Barnaby will discuss at length the degree to which he is confounded by the card reading. Clearly, if I cannot make heads or tails of it, the only explanation is that it is pure poppycock!
Barnaby and Chubs are both very much in favor of going to offer further support to the winery. Barnaby: In vino veritas! Chubs: Wine! It's almost as good as beer!
Misalyk pulls out a deck of cards, sits down and shuffles them many times while he listens to his new friends tell him these fairly odd things. When they finish, he frowns into the ground as if asking it why it can't solve his problems. Finally, he stops and slaps his forehead as he jumps to his feet.
"I am being stupid! Trying to solve your question myself. This is not my talent, as you know, that lies more in the music or fighting or drinking and often loving. BUT! I do know someone whose talent is solving people's questions and opening their eyes to the right path! I can lead you to her! Her place isn't very far and she knows many many things. She will know what to do with this question! My Aunt has solved so many of my problems." He jumps up, gathers his things, and begins gesturing for people to follow.
"She isn't really one of my family but we call her Aunt and she has helped all of us in one way or another so now she stays as family and helps us. I'm sure she can help you! Also, I'm pretty sure you can get much better, much healthier pastries there! And good music. The camp is not far and we can discuss this problem more on the way. Walk and talk and wine saves time!"
"Her camp is east of here, along the river, not far from the road. I think we can get there pretty quickly without problems. I mean we're the kind of guys that can fight werewolves! "
Because of player anxiety I want to make sure that PCs know that Misalyk is the kind of guy who is actually really impressed with these crazy strangers he just met who are doing these amazing things, and he's just looking for some way to be helpful so he can keep being with these cool froods. Except he's too "cool" to say so.
I trust you, friend. We have seen your strength in battle and your skills outside of battle. before we head off to the vineyard maybe it would be worth out time to meet our friends auntie
The party members understand that Misalyk intends to lead them back to Madame Eva. Which is fine, if that’s what they want to do. Still waiting for Kif’s character sheet.
Because of player anxiety I want to make sure that PCs know that Misalyk is the kind of guy who is actually really impressed with these crazy strangers he just met who are doing these amazing things, and he's just looking for some way to be helpful so he can keep being with these cool froods. Except he's too "cool" to say so.
Because of player anxiety anxiety, I want Tjrren to know that we are the kind of guys who trust the GM (my brother) to not invite a dick to play with us. So, play...have fun...and don't worry about offending anyone with your character or your play. Certainly we will let you know if you cross some line that you are never going to cross.
Barnaby: Ah, I see, your Aunt is Madame Eva. Very well. We spent a lovely evening with her once before. I would like to see her again. As I recall, she did have some tasty wine.
Chubs explains to Barnaby some thoughts he's had about the druid's staff from the winery. Barnaby perceives that Chubs' time with the staff has permitted the magic object to reveal itself to him, and eventually Chubs and Barnaby, working together, tease out the device's powers. It's a weapon known as a Gulthias Staff, and its powers are these:
Gulthias Staff
Staff, rare (requires attunement) Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see Madness).
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
This passage is also in your journal, in Roll20.
This adds another magic weapon to the party's arsenal. I'm happy to take you guys to Madam Eva again, but Barnaby also realizes that, with Chubs now so armed, your chances are somewhat better than you'd thought against the werewolves.
wow guys, Kif says after presumably hearing the description of the staff, That's some kinda spooky shit, sounds handy, though, especially against the bights we faced at the winery. I'm kinda done with running away from guys like the werewolves or the one's attacking the winery. We don't have a great track record. I'm a bit more interested in dealing whatever was going on at the winery, because those werewolves seem like assaulting a stronghold and they will always know we are coming. But, perhaps in the maentime meeting again with the Madam will give us some new tools, or shit to ponder
Geographically, the winery is in the complete opposite direction from Ravenloft. You could not do it and have dinner with the Count. You could travel by day, get to the Visanti camp outside Barovia in the evening, and return the following day in time for your dinner invitation. Or go to the werewolves, which are relatively near, and have time (hopefully) to rest before going to the castle.
Or you don’t have to go to the castle at all. I just wanted to make sure you understood the geographical implications of these choices. But now that you’ve leveled up and acquired a magic weapon I wanted to make sure you had an opportunity to think about it.
Barnaby: Yes, that explains Tulip's recent jitters. His eyes narrow a touch in the staff's direction.
Chubs: I do hate to make nature's little innocents uncomfortable. On the other hand, if it keeps me vertical in this god forsaken land, it's probably worthwhile...or it is if the weeping blood doesn't drive me insane. Chubs glares with more malice than Barnaby did at the staff.
Chubs, after tucking in to his stein for a bit, is eager to go show those dog faced boys who's boss around here. I think the winery is too far away to make our dinner party. Otherwise, I'd be in on that. Barnaby is quieter than usual standing to the side with furrowed brow. If pushed, I'm tired of only bad choices, but given that there are only bad choices, and sitting still won't do anything for us, I am game for any option.
