= +4
|hit= +1
|dc= 14
|str= -1
|dex= +1
|con= +4
|int= +4*
|wis= +5*
|cha= +2
|pro= +2
}}


You heeded the call to arms coming from Waterdeep, but only came at the '''end of the crisis''', assisting with a few minor erradications and to housing refugees, etc. Nevertheless, your help was greatly appreciated and you have been given a small '''reward of 25gp''' each and invited to '''dine in the Duchess Morwen's manor'''.


The largest and oldest building in Daggerford is the ducal castle, a three-level keep enclosed by a two-story wall that contains its own smithy, parad ground, and stabling. The dukes of Daggerford have always kept a well-stocked larder, capable of feeding the castle's inhabitants and any citizens that it might shelter inside during a siege.
{{CharShort|player= Elly
|char= [[CoS_1/Ziff|Ziff]]
|link= https://www.dndbeyond.com/characters/107619587
|pdf= 
|ini=
|hp=
|ac=
|per=
|hit=
|dc=
|str= +
|dex= +
|con= +
|int= +
|wis= +
|cha= +
|pro= +3
}}


The feast is lavish by any commoner's standard and is mostly attened by local militia, mercenaries and intrepid adventurers. The local nobility, including Duchess Morwen mingle among the common folk (some nobles seem to have been told to attend). (Passive society 14 informs you that though luxurious for commoners, this is a budget ordeal compared to a proper nobility feast, albeit accomodated for many times the amount of guests)
{{CharShort|player= Jenny
|char= [[CoS_1/Darling|Darling]]
|link= https://www.dndbeyond.com/characters/107735993
|pdf= 
|ini= +1
|hp=
|ac=
|per= +
|hit= +
|dc=
|str= +
|dex= +
|con= +
|int= +
|wis= +
|cha= +
|pro= +
}}


During the dinner you share stories with others and also have the luck to be seated fairly near Duchess Morwen and got some time to socialise in addition to regular mingling. She shows appreciation and while not heavy on the wine, not timid either. During the evening you convey regret you arrived too late to really make a difference defending Daggerford and Morwen politely acknowledges the sentiment and implies the time may yet come.
{{CharShort|player= Jonas
|char= [[CoS_1/Bigwig|Bigwig]]
|link= https://www.dndbeyond.com/characters/82843357
|pdf=
|ini= +1
|hp= 45
|ac= 16
|per= +3
|hit= +6
|dc= n/a
|str= +4*
|dex= +1
|con= +3*
|int= -1
|wis= +1
|cha= -1
|pro= +2
}}


We'll start '''three days after this'''; you may assist with rebuilding, refugee assistance or some downtime activity.
{{CharShort|player= Staffan
|char= [[CoS_1/Garth|Garth]]
|link= https://www.dndbeyond.com/characters/81353183
|pdf=
|ini= +0
|hp= 43
|ac= 18
|per= +2
|hit= +6
|dc= 12
|str= +4
|dex= +0
|con= +3*
|int= -1
|wis= +0
|cha= +2
|pro= +2
}}
</table><nowiki>*</nowiki>Proficient<!-- DON'T REMOVE THIS! -->


The cast of characters include: '''Luna''', the firbolg moon-attuned, '''Kev''' (Kevavor) the playwright, '''Jack''', the sword-slinging magician, '''Bigwig''', the barbarian bunny, and '''Garth''', the champion of vengeance.
* [[CoS_1/Luna|Luna]]
* [[CoS_1/Goncai|Goncai]]
* [[CoS_1/Darling|Darling]]
** [[CoS 1/Papa's Notebook|Papa's Notebook]]
* [[CoS_1/Ireena_Kolyana|Ireena Kolyana]]




<!--


=== Chapter 1: The Wolves at Mud Creek ===
(Session 1 - 2022-09-06 -Engh) '''[Day 1]'''


Much of the dinner guests dissipates from Daggerford during the next few days and many are allowed free housing either as guests at locals or at an inn while refugees are still catered for and repair work is in order. You spend time helping for free food and lodging and can do some downtime activity or simply help out with the work. On the third day, you receive a letter from Duchess Morwen asking you to report to '''Sherlen Miller''', Captain of the Constabulary, for an opportunity "to make that difference after all".


'''Mud Creek''' village council is having severe problems with '''wolves''', possibly related to the goblin attacks, offering a '''800gp reward''' to anyone who can wipe them out. The rest of the guard are too busy and if you elect to not go, there are others they can ask.


The travel to Mud Creek you traverse on foot and is uneventful for half a day's worth of travel. Nearing the town, a few miles up you see '''six wolves''' attacking two shepherds and a flock of sheep, seemingly herding the sheep into the woods with precision similar to a sheepdog. You intervene and though Bigwig puts himself in harms way and is nearly injured, the wolves are killed or schased off and the shepherds and sheep are saved.
-->


You get some '''odd stories''' from the shepherds in regards to the wolf attacks, and something is clearly amiss. Someone or thing is obviously controlling the wolves.


In town you're invited to a council meeting where they debade if it's worth the risk to continue to export foodstuff while the wolves attack (risking either starvation in the coming winter or a lack of money to re-stock in spring). It turns out the town guardian (and sorcerer) '''Alexi''', brother of the town priest, '''Father Merricksson''', has been missing about three weeks and this is when the troubles started. There has been more disturbing reports like sheep stolen out of locked barns and when the village sent out a hunting party, several died and of the missing people only the halfling '''Willen Featherock''' turned up alive - but only barely.
<!--
=== Old chars ===


Talking to Featherock who claims '''the wolves SPOKE''' and Alexi's town house that seemed like he had not planned to leave for "one of his long trips", the party decided to rest for the night and track or use some kind of ruse on the wolves tomorrow.
* old - kevavor


(Session ends)
{{CharShortTable}}


Note: Some characters experience some nightmares during their long rest.
{{CharShort|player= Christopher
|char= [[CoS_1/Luna|Luna]]
|link= https://www.dndbeyond.com/characters/82100232
|pdf=  https://www.dndbeyond.com/sheet-pdfs/Julleswe_82100232.pdf
|ini= +1
|hp= 38 (25 temp)
|ac= 16
|per= +4
|hit= +1
|dc= 14
|str= -1
|dex= +1
|con= +4
|int= +4*
|wis= +5*
|cha= +2
|pro= +2
}}


