
DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
Prologue
Some say this is a tale of six brave adventurers, each of which had signed up with Maximillian and his adventuring company in Neverwinter and for various reasons happened to be on this journey. Some might even say that this was their story. But nothing could be farther from the truth, for what was about to unfold stretched far away from their mortal existence in the Forgotten Realms, some would even say it would span both space and time. For it was not their story, but that of another. One much older, a story much darker....
DEMI-PLANE OF DREAD
Somewhere on another plane of existence under raging storm clouds, a lone man comes into view standing on a castle balcony, a large wolf growls by his side. A nearby lighting strike reveals a handsome face that is deep in thought. Something is amiss in his kingdom and yet the source is still elusive. After a long time, he scans the horizon one last time and gives a weary sigh before returning to the castle. Just before the doors close, he growls back at his furry companion, "The mists are active tonight, let us go and see what surprises they bring to us this time."
The six companions did not realize that their very fates were already sealed and the control of which had already been wretched from their mortal hands. Fates that would soon make themselves known, for better or worse. Their destiny awaited somewhere other than the lonely road they now traveled....
FORGOTTEN REALMS
The six members of the Maximillian Adventuring Company (or MAC as it was normally called) were all new recruits, recruited by the adventuring company in the very heart of Neverwinter. Each had went through a vigorous recruiting interview that not only tested them physically, but mentally as well. Pushing each of them to their very limits before the word was given that each of them had been accepted and were to be stationed at the company lodge in the city of Waterdeep.
Thus their first assignment was given. They were to escort a small caravan south first to Mirabar and then to a small town called Red Larch via the Long Road which was the main road that led to their final destination of Waterdeep, once in Red Larch the caravan would turn back north to Neverwinter and the group of six would be on foot for the seven day travel to Waterdeep. The assignment seemed simple enough, the Long Road was usually heavily traveled and bandits were known to be few. Surely they would not want to tangle with a group of mercenaries for hire, for there certainly would be easier prey.
So thus the group set out on their mission, the trip was long and the trip was extremely boring as was usual for such ventures. Besides all the bard tales and stories that were passed on one to another about bandits and orcs and monsters the actual truth behind the stories was much simpler. The chance for such an event to happen that would cause you to cross paths with either bandit or creature was in fact no where near as high as some stories made it out to be. Some of the tales that were told made it sound like every time you set foot out of a town to head somewhere you were accosted by some brigand or goblin, or some creature that wanted to eat your flesh or bash you into oblivion but the simple fact was that most armed caravans traveled much safer on a regular basis and rarely if ever found themselves in a situation where sword was absolutely necessary. And the later was such an occasion for this trip as well. Uneventful, boring and long.
Their first real stop was the city of Mirabar. The city stood on a knoll on the north banks of the River Mirar. On the surface, Mirabar was populated with squat stone buildings and a few stone towers. It was arranged in such a way as to provide great efficiency. Its walls were extremely thick and sloping, so as to allow water to be poured down them in the winter, which freezes to make them slippery. The area around the city was dotted with open mines and heaps of rock. Roads led to its major mines in the Spine of the World mountains, which yielded a wide range of metals and gemstones, so they were guarded against orc and monster raids by the Axe of Mirabar, a militia that was made up of over 2,000 human and dwarven soldiers. Mirabar was home to both human and dwarf with the city boating a population of 1,600 shield dwarves who lived totally underground.
The caravan stayed in Mirabar for the night and a tremendous time was had by all, refreshing the road worn eyes and lifting the spirits in the fine dwarven drinking and feasting halls. The next morning the caravan once again headed south with much of the crew a little less than at their sharpest but the road was still dull and the excitement of Mirabar quickly faded.
They finally arrived a tenday later in the small village of Red Larch were they would part ways with the caravan. The town of Red Larch was but a small way-stop on the Long Road seven days north of Waterdeep, and was located at the intersection of three trails. One trail led to the infamous Bargewright Inn, another to Kheldell, and the third ran into the hills to derelict, monster-infested keeps. You soon learned that the town was named for a stand of red larch trees that were chopped down about the time of the town's founding.
Red Larch is known for its nourishing, though otherwise un-noteworthy food, called crumblecake. Crumblecakes are made into moist loaves from nuts, chickpea mash, chopped roots and greens, turkey and wildfowl scraps, all baked together. After a night of rest in The Swinging Sword, which happened to be Red Larch's only inn, the band of would be heroes tried the famed crumblecake and soon wondered what all the fuss was about. Dry and tasteless, it might be nutritious but taste it definitely lacked.
So with the crumblecake feast out of the way the group started their final leg of their journey, this time their travel wasn't so easy going, for now they were both on foot and traveling in a study downpour that had started before breakfast and had not let up. The day passed increasingly slow and as the day's light started to fade so did the rain but with the dying of daylight, a fog had crept in across the land, clutching everything in its clammy grasp. The group found a small clearing nested in some trees that lay off the road about a quarter mile and began to setup camp for the evening. The woods were unnervingly quiet this night, and the air grows unseasonably chill as a fire is started and everyone huddled around.
The fire sputters as a low mist gathers around the edges of your camp, growing closer as the night wears on and thus the story begins.....
-=-=-=-=-=-
Welcome to the game thread everyone. Please do not post in this thread until told to do so.
-=-=-=-=-=-

