Dadeveth glances to Dallid as she pushes herself up to her feet, hooves clomping on the floor of the wagon. "I am guessing we are about to find that out." She informs the other as she adjusts the pack on her broad horse back. Her tail swishes with a bit of excitement now, interested to get this started.
Isolde shakes her head a little at Cerio's question, "Not directly, I am afraid. There is a camp of Skurra located at a place called Tser Falls. There is an elderly lady, a seeress called Madam Eva, who can be trusted. She is able to get letters to me, and I to her. Which reminds me... Not all Vistani are like the Skurra, some sold their loyalty to Strahd a long time ago. Be careful who you trust in Barovia."
"You will be smuggled," Isolde says to Dallid simply, "They are able to traverse through the mists to Barovia in their wagons. I have already provided them with instructions to take you to Vallaki, to the Arasek Stockyard; it is owned by allies, Gunther and Yelena Arasek, and should be away from Strahd's minions." She looks Dallid directly in the eyes, "Strahd, undoubtedly, will become aware of your presence in Barovia sooner or later, he may even try and win you to his cause. However, truthfully, the longer we can keep him unaware of your link to me the better. He knows my goals, can sense his own kin, but will not be shocked to find strangers trapped within the mists."
"Before you leave and rejoin Hermos and Tindal," Isolde calls out as you begin to leave, "Thank you. I know you were brought here without any knowledge of the task you would be presented with. I..." She bites her lip, "I wish there had been another way."
Outside you see Hermos and Tindal waiting around patiently. "Ahh friends!"Tindal cries out upon seeing you, "How fairs you? I trust your meeting with Lady Isolde went well. Ready for that tour now?"
"Not now Tindal," Hermos growls at the barker. "They're to come with me, Isolde's instructions. Gotta get 'em all kitted out before they embark on their big adventure." The giant beckons you to follow as he trudges off towards the Skurra wagons. "Well, come along then!" he calls over his shoulder.
Dadeveth gives the lady a smile over her shoulder. "I too wish it could have been different, but we all do as we must, right?" She steps out of the wagon then, moving up to the looming guardian. "Hermos, the lady said you had gear and supplies we were to get from you." Dadeveth says, looking up at the man.
Hermos leads you all to a wagon, tucked away among the more colourful Skurra ones, it is plain and small yet adorned with all manner of padlocks and magical runes. Looking suspiciously over his shoulder, Hermos grunts, "No looking!". As he then proceeds to press at the door of the wagon in multiple places before taking out a large keyring and painstaking unlocking each padlock in turn.
After he is finished he waves you all over. "First things first,"Hermos starts, "best get you some coin... gonna be needin' some coin when you pass through ta Barovia, ain't ya." He takes out three bulging sacks and hands one each to Cerio, Dadeveth and Dallid. They contain gold coins with a strange symbol on one side and a portrait on the other ((see spoiler)); each sack contains exactly 500 gp.
Hermos proceeds to start pulling out all sorts of draws and compartments built into the wagon, he takes out a number of vials, "You'll be needing some of these as well... though we don't have an endless supply." He seems to loathe handing them over but he does so nonetheless, handing four red potions ((Potion of Healing (Greater))) to Dadeveth.
"Finally, the Skurra often find all manner of weapons, oft taken from the bodies of long-dead adventurers that have perished in Strahd's realm." Hermos looks you all over, judgingly, "Lady Isolde has asked that I provide each of you with your choice of weapon. This she decided against mine own advice. So..."he says impatiently, "What'll it be? You only get one weapon mind... so bes' you don't go changin' yer mind after we drop ya off in Barovia."
((I thought I'd allow you all to steer me as to what weapons are granted; if you would rather I decide then I have some unique choices for each character))
((Do we also have our starting gear, or does this replace starting gear? Eg when I created cerio I gave him a dagger, shortsword, etc. Also, loving these posts GM!))
Dadeveth's eyes widen at the weight of the coin sack as it is handed over. "Thank you..." She says, having not seen so much gold in one place before now. Well other than the offerings at the temple with her parents, but she couldn't think of that time. Even though she tries not to the mental picture of piles of gold, silver, and copper, all covered with blood, comes into her mind and she has to shake her head to clear it away.
"Are these potions of healing?" She asks as the 4 red bottles are handed over next. "Again, thank you, and please give my thanks to your Lady as well."
"Weapons?" Dadeveth asks as she looks over the racks and shelves full of assorted items. She notices some of those items are weapons. "Please just give me whatever you think appropriate." She informs the looming man. "I trust your judgement."