(Session 2 - 2022-09-13) '''[Day 2]'''


In the morning, the ruse idea was discussed and the party had a good time, but got one or two sceptical looks from other tavern patrons as well as the owner '''Leanor Slatebeard'''. Eventually they took some advice from '''Corel''', the wiry fleecer/shepherd/farmer, and decided to track ther wolves from the point of attack from yesterday.
{{CharShort|player= Ann
|char= Ismark
|link= https://www.dndbeyond.com/characters/91852488
|pdf= https://www.dndbeyond.com/sheet-pdfs/Heropsychodreamer_91852488.pdf
|ini= +4
|hp= 27
|ac= 17
|per= +6
|hit= +6
|dc= n/a
|str= -1
|dex= +4*
|con= +1
|int= +1*
|wis= +2
|cha= +0
|pro= +2
}}


{{CharShort|player= Fredrik
|char= Goncai
|link= https://www.dndbeyond.com/characters/91593992
|pdf=
|ini= +8
|hp= 37
|ac= 13
|per= +2
|hit= +1
|dc= 15
|str= -1
|dex= +3
|con= +3
|int= +4*
|wis= -1*
|cha= -1
|pro= +2
}}


==== Tracking the Wolves ====
{{CharShort|player= Jaroslav
The slain wolves (sans their heads that Bigwig hade taken the previous day) were still there, prompting Kev to assume the thing controlling the wolves don't care to take care of their dead but the tracks were also fairly easy to find, at first. Following that, Luna's superior tracking skill did the rest. Well, it would have if she had not turned invisible, prompting Bigwig to having to track Luna into the forest.
|char= Jack
|link= https://www.dndbeyond.com/characters/82899464
|pdf=
|ini= +4
|hp= 22
|ac= 17 (14)
|per= +1
|hit= +6
|dc= 13
|str= -1
|dex= +4
|con= +1
|int= +3*
|wis= +1*
|cha= -1
|pro= +2
}}


Encountering '''an owlbear''' two hours of tracking later, Luna simply circumvented it and headed on after the track, leaving the rest of the party to deal with it, which was done in a couple of heartbeats.
</table><nowiki>*</nowiki>Proficient<!-- DON'T REMOVE THIS!


Eventually the party reached a clearing and '''a wolf den''' that was guarded by '''oddly behaving''' wolves, among other things they had dressed themselves in strips of cloth and had made a campfire. Apparently they also made noise traps as when the party were approaching the clearing, it was set off and all the wolves went to high alert. Kev tried to talk with them but Bigwig charged in and killing one of them in one fell swoop. The party ran in and massacred most of the guarding wolves in the blink of an eye, after which '''two enormous wolves''', one with faint glowing orange streaks as if by lava and one with a blueish hue, sparkling with energy as well as four makeshift armoured wolves ran out. The first, fiery one, blasted the party as well as the last remaining guard wolf with fire and the other shouted for the violence to stop. They first reluctantly halted and Kev again tried to speak with the wolves.
-->


There was clearly some conflict between the wolves and the inhabitants of Mud Creek but they had, in fact, attacked and chased off the owlbear and the blue hue one seemed very keen on a non-violent solution to the conflict. As the party had managed to talk the wolves down a notch, the '''fire-breathing wolf had slowly become more and more agitated''', muttering things like "we shouldn't talk to the killers, they should die" and the like. The apparent turn into all-out diplomacy simply turned her over the edge and draw a deep breath, preparing to once again spweing a cloud of fire.
== Planning ==
Upcoming absence or breaks


Which is where the session ended.
* 2024-04-09 - Staffan's Dragons
* 2024-04-16 - Jenny's Kittens
* 2024-04-23 - CoS with a Greg guest
* 2024-04-30 - Staffan's Dragons? (No Jenny)
* 2024-05-07 - CoS
* 2024-05-14 - ?
* 2024-05-21 - CoS
* 2024-05-14 - ? (No Gunnar, probably)
* 2024-05-21 - ? (No Gunnar, probably)
* 2024-05-14 - CoS


New initiative!
== Summary ==


(Session 3 - 2022-09-20 - [Day 2] -Julle -Staffan)
* '''[[CoS 1/Summary]]'''


The wolf with fiery streaks through its fur drew in breath, rose on its hin paws and breathed out '''on the other massive brethren'''. In the blink of an eye before he was enveloped in flames, a look of lupine horror was seen across his face before the flames and the pain.
<!-- --------------- -->
{{:CoS 1/Summary}}


The wolves with makeshift armour attacked the intrepid explorers and the fiery one did its best to erradicate them but Kev snuck up and used his magic to heal the lightning-infused massive wolf, and turned the battle as he fried his flame compatriot with a bolt of energised lightning, straight to its own face. Together the fiery '''wolf was taken down and the rest submitted''' after that.
== Navigation ==


 
{{Roleplaying}}
==== Lupine Diplomacy ====
The electrical wolf sought further '''diplomatic talks''' and Kev, joned by the rest, happily indulged. The general idea was to convince the wolf pack to talk directly with the town's council near the forest's edge and '''discuss a deal''' where the wolves wouldn't steal any more livestock or supplies from the townspeople and the townspeople wouldn't try to hunt the wolves. The hope was to expand this to perhaps "trade" (new concept for the lightning wolf introducing himself as "Bolt") and the wolves could keep the town safe from predators like owlbears or even human predators like bandits and the wolves could have some supplies from the town.
 
Jack also figured out a very plausible theory that '''Alexi''', the town's protector and brother of Father Merrikson, had inadvertently '''MADE the wolves sentient''' and able to speak through a sorcerous Wild Surge, essentially exchanging his own life essence to awaken the wolves to sentience. They don't remember much from before this and the one they call the '''Lightbringer''' was probably Alexi. Flame and a few pack members were to meet the Council at noon the day after.
 
The council wasn't too hard to convince. Sure, the halfling '''Tillus Merrion''' (from the Growers and Buyers' Association) was outright hostile, but Father Merrikson saw that the wolves, in a way, could be seen as '''Alexi's offspring''', or fractions of his own soul and urged the council to vote to listen to the newly sentient wolf pack. And so they did, with just the one angry Tillius shouting obscenities.
 
