GM Haladir's I6: Castle Ravenloft (Inactive)

Game Master Haladir

Campaign site on Obsidian Portal

Player maps:

Castle Ravenloft (main floor)
Castle Ravenloft (third floor)
Castle Ravenloft (fourth floor)
Castle Ravenloft (fifth & sixth floors) <---Party Location

Castle Ravenloft Exteriors

Map: Village of Barovia

PC Status
Countessa hp 33/38; 2 Hero Points
Damion hp 37/58; 2 Hero Points
Petracleus hp 32/45; 2 Hero Points
Theodora hp 58/58; 2 hero Points
Verran hp 22/36; 2 Hero Points

Party NPC Status
Celowyn hp 36/47
Ireena hp 20/49

Active Buffs: none


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Inactive

Steeling herself, Theodora unlocks the door and opens it just enough to see outside. Fully alert, her dominant hand is kept ready to unleash her falchion if necessary.


Your humble narrator

Peeking through the cracked door, Theodora sees the shape of a man dressed as a coachman standing before the door. His face is shadowed in the gloom. He is standing very still.


Inactive

"Good evening, how can we help you at this late hour?" Theodora asks through the cracked door, with a slight edge to her voice.


Your humble narrator

Without a word, the coachman slowly raises his hand. He is holding what looks like a large envelope, sealed with a crimson ribbon and blood-red wax. He silently holds the envelope out to you, obviously wanting you to take it.


Inactive

Watching cautiously from just behind Theodora, Celowyn frowns at the sight of the envelope. "Well, in theory this is better than having to defend the house against creatures of the night! Take it Dora, let's see what it says," she whispers.


Inactive

Theodora warily reaches out through the door and gently takes the envelope. Without taking her eyes off the coachman, she hands it back to whoever is standing behind her. "What does it say?"


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Petracleus, one eye fixed on the coachman, takes the envelope from Theodora... Examining it, with some caution and a little trepidation, he waits until he has satisfied himself that there is no danger (neither to himself, his friends and companions, nor to the house itself) before tearing the envelope open. As far as he is able, he tries not to damage the seal.

Petracleus, Detect Magic on the Envelope.

Petracleus, Knowledge (Nobility) to examine the seal: 1d20 + 6 ⇒ (6) + 6 = 12


Your humble narrator

Theodora takes the envelope from the coachman's outstretched arm. The coachman then lowers his arm, turns, and silently walks back toward the carriage. He appears to be in no hurry.

She hands the envelope to Petracleus, who examines it. The envelope is made of thick vellum, wrapped in a crimson ribbon, and sealed with blood-red wax. The seal pressed into the wax is unfamiliar. It does not appear to radiate any magical auras.

Ireena approaches and looks over Petracleus' shoulder at the envelope. She seems surprised and alarmed at the whole situation. She points to the wax seal. She breathes in sharply. "That is von Zarovich family coat of arms... Count Strahd's family."


M Human Cleric 6 | hp 36/36

Verran shakes his head. He'd had a feeling that was the case, given the general creepiness of it all and what he'd heard about Ireena and the creature. The Pharasman was actually worried Strahd himself would make an appearance.

"Well," the cleric grumbled, "it seems we've gotten his attention."


Inactive

Theodora continues to closely watch the coachman until he leaves, perhaps wishing he would try something to give her an excuse to smite him.

"Well...what does it say?" She asks again, this time with a bit of impatience.


Your humble narrator

Petracleus currently has the envelope. He must break the seal to read the letter.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.
GM Haladir wrote:
Petracleus currently has the envelope. He must break the seal to read the letter.

Holding his breath, Petracleus nods towards Ireena as she identifies the seal...

...and, murmuring a prayer to any god that will listen, opens the envelope...