Josh/DukeOfPrunes, like Barnaby, is up for anything. We have a vote for the gypsies, any thoughts from Misalyk?
Misalyk is game for anything other than visiting the castle which he thinks is a bad idea. He puts his votes as so:
"*If we have a weapon for the werewolves I am much more inclined to finish them off. If not that then I'd say going to the winery. I am kinda curious what you think might be going on there. And I'm always up for investigating a good bottle of wine. This way when we visit my aunt ill have better stories to tell her. Dining with the count? Not so good a story. *"
It seems to me that all the members of the party either (a) want to go to the Vistani camp first, or (b) don't object to going to the Vistani camp first. Very well.
Mid-morning, the party makes its way east out of Vallaki, toward (in order) the switchback toward the windmill, which will be on your right, the archway with the path up toward Ravenloft, which will be on your left, and the burned husk of Death House, which will also be on your left. You will pass all of these as the road curves southward, rising and falling as it skirts Mount Baratok, which will be in the distance on your right. Eventually, the road will curve due east, passing the narrow lane on your left, toward your destination, before the road enters the miserable village of Barovia. That's the geography of your chosen path. You should be able to get to the camp in the late afternoon, if you hurry.
The party makes its way eastward, out of Vallaki. Barnaby tells a story about an old story about a magical, flying table. Sometimes it comes down, fully set with a fine dinner! As soon as the soup course is finished, though, it flies away again. Nobody has ever tasted anything but the soup. It's a longer story than you might have expected, considering Barnaby has never seen the table, but he did read about it several years ago. The switchback toward the windmill approaches on the right.
As Barnaby regales his fellow travelers, Kif and Misalyk see a figure in the distance, also heading east. It's a cool, damp, overcast day, and the figure also is heading east, walking alone. It appears to be a small figure, dragging some kind of thing, possibly a branch, on the road behind it. The figure is not moving quickly, and is about 300' ahead of you when you notice it. Everybody roll a Perception check.
If you roll a 10 or higher, read this:
The figure appears to be a human child. The object is something manmade, and not a branch.
If you roll a 14 or higher, read this:
The child is shuffling somewhat unnaturally. The object is metal.
If you roll an 18 or higher, read this:
The child is unnatural. The object is a longsword.
Rollback Post to RevisionRollBack
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There wasn't a vision, just a card reading and the quote in bold above is all we got...know any rich ladies with a dead ancient enemy?
Does the party discuss the card reading with Misalyk?
Barnaby will discuss at length the degree to which he is confounded by the card reading. Clearly, if I cannot make heads or tails of it, the only explanation is that it is pure poppycock!
Barnaby and Chubs are both very much in favor of going to offer further support to the winery. Barnaby: In vino veritas! Chubs: Wine! It's almost as good as beer!
Misalyk pulls out a deck of cards, sits down and shuffles them many times while he listens to his new friends tell him these fairly odd things. When they finish, he frowns into the ground as if asking it why it can't solve his problems. Finally, he stops and slaps his forehead as he jumps to his feet.
"I am being stupid! Trying to solve your question myself. This is not my talent, as you know, that lies more in the music or fighting or drinking and often loving. BUT! I do know someone whose talent is solving people's questions and opening their eyes to the right path! I can lead you to her! Her place isn't very far and she knows many many things. She will know what to do with this question! My Aunt has solved so many of my problems." He jumps up, gathers his things, and begins gesturing for people to follow.
"She isn't really one of my family but we call her Aunt and she has helped all of us in one way or another so now she stays as family and helps us. I'm sure she can help you! Also, I'm pretty sure you can get much better, much healthier pastries there! And good music. The camp is not far and we can discuss this problem more on the way. Walk and talk and wine saves time!"
"Her camp is east of here, along the river, not far from the road. I think we can get there pretty quickly without problems. I mean we're the kind of guys that can fight werewolves! "
Because of player anxiety I want to make sure that PCs know that Misalyk is the kind of guy who is actually really impressed with these crazy strangers he just met who are doing these amazing things, and he's just looking for some way to be helpful so he can keep being with these cool froods. Except he's too "cool" to say so.
I trust you, friend. We have seen your strength in battle and your skills outside of battle. before we head off to the vineyard maybe it would be worth out time to meet our friends auntie
Kif is ready to follow Misalyk
The party members understand that Misalyk intends to lead them back to Madame Eva. Which is fine, if that’s what they want to do. Still waiting for Kif’s character sheet.
Because of player anxiety anxiety, I want Tjrren to know that we are the kind of guys who trust the GM (my brother) to not invite a dick to play with us. So, play...have fun...and don't worry about offending anyone with your character or your play. Certainly we will let you know if you cross some line that you are never going to cross.
Barnaby: Ah, I see, your Aunt is Madame Eva. Very well. We spent a lovely evening with her once before. I would like to see her again. As I recall, she did have some tasty wine.
Sorry, though I uploaded my sheet. It's on dropbox now
so let's get down to business...mysterious business
Sorry, guys. I’ll update within the next couple of days.
