Mini Session 1: Clever Scarf, Beelze & Jericha
Clever Scarf's Dream
For the past moon, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of curses, and of hunger. She speaks of family and fulfilling an oath, and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"You must visit the Convicted Bark, on the island of Yidaas. There, your fate will collide with the Missionary and the Hooded One. The three of you must seek the others; the Wizard, the Broken One, the Berserker and the Executioner. You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Beast.
Beelze's Dream
For the past moons, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of prayers, and of oppression. She speaks of rejuvenation and holy lands, and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"You must visit the Convicted Bark, on the island of Yidaas. There, your fate will collide with the Hooded One and the Beast. The three of you must seek the others; the Wizard, the Broken One, the Berserker and the Executioner. You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Missionary.
Jericha's Dream
For the past moons, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of blood, and of heritage. She speaks of family and mastering your body, and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"You must visit the Convicted Bark, on the island of Yidaas. There, your fate will collide with the Missionary and the Beast. The three of you must seek the others; the Wizard, the Broken One, the Berserker and the Executioner. You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Hooded One.
The Waters to Aphas
The characters all come to the Convicted Bark, a place of shipwrecks on the island of Yidaas.
Among the ships is one that is whole, somehow. This ship has no one on board, but is covered in blood and bones. Down on the deck is a wounded Chuul (AC 12, 25 hp, +6 to hit, attacks deal 1d6 + 4 damage). The chuul can be tamed with food. If the chuul is bloodied, one of its arms can be torn off. Jericha has been knocked down and dragged to the sea.
On the ship is a survivor of an accident. This is a dwarf by the name of Ignuf, with a white beard. He was a merchant by trade, but most of his stuff has been lost in the ocean. Ignuf can find their way towards money (12 gp). On the ship are rations for the trip.
On the beach are insects (ivory beetles).
On the beach are monkeys that try to steal stuff from the party.
On the ship is a log. They have travelled many seas and visited strange places. The players get the following information: There is a toll at Crescent Landing (10 gp), and the northern Mouth of Nekr is under control of the Crimson Command, a sorcerer lord.
The players must guide the ship through reefs (with sharks).
After leaving the reefs, it is smooth sailing for a while. The weather is hot.
They can choose to go through the canyon (Waterfall hazard, cave with a looted treasure trove. Still left is a silver earring of 30 gp and a high-quality scimitar) or open seas (whirlpool).
Message in a bottle: I found my end on this rotten island, may someone get better use of this. Send your prayers to Kord, for he guides your travels, and i have not. It is a pouch of 54 silver pieces, and an emblem of the Stormlord, Kord. Additionally, it holds some dried herbs that have static electricity (fitzgrass).
If the players decide to pray, there will be no storm. If the players decide not to pray, there will be a storm.
They come across a boarding and inspection, to see if they are enemies of the Crimson Command.
The last part of the water is called the Forbidden Lagoon, but it is fairly safe. Nothing of note happens here, except dark shadows below. This is a very deep lagoon, and was once seperated from the sea. There is a distant, deep echo from down below. Like a whale, but much, much louder.
The players enter Aphas.
Mini Session 2: Hýr & Arculeus
Hýr's Dream
Since the incident in Azurea, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of a purpose for violence, and of filling of the hole in your heart. She speaks of adventure and bloodshed, and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"Your fate has already connected with that of the Broken One. Seek the others; the Wizard, the Missionary, The Beast, and the Executioner," she told you. "One other currently eludes my readings, but you will find her nonetheless." You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Berserker.
Arculeus' Dream
Since the incident in Azurea, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of fallen orders, and of evil magics. She speaks of mending and restoration and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"Your fate has already connected with that of the Berserker. Seek the others; the Wizard, the Missionary, The Beast, and the Executioner," she told you. "One other currently eludes my readings, but you will find her nonetheless."You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Broken One.
Road to Aphas
Friendly encounter (Herbalist seeking Rockreed on stone pillars)
Goblin trap
Harpies (3x, 10 hp, 1d6 + 1, +3 to hit)
Mistwoods with wolf howls
Rolling up in town
Mini Session 3: Letov
Ever since you were on the run, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of violence, and of lost family. She speaks of calming your anger and redemption, promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"You must seek others; the Wizard, the Missionary, the Broken One, the Berserker and the Beast" she told you. "One more you will need to find, but that one eludes my gaze as of yet." You will find them in the home of night's steed, behind the walls of Aphas. Aphas is a long road from here. But you will meet one of your fate, and he may bring you to Aphas through the clouds. Once you have found your companions within the home of night's steed, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Executioner.
- Starting: travel at the edge of Yaroska. Comes to the border of the Yaroska Empire. Needs to go through, guards are here.
Travel on plains of yellow grass, outside of the Yaroska Empire. Food is scarce. Some nearby burnt villages can provide respite.
Bunker with corpses (3, all were shot) and supplies (rations and tools)
Wandering orcs on wargs (4). If they see Letov, they wish to exort his belongings.
Cave with a homeless man who forgot his own name. He has long ago fled this war-torn world. He lives in a small grove, with clear water and birch trees. He lives with his trusty companion: a pegasus (named Iris). A set of old armor is here, as well as an impressive sword and an ancient firearm prototype. Both are entirely rusted and overgrown.