((Sorry - I should have specified. You all have your starting gear as a base, this is for additional magic items. Depending on what weapon type you say I have a list of magical items I can draw from; eg. if you said, 'a Rapier' then I would select a magical/rare rapier for you to use based on the theme of the campaign.))
"O'course,"Hermos grunts, "They should patch yer right up, should yer find yerself full o'holes!" He chuckles at the thought.
"Oh, yer trust me judgement, d'ya?" Hermos stands and gives you an appraising look, "Well, s'clear to me yer no warrior. I think I 'ave jus' the thing." He pulls out a dainty looking rapier from the back of the wagon ((oh goody!)) and hands it to you ((see spoiler below)).
Seduction's Kiss
Weapon (rapier), uncommon (requires attunement)
This blade has a blood-red sheen, as you swish it through the air it appears as though droplets of blood are running up and down the blade. This currently counts as a +1 Rapier, but has hidden properties that will only be revealed either by a successful Insight check (undertaken within a long rest) or when it fulfils a certain criterion ((which you are unaware of currently)).
As Dadeveth handles the weapon, Hermos smiles broadly, "There we go Madam, suits you!". He lets out a nervous cough, "Skurra that found this claim it were found in an ornate box, which looks like it 'ad been flung from the walls of Vallaki. Can't see as ta why you'd want to lose somethin' like that though, can ye?"
"So, tha's one sorted. Wha' about the rest of yus?" Hermos says glancing between Cerio and Dallid.
Once more Hermos' eyes light up and he chuckles, "Tha's right, a shortsword for a short bloke. Got jus' the thing." He enters into the wagon and you hear a lot of knocking and banging as things are clearly being thrown about. "Where's the blasted thing!"you hear Hermos curse to himself.
Moments later, after a few minutes of searching, he returns, "Sorry 'bout that... forget where I put it." Hermos hands you a wicked-looking shortsword ((see spoiler)).
Khopesh of the Vulture
Weapon (shortsword), rare
When you hit a creature with this magic weapon, the creature takes an extra 1d6 necrotic damage if it’s below its hit point maximum. While holding this weapon you can sense the direction of dead creatures within a 1-mile radius as long as they died within the last week.
This bronze khopesh is masterfully crafted and imbued with a hunger for carrion. Despite the extensive patina that slowly creeps along the blade, its edge remains razor sharp. Those who can stand the ever-present scent of rotting flesh wield it well.
((I nabbed this item from the 'Dungeon Strugglers', from this thread (LINK) - loads of awesome items there! Theoretically, it was listed as a scimitar, but for our purposes it shall be a shortsword!))
"'ad this in me possession for a while." Hermos explains, "Not sure on its origins... should serve ya well though."
Cerio accepts the wickedly curved blade from Hermos with a wide grin, which fades when he wraps his hand around the handle. Something about the aged patina, the decrepit look of the bronze, fills him with an inexplicable dread. He wrinkles his nose, smelling something rotten. "Did ya hear that?" He twists around, searching for something unseen. He shakes it off. Probably just nerves.
"Seen folks with this sorta blade 'afore, never used one m'self, though." He gives it a few slashes, spinning it over his head to deliver a sweeping strike. He flips it in the air, catching it by the handle. "Gotta good weight t'it. Shouldn't take long t'get tha hang of."
Dadeveth takes the blade offered and nods her thanks. She seems fairly engrossed in the blade, checking its weight and going through a few strikes, before she sheathes it and places the belt and scabard around her human torso's waist.
Hermos looks Ferelyon up and down, a triumphant grin spreads across his face, "Comin' right up... We'll see what we can do!"
After moments of disappearing into the wagon, Hermos returns with a couple of items; the first he hands to you is a large sculpted collar ((see spoiler)). "That'll fit to the size of any creature it's placed on,"Hermos explains, "Don't work on people though, in case you was wonderin'."
This magic collar has three sections of sculpted metal bound by a strip of leather, with each section representing the head of a dragon, lion, and ram.
You can place the collar on a willing Medium or smaller creature using an action. If the creature is a friendly beast companion or familiar (such as one summoned by the "find familiar" spell), you can speak the collar’s command word as part of this action to create a magical bond between you and the creature. The bond remains until the collar is removed.
You can use a bonus action to speak the collar’s command word while you can see the bonded creature within 30 feet of you. When you do, the creature grows in size to become Large, provided there’s enough space. When it becomes enlarged, the creature gains 2d10 + 4 temporary hit points, can understand Draconic (but can’t speak it), and magically grows a second, identical head next to its own that lasts for the duration of the effect. Whenever the enlarged creature takes the Attack action, it can make two attacks, or it can take the Multiattack action instead if it has that action. The creature remains enlarged for up to 1 minute until it drops to 0 hit points, or until you end the effect using a bonus action. Once this property of the collar has been used, it can’t be used again until the next dawn.