Shenkt "Hack" Corchran |

It had been a long road thus far. As Hack headed further south, he could not help but think that he may someday be recognized as a marauder by those who may also make their ways to the big city from the small towns. He did not look forward to being stationed in Waterdeep for the Company. He could only hope that his skills were best used to the north, where he was comfortable, and where he sought fame in the sagas.
After leaving the comforts of civilization, again, and this time on foot, Hack easily scoped out the best campsite for the group. He stared around the fire at each companion in turn.
I do not trust the near-dead one, Illufuas, but we may have a common cause. Surprisingly, I like the half-breed Orc, Uruk. It seems Nilan, the sorcerer, does not lack for magical prowess. The Paladin is strange, but her prattle is a welcome comfort - almost like call of crickets in the summer months. I am certain that I will need the healing touch of Darius in battle. This group will need my axes and strength if we are to remain together...
Hack rubs his hands over the fire, as he looks around, says to no one in particular, "Hmphhh...that mist is pretty thick, tonight. Should we set the watches? I can take the first"
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

Illufaus dying-star |

Quite thick mist.
"No need for a watch. Elf. Don't need to sleep like you do." Illufaus says, sitting on the opposite sides of the fire.
The undead pokes are getting tiring, but he seems nice enough. Gods help him if he ever meets my father. Hopefully the priest doesn't decide to exorcise me.
"I've heard stories about mist like this. It'll gobble you up, and the ghosts in it will leave nothing behind, except a body, if you're lucky." He laughs, "Slightly silly, don't you think? Ghosts would usually be bound to a certain room. Ridiculous." He grins at his own tale.

Uruk K'al-xad |

Uruk frowns at the mist, "I'm not sure we can watch anything through this..." The wizard distractedly shuffles through papers and makes mental notes here and there to himself. I'll not mention the thickness of the mists near Menzoberranzan that, perhaps, would cause more trouble than it is worth...
"Is this sort of weather common to the region. I have not heard of such a thing...but I'm new to the area. "

Nilan Milarne |

This mist is indeed unseasonable. Best to be wary...the Long Road is tame, but not that tame. Nilan remarks.
Nilan inquires of Illufaus Where did you hear such rubbish, that's not how Ghosts work.
Nilan pulls out a small prayer book and reads The Lord of the Dead abhors the remnants of souls that remain on the physical plane and resist the call of Death. Such are abominations worthy only of swift destruction.. once he realizes no one else is really interested he begins reading to himself.

Perdita Imogen |

Perdita Imogen seems quite interested in what Nilan is reading.
"What's that you're reading?"
.
.
.
.
"It's just fog. Fog is common pretty much everywhere, as far as I have learned.
"I'm more surprised by how safe the roads have been. From Silverymoon to Neverwinter, from Neverwinter to Mirabar and now from there to here, halfway to Waterdeep -- and not a single troll, black dragon or goblin has accosted us.
"We should call ourselves The Lucky Six.
"You guys like the idea of a group name?"

