Post by Yeti on Jan 12, 2017 10:53:48 GMT -5
SESSION 1 - January 11, 2017
The party starts as acquaintances from a Caravan that has stopped in Daggerford.
The Flavor Text
To a party of seasoned adventurers such as yourselves,
what you see is but another dull tavern in another dull
town in some nameless province. It is but another span
of time between the challenges of true adventuring.
Outside the tavern, a fog lies over the town this evening.
The damp, cobbled pavement glistens as the lights
of street lanterns dance across the slick stones. The fog
chills the bones and shivers the soul of anyone outside .
Yet inside these tavern walls the food is hearty, and the
ale is warm and frothy. A fire blazes in the hearth, and the
tavern is alive with the tumbling voices of country folk.
Suddenly, the tavern door swings open, and a hush
falls over the room. Framed by the lamp-lit fog, a form
strides through the doorway. His heavy, booted footfalls
and the jingle of his coins shatter the silence. His brightly
colored clothes are draped in loose folds about him, and
his hat hangs askew, hiding his eyes in shadows. Without
hesitation, he walks up to your table and stands proudly
in a wide stance with folded arms.
In an accented voice he says, "I have been sent to you
to deliver this message. If you be creatures of honor,
you will come to my master's aid at first light. It is not
advisable to travel the Svalich Woods at night!" He pulls
from his tunic a sealed letter, addressed to all of you in
beautiful flowing script. He drops the letter on the table.
"Take the west road from here some five hours march
down through the Svalich Woods. There you will find my
master in Barovia."
Amid the silent stares of the patronage, the gypsy
strides to the bar and says to the wary barkeep, "Fill
the glasses, one and all. Their throats are obviously
parched." He drops a purse heavy with gold on the bar.
With that, he leaves.
The babble of tavern voices resumes, although somewhat
subdued. The letter is lying before you. The seal is
in the shape of a crest you don't recognize.
The Crest Seal
The Letter to the Party
Hail to thee of might and valor.
I, a lowly servant of Barovia, send honor
to thee. We plead for thy fo desperately needed
assistance.
The love of my life, Ireena Rolyana, has been
afflicted by an evil so deadly that even the
good people of our village cannot protect her. She
languishes from her wound, and I would have her
saved from this menace.
There is much wealth in this community. I
offer all that might be had to thee and thy fellows
if thou shalt but answer my desperate plea.
Come quickly, for her time is at hand! All that
I have shall be thine!
Kolyan Indirovich
Burgomasłer
The group set out in the morning into a dreary fog enshrouded countryside.
Several hours of travel near lunchtime they approach the Gates of Barovia.
The fog spills out of the forest to swallow up the road behind
you. Ahead, jutting from the impenetrable woods on
both sides of the road, are high stone buttresses looming
gray in the fog. Huge iron gates hang on the stonework.
Dew clings with cold tenacity to the rusted bars. Two
headless statues of armed guardians flank the gate, their
heads now lying among the weeds at their feet. They
greet you only with silence.
This fog enshrouded land has heavy thick woods to either side of the roadway.
The party hears voices and laughter and the scent of pipe smoke in the woods to the North of them.
Investigating they find a group of four human bandits that demand a toll.
After a tough battle they decide to rest in the woods.
Six Zombies attack them before even thirty minutes pass.
Rygar falls to two of the zombies who have a meal before the party can dispatch the creatures fully.
Resting further in the woods is decided against.
Upon returning to the road the party runs into Raygar Fireforge, Thunder Twin to their lost compatriot. Some confusion when the dwarf states he was just outside of Waterdeep and the rest of the party thinks they are just outside of Daggerford.
Continuing on the woods part into a land of fields.
Moving towards the town at the outskirts the party encounters two children standing in the middle of the road.
The gravel road leads to a village, its tall houses dark as
tombstones. Nestled among these solemn dwellings
are a handful of closed-up shops. Even the tavern is
shut tight.
A soft whimpering draws your eye toward a pair of
children standing in the middle of an otherwise lifeless
street.
After shushing the boy, the girl turns to you and says,
"There's a monster in our house!" She then points to
a tall brick row house that has seen better days. Its
windows are dark. It has a gated portico on the ground
floor, and the rusty gate is slightly ajar. The houses on
either side are abandoned, their windows and doors
boarded up.