If the beast or familiar wearing the collar is a transformed humanoid or other creature, such as by the "polymorph" spell or similar magic, the bond fails when you speak the command word and the collar has no effect. If the bonded creature is a familiar summoned by the "find familiar" spell, the collar and familiar disappear into a pocket dimension together whenever you temporarily dismiss it. If the bonded familiar is dismissed forever or drops to 0 hit points, it leaves the collar behind. A creature can only gain the benefits of one magical collar at a time.
((Thanks to Griffon's Saddlebag! I wonder whether it'll work on Ferelyon??))
The second item he passed you is a long whip with a bronze bell at the end. "Guess the first item weren't really for yus." Hermos says by way of explanation. "Think this'll come in handy - be careful with it though. This one belonged to me,"he says with a wink.
This whip ends in a bronze bell clapper, perfect for ringing someone’s bell. You have a +1 bonus to attack and damage rolls made with this magic weapon, which deals 1d6 bludgeoning damage in place of the normal whip damage. Additionally, when you roll a 20 on your attack roll with this magic weapon, the target is stunned until the end of your next turn.
Dallid seems to forget to say thank you amid instead is lost in examining the ship and collar and starts showing them to the others. “See these markings here? It forms the circuit that keeps the arcane battery charging itself, to keep the magic from deteriorating over time. Of course, who knows if they actually last forever, but they’re pretty efficient to be certain. And- oh! Right. Thanks.”
He puts the collar on Ferelyon and the whip on his belt. “Ready to go.”
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Paladin - warforged - orange
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Dallid just watches the other two for a moment. “And these skurra? How will they get us there?”
Paladin - warforged - orange
Dadeveth glances to Dallid as she pushes herself up to her feet, hooves clomping on the floor of the wagon. "I am guessing we are about to find that out." She informs the other as she adjusts the pack on her broad horse back. Her tail swishes with a bit of excitement now, interested to get this started.
Dallid stands up and joins her, showing off his picture of Isolde next to his notes in his book.
Paladin - warforged - orange
Isolde shakes her head a little at Cerio's question, "Not directly, I am afraid. There is a camp of Skurra located at a place called Tser Falls. There is an elderly lady, a seeress called Madam Eva, who can be trusted. She is able to get letters to me, and I to her. Which reminds me... Not all Vistani are like the Skurra, some sold their loyalty to Strahd a long time ago. Be careful who you trust in Barovia."
"You will be smuggled," Isolde says to Dallid simply, "They are able to traverse through the mists to Barovia in their wagons. I have already provided them with instructions to take you to Vallaki, to the Arasek Stockyard; it is owned by allies, Gunther and Yelena Arasek, and should be away from Strahd's minions." She looks Dallid directly in the eyes, "Strahd, undoubtedly, will become aware of your presence in Barovia sooner or later, he may even try and win you to his cause. However, truthfully, the longer we can keep him unaware of your link to me the better. He knows my goals, can sense his own kin, but will not be shocked to find strangers trapped within the mists."
"Before you leave and rejoin Hermos and Tindal," Isolde calls out as you begin to leave, "Thank you. I know you were brought here without any knowledge of the task you would be presented with. I..." She bites her lip, "I wish there had been another way."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Outside you see Hermos and Tindal waiting around patiently. "Ahh friends!" Tindal cries out upon seeing you, "How fairs you? I trust your meeting with Lady Isolde went well. Ready for that tour now?"
"Not now Tindal," Hermos growls at the barker. "They're to come with me, Isolde's instructions. Gotta get 'em all kitted out before they embark on their big adventure." The giant beckons you to follow as he trudges off towards the Skurra wagons. "Well, come along then!" he calls over his shoulder.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth gives the lady a smile over her shoulder. "I too wish it could have been different, but we all do as we must, right?" She steps out of the wagon then, moving up to the looming guardian. "Hermos, the lady said you had gear and supplies we were to get from you." Dadeveth says, looking up at the man.
(Oops didn't read the second post...)
With Hermos's direction for them to follow him, Dadeveth nods and does as requested.
Hermos leads you all to a wagon, tucked away among the more colourful Skurra ones, it is plain and small yet adorned with all manner of padlocks and magical runes. Looking suspiciously over his shoulder, Hermos grunts, "No looking!". As he then proceeds to press at the door of the wagon in multiple places before taking out a large keyring and painstaking unlocking each padlock in turn.
