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Session 2: A Helping Hand

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“They’ll look for it, and they’ll be sad if they don’t find it. They didn’t even have a chance to say goodbye” - Ronar

Key Developments and Revelations

  • They met Amon, who was building a home for his family. After helping him and staying for dinner, he gave them a Magical Amulet

  • They arrived in Azmarin and met with Susthyl Norfaren, the owner of the Royal Turtle. He then told them to seek out a man named Brin in the northern part of town

  • They found Brin, and got told the details of the transport mission, to which they agreed.

  • Glass had a strange dream in a desert, where he killed countless people at the behest of his master

  • They left town with brin at the end of the session

Full Session Notes (Written by Kev)

On the road to Azmarin

  • The Party traveled north, on a path through the woods near Dalver.

  • On the first night, they stopped by a river flowing not too far away from the main road and set up camp.

  • Aquuni approached Samiris, who had set up her bedroll a bit further away from the group. Once he did, everyone else in the party with the exception of Ronar layed down the bedroll next to Samiris.

  • Before everyone went to sleep, Ronar made some time to thoroughly clean his gear in the river. Aquuni in the meantime drew a little blood and experimented with power he only just remembered.

  • Ronar took up the first watch, but didn’t notice anything out of the ordinary.

  • Glass took the second, and noticed a single flickering light in the distance, back on the road they were on earlier.

  • He decided to investigate, and found a lone traveller with only a torch, who was immediately intimidated by Glass after he sent out his dancing lights towards him

  • They talked for a while, and after a series of misunderstandings and poor wording, he gave Glass his money and ran for his life

  • Once he returned to camp, Glass was lectured by the other party members about taking the poor man’s coin, who with the exception of Honey all happened to be awake. Glass didn’t listen though, and simply ate what little money he got

Meeting Amon

  • Continuing their journey, the Party heard a repeating sound in the distance. Lavender flew high up to get an overview of the location and saw an older man hammering nails into a piece of wood.

  • Aquuni and Ronar immediately walked over to the man to help him, who introduced himself as Amon, and explained that he’s building a house.

  • While those two helped Amon, Honey and Glass were each approached by one of the two children Amon has. One tried to capture Honey in a bugnet, but got scared away her. The other talked to Glass for a while, thinking that he’s weird. Glass insisted that “He’s not weird, he’s Glass”

  • Glass helped one of the children fish, being highly successful in doing so. Honey in the meantime helped the other catch all the butterflies around the house

  • Lavender smiled seeing Honey play with the Child, but dropped the smile when Samiris spotted her. Samiris was in the process of charting the path they’ve travelled, but kept on getting interrupted by the Children.

  • Later in the day, Amon invited everyone for dinner, having made a stew from fish Glass caught.

  • Everyone talked for a while, enjoying the food and company. Samiris seemed uneasy, as if there was something she wanted to ask.

  • After they noticed Amon walks with a Limp, Ronar asked whether or not he’d been in a war. Amon confirms his suspicion, adding that he was young and foolish, and that it got him nothing in the end. Aquuni stated that he’s not entirely correct, that it got him his home and family. Amon seemed happy to hear that

  • Samiris eventually asked whether or not the kids still had their mother, to which he said that they do, she’s only out hunting at the moment. She seemed to be at ease hearing that response

  • After a small squabble between the children and their new friends, one of the kids states that his father could beat anyone present. Ronar took it as a challenge, and initiated a play fight between himself and Amon. Ronar lost on purpose, to which the children cheered with glee

  • Samiris eventually left the hut, thanking Amon for the meal. Aquuni joked that she did have a heart after all. Before the others left, Amon handed an Amulet to Aquuni, as he felt that Samiris might be in more need of it than he was. He also gave them directions to a popular campsite for adventurers near the path to Azmarin

  • The party visited the campsite. There, they saw a giant tree not unlike those near Dalver, with circles outlined by stones all around it. Those were likely placed to separate spaces between different groups, but they were the only people there.

  • The site was atop a hill, overlooking the surrounding area. The stars were shining bright on that night.

Arrival in Azmarin

  • The Party arrived in Azmarin on the following day. The guards let them through with no Issue, and Aquuni waved to them with a slight smile

  • Passing the gate, the Party found itself on a pathed cobble road leading from the town’s entrance to the walled of keep in the centre, which sits atop a hill

  • The Party split, with the faeries heading to the Royal Turtle, and the rest going for a small shopping trip.