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
The Next Morning
By morning, the fog hangs thick in the air, turning the trees around you into gray ghosts. As the camp is packed up for the continued trip toward Waterdeep you notice these aren't the same trees that surrounded you the night before. The atmosphere of the forest is certainly more menacing, with its now ancient looking, gnarled trees that often appear to have screaming faces twisted into the bark and some of which display odd burn marks or mysteriously charred trunks. There is also a thick, intangible air of dread pervading the murky forest that you now seem to be in the middle of. All of you have inexplicably intense feelings of unease, and some would say it even borders on a heavy sense of anxiety, excessive thirst, the sense of being watched by unseen eyes, and fear for no discernible reason, and a strong desire to flee even in the absence of any particular danger.
Quickly examining the camp the stones around the fire even seem different somehow, the only tracks that can be found are your own inside the camp perimeter, there is no sign of your tracks coming to this point from the Long Road and your only sense of direction is by how your camp is laid out to even tell which direction it is you came from originally, and that you are not really sure of.
The dense thick fog hangs ever closer limiting your vision to only ten or fifteen feet at best, after that it is just shadows and mist.
In Game Time: 6:00am

Illufaus dying-star |

"Hah, I love it! Very nice."
"I'll admit, I don't know much about ghosts. That is partly why I am going to Waterdeep."
Illufaus takes out his book once everyone is done talking, and reads until he is ready to trance.
The next day, he wakes up. I don't remember much of last night. Strange.
"This is very odd. Everything looks different. Do any of you manipulate Chaos magic? Might it be that we have been transported somewhere else?"
"I wonder if it was the mists. They were very thick. I think we should get out of here. It doesn't seem safe."

Shenkt "Hack" Corchran |

Hack circles the perimeter of the camp sight, and he appears distraught.
It's like the camp has been picked up and moved. This is some foul magic at work. I don't think we are on the Long Road anymore.

Perdita Imogen |

Was Father correct? There are stories of these happenings in The Moonwood, evil Fey using Nature Magic to steal people away. ....Could my mother have found me after all these years. Am I brought back to the Moonwood to serve in her Court of wicked Quicklings and Grigs, evil Nymphs and Sprites? ....But no, I do not think a Dryad can do this. Not even Mother.
I do not like this place; the deep dark of the Moonwood is not like this. Is it Sanguine Agatha? Has the Blight of Fey stolen us for her Cauldron in the Moonwood Nether? ....And again, No. Sanguine Agatha's bewitching can not reach the Face of Faerun, clutching us with her misty maw.
Where are we?
.
"I am as unaware as you all. But we must learn where we are, whether some trick of Nature has embraced us in its grasp and floated us across Faerun, or some jest of the gods has fooled us for play.
"Could this be The Mere of Dead Men? I know the swampy wilds north of Waterdeep are treacherous and this place feels, I don't know, "wrong." And on the road last night I think we were not too far from the infamous Mere, after all.
"Can someone climb the branches of that horrifying tree, yonder -- get a gander of the terrain?"

Uruk K'al-xad |

Uruk rises cautiously from his own resting place and unconsciously paws at his wrists thinking that surely he is back in his chains. The wizard pauses as looks down, shakes his head, and then stands fully and looks about the area with the others.
"It does not seem a swamp and what force or agent would moves us mere miles to one? If we are in unfamiliar territory I think it best we do not dawdle. I agree with Perdita, can someone climb the tree?"

Shenkt "Hack" Corchran |

Anders nods and sets to work on the nearest tree. He has difficulty finding purchase on the limbs. So, he scans the landscape as best he can without the assistance of a higher elevation.
Perception: 1d20 + 4 ⇒ (17) + 4 = 21

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
The Road
As Hack found it difficylt to climb the knarled and mangled looking trees, he simply could not get high enough to break from the grip that the thick fog had over the forest. Upon coming down to earth the group decided that it could not delay any longer and did the best they could in close formation to head back in the direction that they thought the Long Road was in.
The companions began walking east? or was it west? It was just really too hard to tell if they were going the correct way. They walked on ahead at a very slow uneasy pace, expecting something, someone, or anything to jump out upon them at any minute.
The further they walked the more things looked the same. It really was confusing. The band of now five walked for what seemed like hours in the direction that they had thought led back toward the Long Road but if that was the case then they should have simply found it long ago.
The group did finally come to a road, but it was not what the members of MAC was expecting. A lonely dirt road that cut through the middle of the woods, barely wide enough for a wagon and horse to pass upon its wet packed surface now lay in front of them. They looked one way and then the other but the fog kept them from seeing very far even if it wasn't as thick as in the woods themselves. Both directions looked identical.
Not being able to use their normal compass directions that were based off of the position of the sun of which that they could not currently see clearly, the group settled for a much simpler choice. Right or left?
In Game Time: 07:20am