Inactive

"Must be some sort of game," Celowyn murmurs as Petracleus examines the envelope. "If this Strahd is as powerful as it sounds, he could've just come to kill us all himself instead of sending minions like the nights before...or whatever this is now," she gestures towards the envelope. Truth be told, the thought that the vampire was just toying with the siblings and now herself and the rest of her newfound companions actually worried her much more than the idea of a direct attack - but she felt it best to keep that worry to herself, for now.


Your humble narrator

Inside the envelope is a letter, written in an elegant, though antiquated, script.

Welcome, friends!

I have learned that noble and valorous travelers from beyond our humble valley have come to visit us here in Barovia, and that you are staying at the home of the village Burgomaster. To welcome you to our county, I wish to extend an invitation to join me for dinner at my home in Castle Ravenloft.

Pardon the short notice, but I would be most pleased if you would join me tonight. My coachman awaits.

I also extend this invitation to Ireena Kolyova, the most beautiful woman in all of my realm.

Cordially,

Strahd von Zarovich
Count of Barovia


"It is a sign of respect to invite an rival into your territory. We should go, but must be on our guard."


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

"It is a sign of foolishness to accept the spider's invitation to enter his parlor. I would much rather meet this Strahd on our terms. Still, it seems unwise to refuse the invitation."


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

"I'm afraid, my friends, that chivalry dictates that we accept tthis invitation", Petracleus turns to Ireena Kolyova, "My lady, you must not feel compelled to attend... you surely have cause to refuse the request. But, if you would feel safer with us, then I swear that we shall protect you from Strahd's predations".

Straightening his cloak and checking that he has all that he may need, he opens the door and nods to his friends, "Shall we?"


Inactive

"I don't like it...it feels like we're being toyed with," Celowyn replies quietly. "But it doesn't look like there's much else we can do but accept."

She glances at Theodora. "What do you think?"


Inactive

Theodora initially looks uncertain as she weighs the invitation, but quickly reaches a decision, "It's probably a trap, yes. However, he does not sound like a man who takes rejection likely, so I would fear for the safety of the innocent people of this village if we do not accept. So, it looks like the best option is to meet this fiendish man on his terms and hope to find a way to turn the tables on him."


Inactive

"Looks like it's settled, then," Celowyn nods. She then gives Ireena a curious look. "Petracleus is right; you shouldn't feel obligated to go with us but if you do we will do our best to keep you safe. But do you have any idea why Strahd opted to invite you and not your brother?"


Your humble narrator

At Celowyn's question, Ireena exchanges a glance with her brother, then looks at the floor. In a quiet voice, she simply says, "Yes. I have an idea."

Ismark says, "Strahd has taken an... interest... in my sister. He does this periodically. It usually does not end well."

Ireena straightens herself up and sighs deply. "Still, it would be unwise to ignore a summons to Castle Ravenloft. Give me a moment to get ready."

Ireena walks to her room, and in a few minutes she emerges wearing adventuring gear: a breastplate and heavy wooden shield, with a sheathed longsword on her hip. A light crossbow is slung over one shoulder, and she wears a heavy green travelers cloak and high leather boots.

Ismark seems very worried. "Ireena, I don't..."

She replies, "You know what Strahd would likely do if we refuse him." She gestures toward the rest of you. "Besides, I'll be with our new friends. This is the safest I've felt since father died... or even before he died."

At that, Ismark nods, and the two embrace.

She then looks to the rest of you. "Shall we?"


Inactive

"Then maybe he'll rethink his interest what with us all being there with you," Celowyn says firmly, hoping the show of confidence will reassure the siblings.

When Ireena reappears in adventuring garb and clearly not for the first time, Celowyn's already-favorable estimation of the woman goes up a notch or two.

There's more to her than meets the eyes. Seems like that's a theme here in Barovia. I'd like a chance to talk to the others out of earshot of these two but it doesn't look like it'll happen anytime soon...

"Yes, let's. The hour grows late," Celowyn replies, readying her gear as she moves to follow the others outside to the carriage.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

With an arched eyebrow and a heavy sigh, Countessa boards the carriage.