'''[Day 3]'''
 
The rest went without much resistance. The adventurers aided the two sides to amicably negotiate and increase trust. The council gave the adventurers the '''entire reward''', despite not killing all the wolves, on the provisory they'd come back and help '''them for free''' if the wolves suddenly backed on their words - '''within a year'''.
 
 
=== Chapter 2: The Travellers ===
In '''Daggerford''' it seems '''Duchess Morwen''' kept doing celebratory dinners to the mercenaries and adventurers that were still about, and several of them had made similar missions in or around Daggerford in the past few days (some probably still out there). At least eight other adventurers attended the dinner. She had some other thing on her mind though and Kev directly asked her, finding out that a '''group of travellers''' had been harrassing townspeople and threatening them and a squad of town guards had come back seemingly magically '''hexed''' after being ordered to get them to leave. She asked the adventurers to have a go and to say "leave by dawn or have your wagons burned". She said it would be a "personal favour" to get the message across.
 
 
==== The Travellers ====
After much debate, the group checked with a "hexed" guard who had no magic hex on him and seemed fine, went and the travellers seemed pretty nice. Their patriarch '''Stanimir''' welcomed them and there was much music, dancing, cherry wine and stories. He made a convincing tale of a man his people had saved in the distant past, and whom in turn saved them. He had fought evil kings and taken up home in the travellers' homelands. Dismay had arrived as this man was '''a prince cursed''' by dark powers and Stanimir urged the adventurers to save him, as he had meen made into a tyrant to his people and so they could save the people of his lands. His own elder, '''Madam Eva''' could tell more of the curse and how to lift it, he said. He did know their ancient homelands, nowadays called '''Barovia''' was at least a little bit similar to the Feywild, and not all roads consistently lead there. A guide likes himself, or any traveller of his people, could lead them, but they need some aid.
 
Ever skeptical, Jack didn't believe a word of it, or, he did believe Stanimir was telling the truth but may be delusional or simply wrong. There was a potential for lots of treasure there with or without the prince but the "curse" was a very abstract concept he wasn't so sure about. Kev and Bigwig on the other hand were both intrigued. Partly as Bigwig has always had an underlying hatred for curses and a will to lift them (especially werewolf curses, and there was some of that, Stanimir said) but also the wealth of the kingdom itself, that potentially could be '''rewards in the size of "castles and kingdoms"'''.
 
The group decided to stay and party with the travellers and leave in the night, well ahead of dawn and camp on the way, hoping to get that favour from Duchess Morwen and maybe even more treasure in this ancient land "Barovia".
 
==== Liam's Hold; The Stronghold ====
'''[Day 4]'''
 
After some nightly travels, a rest, and reaching '''Liam's Hold''', they realised there is a local issue with '''werewolves'''. Several regional powers were involved to root out the issues, including the '''Lords' Alliance''', the '''Order of the Gauntlet''', the local '''Harpers''', the '''Emerald Enclave''' and the '''Retinue'''. The Order of the Gauntlet's representative, '''Lanniver Strayl''' was in charge of protecting the local area and discussed the matter. There was rumours of a portal a day's march into the '''Misty Forest''' where these werewolves came from and there was a reward for finding it (strongly recommending any intrepid adventurers to NOT engage werewolves!). The party took a 200g reward for the information they already had and promised to do more.
 
The party also talked to '''Eravien Haund''' of the Lord's Alliance who tried to convince them to allow them to give him exclusive knowledge and ability to deal with the threat to give him political power but in the end declined, and Bigwig inadvertantly insulting the noble, angering him. In his anger he dropped his notes, including '''knowledge of things''' like it's a dozen specific werewolves, leader called Kiril, from "Barovia" (Lord's Alliance has no info on it), worship "The Huntress", leave through some ancient portal, will give letters of recommendation, related to Daggerford (!) and Waterdeep (?). A local guard (Dravin Barok) also disturbed their talk asking if they are looking for werewolves, please look for his missing son, '''Kellen'''.
 
Talking to Stanimir, they ensured that they are '''able to enter and leave''' Barovia ("yes, with a guide or leave through leave"). Special "leave" allowed with the aid of the "darklord" himself, "'''Strahd'''", but also with a guide like Stanimir. The old man also encouraged the adventurers to '''not directly intervene with the werewolves''' without plenty of resources. He was open to bringing more armed guards, but seemed sceptical of their heroic destinies, compared to the party. He meant to say that he believed in Destiny and that Destiny had not made him find the adventurers but Destiny had made the adventurers find him (Jack silently sighed but Bigwig seemed impressed - at least by any idea of killing werewolves!).
 
End of session.
 
(Session 4 - 2022-09-27 - [Day 4] - full party)
 
The party discussed the matter some more and decided to '''leave the extra soldiers''' behind to scout for the source of the werewolves and report back before the full moon, the danger is on the travelled road, not Barovia or further towards Liam's Hold. Arrigal lead the main scouting of the caravan (though the party helped), camping near the forest's edge, '''[Day 5]''', and then later a day's travel in, both days uneventful.
 
=== Chapter 3: Welcome to Barovia ===
Everyone had a set of '''dreams''' starting delightsome and ending with inhaling cold mist like water, waking in twitchy fits.
 
<div class="mw-collapsible mw-collapsed toccolors" style="float:right; width: 400px; border: 1px solid black; padding: 4px;">
<div style="font-weight:bold;line-height:1.6;">Dream</div>
<div class="mw-collapsible-content">
As you drift off with the pleasent smell of the camp fire and traveller food leftovers and the near-full moon peaking out from behind the clouds, you enter into a cozy and comfortable sleep. In fact, you haven't slept this well for, well, you're not really sure you ever have slept this well! As this thought goes through your mind it strikes you as odd that you're even contemplating this while dreaming. The moment is fleeting and some of the happy moments of your life rolls on by and your troubles are swept away with them. Time seems to fly endlessly in this state and even years, decennia and centuries seem to pass you by.
 
