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7/20/21 Session 25 - "Monster Hunter: Barovia"

Our heroes are let back into the town of Kresk after speaking to the guards. The party decides to split up temporarily and send Adrid, Lilithus, Grinfiddeus Nobbles and Balasar Norixius up to meet with the Abbot. Upon entering the grounds, the party approaches the main door of the abbey and hears none other than Rahadin arguing with the Abbot over his creation, "Vasilka". He insinuates that the lookalike should be gotten rid of in no less than one day, otherwise there may be repercussions. The party hides out in some bushes and waits for Rahadin to leave. He rides out on a flaming horse and seems to disappear into thin air.   The four adventurers approach the Abbey and meet with a dejected Abbot. He doesn't seem to want to speak about Vasilka or his issues with Rahadin. The party expresses condolences and asks if he can help identify the jars discovered during their hag hunting. The Abbot apologizes, he does not know much of the hags or their magic and is unsure what the jars are. He does not know anyone IN Barovia capable of helping them. They thank the Abbot and leave to head back to the village.   The rest of the party has gathered near the small pond to the North of town. They make their plans and decide to head out toward Vallaki to speak with Rictavio concerning his true identity. Fredriech Carlston sends the raven Muriel ahead to the Blue Water Inn to request that Irwin and Rictavio meet them outside of town. The group piles back into the cart pulled by Mr. Hands and leaves Kresk. On their way to their next stop, Grinfiddeus Nobbles hears a familiar voice down the road and asks for Adrid to slow down so he can hear more. As he does, Grinfiddeus Nobbles clearly hears their lost friend Ezmerelda arguing with someone. As the cart approaches, they see Ezmerelda and an older gentleman on the side of the road.   After much fuss is had about the adventurers "stealing" her cart, Ezmerelda calms down and introduces them to her mentor, Rudolph Van Richten. It is revealed that Rictavio was indeed Van Richten all along and after conversing about their situation, the party and their new found monster hunting friends head back to the tower to find refuge for the night and speak more freely about their plans.   After arriving at the tower, the group convenes on the top floor and finds out more about what Van Richten knows. He informs the party that the tower once belonged to Kazan, a wizard who was an advisor to Strahd von Zarovich, but eventually turned on him and challenged for control of Barovia. It seems there is some sort of magic here keeping the dreadlord’s prying eyes away. The adventurers share information and lay out a crude map of Castle Ravenloft for Van Richten. In return he accepts responsibility for Ireena and promises to keep her safe while the party fulfills the need to help the inhabitants of Barovia. The party also inquires about Hag magic and if he has any idea what the bottles may be or could contain. Van Richten is not completely sure but offers up the idea of simply opening the bottle and breathing in its contents. A bit apprehensive, Grinfiddeus Nobbles and Balasar Norixius consider it and then try it out. They quickly pop the jars open and breathe the air in deeply; their vitality is restored.   The party rests at the tower for the evening and awaken to face their next challenge. After speaking with Van Richten they determine that their best course of action to do the most good would be to help restore the Wizards of Wine Winery to get the wine flowing again. Once it is agreed upon, the party sets out toward Yesterhill in hopes of learning more of the druids that live there, and the wards used to protect the winery.   On the road to Yesterhill, the party sees ravens flying back and forth from the winery to a thicket of trees. They approach and Fredriech Carlston speaks to the ravens to find out the status of the winery and the family. The ravens indicate that things are bad, the winery is falling apart and request their help with the situation. While speaking with the bird, the plant blight yet again appears and our adventurers ready themselves for combat.

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