Your humble narrator

I re-read the whole Gameplay thread last night, and I want to post a reminder/recap of what you've learned so far. Some of this information came up before our 6-month hiatus.

Count Strahd: Strahd is the undisputed Master of County of Barovia. He has ruled the land for at least 500 years. He comes to the village in person occasionally, and always at night. Just about everyone in Barovia believes that he is a vampire, and many also believe that he is a practioner of dark magic. Strahd is believed to be able to control creatures of the night, such as wolves, bats, and zombies, and can use these creatures as spies.

Strahd's servants: Every few years, Strahd chooses a youth or young woman of Barovia to come to Castle Ravenloft to serve him. The request usually arrives by letter, carried by one of his current servants. While Strahd claims that he takes excellent care of his servants, they rarely return to the village-- and those that do only visit at night. Usually, Strahd will not be seen in town for months or years after taking a servant.

Strahd's recent behavior: Something about Count Strahd changed about a month ago. He came in person to the Burgomaster's house to ask Ireena to join him for dinner at Castle Ravenloft. Burgomaster Kolyan refused to let him in the house and Ireena rejected his offer. Strahd seemed angered by this refusal, and attacks on the Burgomaster's house and on villagers began shortly thereafter. Strahd was not know to send his servants to attack openly before.

Ireena's illness: Ireena is suffering some kind of sickness. A few weeks after Strahd began attacking the house, she awoke from sleep weakened, and had a bite mark on her neck. Five days ago, she awoke with another bite mark, and felt even more drained. It was the latter attack that prompted Kolyan to pen a desperate letter to warn the outside world to quarantine the valley. You found this letter on the corpse in the Svalich Woods.

The Mists: The mists that surround County Barovia have a strange mystical property that Strahd can somehow control. Only those he permits can leave the valley; anyone else will either get turned around in the mists and return, or will be attacked by malevolent spirits in the mists. Only Madame Eva's Varisian caravan seems to have permission to leave. They are the only source of trade goods or news from the outside world.

Opposition to Strahd: Father Danovich (the village priest, a cleric of Pharasma) and the late Burgomaster had been in open opposition to Strahd, and had been quietly trying to rouse villagers to oppose the Count. Danovich believes that Strahd killed the Burgomaster to quell dissent. Ireena has likewise been trying to do the same after her father's death, but so far no one has been willing to join her. Over the years, many have tried to depose the Count, but none have lived to tell the tale. About 100 years ago, another band of adventures stumbled into town, led by a Sarenite paladin who weilded a Qadiran blade that shone like the sun. They assaulted Castle Ravenloft, coming back to town to regroup and heal a few times, but ultimately never returned from their final foray. While Strahd wasn't seen for about five years after the attack, the mists never dissipated, and he eventually returned to his old ways. Father Danovich believes that Strahd was gravely wounded by those adventurers, and thinks that the paladin's sword may have been a key weapon in their arsenal.

The Talisman of Barovia: This talisman had been an heirloom owned by Kolyan's family since before Strahd came to power. Dedicated to several gods, it can defend a home against attack from darkness. It is also rumored to have some amount of power over Strahd. The talisman disappeared from the Burgomaster's home shortly after Kolyan and Ireena spurned Strahd.

Madame Eva's Harrowing: Madame Eva had given your the following answers to some questions you'd posed to her:


  • Re: Strahd: "He who dwells in Castle Ravenloft is a powerful man whose enemy is light and whose powers are beyond mortality. You will seek him in his castle, and though he might find you many times, you shall find him only once. You will find the master of the castle in the place where officers of an ancient prince once sat, upholding him from below. I see a place of shadow and despair, beneath the main floor of the castle."