Questions: You have purposeful eyes. What do you seek? Answer: redemption
The man is willing to lend Letov his pegasus on a right answer. He sees something in Letov of his younger self, and sees promise in Letov. "I have no desire to redeem myself. But it would be a shame to see a youngster like you grow up to be like me."
His name is Ivan the Reaper, an infamous knight of old with an order of anti-scourge inquisitors.
Mini Session 4: Phant
For the past moon, you have suffered strange dreams of a woman, her voice rasping behind a darkened veil. In each dream, she speaks of secrets of your past - knowledge buried so deep that not a single other soul could know. She speaks of lost family, and of an arcane mistake. She speaks of magic and revival, and promises both - and more. She speaks in riddles, and whispers in tongues. This night, you dreamt a final dream, and she spoke thusly:
"You must seek the others; the Missionary, the Broken One, the Berserker, the Hooded One, the Beast, and the Executioner," she told you. You will find them in the home of night's steed, behind the walls of Aphas. Once you have found these companions, seek out the travelling man of many colors. His song will guide you to me."
When you awoke, the moon still high in the night's sky, you waited for the dream to fade from your mind. Instead, you felt the visions solidify, clarify - and felt a weight in your lap. When you looked down, you saw a single playing card resting there: the Wizard.
Starting: Crescent Landing
Sol Alsahar merchant stuck in Goblin Trap (rope). He is a human and quite humorous. His cart has been thrown over. Three goblins have been left behind and are looting the cart. If Phant helps the merchant (Nadim), he gets a reward: a spell scroll of illusory script.
Forest of the Moon: Moon Bear Encounter
Forest of the Moon: Moon Berries (growing from a large tree)
Dustshore: Sandstorm
Friendly encounter: Wishing well outside of Aphas. Phant wished for speedy return of Elara.
Rolling up in Aphas (Tom from Aphas)
Aphas
Their fates converge in Aphas, in the Nightmare's Stable.
Music: The Oh Hellos - Dear Wormwood
In the Nightmare's Stable, the players meet:
Beelze, Clever Scarf, Jericho come in first
Phant comes in next
Letov comes in next
Hyr & Arculeus come in last.
The barman, a dragonborn called Kendrick can point out some Vistani have parked close by. They arrived in town to perform and share stories in their encampment, a fact that is advertised on a flyer just beside the bar.
Description of Vistani
As the evening grows dark, you see a dozen men and women gathered around a crackling bonfire. The folk are in good spirits. A few of them sing and dance around the fire while others find happiness in their flasks and wineskins. Three barrel-topped wagons are parked at odd angles. Tied to a nearby tree, grazing, are half a dozen draft horses wearing bright coats with bangles and tassels.
Stanimir is joined by his daughter, Damia (CN male human spy), and his son, Ratka (CN male human bandit captain). Nine other Vistani (CN male and female bandits) heed Ratka's commands. The six draft horses are used to pull the Vistani wagons, which contain their belongings but nothing of value.
Upon arrival at Stanimir’s camp, the PCs are greeted warmly by Stanimir’s children, as if the party’s arrival has been expected. After introducing himself, Stanimir invites the PCs to sit by his fire and share a story or experience “that can make a man laugh, or make a man weep.” Vistani trade in stories, not money, and this is an ages-old custom for guests invited to sit around a Vistani fire. As a roleplaying exercise, each PC may then relay a personal tale of joy or sorrow, keeping it as brief and vague as desired.
Stanimir's Story:
"Stanimir fills his mouth with wine, then spits into the fire. The flames turn from orange to green. As they dance and sway, a dark shape appears in the bonfire's core. "We come from an ancient land whose name is long forgotten, a land of kings. Our enemies forced us from our homes, and now we wander the lost roads." The dark shape in the fire takes the form of a man being knocked from his horse, a spear piercing his side. Stanimir continues. "One night, a wounded soldier staggered into our camp and collapsed. We nursed his terrible injury and quenched his thirst with wine. He survived. When we asked him who he was, he wouldn't say. All he wanted was to return home, but we were deep in the land of his enemies. We took him as one of our own and followed him back toward his homeland. His enemies hunted him. They said he was a prince, yet we didn't give him up, even when their assassins fell upon us like wolves." Deep in the bonfire, you see the dark figure standing with sword drawn, fighting off a host of shadowy shapes. "This man of royal blood fought to protect us, as we protected him. We bore him safely to his home, and he thanked us. He said, 'I owe you my life. Stay as long as you wish, leave when you choose, and know that you will always be safe here." The figure in the dancing fire vanquishes its final foe, then disperses in a cloud of smoke and embers."
Our Leader, Madam Eva, knows all. She has seen your destinies intertwine with that of Barovia, the land of our noble prince. Will you join us to Barovia and speak with her?
The PCs are welcome to sleep overnight at the Vistani camp. The following morning, the Vistani pack up and guide the party to Barovia through the misty woods west of Aphas. After a full day of travel, Stanimir stops the wagons at Barovia's gates, confessing that Madam Eva has banished his caravan from Barovia for some offense (tried to steal her glass sphere) many years ago, and that his service in transporting the PCs is part of the payment for his transgression. Stanimir tells them that Madam Eva can be found at the Tser Pool, upstream of the Ivlis River. He bids them luck, and tells them to stay on the path, and to beware of dangers that may far overpower them.
Comments