Slowly, as you seem to recall moments repeating themselves (as they often do in dreams), they now seem tinted with less of that kind light. The clouds are heavier and the surroundings, just beyond sight, seem to now have whisps of white that dissipates as your eyes tries to focus on it. Eventually, these elusive mists seems more tangible and even stays in view. It even seems to slowly creep up on you.
 
The mist doesn't forebode a sense of dread. Just cold, solid determination, impermeable to the will of others. As your lovely moments slowly change, the mist moves closer still. Friends have gaunt and pale faces, food no longer tastes as rich. You hear a scream and the memories are no longer what you recall of them; something dreadful happened in place of the warm comfort you know of. You are gripped with a sense of panic as the very nature of the mist changes and moves on you with determination. You try to run but it rolls in faster than your feet can carry you.
 
As you run as fast as you are able and your throat hurts from panting, the mist overtakes you with deliberate determination and you feel the cold, almost liquid, air flowing down your throat and filling your lungs. The panic of drowning overcomes you and you inadvertently draw further breaths, filling not only your lungs but your soul with cold.
 
As you come to, you find yourself in a forest without a trail. As you look around, you see your own tracks going backwards in a shallow layer of mud on the forest floor. Following the tracks you find the camp mostly as it was left last night, planted on a patch of more solid grass than you first found yourself on, beyond the border of the small clearing. The Travellers are gone, but you can easily see tracks leading further East.
 
The weather is the same dreary overcast you have been used to for the past week or so, with a faint smell of rain in the air. The forest is, however, different than last night. Rather than a lush mostly leafy forest, almost every tree you see is a pinetree, many have streaks of a grey moss on them that doesn't look healthy and the forest is littered with dead, hollow trees in between the dark-green pines.
 
It's very quiet. The normal, lively sounds of the woods are noticeably absent. Not only that, but the thick fog seems to carry every sound much farther than usual and you imagine people will hear you well even if you whisper. You can't see any wildlife bar the odd raven.
 
Even though it's morning, the light is dimmer than normal morning light. The mist gives the whole world around you a hazy feel, illuminated by the sterile, white light of a sun far beyond the clouds. You hear some faint howling of wolves on the wind.
</div></div>
 
Waking up on the second day of the forest (4 days from full moon, '''[Day 6]'''), the party found themselves in what they believe is '''Barovia''' with essentially a different forest but the old tracks here. The travellers were missing, their wagon tracks going further in the same direction the whole caravan was going. Much of their '''possessions had been lifted''' from their persons but there was a track of someone dragging a large sack, which probably contained their items. The horses seemingly had been chased off from the area and Bigwig's hound had made some soft of resistance to stay and/or protect his master.
 
The tracking was interrupted by a '''Dire Wolf''' leading a pack of wolves to attack the party. Well equiped with wolf knowledge from Mud Creek, they know wolves normally don't attack humans and some did indeed flee. When they were fought off, Luna found the tracks again and helped Bigwig track them further while the rest of the party followed the travellers' tracks north-east towards what turned out to be a road. Arriving there, a black carriage was waiting for them. A '''dusk elf''' opened the door and carefully flung a bag of '''coins''' to Kev, saying "This may be of aid after your misfortune." A choire of voices screaming in despair and agony seemed to follow the carriage or the elf.
 
(End of session; minor play through messages after)
 
Out of frustration and desperation, Kev used his magical powers to teleport on top of the carriage as it was speeding off and Bigwig ran after into the mist, leaping into the air landing next to Kev. The sounds alerted the driver, who stopped the carriage.
 
<div class="mw-collapsible mw-collapsed toccolors" style="float:right; width: 400px; border: 1px solid black; padding: 4px;">
<div style="font-weight:bold;line-height:1.6;">Kev & Bigwig on the Black Carriage</div>
<div class="mw-collapsible-content">
When Kev pocketed the coin purse, he felt the melodrama was too much and wanted to know more about the odd figure that had appeared. He was a fellow elf, maybe he'd be sympathetic as well? He lept magically unto the carriage as it was gaining momentum, needign a few seconds to gain his balance as it rocked on the uneven dirt road. Before he could react, a panting giant rabbit shape leapt from the misty grounds, high up into the air, landing expertly right beside him with a braggy grin.
 
The carriage is going at a "comfortably fast" pace that won't make the draft hoses in front go exhausted too quickly, but too quickly to comfortably run up to. The mist is the same as before, but within a couple of seconds, you can no longer discern your friends, just the road ahead and the pine trees, nearby. In the rush, you notice no other life here, sans the odd raven.
 
After gaining his balance Kev moves his way down to the front of the carriage. He is looking for the reins with the intention to slow down or halt the carriage.
 
Having a few seconds head start, Kev stabilises and heads forwards towards the driver's seat as Bigwig lands with a thud. Surprised, he looks towars the thud, seeing that familiar grin and ears somewhat flopping in the wind. He locates the reins but before he even reach for them, the carriage is slowing down and by the time he reaches them it has almost stopped.
 
Bigwig jump down and with a raised voice says "We weren’t formally introduced. I'm bigwig Yojimbo Darkscuttle. Who are you and for what reason does our actions warrant a reward?" To what I assume is a closed door of the carriage.
 
The two compatriots look on as the door opens, the elf calmly walks out, looks you both in the eyes in turn and says "No. No passengers today, please leave the carriage, I wish you no harm at this time. The gift is all I offer today."
 
The sound of a thousand voices screaming in fear or agony is palpable and certainly taking the edge of the adrenaline rush from a near-death experience and jumping unto a moving carriage.
 
Kev climbs down from the carriage. "Good sir. We have no beef with you as far as I know. You must excuse us, we have recently been robbed of our precious possessions and it seemed awfully suspicious with this carriage so close to the crime scene. Do you perhaps know anything about who or what could have taken everything from our gold to my darn boots."
 
The dusk elf acknowledges the briefest of emotion in his eyes - mild amusement - and regains his posture just as quickly. He calmly says "I would never touch your pitiful junk," he says with genuine disgust. "I am not asked to converse with you and I have no interest in doing so. Step back now or deal with the consequences."
 
He calmly turns his back towards you, and starts to enter the carriage once more.
 
Not too far off in the distance you're hearing the surprised and annoyed sounds of your other party members realising what happened, though they are beyond the edge of the mist from you.
 