Uruk K'al-xad |

The half-orc offers a scoff, "For mazes. This seems less a maze and more farce of some kind. Left is as good as any direction though...
The wizard pats at his belt to ensure that his spell focus and dagger are close by. (They are). "They way ahead seems dark. We should light torches perhaps? It might bring more attention to us but the flame may ward off...threat." Uruk seems unconvinced of the sentiment and shrugs to the others.
Right Hand: Empty
Left Hand: Empty
Readied Weapons [6]: Dagger
Readied Items [4]: Arcane Focus (Crystal Rod), Torch, Tinder Box, Spellbook

Shenkt "Hack" Corchran |

"Left it is, then, shall we?"
Hack heads off towards the left along the road, and glances back over his shoulder to be certain the others are following.

Perdita Imogen |

"I can be up front.
"Should we light a torch and call out for Darius to find us? Both will help him find us.
"Of course, either will also help hostiles locate us."
Action:
Perdita Imogen begins leading the way left.

Shenkt "Hack" Corchran |


DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
The Road
You travel the dirt round for a couple of hours and the dirt soon turns to gravel as the road eventually leads you to a small village, its tall houses dark as tombstones. No lights of any type burn in any window. The architecture of the buildings is very unusual and of the like that you have not seen before. Nestled among these solemn dwellings are a handful of closed-up shops. Even the tavern is shut tight. All windows are shuttered and all doors closed.
The mist creeps through the village streets almost as if lapping at window seals or doors, trying to find its way inside. A sudden sound draws your attention as you realize you have not heard the sound of anything other than yourselves for the entire trip. A soft whimpering as of that of a child sobbing can be heard somewhere in the distance down the twisted alleys and streets.
In Game Time: 10:00am

Illufaus dying-star |

"A hear a child in distress! We have to help!"

Perdita Imogen |

I know fog muffles sound but has there been any noise at all?
What is going on?
.
"Little child?"....
"Child where are you?"....
Action:
Perdita Imogen urgently moves toward the sound of sobbing.
"Come on guys -- but let's be careful not to frighten the poor kid. We may appear rather threatening as a group."

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
The Children
Following the sound of the sobbing takes you down twisted alleys and fog covered roads, around corners, buildings and over wrought iron fences before you finally come to the source of the noise.
A soft whimpering draws your eye toward a pair of children standing in the middle of an otherwise lifeless street. One girl and one boy dressed in a rather odd fashion. The girl looks to be around twelve years of age and the boy looks to be a little younger, about ten. The boy is weeping and clutching a stuffed doll.
As you approach the girl shushes the boy, and 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 are all boarded up.
In Game Time: 10:15am

Uruk K'al-xad |

Uruk follows wordlessly. Upon seeing the children Uruk's eye narrows with suspicion, "Two children, alone. But the creature merely cries out?"

Shenkt "Hack" Corchran |

Hack looks curiously at the children, attempting to discern if they are telling the truth. He then walks casually toawrds the front door.
"This seems like it is worth checkin' out."

Perdita Imogen |

"Rose. That's a pretty name. Is that your mother's name, too? What are your parents' names?" Perdita Imogen tries to comfort the girl somewhat while also getting her to open up to a couple questions.
"Did they tell you to wait out here where it's safe."
After only a moment more, giving Rose and Thorn a second to answer, Perdita Imogen goes with the other Lucky Five members into DEATH HOUSE.

Nilan Milarne |

Nilan studies the two, he's confused but he knows something is wrong here.
It is alright child. Nilan says Why has no one else come? Is your village deserted?
Right Hand= Quarterstaff
Left Hand= Spellcasting Focus (Holy Symbol of Kelemvor)
Readied Weapons=
1 Dagger
2 Dagger
3
4
Readied Items
1
2
3
4

Illufaus dying-star |

"A monster? This will not do! We must ready our weapons and attack this foul beast!" He says as he shifts his crystal to his hand, and follows Shenkt into the building.
"Come my fellows! We must purge the evil from these children's house and rescue their parents!"

