Ioben follows last, staying about 10 feet behind the others. He tries and avoids looking too much toward the drop to either side, instead focusing on the back of the person in front of him.
“if a little water was enough to stop me. I would need a oil can all the time,” says Dormark walking forward through the waterfall generated mist. The water droplets combine with is metal exterior turning him into a disco ball of reflecting light.
As the party continue walking down the Old Svalich Road the region becomes more mountainous, though even here the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting that the eastern branch was once an important thoroughfare.
"East lies Castle Ravenloft"Ismark declares, his face grim. "The seat of our great Count."he says his voice dripping with sarcasm. A short-way down the western branch you see another great gate,"That's the way to Vallaki"Ireena mentions, waving her arm towards the gate,"Looks like it might take another few hours travel." She uncomfortably shifts on the spot,"I'd rather not spend too long on the open road, especially this close to the Castle."
"Let's keep moving. I don't like it out here, especially so close to..." Baern nods in the apparent direction of Castle Ravenloft. "Could we stay in the windmill, if we can't reach Vallaki?"
(OOC: do we have a sense of our odds of reaching Vallaki before nightfall? I may have missed the latest on that)
Sandu followed Ismark's gaze when he pointed out the castle. The castle was not visible from where he was standing but Sandu could feel a certain pull towards where castle Ravenloft was. Beckoning him, inviting him, forcing him to approach. Sandu's right foot was already halfway off the ground when he came to his senses and pivoted around back to the others, right in time to catch the last of the conversation.
'Can't we just march straight on to Vallaki?' Sandu offered. 'Like Ireena, I too am not to keen on spending more time underneath the open sky than necessary.'
“If we are going to heed Madame Eva then there are a few more things we need to find first. As much as I want to get home, I actually WANT to get home, not just try. We need to make sure we are ready.”
Ismark, overhearing the conversation, speaks up, "I believe we should be roughly 10 miles out from Vallaki, now that we have reached the gates. Should be around another 5 hours travel if we make good time."
Given the current time of day this should have you arriving in Vallaki between 10-11pm, assuming that the road is clear / journey is incident free.
“Very well, I think there should be a winery further down the path, maybe we should strive to get there before nightfall. Before sunset we should get out the torches. I don’t want ti be here in the dark,” says Dormark continuing down the path.
"Should not travel in dark", opines Galqarin. "I see in dark...there are things out there", he adds, gesticulating towards the broad expanse of the Svalich woods.
The party continue on their venture, West down the Old Svalich Road, towards Vallaki. 2 Miles pass by uneventfully, save for the odd raven cry and wolf howl. The sky begins to darken when the party approach another fork in the road. To the left the road branches off and leads to a large windmill located on a hill, 'Old Bonegrinder' is carved on a makeshift sign pointing in its direction. To the right the road continues on, "Vallaki" is scratched on to the sign pointing in this direction.
ALL - Currently you stand at the fork in the Old Svalich road, the windmill looming no more than half a mile to your left. Please can anyone actively curious / checking out the area make their choice of Perception, Investigation, or Nature checks.
Galqarin - You are aware of the windmill from your previous travels. You additionally know that there are a series of large megalith structures prior to the windmill, currently obscured by mist; an area you have previously camped.
Like most of Barovia, the windmill did not at first seem inviting. The only positive Ioben could see was that it had walls and a roof, at least there would be protection from the elements. Still, as the approached the area, he decided to look around and make sure there were no signs of an immediate threat. perception: 22
Looking around the path leading to the windmill a number of interesting tidbits;
High grass (around waist height) can be found either side of the path. You make out a number of rodents, snakes, and spiders bustling in the long grass - this strikes you as being unusual / unnatural as though they are being drawn to the windmill.
On the ground near the sign you find a bundle of sticks and twigs. At first you may have dismissed it as being the typical build up of debris you may find at the side of a road. However, on a closer look you find that it is a small twig figurine (see below), which has clearly been crafted by someone.
In addition, you can just about make out smoke rising from a crooked chimney pipe extending from the side of the windmill.
This post has potentially manipulated dice roll results.
'Bonegrinder... I so do not like the sound of that.' Sandu clasped his arms around himself and rubbed his upperarms for warmth. Nightfall had begun so it was normal he felt cold. He just wondered why he felt colder than usual.
Ioben follows last, staying about 10 feet behind the others. He tries and avoids looking too much toward the drop to either side, instead focusing on the back of the person in front of him.
Valerie is still staying in front of the group. Taking advice from Ismark, she slowly moves forward, being carful with every steps.
“if a little water was enough to stop me. I would need a oil can all the time,” says Dormark walking forward through the waterfall generated mist. The water droplets combine with is metal exterior turning him into a disco ball of reflecting light.
