| Borracho Barondo |
"How far is the fall? I don't have anything like levitation or flying magic. But, there might be another option."
Borracho ponders this.
"The air loves Borracho as much as the ground, and Borracho must share his gifts both with the glorious earth and the heavenly airs. If you give Borracho a rope, Borracho will ascend as needed, because the sky will welcome him like a child from out playing, such is love that the sky has for Borracho in all their many clouds," Borracho offers.
| Tural Wode |
"Borracho? Could you carry someone into the sky with you? Climbing a rope might be nearly as dangerous as trying to climb the cliff. I'm certain that I couldn't do it."
| Borracho Barondo |
Borracho shrugs at the question. He’s not a noodle armed choirboy, nor a trained muscleman, but it is unclear that he could carry Tural.
”We have ropes. Might be that we bundle you up from the ground,” Borracho uses his keen mind to brainstorm. He looks to see if any of his wise friends have ideas.
| Flemming Bisgaard |
"Sneaking in is all well and good, but we don't have a path, and even if we get lucky and discover one without being seen from the house, Tural is going to have trouble on the ropes it sounds like."
"I think we should skip that option. Besides, while I can be decently stealthy, it would take a whole lotta luck for us all to sneak by."
"We'll just have to march up to the front door. If we go by day, perhaps we can face the witches alone, then the count in the evening? I dunno, it's going to be tough, but if we can divide the enemy into smaller groups we might pull it off."
| Tural Wode |
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Tural nods to Flemming's comment. "If we'd be looking at a climb of several hundred feet I don't think that'd be safe for any of us. Maybe the front door during daylight hours would be best. And depart while there is still enough time to return."
"I don't know that facing the witches will be easier than facing the Count though. If they cursed him to what he now is and created the mists.... But, we don't know. And decisions can't be made without information. We should be going and on guard. Let's get the map though, and retrieve the bones of the family if at all possible."
| Bombadil |
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Jakob helps you draw a map of the castle and although it takes considerable time to get the details recorded with the child guiding your hand, the end result is a surprisingly good map of the castle.
I've added links for the road to the castle and the map of the courtyard with profile of the castle. I'll get additional links up for the interior of the castle over the next few days after I edit a few things out. In the courtyard map you can see the windows to the crypt 100' below the K6 area. Without the ghostly guidance you would likely be unaware of the crypt windows because of the location on the cliff face
| Borracho Barondo |
"You have been helpful, Jakob," Borracho thanks the child and spirit. "Much like Borracho, you have the courage of your convictions and everyone loves those who are true to family." Borracho twirls one of his long dark locks of hair.
"Is there anything else Borracho, or his many friends, can offer you? We are grateful for your aid and forethought."
| Bombadil |
”If you can bury all of the bones from the torture room we’d all be so grateful! There’s nothing more I could ask of you.” The little ghost seems genuinely excited that you could help. ”Um, actually, there is one more thing. It’s so dreadfully boring in the castle. Could you perform Act III of Kyson's Choice, the Musical. I do want to know how it ends!”
it sounds like the plan is striding in the front doors, any other prep you want to do before departing in the morning?
| Borracho Barondo |
"Act III? Of course, perhaps it will be a part of the funeral dirge for when we finally bury your bones, and the bones of your family," Borracho agrees magnanimously. "Borracho will send you to Pharasma's arms knowing theatrical delight, your soul will glow so keenly that the psychopomps will know you are Borracho's friend, and move you to the front of the line."
Borracho smiles with *such* magnanimity that one might even believe that Borracho's influence on the gods might be true.
"If there is nothing else, we should return to our rests so we can all be as strong and valiant as Borracho tomorrow."
Borracho will return to his slumbers, and in the morning, spend time wit his special book and be ready to move out.
Ty for the maps.
| Mimi the Crow |
Mimi stretch-squats several times, restless, nervous, and a bit preparatory. She listens to the questions, the speculations, the presumptions, the perditions, and she shakes her head of the darker thoughts, trying to see the hope in this pilgrimage.