  • Re: The Talisman: "Ah, the Talisman of Barovia. It is powerful tool of holiness, and protects against the forces of darkenss. Yes, that would be one of the tools you shall need, is it not? You are wise to enquire about it. Let us see... The Lord of Barovia has claimed the talisman for himself. Yet, he cannot use it. As a cruel joke, he has placed it on his own throne in Castle Ravenloft. You must recover it from there before you challenge him."

  • Re: Allies in Barovia: "You ask about your allies in this town. You must have met the young new Burgomaster, and his sister, and the village priest. I can say that their hearts are all pure... for now. Let us see what the future holds for your alliances..." She overturned The Betrayal. "I sense that this card is self-explanatory. But what lies at the heart of this...?" She turned up The Bear. "Ah. The beast that cannot be tamed or controlled. This the the card of force, but not of malice. I sense that one of your new friends is not fully in control of his or her actions, and is unaware of this state of affairs. You would be wise to be cautious."

On vampires: There is a great deal of folklore about vampires. Due to a spectacular Knowledge (religion) roll by Verran, you know the following:

A vampire is an undead creature that was once a living person. A vampire retains the appearance it had in life, although they tend to develop some bestial features, such as elongated ears and pronounced canine teeth. A vampire retains the memories and some of the personality of the individual it was before transforming, but the process warps the individual's soul, twisting it to evil. Vampires feed on the blood of the living, and treat living people as prey. A vampire can create more of its own kind by draining a victim of blood. Three days later, the person will rise again as a vampire. Some see transformation into a vampire as a form of immortality, for vampires do not age, and continue to exist until slain. Some vampires have lives for centuries... or millennia.

It is said that vampires have many supernatural powers. Vampires have control over creatures of the night: bats, rats, and wolves. Some vampires are said to be able to transform themselves into such creatures. They can also transform into a cloud of smoke. Vampires cannot be harmed by normal weapons; only silver weapons that have been augmented by magic have a chance of affecting a vampire. Beware of meeting a vampire's gaze, for they can beguile those who look into their eyes.

A vampire cannot approach a believer presenting a holy symbol. They also cannot abide the smell of garlic. Vampires do not cast a reflection in mirrors; many vampires avoid mirrors because they remind them of what they have lost in the transformation. Vampires cannot enter a dwelling unless invited in by someone within; however once invited in it can come and go as it will until a special ritual is performed.

Vampires are hard to kill. Cutting them down with weapons or magic will force a vampire into its smoke-cloud form. In this form, the vampire will try to return to its coffin, where its body re-forms, and it must rest for a day. During this time, it is especially vunlerable to attack. Consequently, vampires typically guard their coffins well, and may have many hidden in various places.

Vampires typically sleep all day and are active at night. They usually sleep in the coffin they had been buried in, however any protected place will suffice. Direct sunlight renders a vampire powerless, and prolonged exposure to the light of the sun can burn a vampire as if it were searing flame. Fire affects vampires normally. Aside from exposure to sunlight, a vampire can also be slain immediately by driving a wooden stake through its heart. However, the vampire only remains dead for as long as the stake remains. To finish the job, its head must be severed and anointed with holy water.


Your humble narrator

After getting your gear together, the five remaining heroes of Carrion Hill, plus the two trackers of a different beast that stalked the night, plus Ireena, all walk outside the relative safety of the Burgomaster's house. The night is dark and foggy, as seems to be the usual state of affairs. You approach a black carriage, drawn by two black horses. They snort violently as you approach, but otherwise do not move. The coachman silently gestures to you as the doors of the carriage swing open, as if on command. With a feeling of trepidation, you climb in.

The carriage is comfortable and well-appointed, and easily accommodates your number. After the last one of you has taken a seat, the doors swing shut on their own accord, and the carriage rides iquickly nto the mist-shrouded night. You hear no sounds other than the creaking of the carriage and the pounding hooves of the horses.

