Thursday 24 September 2015

[Actual Play] AD&D 2nd - Ravenloft, House of Strahd Session 5

Thenn and the late Quidiana's players were unable to make it. However, we have a new player that took over Lady Ioana Gundar!

Ravenloft Session 5

Kolbo awakens to a rap at his door. His sleep was light - the now paranoid dwarf had slept in his armor, magic flail at his side. Kolbo gets up and stands to the locked door’s side, “Who is it?”

Another set of pawing raps. Another question, unanswered again. Another rap. Kolbo yells, “Who is it!?”

In the other room, Trayvon hears some commotion. The half-elf walks in the hallway to find a portly silhouette outside the inn’s king’s room.

Trayvon - Level 6 Half-Elf Wizard 
Str 13, Dex 14, Con 14, Int 12, Wis 6, Chr 14
HP 16, AC 10, Quarterstaff, Darts
Trayvon is in Barovia to find his brother and clear up the cattle dispute.

Trayvon asks the figure what’s going on at this late hour. The portly figure turns and slowly approaches him, hands outstretch. Realizing that this is some sort of undead, Trayvon strikes with his quarterstaff, a wet crunch echoing throughout the inn. Kolbo dashes out of his room and smashes the zombie’s flailing body with his flail. Hearing the commotion, Lady Ioana Gundar hastily dons her brigandine and steps out from her room. The party is then joined by the silent elf, Belzon.

Belzon - Elf, Level 5 Fighter/ Level 6 Thief
Str 13, Dex 18, Con 9, Int 8, Wis 7, Chr 10
HP 28, AC ¾ (Leather Armor, Buckler), Longsword, Shortbow
Belzon is in Barovia because the darkonian merchant he worked for skipped town without paying him.

Kolbo explains to the others that this zombie was a clerk he’d met in Castle Ravenloft. It must have followed him down to town. Oh, and Strahd is a monster. Also his is not a crazy dwarf.

Belzon hears some shuffling downstairs and the adventurers scatter to their individual rooms. Four more zombies climb the stairs and surround Lief’s body. Waiting a few minutes and realizing the zombies won’t just wander off, Kolbo leads the charge and makes short work of the shamblers. Kolbo asks if there is a temple nearby and Ioana indicates that there is one on the outskirts of town.

The adventurers find carnage in the streets, dozens of zombies dragging villagers from their homes and eviscerating them. A pack notices the adventurers, who try to run and are caught by wolves in an alley. They put up a resilient defense atop some parked wagons, raining down missiles as the enemies approaches and then finishing the stragglers in melee.

The party arrives at the temple to find a rundown structure, it’s belltower leaning heavily to the side. The door is unlocked and upon entering they find a series of disused pews and a giant raven statue atop an alter. Belzon quickly notices snoring come from one of the side rooms. Knocking at the door, the party awakens Brother Donovon. Kolbo requests healing and then lambasts the priest for not having cure light wounds prepared. After Lady Ioana Gundar threatens Donovon at arrowpoint, the priest suggests he cast sanctuary upon the temple so they can rest and he can pray to the Morning Lord for new spells. While they sleep, Trayvon uses invisibility, 10-foot radius to hide the party.

The next morning, after a generous 60 gp donation, Donovon heals Kolbo’s body and spirit. 

The party sets out, still invisible, to town with Brother Donovon. They find the villagers rebuilding, collecting corpses and putting out the remaining fires. The party overhears the angry villagers, blaming magic, vistani, and even the Devil Strahd. As they reach the town square and fountain, they overhear a villager and constable talking - they found the burgomeister’s corpse amongst the dead. The constable decides to head to the town mansion and tell the burgomeister’s son of his father’s fate. The party follows at a distance, still invisible.

The constable informs the burgomeister’s son, Ismark the Lesser, of his father’s death. After a brief somber moment, Ismark sparks up, “That makes me burgomeister now, doesn’t it?” The constable informs him that he needs to be appointed by the Count. Someone must go report the attack to the Count, so perhaps it should be Ismark?

Kolbo leaves the invisible radius and dramatically informs the Barovians that their liege lord is a monster, murdered the burgomeister, and in fact orchestrated last night’s attack. His arguments are logical and they believe him. Leant their ear, Kolbo offers to fund an army with his recent "inheritance" to depose Count Strahd.

Hearing all the excitement, a young woman joins Ismark at the door. Her flowing dark brown hair and flowing green cloak are striking - but perhaps more striking is the sword and pistol at her hip. Only Kolbo and Belzon have ever seen flintlocks before. The group hands the burgomeister’s daughter, Ireena Kolyana, her father’s signet ring. She thanks them but informs that while she will keep the ring safe, it is not her family’s - it belongs to the office of burgomeisters. Kolbo suggests that Ireena be burgomeister and Lady Ioana supports this claim. Coming to no conclusion, the constable suggests that they meet with the town elders and choose an interim burgomeister.