Kev spends a second thinking and then quickly decides that it is not worth it.
 
He takes a step back. "Be on your way then. Thank you for the gift, but you did not say who it is from?"
 
As the man reach for the coach seat and reach to close the door, he does acknowledge your question and upon closing the door says "Thank Count Zarovich, if you get to see him."
 
When the door slams shut and the carriage slowly picks up momentum, the horrifying screams still ever present. Through this the elf didn't even seem to notice the disturbing voices were present.
 
Just before it leaves your immediate vicinity the voices reach a sort of momentary crescendo, causing a feeling of your sould being ripped out of your mind.
 
Kev: "Lets get back to the others. We got a name and he was probably not the theif."
 
Bigwig: "Very odd fellow, your heard the voices right? they were stronger around him but i didnt see him notice at all. Oblivious of the pains of others perhaps? Were the voices an actual sound? Or was it some magic?"
 
Kev: "I am going to assume that it was magical. Not pleasant at all. I hope we never run into him again. Lets get back to the others."
 
Bigwig: "Mm I don't want to see him but I'm sure we will. Since you shrewdly found out who he works for."
</div></div>
 
(Session 5 - 2022-10-04 - [Day 6] - -Jaroslav -Julle)
 
Some discussion and tracking lead the party to conclude it's likely the Travellers didn't steal their gear, but priority number 1 is to find it, especially to find the shoes and weapons. The tracks were not hard to follow, and after half an hour or so they came across some '''imposing gates''', with guardian statues lacking heads. There was a '''chest with two letters''', one denoting regret of being unable to assist further and a writ that may be used to gain gear at a reasonable price in the '''township of Barovia'''. It suggested asking the '''Burgomaster Kolyan Indrovich''' of said town for aid before heading to '''Madam Eva''' at the Tser pools. It also mentioned having put '''a map''' in one of the party's backpacks; yet another reason to hasten their return.
 
Another half hour or so down the road (here in better condition than from before the gates) there was a clearing up to the right and a milestone indicating the hamlet of '''Soveja''' up the hill and "'''Barovia 5 miles'''" as the main road went. They were greeted by two children, '''Rose''' and '''Thorn''', who were concerned for their parents' safety as there "is '''a monster in the basement''', ooor the attic". They seemed a little confused but a house that looked fairly inviting was on the hill and as it turned out, it looked like the track from the sack carrying '''their equipment''' went the same way. If nothing else, they ought to have shoes!
 
 
=== Chapter 4. Durst Manor ===
The group entered the building, seemingly being just recently people abandoned their meal and were gone. They explored the lower floors and found some '''crossbows''' as well as appropriated some meat cleavers from the kitchen, just in case. The children didn't seem to know the way to the basement, but maybe the monster was in the attic? A cute '''pupper called Lancelot''' was hiding in the music room but the children had never seen the pooch before, they had a larger dog with black fur called '''Sophaxis''' that were nowhere to be seen. A portrait of Sophaxis was found in the library, and they also found a '''journal''', describing some odd occurances in the later pages.
 
 
==== Stuck in the Haunted House ====
As they entered the third floor, they were greeted with cobwebs and loads of dust and the sound of stone scraping was heard from all around the house. They went down and saw that all the '''windows bricked over'''! Not only that but the railings on the stairs, the tapestry and curtains as well as any woodwork aged decades in front of their very eyes and the lamps started going out, one by one. Garth used his Divine Sense but found no foes, other than the fact the two children apparently were ... '''undead'''! They still seemed harmless and they were scared by any notion they may actualyl be dead.
 
Acquiring their own light sources, they kept exploring, the party went up to the attic where the children's room was and found two '''skeletal remains''' of children wearing the same clothes as Rose and Thorn. When confronted by her remains, Rose turned '''to dust''' and Thorn became terrified, him also turning to dust when seeing his own remains. '''Ghost visages''' of the children appeared shortly thereafter, able to remember more about what happened to them and able to helping the party to find the way to the basement by looking at the creepily accurate doll house model of the Durst Manor in the children's room.
 
First they decided to look around a bit more and found the Durst master bedroom where '''Gustav Durst had hung himself''' (some couple hundred years ago), with a rather sad suicide note on the side table where there was also some jewelery. The note mentioned '''Elisabeth''' turning to a proverbial monster and hoping the children would turn out better than themselves .
 
Heading to check the nursery, Bigwig walked across the stairs balcony and '''activated the two armours''' standing there, who promptly tried to kill or throw party members down the balcony. Hard to hit, but with the party very motivated to not get hit by their attacks, the armours were defeated, primarily by the Energizer Bunny.
 
(End of session)
 
(Session 6 - 2022-10-11 - [Day 6] -Julle)
 
Entering into the nursemaid's rooms they find a ghost of the nursemaid Margaret hiding and sobbing with baby noises coming from the little nursery. Kev manages to calm Margaret down a bit and she explains she was killed by Elisabeth Durst and she is afraid what she has doen with her baby son, Walter (father being Gustav Durst). Rose and Thorn are also worried about their baby boy and politely ask if it's possible to save him or find out what happened to him. Margaret is again thrown into despair and it takes seeing Rose to calm down. It seems Rose & Thorn can't enter the nursery and Margaret can't leave it (forever tortured by the sounds of an illusory baby in the crib). Someone pocketed Walter's music box and searched the library in addition to some of the other rooms. Margaret was confronted by her remains and ask they be buried outside the house, in the garden.
 
Looking down, the armors on stand had moved. The party took them apart and threw away the weapons, a spear falling down the stairs hit something soft that made an whimpering sound.
 
In the children's room Kev found a secret room in the doll house model of Durst Manor. In the real library the party found a secret door and in there some more occult books and a corpse with a hand stickins in to a chest that had some mdoerate treasure as well as a letter from Strahd to Gustav saying they are all worms in the soil to him. The corpse seems to have been an adventurer opening the chest and triggering a poison dart trap.
 
On the way up to enter the stairs to the basement, the stuffed wolves ambushed the party as they were spread out; one of them impaled by a spear. In a rather epic fashion, Jack flung himself across the stairwell and parkoured along the wall behind them. The party easily ganged themselves on the wolves with only minor damage but felt it may be a good idea to have a breather before continuing. Rose suggested they could do so in their room, and her and thorn could guard the outside of the door.
 