You ride through the village west along the Svalich Road, past the Crossroads. The road then winds up into the Svalich Peaks. After you start to ascend the mountain road, the fog clears. A cold hlaf-moon sits just above the peaks, and indifferent stars twinkle in a black and cloudless sky. The moon and stars provide just enough light to see the mist-shrouded valley below.

The carriage races up the winding road at a seemingly breakneck pace. You cross an ancient stone bridge over an impressive waterfall, and the road keeps winding upward. As you ride on, clouds begin to obscure the stars. A flash of lightning splits the night, and a peal of thunder crashes into your very souls.

After passing through the craggy peaks, the road takes a sudden turn to the east and the startling awesome presence of Castle Ravenloft itself towers before you. The carriage comes to a stop just in front of twin guardhouses of turreted stone, broken from years of use and exposure. Beyond these, a 50-foot-wide precipice gapes between the Balinok cliffs and the walls of Ravenloft, a chasm of dizzying depth that disappears into the fog-shrouded distance far below. The lowered drawbridge of old, shorn-up wooden beams hangs precariously between you and the arched entrance to the courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles seem to stare at you from their hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Castle Ravenloft stand open. A rich warm light spills from them into the courtyard. Torches flutter sadly in sconces on both sides of the open doors.

Video: Carriage ride to Castle Ravenloft

Image: Approaching Castle Ravenloft

As you take in your surroundings, lightning flashes again across the sky, momentarily illuminating the facade of the castle. The immediate roar of thunder is almost deafening, as large, cold drops of rain begin to fall from the angry sky.

At that, the doors of the carriage slam shut, and the coachman wheels it around, galloping back down the mountain road into the night.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

"Well, this seems pleasant," Countessa says, speaking ironically.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Ruefully aware that he and his friends are entering the proverbial spider's web, Petracleus gazes out of the window the entire journey... silent and brooding, his mind wanders back to happier times...

...Aymehn, I wish you were here with us now...

When the carriage draws to a stop, he pulls his cloak around his neck and steps out into the courtyard.... looking around, he acknowledges Countessa's dry humour with a curt nod...

...we are being watched, I am sure of it...

Petracleus, Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Inactive

With a concerned frown creasing her face, Theodora takes a moment to join Petracleus in looking around the front of the castle. "I think it says something when being in a place like this makes me start missing the Worldwound."

Perception (Aid Petracleus if possible): 1d20 + 3 ⇒ (15) + 3 = 18


perception: 1d20 + 9 ⇒ (20) + 9 = 29 (dark vision)

Damion looks about with a frown, "There should be someone waiting for us."


Your humble narrator

GM screen:
Wandering monster check: 1d6 ⇒ 5 ...no.
Ireena's Perception: 1d20 + 3 ⇒ (8) + 3 = 11

As you take in your surroundings, the wind picks up, howling through the trees and the chains holding up the drawbridge. Lightning flashes and thunder roars again, starkly illuminating the outer walls and inner keep of Castle Ravenloft for a split-second. The rain continues to fall in occasional large, cold drops; you are certain that the skies will open up with a downpour in a few moments.

Theodora, Petracleus, Daimon, and anyone else who makes a DC 15 Perception check:
Over the wind, you hear the sound of someone playing a pipe organ. It seems to be coming from the inner keep.

Petracleus, Daimon, and anyone else who makes a DC 20 Perception check:
The green slimy growth on the wooden portcullis in the gate house looks somewhat drippy.

Daimon:
You get the feeling that the gargoyles on the walls are watching you. Wait... Did that one just move...?

Ireena says, "As much as I hate to suggest this, let's go in." She takes out her crossbow and loads a bolt. She then starts to walk toward the gatehouse, crossbow at the ready.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Perception: 1d20 + 5 ⇒ (1) + 5 = 6


Inactive

Perception: 1d20 + 15 ⇒ (6) + 15 = 21

"Is that...music?" Celowyn asks, tilting her head to one side as she tries to ignore the howling of the wind. "Yes, music. It sounds like a pipe organ."