After he is finished he waves you all over. "First things first," Hermos starts, "best get you some coin... gonna be needin' some coin when you pass through ta Barovia, ain't ya." He takes out three bulging sacks and hands one each to Cerio, Dadeveth and Dallid. They contain gold coins with a strange symbol on one side and a portrait on the other ((see spoiler)); each sack contains exactly 500 gp.
Hermos proceeds to start pulling out all sorts of draws and compartments built into the wagon, he takes out a number of vials, "You'll be needing some of these as well... though we don't have an endless supply." He seems to loathe handing them over but he does so nonetheless, handing four red potions ((Potion of Healing (Greater))) to Dadeveth.
"Finally, the Skurra often find all manner of weapons, oft taken from the bodies of long-dead adventurers that have perished in Strahd's realm." Hermos looks you all over, judgingly, "Lady Isolde has asked that I provide each of you with your choice of weapon. This she decided against mine own advice. So..." he says impatiently, "What'll it be? You only get one weapon mind... so bes' you don't go changin' yer mind after we drop ya off in Barovia."
((I thought I'd allow you all to steer me as to what weapons are granted; if you would rather I decide then I have some unique choices for each character))
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
((Do we also have our starting gear, or does this replace starting gear? Eg when I created cerio I gave him a dagger, shortsword, etc. Also, loving these posts GM!))
(Yeah, I think Dallid is good with the starting gear, unless you mean magic stuff)
Paladin - warforged - orange
Dadeveth's eyes widen at the weight of the coin sack as it is handed over. "Thank you..." She says, having not seen so much gold in one place before now. Well other than the offerings at the temple with her parents, but she couldn't think of that time. Even though she tries not to the mental picture of piles of gold, silver, and copper, all covered with blood, comes into her mind and she has to shake her head to clear it away.
"Are these potions of healing?" She asks as the 4 red bottles are handed over next. "Again, thank you, and please give my thanks to your Lady as well."
"Weapons?" Dadeveth asks as she looks over the racks and shelves full of assorted items. She notices some of those items are weapons. "Please just give me whatever you think appropriate." She informs the looming man. "I trust your judgement."
((Sorry - I should have specified. You all have your starting gear as a base, this is for additional magic items. Depending on what weapon type you say I have a list of magical items I can draw from; eg. if you said, 'a Rapier' then I would select a magical/rare rapier for you to use based on the theme of the campaign.))
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"O'course," Hermos grunts, "They should patch yer right up, should yer find yerself full o'holes!" He chuckles at the thought.
"Oh, yer trust me judgement, d'ya?" Hermos stands and gives you an appraising look, "Well, s'clear to me yer no warrior. I think I 'ave jus' the thing." He pulls out a dainty looking rapier from the back of the wagon ((oh goody!)) and hands it to you ((see spoiler below)).
Seduction's Kiss
Weapon (rapier), uncommon (requires attunement)
This blade has a blood-red sheen, as you swish it through the air it appears as though droplets of blood are running up and down the blade. This currently counts as a +1 Rapier, but has hidden properties that will only be revealed either by a successful Insight check (undertaken within a long rest) or when it fulfils a certain criterion ((which you are unaware of currently)).
As Dadeveth handles the weapon, Hermos smiles broadly, "There we go Madam, suits you!". He lets out a nervous cough, "Skurra that found this claim it were found in an ornate box, which looks like it 'ad been flung from the walls of Vallaki. Can't see as ta why you'd want to lose somethin' like that though, can ye?"
"So, tha's one sorted. Wha' about the rest of yus?" Hermos says glancing between Cerio and Dallid.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
((Then I will definitely take GM's choice!))
Cerio's eyes go wide at the huge bag of coins. Wordlessly he accepts it and hides it under his armor, moving so deftly it's hard to say where it went.
"Alright, then." He considers the wide variety of blades, noting their strange engravings and intricate features. "Ya got a shortsword?"
Once more Hermos' eyes light up and he chuckles, "Tha's right, a shortsword for a short bloke. Got jus' the thing." He enters into the wagon and you hear a lot of knocking and banging as things are clearly being thrown about. "Where's the blasted thing!" you hear Hermos curse to himself.
Moments later, after a few minutes of searching, he returns, "Sorry 'bout that... forget where I put it." Hermos hands you a wicked-looking shortsword ((see spoiler)).
Khopesh of the Vulture
Weapon (shortsword), rare
When you hit a creature with this magic weapon, the creature takes an extra 1d6 necrotic damage if it’s below its hit point maximum. While holding this weapon you can sense the direction of dead creatures within a 1-mile radius as long as they died within the last week.