Chubs explains to Barnaby some thoughts he's had about the druid's staff from the winery. Barnaby perceives that Chubs' time with the staff has permitted the magic object to reveal itself to him, and eventually Chubs and Barnaby, working together, tease out the device's powers. It's a weapon known as a Gulthias Staff, and its powers are these:
Gulthias Staff
Staff, rare (requires attunement)
Made from the branch of a Gulthias tree, a Gulthias staff is a spongy, black length of wood. Its evil makes beasts visibly uncomfortable while within 30 feet of it. The staff has 10 charges and regains 1d6 + 4 of its expended charges daily at dusk.
If the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
Vampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see Madness).
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
This passage is also in your journal, in Roll20.
This adds another magic weapon to the party's arsenal. I'm happy to take you guys to Madam Eva again, but Barnaby also realizes that, with Chubs now so armed, your chances are somewhat better than you'd thought against the werewolves.
wow guys, Kif says after presumably hearing the description of the staff, That's some kinda spooky shit, sounds handy, though, especially against the bights we faced at the winery. I'm kinda done with running away from guys like the werewolves or the one's attacking the winery. We don't have a great track record. I'm a bit more interested in dealing whatever was going on at the winery, because those werewolves seem like assaulting a stronghold and they will always know we are coming. But, perhaps in the maentime meeting again with the Madam will give us some new tools, or shit to ponder
Geographically, the winery is in the complete opposite direction from Ravenloft. You could not do it and have dinner with the Count. You could travel by day, get to the Visanti camp outside Barovia in the evening, and return the following day in time for your dinner invitation. Or go to the werewolves, which are relatively near, and have time (hopefully) to rest before going to the castle.
Or you don’t have to go to the castle at all. I just wanted to make sure you understood the geographical implications of these choices. But now that you’ve leveled up and acquired a magic weapon I wanted to make sure you had an opportunity to think about it.
Barnaby: Yes, that explains Tulip's recent jitters. His eyes narrow a touch in the staff's direction.
Chubs: I do hate to make nature's little innocents uncomfortable. On the other hand, if it keeps me vertical in this god forsaken land, it's probably worthwhile...or it is if the weeping blood doesn't drive me insane. Chubs glares with more malice than Barnaby did at the staff.
Chubs, after tucking in to his stein for a bit, is eager to go show those dog faced boys who's boss around here. I think the winery is too far away to make our dinner party. Otherwise, I'd be in on that. Barnaby is quieter than usual standing to the side with furrowed brow. If pushed, I'm tired of only bad choices, but given that there are only bad choices, and sitting still won't do anything for us, I am game for any option.
Josh/DukeOfPrunes, like Barnaby, is up for anything. We have a vote for the gypsies, any thoughts from Misalyk?
OK, so..
swing by the Vishanti camp to see what's up
dinner with the count
finish off the winery business
werewolves
all of this depending on news from former steps
Misalyk is game for anything other than visiting the castle which he thinks is a bad idea. He puts his votes as so:
"*If we have a weapon for the werewolves I am much more inclined to finish them off. If not that then I'd say going to the winery. I am kinda curious what you think might be going on there. And I'm always up for investigating a good bottle of wine. This way when we visit my aunt ill have better stories to tell her. Dining with the count? Not so good a story. *"
It seems to me that all the members of the party either (a) want to go to the Vistani camp first, or (b) don't object to going to the Vistani camp first. Very well.
Mid-morning, the party makes its way east out of Vallaki, toward (in order) the switchback toward the windmill, which will be on your right, the archway with the path up toward Ravenloft, which will be on your left, and the burned husk of Death House, which will also be on your left. You will pass all of these as the road curves southward, rising and falling as it skirts Mount Baratok, which will be in the distance on your right. Eventually, the road will curve due east, passing the narrow lane on your left, toward your destination, before the road enters the miserable village of Barovia. That's the geography of your chosen path. You should be able to get to the camp in the late afternoon, if you hurry.
The party makes its way eastward, out of Vallaki. Barnaby tells a story about an old story about a magical, flying table. Sometimes it comes down, fully set with a fine dinner! As soon as the soup course is finished, though, it flies away again. Nobody has ever tasted anything but the soup. It's a longer story than you might have expected, considering Barnaby has never seen the table, but he did read about it several years ago. The switchback toward the windmill approaches on the right.
As Barnaby regales his fellow travelers, Kif and Misalyk see a figure in the distance, also heading east. It's a cool, damp, overcast day, and the figure also is heading east, walking alone. It appears to be a small figure, dragging some kind of thing, possibly a branch, on the road behind it. The figure is not moving quickly, and is about 300' ahead of you when you notice it. Everybody roll a Perception check.
If you roll a 10 or higher, read this:
The figure appears to be a human child. The object is something manmade, and not a branch.
If you roll a 14 or higher, read this:
The child is shuffling somewhat unnaturally. The object is metal.
If you roll an 18 or higher, read this:
The child is unnatural. The object is a longsword.