Raygar hesitates but the rest of the party rushes towards the creepy house.
The party starts as acquaintances from a Caravan that has stopped in Daggerford.
The Flavor Text
To a party of seasoned adventurers such as yourselves,
what you see is but another dull tavern in another dull
town in some nameless province. It is but another span
of time between the challenges of true adventuring.
Outside the tavern, a fog lies over the town this evening.
The damp, cobbled pavement glistens as the lights
of street lanterns dance across the slick stones. The fog
chills the bones and shivers the soul of anyone outside .
Yet inside these tavern walls the food is hearty, and the
ale is warm and frothy. A fire blazes in the hearth, and the
tavern is alive with the tumbling voices of country folk.
Suddenly, the tavern door swings open, and a hush
falls over the room. Framed by the lamp-lit fog, a form
strides through the doorway. His heavy, booted footfalls
and the jingle of his coins shatter the silence. His brightly
colored clothes are draped in loose folds about him, and
his hat hangs askew, hiding his eyes in shadows. Without
hesitation, he walks up to your table and stands proudly
in a wide stance with folded arms.
In an accented voice he says, "I have been sent to you
to deliver this message. If you be creatures of honor,
you will come to my master's aid at first light. It is not
advisable to travel the Svalich Woods at night!" He pulls
from his tunic a sealed letter, addressed to all of you in
beautiful flowing script. He drops the letter on the table.
"Take the west road from here some five hours march
down through the Svalich Woods. There you will find my
master in Barovia."
Amid the silent stares of the patronage, the gypsy
strides to the bar and says to the wary barkeep, "Fill
the glasses, one and all. Their throats are obviously
parched." He drops a purse heavy with gold on the bar.
With that, he leaves.
The babble of tavern voices resumes, although somewhat
subdued. The letter is lying before you. The seal is
in the shape of a crest you don't recognize.
The Crest Seal
The Letter to the Party
Hail to thee of might and valor.
I, a lowly servant of Barovia, send honor
to thee. We plead for thy fo desperately needed
assistance.
The love of my life, Ireena Rolyana, has been
afflicted by an evil so deadly that even the
good people of our village cannot protect her. She
languishes from her wound, and I would have her
saved from this menace.
There is much wealth in this community. I
offer all that might be had to thee and thy fellows
if thou shalt but answer my desperate plea.
Come quickly, for her time is at hand! All that
I have shall be thine!
Kolyan Indirovich
Burgomasłer
The group set out in the morning into a dreary fog enshrouded countryside.
Several hours of travel near lunchtime they approach the Gates of Barovia.
The fog spills out of the forest to swallow up the road behind
you. Ahead, jutting from the impenetrable woods on
both sides of the road, are high stone buttresses looming
gray in the fog. Huge iron gates hang on the stonework.
Dew clings with cold tenacity to the rusted bars. Two
headless statues of armed guardians flank the gate, their
heads now lying among the weeds at their feet. They
greet you only with silence.
This fog enshrouded land has heavy thick woods to either side of the roadway.
The party hears voices and laughter and the scent of pipe smoke in the woods to the North of them.
Investigating they find a group of four human bandits that demand a toll.
After a tough battle they decide to rest in the woods.
Six Zombies attack them before even thirty minutes pass.
Rygar falls to two of the zombies who have a meal before the party can dispatch the creatures fully.
Resting further in the woods is decided against.
Upon returning to the road the party runs into Raygar Fireforge, Thunder Twin to their lost compatriot. Some confusion when the dwarf states he was just outside of Waterdeep and the rest of the party thinks they are just outside of Daggerford.
Continuing on the woods part into a land of fields.
Moving towards the town at the outskirts the party encounters two children standing in the middle of the road.
The gravel road leads to a village, its tall houses dark as
tombstones. Nestled among these solemn dwellings
are a handful of closed-up shops. Even the tavern is
shut tight.
A soft whimpering draws your eye toward a pair of
children standing in the middle of an otherwise lifeless
street.
After shushing the boy, the girl turns to you and says,
"There's a monster in our house!" She then points to
a tall brick row house that has seen better days. Its
windows are dark. It has a gated portico on the ground
floor, and the rusty gate is slightly ajar. The houses on
either side are abandoned, their windows and doors
boarded up.
Raygar hesitates but the rest of the party rushes towards the creepy house.