The town meeting is a mess. The elders debate for an hour, then vote. Every time they vote for themselves - except Ireena who votes to Ismark. Kolbo suggest that in this time of hostility they enact emergency powers. The elders inform that according to their charter (currently unrecognized by Strahd), the sheriff would take over under marshal law. But the village hasn’t had a sheriff in 15 years. One by one, the elders volunteer themselves to be sheriff.

Trayvon decides to elicit some public support. Convincing the crowd that Ireena Kolyana would be the best choice to temporary powers, the Barovians begin chanting Ireena’s name just before the next vote. One by one, under pressure, the elders agree that Ireena should be sheriff. Even Ismark, reluctantly.


Convening a war council with Ismark and the adventurers, they begin to make plans. First, they send riders to raise levies in addition to the village’s 10 constables. Randomly determined, the riders are able to gather:

Master Engineer Kobin
60 Abber Mercenaries
60 Falkov War Veterans

Here is the table used to randomly determine levies:
  1. Nazbif the Nebulous: AL (CN); Int Genius; AC 8; MV 12; HD 5; hp 13; THAC0 19; #AT 1, DMG 1d6, SA grease, fireball, fly, lightning bolt 1x per day, SD none, MR nil, ML (11), XP 270
  2. Driena Wolfswift: AL (CN); Int Average; AC 8; MV 12; HD 3; hp 16; THAC0 18; #AT 1, DMG 1d6, SA cure light wounds 1x per day, SD none, MR nil, ML (11), XP 150
    Wolves (10); AL (TN); Int Low; AC 6; MV 18; HD 2; hp 12; THAC0 17; #AT 1, DMG 1d8, SA none, SD none, MR nil, ML (11), XP 90 ea
  3. Jason Morningstar: AL (CG); Int Average; AC 4; MV 12; HD 4; hp 20; THAC0 17; #AT 1, DMG 1d6+1, SA club+1, cure light wounds, aid, protection from evil 1x per day, turn undead SD none, MR nil, ML (11), XP 240
  4. Gundarakite Rebels (20): AL (CG); Int Average; AC 7; MV 12; HD 1; hp 5; THAC0 19; #AT 1, DMG 1d6, SA short bows, SD none, MR nil, ML (13), XP 35 ea.
  5. Angry Villagers (50): AL (TN); Int Average; AC 10; MV 12; HD 1; hp 4; THAC0 20; #AT 1, DMG 1d4, SA none, SD none, MR nil, ML (13), XP 15 ea.
  6. Falkov War Veterans (30): AL (TN); Int Average; AC 9; MV 12; HD 1; hp 5; THAC0 20; #AT 1, DMG 1d6, SA none, SD none, MR nil, ML (11), XP 35 ea.
  7. Conscripted Villagers (50); AL (TN); Int Average; AC 10; MV 12; HD 1; hp 4; THAC0 20; #AT 1, DMG 1d4, SA none, SD, none, MR nil, ML (9), XP 15 ea.
  8. Abber Mercenaries (20); AL (TN); Int Average; AC 8; MV 12; HD 1; hp 4; THAC0 19; #AT 1, DMG 1d6; SA slings, SD 50% concealment from missile weapons, MR nil, ML (11), XP 35 ea.
  9. Master Engineer Kobin; AL (LN); Int High; AC 7; MV 6; HD 2; hp 9; THAC0 19; #AT 1, DMG 1d6, SA THAC0 14 with siege weapons, SD none, MR nil, ML (11), XP 150
  10. Petrovna Vistala; AL (LE); Int High; AC 7; MV 12; HD 3; hp 11; THAC0 19; #AT 1, DMG 1d6, SA Any unit or hero within 50 ft of Petrovna gets +1 to attack and saving throws, SD none, MR 20%, ML (11), XP 120
  11. Alexi Shadowborn; AL (LG); Int Average; AC 1; MV 12; HD 5; hp 31; THAC0 14; #AT 1, DMG 1d8+2, SA cure light wounds 1x per day, turn undead, Any unit of hero within 50 ft of Alexi may used his morale score, SD none, MR nil, ML (15), XP 180
Kobin is inducted into the war council and the rest of the levies will assemble over the next two days. The council also sends a fast rider with money to hire mercenaries in Nova Vaasa - a venture that may take almost two months. As the logistic meeting continues, there is a knock at the door. In the dying afternoon, the fast rider has returned, informing the council that the legendary poison mist has surrounded the village outskirts. Ismark curses their bad luck, and Kolbo informs the council that this is clearly not a coincidence. Perturbed, Ireena asks the adventurers to seek out the vistani, who are rumored to have an elixir that can allow individuals to cross the poison mist.

With the light of day waning, the party of adventurers set off to the Tser Lake waterfall and the vistani camp at it’s side…

Session XP: 5910 (+5000 XP is for making Ireena the sheriff. That’s awesome)
Session Loot: nil

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