  • At the Tavern, Lavender asked Honey if she was having an enriching experience, and if they were seeing enough of the right parts of the Material Plane to complete their father’s request. Honey tried to assure Lavender that she thinks all their father wanted for them is to experience new places.

  • Lavender was skeptical, but kept it to herself

  • Glass went to buy Ink, where Samiris negotiated a lower price and handled the warforged’s coin. After the owner presented Glass with a new spellbook depicting a Wizard casting a spell, Glass gave up what little remained of his money.

  • Afterwards, Samiris headed to the local blacksmith and ordered a box of ammunition for her firearm to be made by tomorrow.

  • Heading back to the Tavern, Aquuni noticed Glass trying to steal from people passing by. He tried to convince him not to steal anymore, but gave up after Glass refused and headed back into the tavern with Samiris

  • Glass eventually tried to steal a ring, which his target noticed. The guard were called immediately, but Ronar managed to deescalate the situation before they arrived. Following that, Ronar talked to Glass and explained why he shouldn’t be taking things from other people.

  • Glass seemed dismissive at first, but was eventually convinced not to take from others any longer

Meeting with Brin

  • With everyone back in the Tavern, they spoke with Susthyl Norfaren, the Royal Turtle’s owner and barkeep. He told them they could find brin in the city slums, north of the keep. Having nothing else they needed to do, the party sought out Brin immediately.

  • The northern part of Town seemed run down and cramped. The party didn’t see any other people outside, with the sole exception of a Satyr pressed against the wall by one of two guard.

  • Ronar apologised to the party, before heading towards the guards and asking them what the Satyr had done to deserve such treatment

  • The guard explained that he was found outside after the curfew. Ronar lied, and blamed the Satyr’s actions on himself which the guards believed. Following a racist remark against Ronar, they demanded a fine to be paid, which he did

  • Lavender looked to Ronar after the guard’s remark, ready to start a fight, but Ronar motined for her to stand down

  • Once the guards left, Brin thanked the group and introduced himself. Once both parties realized that they happened to meet who they were looking for, Brin got to explaining the mission and reward after returning to his hut.

  • The Party is to guard a caravan of beastfolk alongside Brin, trying to smuggle themselves into Sanctuary, which is roughly a month’s time of travel away from here. The party was promised to receive 600 gold pieces, and possibly a magic item or two

  • They agreed, and went back to the Tavern to rest up for the night, but not before Samiris tripled her Order of ammunition at the blacksmith. After paying double the usual cost, the smiths agreed. Once Samiris left, the smiths agreed to go drink after they complete the rush order

A Strange Dream

  • The party drank for a little, before everyone went to sleep. Glass and Ronar talked a while in their room, with Ronar drunkenly opening up a little about his past to Glass.

  • He told glass that because of him, the group he was once with is now dead, and that he shouldn’t rely on him too much, but Glass said that he doesn’t know how not to rely on people.

  • After that exchange, Ronar finally went to sleep. As he did, Glass experienced something akin to a dream, or a vision.

  • Glass experienced the end of a fight, cutting down countless men in a desert down with the three arms of the body he found himself in.

  • Once all the fighter have died, the Warforged looked to a “Master” in golden robes, who told him to kill everyone present. The Warforged refused as the objective was to kill everyone who was armed, but the “Master” overwrote the mission, and gave the order to kill them all again. This time, he followed the command.

  • The last thing Glass saw was his body swinging towards one of the civilians at the scene. Not knowing what else to do, Glass grabbed a cloth and tried to clean his hands and arms of the blood he saw in the vision.

  • Next morning, when Ronar woke up, he heard sobbing from beneath his bed. Once he realized it’s Glass, he made sure to stay until Glass is ready to go.

  • He seemed afraid and confused, and unwilling to talk about what he experienced

  • The rest of the Party met with Brin, who seemed in a rush to get out of town. Seeing him, Samiris let Ronar and Glass know it was time to leave.

  • Glass went out from his hiding place, and together they joined the caravan.

  • In the wagon up front, Aquuni asked if he could try something on Samiris, which she reluctantly agreed to.