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
Current Map: Death House Floor 1
As Hack approaches the house he can see a wrought-iron gate with hinges on one side and a lock on the other that fills the archway of a stone portico. The gate is unlocked, and its hinges are rusty and stands partially ajar. Unlit oil lamps hang from the portico ceiling by chains, flanking a set of oaken doors.
"Well my actual name is Rosavalda, I just go by Rose for short. My parent's names are Gustav and Elisabeth Durst, but they probably would want you to call them Gus and Liz like everyone else." she says.
"No they did not tell us to wait out here. Thorn ran out of the house and now refuses to go back until the monster is gone. I followed. I will only go back inside when my brother does." she adds as she puts her hands on the boys shoulders.
"We do not know why no one has come. Will you help us?" she pleads.
Please use the map now provided, make sure to state grid coordinates that you are in at the end of each turn.
Just let me know which drop site I need to use to make sure you can see the map image. I am also curious as to why you can't access my website as it is a private server and the images are just jpg?

Perdita Imogen |

Perdita Imogen quickly looks around for "monster" tracks, then enters:
Investigate: 1d20 + 0 ⇒ (3) + 0 = 3
or
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
B 22
"Hello!....
"Who's in here!"
Right & Left Hand = Glaive
Readied Weapon = Handaxe
As strategically foolish as it may be to give away any kind of surprise by hollering out, it seems to make the most sense for Perdita Imogen to do. "Monster" could mean almost anything coming from young kids and, hey, we're good guys trying to help.
There will be plenty of times to come where Perdita Imogen doesn't do stuff that could be deemed, um, stupid. Right now she's a first level PC in a village (not a dungeon) trying to help some kids and their parents in the house.

Shenkt "Hack" Corchran |

Hack moves forward and checks to see if the door is locked while listening at the same.

Nilan Milarne |

Nilan follows behind, clutching his Holy Symbol and whispering a prayer to Kelemvor Not today mylord, no death today. he makes a superstitious gesture he learned in his youth to ward away evil.
@GM Its the web filter my workplace uses, it blocks your domain under the category "games".
Did Nilan think the children were anything more than they have said from his earlier Insight roll? Is the party heading into a trap?
Right Hand= Quarterstaff
Left Hand= Spellcasting Focus (Holy Symbol of Kelemvor)
Readied Weapons=
1 Dagger
2 Dagger
3
4
5
6
Readied Items
1
2
3
4

Uruk K'al-xad |

Uruk frowns and hesitates on further following the group, noting that Nilan seems to be giving the children extra consideration...
Right Hand: Empty
Left Hand: Empty
Readied Weapons [6]: Dagger
Readied Items [4]: Arcane Focus (Crystal Rod), Torch, Tinder Box, Spellbook
Spell List for Day [3]: Alarm, Mage Armor, Magic Missile

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
Current Map: Death House Floor 1
Perdita pushes the rusty iron gate open and it creaks with a loud noise as she does so, stepping into the portico it looked normal enough. The unlit oil lamps hanging from the ceiling were full of oil. She hollered out to the house before her but all she heard back was silence.
Hack moved forward to the double oaken doors and checked the knobs and found them to not be locked. The oak looking of good quality but had seen its better days. He placed his ear carefully to the door but heard nothing from the other side.
Nilan and Illufaus followed behind Hack, Nilan with his holy symbol at the ready.
Uruk stood his ground back on the road with the children as Rose ask him "Are you going to stay out here with us mister? That would be kind of cool."

Uruk K'al-xad |

Uruk considers the children for a moment then grunts. "No."
The wizard moves to follow the others...

DM Asmodeus |

Curse of Strahd
Act 1 Scene 1 Death House
Current Map: Death House Floor 1
Hack opened the door and tried to look into the darkened room ahead, his human eyes could barely make out shadows in the grand foyer. However as Illufaus stepped up to his side the elf's keen eyes pierced through the darkness.
Hanging on the south wall of the foyer is a shield emblazoned with a coat-of-arms (a stylized golden windmill on a red field), flanked by framed portraits of stony-faced aristocrats. Mahogany-framed double doors leading from the foyer to the north are set with panes of stained glass. Unlike the outside of the house, the inside looks rich and clean and well taken care of, the wood paneling on the walls were exquisite craftsmanship as was the entire interior.
It is fine to add your equipment layout to your tagline.
In Game Time: 10:30am

Illufaus dying-star |

Illufaus relays the details of the room to Shent and Nilan. "Does anybody have a torch? It would help you two see, and I believe you would rather fight a monster in the light."
I hope its ok, I switched out a cantrip before we got to any combat, because I realized that I can't switch it out later, and I want to be able to fight properly with a weapon once I'm a bladelock. I just replaced my racial cantrip (mending) with minor illusion, and then replaced minor illusion with greenflame blade.