"So, as soon as we step into the Castle, we can't leave, unless the Count grants us leave. Does that include the bridge? the courtyard? Where is the point of no return?" Mimi cracks her knuckles, working out the stiffness.
"Jakob, there are only four of us. We can't afford to lose any one of us when we enter the Castle. So I'll ask this- exactly how many monsters walk the halls in that deathtrap? I count one Count. How many witches? Are they all equal, or is there a leader? Is that it, or do more creatures stalk the halls? You see, the more we know, the more we can plan. Some beasts need certain steel, some need a weapon like you gifted us. We are going to arm ourselves the best we can, before we depart."
Mimi turns to Tural. "Holy water? Holy fire? Secular fire just as good? Great stone castles probably don't burn down easily, but great halls are great places to throw great fires..."
Mimi frets for her boys. One of them will surely be dead before this is over, she only wonders which.
| Bombadil |
"Does that include the bridge? the courtyard? Where is the point of no return?”
”It’s when you past the front doors, the statues are actually dragons, like real dragons, the illusion is that they’re statues, not the other way around. And the gargoyles too!” The little ghost looks at you like you should understand. The castle is a trap and you cannot exit the front doors once you enter. But that doesn’t include the courtyard or the crypt windows.
"So I'll ask this- exactly how many monsters walk the halls in that deathtrap?”
”Monsters are everywhere! The spiders are the scariest. They’re huge, the size of a cart, but they're sneaky and hide in the corners.”
"...Some beasts need certain steel
”Oh, you mean golems, those are disguised as statues. Edward says you need a special metal to hurt them.” It occurs to you that maybe Petra should add a few more nubs to Noogie.
As Mimi inquires of Tural, the question of holy water seems more evident than ever. The Count is a creature of darkness, that you are sure of, and holy water is the tool to combat that darkness. You can’t imagine approaching the castle without all the tools you can secure. With pounds of silver sitting unused it seems a shame to be hasty.
| Tural Wode |
My post disappeared!
Tural wakes and does his usual prayers to Sarenrae. He adds a prayer for the Count. Everything that was said about the man indicated that he was pure evil. But Sarenrae's dictates called for redemption if at all possible. Was it possible?
"Golems? That could be real trouble. Some of them are immune to magic."
Holy water sounds good. I can cast the spell to bless water since silver is available. Do we want to delay another day for adding nubs to noogie?
Tural gets the attention of the others. "If we run in to swarms or large groups of weak creatures, Sarenrae has granted me the casting of fireballs. Keep that in mind and maybe delay rushing in before I can burn them...."
| Borracho Barondo |
"Borracho is nothing but thoughtful in his plans," Borracho says, barely thinking at all about anything. "Surely, as you are all so wise, much like Borracho, that you know we should take time to prepare deeply before we enter the castle, especially if we cannot leave. We'll need many strong weapons to deal with dragons and spiders and go-lems, and while Borracho has defeated many foes before, it is through dedication and preparation wherein Borracho's skill for victory lie," he continues as a true, orating thespian.
"Let us get our nubs rubbed. And our water blest. And then Borracho will lead us into this castle to deal with the villainy within."
Borracho seeks to get some adamantine, cold iron, and silver blanched bolts, 10 of each.
| Flemming Bisgaard |
Flemming can’t think of what else he might need that these fine folk could provide. There are magics, for sure, but he doubts anyone has a Golembane Scarab (link) - and that’s what he really needs.
”I’m ready to go I figure. I can’t do much to a golem, but I’ll do what I can. Still, happy to wait if there are things that can help all of you. As I see it we have time.”
| Bombadil |
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After the long evening with the ghost, the troupe takes an extra few days to prep for the visit to the castle. Petra and his son add new spikes to Mimi’s noogie, a swirling pattern of adamantine nubs that complements the silver additions. Silver, cold iron, and adamantine bolts are produced to keep the troupe well supplied. (30 of each, and actual bolts, not a blanche, so they can be recovered and reused or repaired if needed) Silver is powered and turned into holy water providing eight vials total. During the preparations you come across the sack Horatio provided back in Madam Eva’s wagon before the fog had enveloped you. (post 24, a glance in the sack from Horatio reveals three bars of dirty looking soap and a strange red bead) A short walk to the traveler’s camp and a lunch with your favorite gnome confirms the soul soap and campfire bead he provided to you back in that fateful meeting. Your final evening at the tavern is a celebration of repairs on the church, including new doors. Pumpkin and sweet potato pies are served to everyone and toast after toast is made to the troupe, the ‘Saviors of Barovia’ as you’ve become known in the village. You sleep well that night and rise in the morning to begin your journey to the castle.