  • He grabs her hand, sending a small static shock through her body after casting a minor version of Shocking Grasp

DATE**: 19/05/2023**

In-game Date Start**:**

In-game Date Finish**:**

Players Present

  • Jeremy (Lavender)

  • Kevin (Ronar)

  • Oskar (Samiris)

  • Rasmus (Aquuni)

  • Sari (Glass)

  • Sydney (Honey)

Subbed Characters

  • Everyone was present.

Completed Quests

  • Find Brin in Azmarin

Obtained Quests

  • Transport the Beastfolk to Sanctuary

Locations Visited

  • Amon’s Hut

  • Azmarin

    • The Royal Turtle
  • Woods north of Dalver

Important NPCs Interacted With

  • Amon

  • Susthyl Norfaren

  • Brin

Wall of Shame

  • Jerma: 30 minutes

,

Example

“We’re not in Kansas anymore, Toto!”

Key Developments and Revelations

  • After resting with the caravan, woke up in a strange land, full of eerieness, malice and fog.

  • On finding a path and following it, they come to the Gates of Barovia.

  • Here the party meets Strahd Von Zarovich for the first time. He insinuates that he knows everyone in the party except for Sunny.

  • They follow the path, see a group of buildings, then beyond that a larger village overlooked by cliffs and a castle on it.

  • Making their way to the group of buildings, the fog seems to follow them, and Kronkus & Sunny get lost in it momentarily, with their being some time dilation happening whilst in there.

  • Making it to the hamlet, they find all but one of the buildings empty and dark. Two children rush to them, saying there’s a monster in their house, and that their parents are keeping it at bay in the basement, and their baby brother is upstairs.

  • The party move into the house, finding that this seems to belong to the Durst family. Moving into a main room, they hear the sounds of a party from beyond a nearby door.

  • Opening the door, all lights in the house go out, no people are in the room beyond. The front door and gate close and lock on their own. A wolf growls from somewhere in the dark.

Last Time, in Barovia…

Arrival in Barovia

  • The party joined the caravan heading out of Daggerford. Each one joined for a different reason, and none knew the others.

  • On the first night, the caravan rested early, having been delayed from its set off by a latecomer to the caravan.
    The latecomer, Marko, had setup a campfire with food and drink, and one by one offered, convinced or cajoled the party to join him at his fire.

  • The night was spent with everyone learning little bits about the other, drinking, eating, and being merry. Late, Marko crawled under his wagon for sleep, and invited the party to rest by his warm fire, which they did.

  • When they awoke, they were not in the same place. The wagon, Marko, even the caravan itself was gone. No tracks or signs of movement in the immediate surroundings. It was if they had been picked up and placed here.

  • All of their possessions were gone as well, bar a few items that were kept close to them while they rested.

  • Taking stock of this new land, they found it eerie, almost dripping with maliciousness. There is a thick fog, swirling as if with a life of its own. The trees seem different, twisted, gnarled and unnatural. The sun, while present, seems to have trouble penetrating cloud and fog, and does not give much light or warmth.

  • While the party is taking stock of their situation, Kronkus finds that the long-silent voices have started whispering to him again.

  • Sunny reached out to the Triple-Fish God, and found his connection was muted, but there was a new, strong core in that feeling that’s never been there before, almost certainly connected to the Triple-Fish God.

  • Moving around, they find a rutted path leading east/west. Westward leads into a thick wall of shifting fog, east has the fog thinning. They head east for a few hours.

Meeting Strahd

  • Ahead, the forest slightly parts, and they come to a huge stone wall, with a large metal gate in the middle. Out of the front of it, a pack of wolves are tearing strips off a very dead body.

  • Sunny casts Thunderwave above the wolves, in an effort to scare them. They reel back for an instant before they turn to face the party, almost undaunted by the noise. A larger wolf then snarls and pads towards the party, teeth bared.

  • As the large wolf lunges to attack, his is called to heel by a voice. A man appears at the top of the wall, who effortlessly walks down the side of the wall as if were normal, flat ground. As he gets to the ground and walks through the wolves, they let him pass. He also passes the large wolf, ruffling its fur.

  • Walking up to the party, he introduces himself as Strahd Von Zarovich, ruler of Barovia, and welcomes them to his land. He acknowledges them as the latest batch of adventurers to be brought here, more pawns in the game.