After an hour of resting, when Jack spent some time getting to know Gustav's journal (finding out mostly mundane business things but also, the fact that when the mists came, a famine had befall the country and affected the economy as well as food supply, and, between the lines, that the family and a group of associates had routinely taken travellers into the home and these never left - supposedly eaten by the group). The rest of the books in the secret room also heavily implied attempts at using dark, necromantic magics to gain eternal life, although Jack easily identified it as being homeopathic levels of real magic involved. The singular only reference that could be useful was the Priests of Osybus (but the necromantic rutuals they performed seems to be, indeed, bogus).
 
 
==== Durst Manor Dungeons ====
After their rest, the entire party, including a starved pooch carrying an oil lamp, two children ghosts, an 8ft lady in a 6ft stairwell, and the rest of the crew went down the stairs for ever and ever into the oppressing darkness. Coming down into an earthy, muddy and rocky artificial cave system supported by wooden beams every few feet, a humming sound permeated the surroundings and what could, maybe, be described as chanting.
 
The party explored some pre-made crypts made for the Durst family, with all of the caskets either empty or full of hungry centipedes. In a junction hands reached out of the ground, and ghoulish shapes attacked from the sides, clawing and biting, affecting some with their poisonous grasps. Bigwig catapulted himself across the floor to flank them and the foes were quickly despatched, albeit with some injuries. Just ahead there was a creepy room with numerous human remains, just clean bones, along all of the walls with a statue of what must be an attempt to make a likeness of Count Strahd von Zarovich and a large wolf. In Strahd's hand a crystal orb with strange cloudish but unmoving patterns and when light sources were brought closer, shadows behind the statue started flickering erraticly compared to the oil lamp's light. Kev was just about to touch the orb when Garth in the very last minute managed to hit Kev's hand with his forest branch to get it out of the way. "No!".
 
Continuing on they found a 2-person dining room complete with a chandelier and iron candle sticks and beyond that a master bedroom of sorts. In behond the bed was something large, black and furry moving and growling; Sophaxis the family's dog. Bigwig managed to calm it down and when Rose and Thorn came into the room it changed demeanor and became very happy. Lancelot was extremely suspicious and backed far out. Garth's sense of these things didn't indicate the dog was undead but SOMETHING undead certainly was in the room, though Jack really questioned Garth how the dog could NOT be undead, considering it must have been here for a few hundred years at least.
 
The conversation was cut short as one of the walls fell in and a female ghoul came out screaming "get out of my house!" and in his jitters, Bigwig smacked her with all his might.
 
Next session starts with initiative.
 
(End of session)
 
(Session 7 - 2022-10-18 - [Day 6] -Julle -Engh)


== Links ==
== Links ==
* [[Wild Magic Surge Table]]
* [[Wild Magic Surge Table]]
* [https://5e.tools/adventure.html#cos,1 5e tools cos]






{{Roleplaying}}
[[CoS 1/Status|.]]
[[CoS 1/Status|.]]


[[Category:Campaigns]]
[[Category:Roleplaying]]
[[Category:Roleplaying]]

Latest revision as of 21:43, 4 April 2024

CoS 1 is a roleplaying campaign using a modified Curse of Strahd module using the DnD 5e system set in Forgotten Realms (Faerûn/Demiplanes of Dread), run by Gunnar Petzäll as DM and the Epsilon group (Ann, Elly, Jenny, Julle, (Jaroslav,) Jonas & Staffan) as players.

The campaign follows a group of Forgotten Realms characters who end up in in a forgotten realm, with varying motivations to mostly make the world a better place.


House Rules

Session prep


Main Cast

Current level: 7

Player Character Sheet PDF Ini HP AC Per Hit DC Str Dex Con Int Wis Cha Prof
Christopher Nibbins Link [ Link] +1 38 (25 temp) 16 +4 +1 14 -1 +1 +4 +4* +5* +2 +2
Elly Ziff Link [ Link] + + + + + + +3
Jenny Darling Link [ Link] +1 + + + + + + + + +
Jonas Bigwig Link [ Link] +1 45 16 +3 +6 n/a +4* +1 +3* -1 +1 -1 +2
Staffan Garth Link [ Link] +0 43 18 +2 +6 12 +4 +0 +3* -1 +0 +2 +2

*Proficient



Planning

Upcoming absence or breaks

  • 2024-04-09 - Staffan's Dragons
  • 2024-04-16 - Jenny's Kittens
  • 2024-04-23 - CoS with a Greg guest
  • 2024-04-30 - Staffan's Dragons? (No Jenny)
  • 2024-05-07 - CoS
  • 2024-05-14 - ?
  • 2024-05-21 - CoS
  • 2024-05-14 - ? (No Gunnar, probably)
  • 2024-05-21 - ? (No Gunnar, probably)
  • 2024-05-14 - CoS

Summary


Bad News on the Eastern Front

(Session 43 - 2024-01-09 - [Day 16] all)

As the battle ended and Nibbins called attention to Strahd mounted on the slope of the hill to the north-west, Ziff decided to jump the stone wall and ask him what he was doing. Nearly being hit by whatever electrical barricade held the wall, they got there unscathed. Ziff saw, as they came up to the shadow-wreathed nightmare-mounted lord, that a vision appeared on what looked like a wall of mist from just a hundred feet away. A vision of a sun-lit landscape with another valley with a township nearby and a large city on the horizon. Strahd openly admired its beauty and admitted it was his homelands. The vision had been put here to torment him. He admitted to coming here often to just look and long for these familiar lands. Strahd welcomed Ziff but seemed unfazed by their presence. He complimented the group on "getting rid of that abomination, which would have hurt people" and politely answered Ziff's questions.

Strahd got slightly more serious and asked Ziff and the party for a favour. He said there is an imminent danger to either Vallaki or Krezk as an intruder, an aboleth, had amassed a zombie horde and Strahd assumed it would use it to attack one of the settlements within the next week or so. He offered monetary rewards for saving the people. "What is a ruler without subjects?". With that his nightmare took steps into mid air and he flew off as a dark writhing shadow with streaks of fire from the nightmare occasionally reaching outside the darkness.