The morning starts well enough. Villagers show up to wish you luck and you’re fed a full breakfast with strong tea. The walk out of the village is pleasant, but shortly past the traveler’s camp the thick fog closes back in around you and the temperature drops to the chilly, dismal cold you remember when you first arrived in these lands. You pass the branch in the road where the trail leads to the base of the waterfall and the snorting of horses catches your attention. As you cautiously move forward the shape of a large black carriage appears out of the fog. Two horses are harnessed to the fine vehicle, but no driver sits on the bench. The door of the carriage swings slowly open, untouched by any hand, and the plush deep red interior beckons to you.
| Flemming Bisgaard |
”A campfire bead! What a useful little thing for travelers!” Flemming is happy to carry it for the group unless someone else would like to.
”I hate to say it, but that soap may be useful as well if one of us falls under a spell of the witches - or even the count.”
Later, when he comes upon the carriage in the night, he ponders. ”Clearly a magical conveyance of some sort. Unearthly. It does beat walking though.” he adds uneasily.
He’s not the first in the carriage, but he will join others there if that’s the group decision.
| Tural Wode |
Tural approaches the carriage, casts detect magic and studies it.
Spellcraft: 1d20 + 5 ⇒ (11) + 5 = 16
"Obviously he knows we are coming. I don't think this is a threat, or attack. May the Everlight watch over us." He steps in to the carriage.
| Borracho Barondo |
"These are all generous gifts," Borracho says, thanking each and every contributor as he selects an easy-to-reach selection of each within his bolt quiver. "Borracho will use these to slay many enemies, and each one will be dedicated to each of you. This is the way of Borracho."
* * *
"Ah, a carriage, good. Although Borracho can walk for days, it is Borracho's friends who deserve luxury," Borracho says holding the door open for others and will enter if/when others do.
| Bombadil |
The carriage detects as magical, not surprisingly. The entire vehicle is masterly crafted from the spokes on the wheels to the harness and tack for the horses. The interior is a plush red velvet stitched to perfection. Tural steps inside, followed by Flemming and Mimi and finally Borracho. The door closes softly and the horses nicker, then the carriage lurches to motion and bounces along the old cobbled road.
The carriage picks up speed as you climb the steep road and soon it’s bouncing along at a reckless pace. A glance out the curtained windows shows endless drops from the edge of the mountain just a few feet away. You slide open the panel to speak with the driver and find the driver’s seat is still empty. You settle back into the cushioned seats and try to remain calm as a soft rain begins falling, adding wet roads to your list of worries as you climb higher into the mountains.
Half an hour into the journey the harrowing ride changes its sound and the bouncing stops for a moment. Another look from the windows shows you’re crossing the bridge above the waterfall and the view drops away into the fog hundreds of feet below. The carriage seems to glide across the surface of the bridge and you wonder what dangers you avoided in crossing the span by trusting the carriage. When you reach the far side of the bridge the wheels again clatter against the cobblestones and the bouncing resumes. The rain falls heavier and lightning flashes in the sky and you continue the climb into the mountains.
After passing through the craggy peaks of the Balinoks, the road takes a sudden turn to the east and the startling awesome presence of Ravenloft itself towers before you. The carriage comes to a stop just in front of the 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 wood 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 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.
| Flemming Bisgaard |
Conditions = Mage Armor (+4, 60m)
Melee: Attack: BAB +5, Dex +4, Focus +1, PS -2 Damage: Dex +4, PS +4 DR: Magic, Silver Crit x2
Ranged: Attack: BAB +5, Dex +4 Damage: +0
Ki Powers (8/8) (extra attack, barkskin (50m, +2nat armor))
Stunning Fist (5/5) (stun or fatigue, DC 15 Fort)
Reroll Charm or Compulsion (1/1)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers)
Daredevil Boots (10/10r, free, +5 acrobatics, if successful +1 to hit)
Wand Mage Armor (44, +4 armor, 1h)
Flemming shows no outward fear as he strides over to the open door. ”Our host wouldn’t bring us this far to die on the rocks below.”