  • He looks at each member of the party, including the still hidden Wilfyr, attempting to meet their gaze. Those that do, feel drawn into that gaze, with the world around them starting to spin away. There is only Strahd. Strahd doesn’t hold them in this gaze for long.

  • He speaks briefly to each member of the party. His speech infers that he knows each of the party members to some degree, or about their past. Except Sunny. Sunny seems to be the enigma to Strahd.

  • He warns the party that they will find no rest or success in his lands, that it obeys his command. He also warns them to not meddle in his affairs, and that if they do not, then their stay won’t be unpleasant.

  • With that, he turns and strides away towards the gates, swirling his cloak around him and turns into a cloud of bats that then flies through the bars and off into the air beyond. As Strahd leaves, the wolf pack dissipates,into the forest.

  • Inspecting the dead body in the road, they find it horrifically mauled. On closer inspection, they find a crumpled, partially torn Kolyan Indirovich’s Letter that Wilfyr takes.

  • The party then pushes open the gates, and walk through. The gates closes and locks behind them. Beyond is more forest.

Finding Shelter

  • After a little while, the path comes to the top a rise, giving the party a clear view of a Barovian Basin of sorts. In the far distance can be seen a town. Next to that are some cliffs, with an ominous castle at its heights, overlooking the town. About halfway to this town, there seems to be a small group of houses. Seeing signs of civilisation, the party heads down the path into the valley beyond.

  • As they’re walking, they notice that the wall of fog is forming up thicker and thicker behind them. Its almost like its keeping pace with them, slowing down and speeding up when they do. Kronkus & Sunny attempt to interact with the fog and walk back into it.

  • They lose all visibility, and cannot hear, touch or see each other. They try to leave the way they came, but cannot get out, only walk into more fog. After 10 minutes, both of them exit the fog from exactly the same place that they entered into it. To the rest of the party, they have been waiting for them for an hour.

  • Continuing on, the rutted road finally gives way to gravel and stone, as they draw closer to the hamlet of houses. The houses are dark, boarded up, and there are no signs of life. Except one.

  • As the party moves between the buildings, the sound of a child sobbing draws their eyes, and they see a small boy and a slightly older girl walk towards them.

  • They are wailing, and after being frightened by Kronkus’ approach (due to his unnatural visage) cry that there is a monster in the house, pointing to the lit up house.

  • Most of the party dash into the house, while the kids say that their parents are in there, keeping the monster trapped in the basement. They also say their baby brother is still stuck up in his nursery. Sunny tries to convince the kids to come with the party into the house, but they refuse, growing more and more scared of going back inside the house.

  • All but Kronkus move into the foyer finding family portraits across the walls, labelled as the Dursts. Kronkus remains outside to try and convince the children to come with them, but they run off. He turns and joins the party in the house.

  • As they all step into a large main room, the sounds of a party can be heard coming from another room, from beyond a nearby door. Arkemon retrieves the longsword from above the mantlepiece, and goes back and retrieves the heraldic shield from the foyer.

  • Wilfyr finds a door on the opposite side of the room to where the party noises were coming from, and as he approached, heard the growls of wolves coming from beyond it.

  • Arkemon warns against opening that door, and instead opens the door that should lead to the party they can hear. As he opens the door, the sounds stop. There is no people in the room beyond. All the torches, fireplaces and candles in the house go out as the party is plunged into darkness.

  • Behind them, the gate and door into the entrance to the house close on their own, and lock. And another wolf growls in the distance.

DATE: 13/04/2021

In-game Date Start:

In-game Date Finish:

Players Present

  • Adam (Milo)

  • Alex (Arkemon)

  • Ben (Elgin)

  • Chad (Sunny)

  • Russ (Delta)

  • Stephen (Wilfyr)

Subbed Characters

  • Everyone was present for this session.

Completed Quests

  • No completed quests

Obtained Quests

  • Leave This Land

Places Experienced

  • Gates of Barovia

  • Barovian Basin

  • Durst Manor

Important NPCs Interacted With

  • Strahd Von Zarovich

  • Rose Durst

  • Thorn Durst

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Memorable Quotes

The best quotes of the Session:

“I think we’re the unsavoury characters in the forest” - Lavender


“They’ll look for it, and they’ll be sad if they don’t find it. They didn’t even have a chance to say goodbye” - Ronar