Dormark Calling of Strahd (warforged cleric) 4
Early-Evening - Day 4 - Fork in the Road
As the party continue walking down the Old Svalich Road the region becomes more mountainous, though even here the forest and the fog are inescapable. Ahead, the dirt road splits in two, widening toward the east. There you see patches of cobblestone, suggesting that the eastern branch was once an important thoroughfare.
"East lies Castle Ravenloft" Ismark declares, his face grim. "The seat of our great Count." he says his voice dripping with sarcasm. A short-way down the western branch you see another great gate, "That's the way to Vallaki" Ireena mentions, waving her arm towards the gate, "Looks like it might take another few hours travel." She uncomfortably shifts on the spot, "I'd rather not spend too long on the open road, especially this close to the Castle."
DM rolls:
17, 12, 10
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"There is a place I rested", offers Galqarin. "Few miles after gates. Some old stones near a windmill."
“Anything off the road and away from Strahd’s eyes. Do you think we could get a fire lit there?”
“I can get one started. Would be a sorry excuse of a smith if I couldn’t. We need to find some dry wood though,” says Dormark looking around.
Dormark Calling of Strahd (warforged cleric) 4
"Let's keep moving. I don't like it out here, especially so close to..." Baern nods in the apparent direction of Castle Ravenloft. "Could we stay in the windmill, if we can't reach Vallaki?"
(OOC: do we have a sense of our odds of reaching Vallaki before nightfall? I may have missed the latest on that)
Sandu followed Ismark's gaze when he pointed out the castle. The castle was not visible from where he was standing but Sandu could feel a certain pull towards where castle Ravenloft was. Beckoning him, inviting him, forcing him to approach. Sandu's right foot was already halfway off the ground when he came to his senses and pivoted around back to the others, right in time to catch the last of the conversation.
'Can't we just march straight on to Vallaki?' Sandu offered. 'Like Ireena, I too am not to keen on spending more time underneath the open sky than necessary.'
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus
“If we are going to heed Madame Eva then there are a few more things we need to find first. As much as I want to get home, I actually WANT to get home, not just try. We need to make sure we are ready.”
Ismark, overhearing the conversation, speaks up, "I believe we should be roughly 10 miles out from Vallaki, now that we have reached the gates. Should be around another 5 hours travel if we make good time."
Given the current time of day this should have you arriving in Vallaki between 10-11pm, assuming that the road is clear / journey is incident free.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
(DM rolls the dice menacingly behind the screen)
"If we want to go straight to Vallaki, we should be on higher alert. Traveling at night isn’t the safest, especially in here."
“Very well, I think there should be a winery further down the path, maybe we should strive to get there before nightfall. Before sunset we should get out the torches. I don’t want ti be here in the dark,” says Dormark continuing down the path.
Dormark Calling of Strahd (warforged cleric) 4
"Should not travel in dark", opines Galqarin. "I see in dark...there are things out there", he adds, gesticulating towards the broad expanse of the Svalich woods.
Almost as though to punctuate Galqarin's warning you hear a wolf's howl from the woods, though it does not sound close.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Evening - Day 4 - Of Windmills and Megaliths
The party continue on their venture, West down the Old Svalich Road, towards Vallaki. 2 Miles pass by uneventfully, save for the odd raven cry and wolf howl. The sky begins to darken when the party approach another fork in the road. To the left the road branches off and leads to a large windmill located on a hill, 'Old Bonegrinder' is carved on a makeshift sign pointing in its direction. To the right the road continues on, "Vallaki" is scratched on to the sign pointing in this direction.
ALL - Currently you stand at the fork in the Old Svalich road, the windmill looming no more than half a mile to your left. Please can anyone actively curious / checking out the area make their choice of Perception, Investigation, or Nature checks.
Galqarin - You are aware of the windmill from your previous travels. You additionally know that there are a series of large megalith structures prior to the windmill, currently obscured by mist; an area you have previously camped.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Like most of Barovia, the windmill did not at first seem inviting. The only positive Ioben could see was that it had walls and a roof, at least there would be protection from the elements. Still, as the approached the area, he decided to look around and make sure there were no signs of an immediate threat.
perception: 22
Ioben's Perception check:
Looking around the path leading to the windmill a number of interesting tidbits;
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
'Bonegrinder... I so do not like the sound of that.' Sandu clasped his arms around himself and rubbed his upperarms for warmth. Nightfall had begun so it was normal he felt cold. He just wondered why he felt colder than usual.
Investigation (for a change) 18
William Brackwater: Human Fighter - The Windward Isles
Tyrgram, the Butterfly Knight: Dwarf Warlock - Secret of Greenwold
Iòlinder Corrach: Half Elf War Cleric - Allansia Adventure
Valerius Sergius Publius: Dhampir Paladin - Vae Victus