Session 61: When Home Burns
Main
“Home is where your people are. Especially if they need you.” - Arani
Key Developments and Revelations
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The group reunites with Esta to help with the evacuation efforts on the Dragonelves islands
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They recover some important items, including dragon eggs from the mountain overrun by demons
Full Session Notes (Sari)
The group has various reaction to what happened on the isles, but feel that there is not much time to discuss as Thalia conveys Esta’s message to the rest of them. Before they leave Arani offers Kin’Vaira and Vallis to go to the Order of Embers in case they ever need a place.
Thalia then quickly contacts Maxi to tell her that we are on our way to the dragonelves islands and asks if she could let Esta know. Maxi agrees and the group is teleported. Arriving, they see Esta standing on a plateu overseeing the city and from the surroudning smoke the group is able to gather the dire situation. The city is surrounded, most of the island has been conquered by the forces of the abyss and there is not much time left until the islands are lost.
Esta takes a second to wipe at her eyes when the group makes themselves known. She holds one of Petir’s weapons in her hand as she turns around with an angry expression. She quickly collects herself but still talks to the group in a harsh tone. After asking where the group has been, she tells them about the evacuation plans for the dragon elves. While she and her commanders are busy with this she would like to us the group to take over some tasks with a lesser priority which doesn’t make them any less important.
There are some members of the dragon elves, among them old dragons and guards that are unwilling or unable to leave. They will do their best to help the evacuation before taking their final stand, among them, she says, is Hiserius.
At the center of the capital, within the mountain are some items that would need to be retrieved as quickly as possible. The demons have made their way inside already, so Esta warns them all that this mission will be incredibly dangerous and that she understands if they value their lifes more than the items she is asking them to recover. The items she asks for are the notes of Rytys Saevyre, located within the library and currently protected by Saevyre herself as she refused to leave without them. Her notes ‘a summarized history’ hold every information about the culture of the dragonelves and are incredibly valuable for them. The next are other valuable items like the 3 dragonteeth from Vitrix, the armor of Ramiel, an important shard, and magical orbs. Inside the hatchery are also 5 dragoneggs. Without them the dragonelves will no longer be able to secure that the future generations will have dragons.
The party agrees and follows Hiserius and other guards through the battlefield towards the entrance of the mountain.
On the way Arani convinces Hiserius to leave with Esta and their people as he is still desperately needed by them before Hiserius gets notified that demonlords have been spotted within the forces and possibly within the mountain.
As a last measure the group asks Hiserius what they should do in case they can’t retrieve the eggs. Knowing what someone like Tanar’ri might be able to do with them, he agrees with a deep grief in his eyes that in that case we are not able to extract them from the hatchery they should be destroyed.
The party enters the mountain and first encounters Saevyre within her library. She is being attacked by a group of demons which the group quickly destroy before helping her to collect the books and notes she deems the most important. She thankst he group before making her way out of the mountain to rejoin her people.
Next Alexei is able to recover all items from the treasury while the rest hold of another group of demons. Together they then descend into the hedgery and encounter a demonlord called Miska, spiderlady that has already decided to make the hatchery her new liar. Alexei runs through the lair to collect the eggs before Miska can stop her but is stopped by one of her underlings before she could grab the last one. The fight starts.
Aelthar teleports himself together with Alexei and Mika back to the plateu where we found Esta but Arani and Thalia who were not in range of the spell get left behind and have to fight/flee their way back. They barely make it out, taking flight over the city and see that the fight has been lost. The dragonelf islands are lost.
DATE: 07/01/2025
In-game Date Start: 15th of Dusk, 959 A.D.
In-game Date Finish: 15th of Dusk, 959 A.D.
Players Present
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Jeremy (Alexei)
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Oskar (Mika)
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Sari (Arani)
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Sydney (Thalia)
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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
- List of Locations
Important NPCs Interacted With
- List of NPCs
Wall of Shame
- Oskar - 15 min
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Example
“We’re not in Kansas anymore, Toto!”
Key Developments and Revelations
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After resting with the caravan, woke up in a strange land, full of eerieness, malice and fog.
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On finding a path and following it, they come to the Gates of Barovia.
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Here the party meets Strahd Von Zarovich for the first time. He insinuates that he knows everyone in the party except for Sunny.
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They follow the path, see a group of buildings, then beyond that a larger village overlooked by cliffs and a castle on it.
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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.
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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.
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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.
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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
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The party joined the caravan heading out of Daggerford. Each one joined for a different reason, and none knew the others.
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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.
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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.
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All of their possessions were gone as well, bar a few items that were kept close to them while they rested.
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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.
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While the party is taking stock of their situation, Kronkus finds that the long-silent voices have started whispering to him again.
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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.
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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
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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The party then pushes open the gates, and walk through. The gates closes and locks behind them. Beyond is more forest.
Finding Shelter
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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
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Adam (Milo)
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Alex (Arkemon)
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Ben (Elgin)
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Chad (Sunny)
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Russ (Delta)
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Stephen (Wilfyr)
Subbed Characters
- Everyone was present for this session.
Completed Quests
- No completed quests
Obtained Quests
- Leave This Land
Places Experienced
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Gates of Barovia
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Barovian Basin
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Durst Manor
Important NPCs Interacted With
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Strahd Von Zarovich
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Rose Durst
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Thorn Durst
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Memorable Quotes
The best quotes of the Session:
“Home can also be where your people are. Especially if they need you.” - Arani
“Your order is mercy. Know that.” - Thalia