That said, he’ll request a Mage Armor (+4 AC, 60m) from the wand now. Just as a precaution you understand. Flemming's not worried or anything.
Then he takes great care in the crossing and offers to take a rope with him to make it easier for the next person.
Acrobatics (take 10): 10 + 12 = 22
| Tural Wode |
Tural agrees with Flemming and joins him. "I think our host has decided to meet us. He safely to this point. But, I don't think we'd be saved if we caused our own deaths." He takes hold of the rope, just in case....
Acrobatics?: 1d20 + 3 ⇒ (11) + 3 = 14
| Borracho Barondo |
Borracho looks out the window and startles. He points to the castle in case others have not yet seen it. "Much like Borracho, it has a startling presence, does it not? You look and you look again, for great is your awe?"
And Borracho will take from Flem's wise actions, and clad himself in similarly protective and unseen armor.
Borracho looks down at the rocks below, having no fear. "The winds and sky themselves love Borracho so much that they would protect him if he fell. Such is the love that Borracho carries from others."
Borracho is ready to cross the drawbridge and go to the main doors, wondering why there is no one there to greet him. He is, after all, Borracho.
| Mimi the Crow |
Mimi rubs her new nubs, impressed that the work is done so efficiently, and a bit awestruck that her journey has seen her Noogie transformed not once, but twice, in order to combat horrors she's only heard of around campfires. Until now.
As the carriage threatens to lull her to sleep, she closes her eyes, but rattles her vocal chords to inquire with her crew. "The killing to come. We have fought off wolves, sure. Zombies even, some things even worse. Are we undertaking a purge of the Castle? Anything that moves? What if Strahd has himself villagers in there, sworn to protect their lord? Vampires can addle brains, right? We're not just going to beat down everything that seeks to oppose us? I've never killed a man, and I don't care to start." The Crow goes mum for a spell.
...
Arriving at the Castle, Mimi pays attention to Borracho paying attention to the great construction. "I could see you living in something that grand, Borracho. Only something less gloomy, perhaps some gypsy music echoing from the higher windows. This feels more like a tomb..."
The old woman gets out, and proceeds to walk through the Front Doors, eager to get out of the courtyard, and away from the dead eyes of the gargoyles. "Hurry up, boys. Don't want to keep the Count waiting."
| Bombadil |
Flemming crosses the drawbridge: 1d20 ⇒ 10
Tural crosses the drawbridge: 1d20 ⇒ 15
Borracho crosses the drawbridge: 1d20 ⇒ 20
Mimi crosses the drawbridge: 1d20 ⇒ 5
The wood beams of the drawbridge creak ominously as you cross and you’re glad the carriage stopped short at the guardhouse. As you move towards the rich warm light spilling from the open doors of the castle, the green growth clinging to the stones above the portcullis detaches and drops to envelop Flemming.
Flemming Reflex save: 1d20 + 9 ⇒ (17) + 9 = 26
The monk easily avoids the green slime with a quick leap. The spongy mass creeps slowly back to the wall seeking to regain it's vantage point.
anything that deals cold or fire damage, sunlight, or a remove disease spell destroys a patch of green slime
| Bombadil |
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The campfire bead burns cheerily despite the wet weather and it’s effective against the slime burning it quickly when the flames make contact. Within minutes you’re able to calm the fire and reclaim the bead as the ashes of the slime are washed away in the rain. The courtyard of the castle is open before you. The large curtain wall has gates in either side that lead to the rear of the castle and the front doors remain open with their inviting light.
| Tural Wode |
"Excellent choice Flemming. I considered one of my spells that created fire. But we might need them later."