She shivers as the droplets of rain continue to fall, one splattering on the bridge of her nose. "Ireena is right, we'd best get inside before the storm hits. Mind whatever that green stuff is too, so it doesn't drip and stain your clothes." The irony of being concerned about appearances when they're walking into the lion's den isn't lost on Celowyn and her lips twitch in a small half-smile as she moves to follow Ireena.


Your humble narrator

GM screen:
Celowyn's Knowldege (nature): 1d20 + 9 ⇒ (17) + 9 = 26

Celowyn:
After you dismiss that drippy green stuff, you suddenly choke back your words. You realize that's no common algae, but an extremely dangerous hazard called green slime. It can sense movement and drips down onto its prey and devours the victim's flesh. Victims often don't notice until it's too late: green slime secretes an anesthetic while it eats, causing no pain to its victims as it slowly melts away their flesh and bone. Fire can burn it away.


Inactive

"!"

Suddenly sprinting forward, Celowyn grabs Ireena's arm and pulls her back from the entryway. "Stop! That's not algae or moss; it's green slime! It can sense movement and it can eat through wood and stone, flesh and bone!"

She looks back at the others. "If I remember right, fire will get rid of it and so will cold. A spell to remove diseases might also do the trick."

Grand Lodge

Human Expert 6

Verran was noticeably uncomfortable about going anywhere near this castle without real preparation. Willingly consorting with a creature such as this Strahd was downright offensive to him. He really, really didn't want to go. But his comrades were insistent and he wasn't about to let them go in without help. They couldn't even get to the door before the first obvious trap was sprung.

"Figures", was all the Pharasman muttered.


"So much for an honourable invitation. Is there another way in?"

Damion draws his sword keeping one eye on the gargoyles


Inactive

"So, instead of dinner guests, we're more the mice the cat invited over for dinner." Theodora says with contempt and draws her falchion. "Can anyone burn away that green slime?"

I was just commenting to someone the other day how I never run into green slime in Pathfinder. It would figure that it would take an old school module to see it once again.


Your humble narrator

A torch would do the trick.


Your humble narrator

Moving things along...

GM screen:
8d20 ⇒ (14, 10, 8, 14, 1, 6, 20, 12) = 85 ...Ooh! a '1!'
Character, in alpha order: 1d8 ⇒ 6 ...Petracleus!
Petracleus Reflex save (DC 15): 1d20 + 7 ⇒ (11) + 7 = 18

Fighting the wind and rain, Celowyn manages to light a torch and uses the flame to burn away the green slime growing on the rotting portcullis. The foul-smelling smoke and light disturbs a dozen bats roosting in the gatehouse entry tunnel, and they fly into the stormy night.

You pass through the entry tunnel to the open drawbridge that hangs precariously over the 50-foot wide chasm to the main walls of the castle. The patchwork of old wooden beams appears to be in poor repair. You tentatively walk across. The beams creak and groan as you pass, but seems sturdy enough... until Petracleus' left foot breaks through a plank he'd stepped on! He manages not to trip, and you all make it safely across.

Standing before the walls of Castle Ravenloft, you marvel at its construction. The castle is built atop a pinnacle of rock just off the Balinok Cliffs. A 90-foot high curtain wall topped with battlements and decorated with grotesques and gargoyles surrounds the castle courtyard. The wall at least 300 feet long on this side. Several towers rise another 20 feet or so above the tops of the walls. The entrance to the courtyard is beyond through an archway through the wall, which stands 25 feet high and 20 feet wide. An immense portcullis made of rusty iron is raised, allowing you to pass into the courtyard.

Thick cold fog swirls around in this darkened courtyard. Sporadic flashes of lightning lance the angry clouds overhead. Thunder pounds the bare and rock-strewn ground of the courtyard. A light drizzle begins to fall.

Across the courtyard ahead, torch flames flutter in the wind on each side of the keep's open main doors. Warm light spills from those open doors into the courtyard.