Meanwhile Bigwig had scouted the nearby group of druids, 12 in total, seeing a few hidden berserkers milling at the edge of the hill and decided not to engage them for now, joining the party which had moved down the hill. Garth headed towards the Martikovs and the three naked ladies, seemingly arguing loudly, surrounded by dozens of tree blights and barbarian corpses. The bits of the conversation he heard before reaching them was about "Urwin" but they silenced as he arrived.

The ladies, lead by Danika Dorakova (matron of the Blue Water Inn) got robed with capes, cowls or blankets and started talking. Vallaki had endured the Blazing sun festival of Baron Vallakovich but as a citizen had laughed when the Baron failed to light the pyre he had been killed and it set off an uproar of the town which apparently Fiona Wachter had capitalized on and not only siezed control of the town but outright stood by as the Baron and his wife were lynched. The fates of their son Viktor as well as Jack or Goncai was at present unknown, but the mage tower seemingly had been cut off near its base. The fates of the captains of the guards were to unknown but Izek, the head of the captains, was missing. Father Lucien had been killed by an attack made by vampire spawns buried all around Vallaki suddenly bursting out of the ground sometime during the riots. Danika also said that she had seen Ismark and Ireena fleeing on the road heading towards Krezk and the Abbey of St Markovia, probably seeking shelter with the Abbot (a figure described as philosophical, eccentric and powerful - a potential ally against "Bob").

On another note, the Martikovs and Danika admits to secretly be wereravens, part of an order they call "Keepers of the Feather", who have exeedingly carefully opposed Strahd, but never openly. It turns out Bigwig's pet raven, Muriel, also is a wereraven, and has been following them for the past two weeks!

They decide that Ireena and Ismark, probably sought after by Strahd, is the priority and that seeking aid from the Abbot is probably the next steps best suited. Old Davian and his sons were given the gem of growth to hide somewhere in the ground to regrow the grapes and for them all to rebuild the vineyard while the rest of the party, including Danika and the other two ladies to continue the road backtrackign to Vallaki to find Ismark and Ireena. The travel was blissfully uneventful until they found the pair on foot travelling on the main road towards Krezk. Danika and the other wereraven ladies returned back to Vallaki to ensure they could protect their families while the party marched onwards up the mountains towards Krezk while the trees turned more from decrepid leaf trees into decrepid pine trees and more frost and snow became common.

Halfway from the Raven River bridge and up the mountain towards Krezk, Nibbins scouted through the eyes of his familiar owl an odd trio in the forest not far from the main road, doing some chanting or dance around a stone in a small clearing. The whole party got alert and sneaked up through the forest towards the trio and as Nibbins got in to hearing distance he could see through the sparse underbrush of the pine forest that it was three night hags! With some creative thinking he made an illusion of sound as if there was an army marching on the trio from within the forest while the party snuck back to the road and bolted onwards. The ruse hopefully worked; they don't know sinee the hags turned ethereal at first sign of danger.

The rest of the road, navigating some snowy cliff road turns and twists, was quick and eventually they saw the stone walls of Krezk.

(End of session.)


Just another Sunday morning in my quiet mountain town

(Session 44 - 2024-01-16 - [Day 16] all)

  • Guards - Eventually get Burgomaster Dmitri Krezkov
  • Discuss wine - find out a child was taken by werewolves
  • Go to Viskov family (Anders) - kid taken up the mountain towards the abbey (tracks)
  • Fizz cannonballs the pond nearby - Garth sees faces in the misty spash
  • Some discussion on what to do (incl a few "Strahd" comments)
  • Garth pray by pool; gets multi-face vision including Maya, the farmer
  • Ireena has a look, almost pulled into it by "Sergei" who is a spitting image of Vasili von Holtz
  • Presumably Strahd darkens the couds and shoots a lightning bolt into the pool
  • Heads up the mountain to the Abbey of St Markovia, greeted by two odd-looking monsters, Otto (donkey-ish) and Zygfrek (lizard-ish (is girl)) Belview
  • Courtyard, weird animal noises from cages
  • The Abbot arrives, with a woman at hand, identical copy of Ireena! (Vasilka)
  • Discussion about Vasilka and the abbot's background - Garth Divine Sense him and he's a Deva!
  • Something

(End of session.)

Where wolves go

(Session 45 - 2024-01-23 - [Day 16] all)

  • A little more talk with the Abbot
  • Offered to stay in the medical wing
  • Attacked by 6 Shadows, which apparenly were unable to leave the medical wing
  • Decide to check out the pool if the Tatyana thing can be re-activated (no, not today at least)
  • [Day 17]
  • Still dark overhead clouds
  • Ezmeralda d'Avenir, the monster hunter looking for her old master Van Richten, decided to join the party in eliminating the werewolves and rescue various children
  • After two grueling hours of climbing ever further up the foothills of Mount Baratok, they spotted the quite overt den, a few hundred feet away

A Rude Bride Interlude

(Session 46 - 2024-02-06 - [Day 17] all)

As reported by Nibbins Nimbletwig

In the dense woods near the werewolf den, our party was on a mission to rescue the village children. Suddenly, I spotted a huge black figure lurking in the southeastern bushes, leading Bigwig to tactically divert east to avoid the threat. Unexpectedly, Ludmilla, Stradh's oldest wife, emerged from that direction, demanding we leave. I bluffed about being on a special mission from Stradh to deter her, but she demanded more details. When I refused, she launched a thunderbolt at me, which missed. Her aggression triggered a battle, with the black figure turning out to be a large wolf, causing fear and chaos among us.

Ziff showed bravery by engaging the beast and delivering heavy blows. They cleverly played dead, tricking the wolf into releasing them. Capitalizing on this moment, I shook off my shock and attacked the creature with my mace and shadow blade, setting Ziff up for a triumphant final blow. As the beast fell, its pack fled, leaving us wondering about Ludmilla's location.

Her sudden reappearance led me to attack, only to find she was an illusion. We discovered a collar on the wolf, which Darling examined and identified as a potential scrying tool for Ludmilla. When Darling's attempt to break the collar failed, he passed it to Garth. I then suggested we repurpose it for our own use, resulting in the collar being handed to me for safekeeping. We planned to find a scrying scroll to counter Ludmilla.