This bronze khopesh is masterfully crafted and imbued with a hunger for carrion. Despite the extensive patina that slowly creeps along the blade, its edge remains razor sharp. Those who can stand the ever-present scent of rotting flesh wield it well.
((I nabbed this item from the 'Dungeon Strugglers', from this thread (LINK) - loads of awesome items there! Theoretically, it was listed as a scimitar, but for our purposes it shall be a shortsword!))
"'ad this in me possession for a while." Hermos explains, "Not sure on its origins... should serve ya well though."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Cerio accepts the wickedly curved blade from Hermos with a wide grin, which fades when he wraps his hand around the handle. Something about the aged patina, the decrepit look of the bronze, fills him with an inexplicable dread. He wrinkles his nose, smelling something rotten. "Did ya hear that?" He twists around, searching for something unseen. He shakes it off. Probably just nerves.
"Seen folks with this sorta blade 'afore, never used one m'self, though." He gives it a few slashes, spinning it over his head to deliver a sweeping strike. He flips it in the air, catching it by the handle. "Gotta good weight t'it. Shouldn't take long t'get tha hang of."
Dallid ponders. And ponders a bit more. And maybe a bit more pondering. “Do you have anything that comes in his size?” He gestures towards Ferelyon.
“Perhaps not… if not then perhaps a lash would do best. Dark powers and all, best not to get too close, nor too far.”
Paladin - warforged - orange
Dadeveth takes the blade offered and nods her thanks. She seems fairly engrossed in the blade, checking its weight and going through a few strikes, before she sheathes it and places the belt and scabard around her human torso's waist.
Hermos looks Ferelyon up and down, a triumphant grin spreads across his face, "Comin' right up... We'll see what we can do!"
After moments of disappearing into the wagon, Hermos returns with a couple of items; the first he hands to you is a large sculpted collar ((see spoiler)). "That'll fit to the size of any creature it's placed on," Hermos explains, "Don't work on people though, in case you was wonderin'."
You can place the collar on a willing Medium or smaller creature using an action. If the creature is a friendly beast companion or familiar (such as one summoned by the "find familiar" spell), you can speak the collar’s command word as part of this action to create a magical bond between you and the creature. The bond remains until the collar is removed.
You can use a bonus action to speak the collar’s command word while you can see the bonded creature within 30 feet of you. When you do, the creature grows in size to become Large, provided there’s enough space. When it becomes enlarged, the creature gains 2d10 + 4 temporary hit points, can understand Draconic (but can’t speak it), and magically grows a second, identical head next to its own that lasts for the duration of the effect. Whenever the enlarged creature takes the Attack action, it can make two attacks, or it can take the Multiattack action instead if it has that action. The creature remains enlarged for up to 1 minute until it drops to 0 hit points, or until you end the effect using a bonus action. Once this property of the collar has been used, it can’t be used again until the next dawn.
If the beast or familiar wearing the collar is a transformed humanoid or other creature, such as by the "polymorph" spell or similar magic, the bond fails when you speak the command word and the collar has no effect. If the bonded creature is a familiar summoned by the "find familiar" spell, the collar and familiar disappear into a pocket dimension together whenever you temporarily dismiss it. If the bonded familiar is dismissed forever or drops to 0 hit points, it leaves the collar behind. A creature can only gain the benefits of one magical collar at a time.
((Thanks to Griffon's Saddlebag! I wonder whether it'll work on Ferelyon??))
The second item he passed you is a long whip with a bronze bell at the end. "Guess the first item weren't really for yus." Hermos says by way of explanation. "Think this'll come in handy - be careful with it though. This one belonged to me," he says with a wink.
Bellringer
Weapon (whip), rare (requires attunement)
This whip ends in a bronze bell clapper, perfect for ringing someone’s bell. You have a +1 bonus to attack and damage rolls made with this magic weapon, which deals 1d6 bludgeoning damage in place of the normal whip damage. Additionally, when you roll a 20 on your attack roll with this magic weapon, the target is stunned until the end of your next turn.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid seems to forget to say thank you amid instead is lost in examining the ship and collar and starts showing them to the others. “See these markings here? It forms the circuit that keeps the arcane battery charging itself, to keep the magic from deteriorating over time. Of course, who knows if they actually last forever, but they’re pretty efficient to be certain. And- oh! Right. Thanks.”
He puts the collar on Ferelyon and the whip on his belt. “Ready to go.”
Paladin - warforged - orange