Does the map that we have identify directions to where the bodies of Jakob's family?
And who has the ghost touch dagger? Is it +1?
| Flemming Bisgaard |
Flemming beams that it worked, and makes sure to collect the bead for future use. ”I love this thing!” he says, really rather more excited than he really should be.
”You should take that dagger,” Flemming suggests to Tural. ”My melee counters magic so at least I’ll do some damage to an incorporeal. Or maybe Mimi since you can ‘heal’ them? I dunno.”
Totally, let’s wander the grounds first and find the old bones!
| Bombadil |
the ghost touch dagger is +1, Horatio could have identified it for you. Also, the ring that Borracho found back in the church is a ring of seven lovely colors in case we never identified that item.
For the maps, I could post the original maps from the adventure module, they do show the secret doors, but the party has high enough perception scores that you would almost always find the secret doors anyways and it will streamline the PbP with room numbers and directions. The little ghost could have detailed them for you as well. Plus, the maps are one of the highlights from the original adventure. How do you all feel about that, would you rather a sketch up of the maps to hide the secret doors and add mystery to exploring the castle, or have the original maps available?
| Tural Wode |
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Tural considers. "No. Someone else that can use a dagger better than I. My magic is a better weapon for me against such creatures."
| Borracho Barondo |
I'm flex on how you do the maps, mostly I would do what is easiest for you Bomb.
Borracho has the +1 light crossbow so someone else should take the dagger. And while wants to think the best of everyone, there is more than a bit of evidence that the party is walking into danger. As such, he uses his new rod to cast a longer lasting Barkskin on himself and dons his shield. He has is crossbow nearby in case he wants to switch out, but feels ready in his shield and non-battle kilt.
"Borracho agrees with the wise idea given by Flemming as Borracho was about to suggest the same thing. It is strange that no one is here to greet us, though they have sent a carriage," he notes.
He will follow Flem, keeping his eagle-eyes eagley open.
1d20 + 10 ⇒ (6) + 10 = 16 Perception
| Bombadil |
Map links are up, I organized the castle maps from a top down order, so the larder is between the main floors and the catacombs
The front doors are open, inviting you to get out of the rain. The maps from the little ghost also showed you the balcony in the back of the castle overhangs windows in the cliff below that lead into the catacombs. There also appears to be a single door (K23) into the castle near the balcony in the back. A quick exploration of the courtyard shows that the rusty iron portcullis’ (K2) in the curtain wall that would normally restrict access to the rear of the castle are unlocked. They’re sure to make a frightful noise if moved, but the hinges appear to be intact and functioning.
| Borracho Barondo |
We're near K1, right? And if we move into the castle we'll be in K7? Just want to be sure we're all on the same maps.
Borracho thinks approaching the main door is best, but is also open to exploring the outside first. He trusts Flemmings instincts like his own, which are excellent.
| Flemming Bisgaard |
Conditions = Mage Armor (+4, 60m), Barkskin (+2, 50m)
Melee: Attack: BAB +5, Dex +4, Focus +1, PS -2 Damage: Dex +4, PS +4 DR: Magic, Silver Crit x2
Ranged: Attack: BAB +5, Dex +4 Damage: +0
Ki Powers (7/8) (extra attack, barkskin (50m, +2nat armor))
Stunning Fist (5/5) (stun or fatigue, DC 15 Fort)
Reroll Charm or Compulsion (1/1)
Ki Ring (2/2, +2 CMD grapple, reposition, & trip, -1 ki for powers)
Daredevil Boots (10/10r, free, +5 acrobatics, if successful +1 to hit)
Wand Mage Armor (44, +4 armor, 1h)
"Well, I say let's see what our host has in mind for us. Once we get an opportunity, we look for the bones. But let's start with the front door, shall we?"
With that, Flemming will lead the way up the stairs and into the light. As he passes the doors, he'll use a Ki point to provide his own Barkskin (+2 AC, 50m).
| Tural Wode |
Tural nods and walks with Flemming. "Do you think we should check out the front to see if any of the statues animate? If they are actually golems to keep folk in we might want to seek out an alternate exit, before night fall."
| Flemming Bisgaard |
"Er... how would we know until they animate?" Flemming asks honestly. But from the maps there seems to be more than one exit so maybe they can find one without statues. Still, even if they get free of the mansion, the trip back down to the village is going to be onerous - at best.