Darling was intrigued by what seemed to be human remains within the slain wolf, hinting it had been transformed using human parts.

Our focus then shifted to Zuleika, who unsuccessfully tried to hide from us. Bigwig quickly apprehended her, bringing her to the group. Despite our initial hostility, she proposed helping us enter the den via a secret passage in exchange for our aid in overthrowing the pack leader Kiril.

(End of session.)

A Mission of the Huntress

(Session 47 - 2024-02-13 - [Day 17] -Bigwig)

As the party started following Zulieka, a blueish sheen fell across the landscape and a leaf-clad maiden wearing antlers stepped out from between two treees and asked the party to join her. Reluctantly, they did so and followed her through a path in a dark and twisted woods until they found a small glen of greenery.

The woman introduced herself as the Huntress, a Fane of these lands and one that Strahd had subjugated to take her power. She has two sisters (Seeker and Weaver) and they each used to hold powerful portfolios until they were taken away and Strahd became "The Land". She explained that her main shrine is atop Yester Hill and can be re-consecrated, stealing Strahd of his powers, if cleansed with the help of the Sunsword, a powerful artefact that just so happens is located in the Werwolf Den. Reconsecrating the Huntress's shrine would break Strahd's explicit control of wolves and the forest, weaken the Heart of castle Ravenloft and remove an invisible force of nature around Strahd (a +4 AC bonus). Reconsecrating the shrines of the other fanes would remove other magical seals that strahd benefit, including that of weather and his ability to scry on anyone saying his name.

The werewolves themselves are descendants of people cursed by the Huntress herself as they betrayed her, many hundreds of years ago. This is unlike the wereravens, who carry lycanthropy as a blessing. Complicating matters further is that there used to be non-cursed werewolves but who suffers a curse and whom is blessed is unclear. She described Kiril's acts of child endangermen as abhorrent at least.

The party is told that this trip, this information exchange, will take all of the Huntress's remainig powers for centuries (except for the gifts granted to Bigwig, their Champion) but they are free to stay and rest. Time passes almost at no pace while they remain.

After a long rest, the party got out again and followed Zulieka up the side of the mountain to the bloodsport area and down into the mountain cave. Behind a curtain made of human skin was the resting place of Kiril. Zif scouted the cave carefully and found a room with both oodles of treasure as well as caged children but elected to not act right now. The party waited for a few hours behind the flesh curtains to get an opportunity to surprise and kill Kiril. Eventually he and his hunting party arrived and after some hub-hub they returned to their corner and started to relax and talk. The party, meanwhile, prepared a vicious attack...

Werewolves and Artifacts

(Session 48 - 2024-02-20 - [Day 17] all)

Zulieka parted the curtain for Garth to enunciate the final syllables of a holy spell, holding a surprised Kiril in place while the rest of the party pounced on the surprised pack. They quickly turned into their lupine forms and a vicious battle commenced, escalating to other nearby individuals within seconds. Though seconds was all they needed as Kiril was downed almost instantly by a barrage of attacks and most of Kiril's men were slaughtered before they had inflicted much damage in turn on the party. As suddenly as they attacked, the party retreated up the pathway to the top of the hillside and away from the werewolf Den.


(Session 49 - 2024-02-27 - [Day 17] all?)

Outside the party took some time to regroup and consider their options, including if the Sunsword really is there and how to get it. Eventually they went back to simply talk with the werewolves. The place was in turmoil and one of the calming voices was Skennis, an elderly and frail man. After some discussion they agreed to try to help retrieve the former co-leader Emil Toranescu, mate of Zulieka Toranescu from castle Ravenloft. The last remaining Strahd loyalist werewolf that had helped Kiril was then tricked into getting the Sunsword and to bring it to Strahd but Garth grew tired of talk and simply grabbed it.


(Session 50 - 2024-04-02 - [Day 17] all)

A brief staredown took place between the Strahd-loyal werewolf and Garth but eventually, seeing no overt support from the rest of the pack, he ran off towards Castle Ravenloft. The group stayed and spoke more with Skennis and tried to encourage him to take temporary leadership of the pack as well as swear that they will not touch the children other than to feed them (Garth gave them his rations to be sure). Skennis estimated that the uncertainty caused by the death of Kiril would take several days to calm down and that they probably won't see werewolves from this pack around for a little while.

The party then fairly easily tracked down the Strahd-loyal werewolf, exhausted him with the help of Bigwig's magical ability to fast travel and tried to speak to him. He seemed intimidated enough to speak but as he slipped Strahd's name in conversation, the party swiftly killed him and moved back towards Krezk. They decided to follow the words of the huntress and travel as fast as they could to Yester Hill and reconsecrate the Forest Fane's shrine there (The Huntress). Reconsecration is done by destroying the evil tree worshipped by the forest folk and using the Sunsword to somehow restore the Huntress's connection to the shrine and the forest.

Yet again, Yester Hill

The party got Ezmeralda's wagon from Krezk and headed towards the wizard of Wines to have a night's rest there. On the way, several of the party members were individually approached by vestigial powers from around Barovia, similarly to Bigwig's connection with the Fanes, and they seemed eager to offer the enemies of Strahd help, some also wanted additional help in the "Amber Temple" up Mount Ghakis to the south, a place where the dusk elf healer and leader Kasimir Velikov said he wanted to go in order to find the powers to resurrect his long dead sister (killed by Strahd). Garth grew larger, Ziff gained some muscles and Nibbins gained an unseeing eye on the site of his head.

The party arrived unmolested at Wizard of Wine, despite the late hour, and shared some information with Davian Martikov and his family while having dinner. Davian asked if they had seen Muriel Zalenski, but they had not. They were given hay mattresses and blankets to sleep and Davian had his sons carry out the night watch.

[Day 17 23:00]

Note: Bigwig was at some point earlier visited by the Swamp Fane, the Weaver, a young dark woman with 6 black eyes and smooth voice, and asked to strengthen his bond with The Ladies Three and he accepted, prior to the experiences of the rest of the party.


(Session 51 - 2024-04-23 - [Day 18 07:00] all)



Navigation

House Rules* & Roleplaying nav.. (e)

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Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork

Links



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