Curse of Strahd

Session 3
Exploring the Village

Players:

Tamlynn Bryson – Q (Ranger)

Erik Helle – Basbo (Bard)

Zach Greembridge – Old Man Baskerville ( warlock)

Upon the disappearance of the man in the fog, the group hears the sounds of someone crying and decides to investigate.  Many windows in the town are dark, som boarded up.  Smoke can be seen only from a few sparse chimneys.  The group reaches the house where the wailing is coming from and finds the door locked.  Luckily Old Man Baskerville has his trusty battering ram and smashes the door open!  The main living room is empty and the wailing can be heard coming from upstairs.  The group cautiously moves up the stairs to find a woman (Mad Mary), sitting in the centre of the room clutching a creepy, raggedy doll.  Q consoles the woman who opens up about her lost daughter, Gertruda; whom Mary believes was stolen by the Devil.  Old Man Baskervill gets angry at Mary's mention of the devil which makes Mary cry louder.  Q again consoles Mary and Basbo confronts Old Man Baskerville (henceforth OMB), and tells him to go downstairs, at which points he helps to comfort Mary.  Mary explains that the devil haunts Barovia and none can defeat him.  Q & Basbo promise to help find Getruda.  Mary thanks them and gives Q the creepy doll, which has a tag saying "Ain't no fun, ain't no Blinsky!".

The group comes across a shop and after much debate about whether to go in or not, find the door to be locked.  The man inside yells at them to "come back tomorrow and make sure you bring coin!".

The group, knowing all good adventures begin at the tavern, head to the tavern!  At the tavern the group find three Vistani at a table, the stocky innkeeper, two men sitting at a fire telling stories, and one man sitting alone at a table drinking wine.  The group splits up to learn what they can.

Q – Goes to the two men, to find one ranting and raving about werewolves, telling of how he encountered two, no four, no SEVEN werewolves on the forest the other day, they were big as a bugbear, with teeth as big as a frostgiants left arm!  They attacked him and killed his whole entourage and he was the only one to escape using his wits of course!  Q flirted with the other bored looking man, who told her about life in Barovia; it's a small village where the devil is always watching.

Basbo – Goes to the innkeeper where he learns that the three Vistani are the owners of the inn & they may allow the group to stay for free if he entertains the room with his music.  Basbo proceeds to rock the room like a half-size version of Angus Young.  He talks to the Vistani who liked his music, and they tell him the group should get their fortunes read by Madam Eva.  He asks who they think took Gertruda, and they reply "The Devil Strahd of course".

OMB – Speaks with the man alone drinking wine, who offers him some wine and to sit.  Ismark Kolyanavich explains that his sister is in danger as the devil is after her.  OMB laughs and explains he doe snot fear the devil to which  Ismark replies "Then clearly you've never met him".  Ismark begs for help to keep his sister safe and escort her to Vallaki, away from the Devils eyes.  The group agrees to help in return for the reward of a new Donky.

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Session 2
Escape from Death House

After killing the animated statue, the group hears the front door creak loudly, slowly, open.  Two slow footsteps are heard coming into the house. The group hurries down the stairs to find Old Man Baskerville, who had similarly found himself mysteriously transported to this land and the group quickly <s>fell in love</s> put up with each other in order to survive this haunted endeavor.

The group moved into a bedroom where they opened a door to the nursery only to be attacked by the spectre of the baby's dead nanny!  The group fought fiercely, exept Basbo, who jumped in the crib and put on the baby's swaddling clothes and hid. Eventually the spectre was dispatched and the group carried on. 

Upon reaching a bedroom on the third floor the group found the bodies of two small children; Rose and Thorn.  The room had been locked from the outside & the windows bricked over, the children left to starve.  The group touched the toy chest in the room & the ghosts of Rose appeared, scared and confused.  The group soon figured out that the children they met outside had in fact not been Rose and Thorn, nor their ghosts as the ghosts had no knowledge of who the adventurers were.  Upon trying to leave the room, Basbo and Cole were possessed by the ghosts.

Soon the group found a hidden passage from the attic down to the basement where they soon fought a grick.  The group moved towards chanting coming from further on, and were attacked by several zombies.  The group began fighting but quickly realized that due to the creatures slow speed they could outrun them, and so they lit the zombies on fire and ran for the sub-basement.

In the sub-basement the group found a room filled with strange occult artifacts, which Old Man Baskerville promptly stuffed into his jacket/bag.

The group came into a large cavernous room with cultists above chanting that "one must die". In the centre of the room was a dias with shackles and blood.  The group decided not to sacrifice one of their own and the cult woke up the Shambling Mound which attacked.  The creature was taking very little damage and soon knocked Old Man Baskerville unconscious.  The group was getting very sleepy (especially sleepy baby Basbo Bro), and so the group ran as fast as they could up the stairs.  Upstairs the group was confronted with swinging scythe traps where the doors had been, and the walls were suddenly decrepit and decayed, and filled with rats.  With some struggle the group made it outside to find a man enshrouded by fog with 24 pairs of glowing yellow eyes around him.  The man laughed, "well played… game on" before disappearing into the fog.

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Session 1
Enter the Death House

The adventurers had been tasked with venturing to Amphail in order to secure a trade agreement with the village.  Q & Cole were hired by Basbo Turtlesnot to escort himself with his horse and cart.  Some time during the night, mists enshrouded the party and when they awoke they found that the trees looked unfamiliar, decayed, foreboding.  The group found that their camp was circled by six pathways going out in every direction and chose to follow the north path.  After travelling for what seemed like hours the group came to an enormous gate, flanked by two colossal stone statues, heads lying at their feet.  The gate creaked open at the adventurers approach.

Just inside the gate, the group found a dead and decaying body, encircled by claw marks and shambling footprints.  On the body was a letter explaining that help was needed in the village ahead.

The group ventured onward, eventually reaching a clearing where they could see a small village in the distance, with a massive castle overlooking it from a cliff. 

Upon reaching the village the group found two children, Rose and Thorn, who pleaded with the party to rid their house of the monster living in the basement.  The party was skeptical until they mentioned the baby on the third floor.  No one puts baby in the corner of a room in a creepy room inhabited by monsters.

After failing to scale the outside wall of the house the group decided to venture through the front door, leaving Q to keep watch outside.  The fog grew closer and closer until Q could no longer remain outside and so she ventured inside, leaving the groups horse sorrowfully undefended. 

The group found the insignia of a windmill on a small shield on the wall.  The group quickly made their way up to the third floor and fought an animated statue, which did not manage to hit them a single time before they tore it to shreds.

End Session 1.

 

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