Session 21: Eye of Death
Main
“Don’t you fucking run away!” - Aelthar, to Thalia
Key Developments and Revelations
-
The party makes purchases at the market place while enjoying the festival.
-
They enter the house where the first murder took place and investigate the crime scene
-
Next they go to the aqueduct where the second murder took place, investigating the murder as well.
-
While they keep an eye on the celebrations at the cementery, Alexei discovers the scene for the third and final ritual
-
They are too late to stop the ritual as Forsworn and Mask release the Beholder from its stoney prison and teleport away.
-
The party fights against the Death Tyrant
-
Alexei dies to a Death Ray and Thalia is disintegrated.
Full Session Notes
After leaving the hideout of the Enclave the party continues towards the market place where the first murder took place. On the way they make a few purchases in a magic shop called the Perplexing Primordial Oddities. They make a deal with the shopkeeper, promising him that they will spread the word of his shop wherever they go for a 10% off the prize of every item.
The house at the market place where the murder took place is guarded by the Citywatch, so the party came up with a plan to distract the two guards while Alexei slips through without much trouble. Arani and Mika trying to follow her lead, trip and get the attention of the guards on them. They walk away, succesfully putting on a show. Arani comes up with the idea to sneak inside the house through a neighbouring building and tries to lie her way inside unsuccessfully which catches the attention of the guards again. Arani and Mika run away with the guards following, Thalia and Aelthar use this distraction to walk inside the house and join Alexei inside.
They discover a ritual circle but are not quite able to figure out its exact purpose. Alexei takes note of abyssal symbols written on the walls that say “stone crumbles”, Theres the letters S E Y E O F written down as well.
Mika and Arani walk around for a bit and Mika buys some metal from a smith. Arani asks after the piece of metal Mika has left behind in her tent after she apologized and slowly starts to understand what is going on in Mikas mind.
As Thalia, Alexei and Aelthar are sneaking back out from the house they are spotted by the guards who follow Thalia as she runs off.
The rest reunites at the market place and find Thalia shortly after.
Together they make their way to the second murder scene at the aqueduct. There are still remains from the celebrations before on the bridge above and the party sneaks their way below to where the murder took place, after finally understanding how hills work.
The crime scene is similiar to what they have seen inside the house, with another ritual circle written in blood and a few more letters D R O L N I and the words “fear spreads. Not really knowing what to do with what they found the party decides to go to the cementary where the final day of celebrations will take place and try to prevent the murder from happening.
They arrive with the celebrations in full swing. After a bit of walking around, Alexei touches the walls of one of the closest buildings and realizes that a silence spell is cast upon it. She finds the Tiefling Forsworn and the Corrupted Dryad Mask inside, preparing the ritual and engages in a fight. The letters A H N A A X are written on the wall.
In the middle of the encounter the party hears stone crumble outside and Forsworn teleports him and Mask away after telling Thalia that they will meet again.
Leaving the building, the party sees corpses lying around the exploded statue of the Beholder and a skull lying in the middle of it. They rise as zombies before a Death Tyrant awakens. It calls itself Xaanhain, the Lord of Eyes and another fight starts.
The party low on ressources defeat the Death Tyrant but Alexei is struck down by a Death Ray and Thalia gets disintegrated, leaving only her armor and other magical items behind.
When the fight is over, Mika grabs Alexeis body and runs to the hideout of the Enclave while Arani and Aelthar gather Thalias things and follow.
DATE: 23/01/2024
In-game Date Start: 4th of Calor, 959 A.D.
In-game Date Finish: 4th of Calor, 959 A.D.
Players Present
-
Jeremy (Alexei)
-
Oskar (Mika)
-
Sari (Arani)
-
Sydney (Thalia)
-
Trym (Aelthar)
Subbed Characters
- X played X / Everyone was present.
Completed Quests
- Link to completed quests
Obtained Quests
- Link to quests picked up this session
Locations Visited
- Perplexing Primordial Oddities
Important NPCs Interacted With
-
Sarlamir
-
Forsworn
-
Mask
Wall of Shame
-
Oskar - 5 min
-
Sari - 9 min
,
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
,
Memorable Quotes
The best quotes of the Session:
“I had a weird dream about an angel. It was kinda scary.” - Mika
“That was my mother.” - Arani
“Your mother was in my dream?” - Mika
“I did something to you. I just hope you can trust me.” - Arani
“Why wouldn’t I?” - Mika
“Just remember that.” - Arani
“You do understand a lie to get something that you want?” - Arani
“Yes. I also understand a bad lie.” - Mika
“Don’t you fucking run away!” - Aelthar, to Thalia