Doors in the gate towers on each side of the tunnel entrance are shut against the rain. A howling wind rushes through the courtyard. The dark towers of the keep loom above in the mists. Flickering lights shine from a short round tower on the south east side of the keep. Competing with the howl of the wind and crash of thunder, the sound of an expertly-played pipe organ spills out of the keep's open front doors.

The rain now starts to fall in earnest.


Fighter 3 / Bard 3, AC20 / T15 / FF15, F+5, R+8, W+4 (+5 vs Fear), HP17/45, Bardic Performance 11/11 Human Received the Forge Card.

Between the slime and nearly falling through the rotten timbers of the drawbridge, Petracleus is having a poor time of it so far... beneath his breath he mutters about the death of chivalry and the arrogance of those who cling to power...

...but the music, strangely, lifts his spirits...

"Do you hear that? A virtuouso performance... In other circumstances, I could lose myself in this music", and then the rain intensifies, and Petracleus hurries for the shelter of the keep.


Female Human Wizard 6 || HP 25/38 || AC 12 (16 w/mage armor)/11 Tch/11 FF (15 w/mage armor) || F+2 R+3 W+6 || CMB +3 CMD 15 (14 FF) || Perception +5

Countessa is leery of the organ music, but follows Petracleus in.


Inactive

As she clanks forward in her heavy armor, Theodora's attention is currently turned more towards the castle than the music or the weather, "I see why this fiend has survived so long, I don't think we'd be able to easily get to him unless he invited us inside like he has."


Inactive

Sorry for the delay, have been busy with work.

"Yes, it's actually pretty impressive," Celowyn has to admit as she hurries to follow the others inside, her eyes open for any other hidden dangers. "I wonder how long the castle itself has been here?"


LG female human fighter
Stats:
hp 49 | AC 21 (touch 12; FF 19) | Init +2| Per +4 | Fort +5; Ref +3; Will +2 (+1 vs. fear)

"According to the histories I've read, Castle Ravenloft was built around the year 4100, when the Zarovich family was granted rulership of County Barovia. Strahd's parents built it, using their personal wealth. It supposedly took 30 years to construct."


"Too long... and with not enough maintenance."


Inactive

I'll assume that the PCs from the original party have filled Theodora and Celowyn in on what they've learned about Strahd, Barovia, etc. earlier in the evening and during the carriage ride to the castle.

"It probably was well-maintained at one point, but if Strahd is a vampire then something must've happened not long after this place was finished," Celowyn points out. "Ireena, is there anything else that you can tell us about the Zarovich family? Even if it's just rumors or legend, most of those things have at least some bit of truth to them."


Your humble narrator

Celowyn: I'm assuming the same thing, hence the recap...

Ireena shrugs at Celowyn's question and replies, "Honestly, I think I've told you everything I know. I've never actually been to the castle before. It's nearly impossible to enter without the Count's permission, and I've not been inclined to ask for it before."

As you walk through the courtyard, the sound of the organ increases as you walk eastward toward the keep. As you approach the keep, you also notice that walls extend from the outer walls to the inner keep from the north and south, bisecting the courtyard. Gates blocked by portcullises open into inner courtyards to the north and south of the inner keep.

The main doors to the keep are open, flanked with torches now fluttering wildly in the increasing wind. Warm light pours out of the open doors. The organ music reaches its climax and conclusion, and there is a brief pause before another piece of music begins. You can all hear it clearly now.

Audio: The organ music

Lightning flashes and thunder crashes ominously. The rain increases to a downpour.


Inactive

Scoffing at the music, Theodora unsheathes her falchion and begins to quickly stride towards the main doors of the keep, "I'm tired of these games."


Inactive

"I wonder if all guests are greeted by music?" the ranger muses, still peering this way and that as the group makes its way towards the main doors. "It definitely makes an impression!"


"The green slime was the impression that counts."

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