"Did anyone think to bring rope? I meant to get some, but forgot." he grins sheepishly and hopes they won't actually need it to escape.
| Mimi the Crow |
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"I've got some rope, Flem. That should put your mind completely at ease." Mimi isn't looking at the burly man, not while there are great spires to tower above them ominously.
The old woman's hand passes over the pommel of the powerful ghost jabber in her belt, taking some ease that they won't be completely impotent against spectres in the castle.
"That was rude. Inviting us to join him, sending his carriage to bear us hence, then drop a slime on us. Good thinking with the campfire, Flem."
Entering the Front Doors, Mimi shakes her head. "What kind of dialogue do you think the Count is capable of? I'm at a loss. 'What's your favorite villager flavor?' 'Have you heard the Good Word of Sarenrae?' 'Can you hear our heartbeats?' 'How long does your finger need to be a glass of whiskey before you call it properly chilled?'
| Tural Wode |
Tural checks the door. Can it be opened? "I doubt the Count is waiting for us, so let's see if we can let ourselves in!"
| Bombadil |
The ornate massive doors hang open. Fluttering torches cast dim yellow flickers of light from the entry way. As the troupe enters, glad to be out of the rain, twenty feet into the castle a second set of doors suddenly swings open effortlessly and the sounds of organ music flow out. Overhead, in the entry way, four statues of dragons glare down, their eyes flickering in the torchlight. (K7)
You glance through the second set of doors and see that cobwebs hang from dust covered columns of this great hall, illuminated by torches fluttering in iron sconces. The dust and webs cast strange, moving shadows acros the faces of stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by a century of decay. Two doors of bronze stand closed to the east. To the north, a wide staircase climbs into the darkness. All the while, sad and majestic organ tones float about you from a lit hallway to the south. (K8)
| Tural Wode |
Tural listens to the organ music for a short bit and smiles. "Come in to my parlor says the spider to the fly.... It seems that we are invited. Borracho, can you name that tune?" He keeps a hand near his weapon but does not draw it, yet.
Sounds like we're heading south.
| Mimi the Crow |
Mimi loses all pretense when she crosses the threshold. Her back stands fully erect, the hackles raised. Her gait is brisk, and she looks over her shoulder routinely while they move deeper into the Castle. Every so often, she actually walks backwards while the boys head south, her paranoia ramping up as they lose their grip on the outside world.
"Beware of any beautiful things that approach you, Borracho. It won't be your coin purse they'll be tickling you for..."
| Bombadil |
As the troupe moves forward you hear the thud of the front doors closing behind you.
You move south and torchlight flutters against the walls of this vaulted hall. To the east a dark and forbidding hallway runs into darkness, the outline of a circular stairway barely visible in the deep shadows. Beside that opening, a suit of armor, oiled and glistening, stands at attention in a shallow alcove. To the west, large double doors hang slightly open, a steady bright light escaping through the opening. Swells of organ music come from behind the doors, spilling their melody of power and defeat into the hall. (K9)
You peek through the opening in the doors to the west and see a magnificent 40 foot square room, brilliantly lit by three massive crystal chandeliers. Pillars of stone stand against dull white marble walls, supporting the ceiling. In the center of the room, a long, heavy table stands covered with a fine white satin cloth. The table is laden with delectable foods of every type: roasted beast basted in a savory sauce, roots and herbs of every taste, and sweet fruits and vegetables. Places are set for each of you with fine delicate dishes and silver. At each place there is a crystal goblet filled with an amber liquid. At the center of the far west wall, between floor to ceiling length mirrors, stands a massive organ. Its pipes blare out a thunderous melody that offers in its tone greatness and despair. Seated before the keys, its back toward you, a single caped figure pounds the keys in raptured ecstasy. The figure suddenly stops and a deep silence fall sover the dining hall. (K10)