Sandu took care to pay attention to Dormark's tale. It was an interesting tale. Especially the bit where Dormark casually admitted to biting off the wizard's arm in retaliation. The new detail added about this artifact named The Breath of Moradin reminded him of the artifact he was carrying presently. He wondered what this artifact was about. More importantly: why was Dormark chosen, or entrusted, to be its guardian? Clearly there was more to the warforged than meets the eye.
In any case it was decided that the group's next destination was Krezk. After the complete disaster that was Vallaki and the brief respite of the wizard's tower, Krezk did not sound too bad. Of course Sandu had no idea what would lie in store for them at the aforementioned town as he did not know anything about it. There was something about an abbot which meant there was an abbey. Perchance it would have its own designated protection like the bones of Saint Andral? At face value it sounded like it could provide some respite from their ordeals but Sandu had learnt to be caustious about anything that sounded good on the surface. Still, it was a plan as any other and without a different option, Krezk it was.
When they were ready to depart for Krezk, Sandu turned to the animated armour that now followed him. 'Will you accompany me on this journey?'He asked it. He felt a bit odd asking the suit: normally animated objects and constructs and the like just obeyed order but as the suit was not his, he thought it weird to suddenly command it to do his bidding. Besides, he was raised better than that.
Sandu followed the others down the road, his mind occupied with pondering the previous occurrences: Rictavio née Rudolph Von Richten, Khazan's tower and the amulet, Krezk and what was ahead of them, and Vallaki and what had transpired there. His mind wandered and only the dull clanking of the armour following him in lockstep kept him from erring from the road. He did look up when the group briefly paused at the split in the road with the signpost.
'The Wizard of Wines.'Sandu read the sign out loud. 'That's where the wereravens are, aren't they? Shouldn't we-'The others had already turned to the north to walk past the sign pointing to Krezk. 'Oh, okay then.'Sandu followed suit. He made a mental note to go and visit the winery as soon as opportunity would allow.
Sandu made most of the journey in silence. Occasionally he would pod and prod and examine the suit of armour next to him trying to determine just how it worked. 'Do you have a name?' He asked the suit though he was not expecting an answer. 'Perhaps I should give you one.' This kept most of his attention until the sudden sound of a bell reminded him that they must be approaching the town of Krezk.
'Dormark,'Sandu addressed the warforged. As he stopped in his tracks, so did the suit of armour and Sandu only now became aware he was travelling with two similar metal men yet so very different. He briefly paused and blinked before resuming his question. 'When you got the time, I've got something to discuss with you.'
Before he could elaborate he was interrupted by the shouting of the guards posted outside the gate that was the entrance into Krezk.
"Halt! Who goes there?!"one of the men shouts, his voice hoarse, his face heavily scarred. "What business do you have in Krezk?"
"We're looking for friends. And a thief. We think he may be hiding here." He holds up his picture he drew of the one armed wizard
'We would also like to visit the abby and its abbot.'Sandu chimed in. He had raised his hands, better to be safe than sorry, though he figured that might be a bit pointless as their group outnumbered the guards. They sounded nervous and Sandu could not blame them: he would probably be a nervous wreck if he had to be a guard in Barovia and spent the night outdoors with nothing but a spear and a thin piece of metal for protection.
"Very well Sandu, let me know when you are ready, " says Dormark.
As Dormark stands before the gate. He watches as Dallid holds his picture up to the guard with a shake of his head. " As you heard we have serval matters to talk about. We also have news on Vallaki that it was attacked by Strahd, " says the Warforge.
"No, we are not ill-doers or criminals." Dadeveth says as she prances forward a few clomping steps. "We have business inside the town and would like to spend our night behind those solid-looking gates of yours. Would you allow us entry?"
Dallid - The guard captain narrows his eyes at you. "A thief, eh?"he asks, "d'ya have any more info'mation on this indi-vidual?" As you show him the drawing, he rubs his chin contemplatively. "Can't say tha' I've seen this fella. Mind if I take th' drawin'? Migh' be as someone seen 'im 'round 'ere." Unless you stop him, he will move to take your sketch of Dormark's thief.
Sandu - The suit of animated armour silently takes up position next to you when you ask whether it will accompany you. It is emotionless as you ask whether it has a name. In fact, you get the sense that the armour is more tool than being; attempting to engage it in conversation seems like a fruitless exercise.
When you speak with the guard he seems to momentarily freeze. "Th-the Abbot?" he questions, "w-why do you want to visit that place." You notice a slight change in the man's demeanour, a nervousness when you approach the topic.
Dormark - As soon as you speak the man almost trips over himself as he stumbles back. "Gods!" he curses, "wha' in the hells are you?!" The other guards lower their spears, fear on their faces. You can tell that they have likely endured a lot recently; now you look closer it appears that a number of them are carrying minor injuries or niggles. "Vallaki? Un'er attack? S-S-Strahd!"
The man looks to his companions. "Ain't jus' Vallaki tha's been attacked recen'ly," he says, regaining a little of his composure.
Dadeveth - Still unable to properly comprehend a giant, walking, talking metal construct the guard looks over both you and Galqarin and seems unmoved. "Ye cert'nly are a ragtag group," he says flashing a smile. If anything it seems to have calmed the guard down somewhat, seeing beings not native to the region. He lifts his spear to his shoulder and gestures for the others to follow suit.
"Summin tells me I can trus' 'er," he says. "Ain't none of their sort as whats sworn loyal'y t' Strahd. 'sides they don't look like no werewolves t' me." He turns to you, "y' free t' go. Jus' no troublemakin', y'hear." You can tell that his mood has improved as he waves you on through. "Prob'ly bes' y' speak t' the town burgo-mas'er firs' thin',"he says as he points to a large cottage with a thatched roof to the right of the road. "He'd like t' know 'bout Vallaki."
ALL - The guards step aside and allow you into Krezk. Even for the newer members of the group it seems like the time spent in Barovia has been an eventful one; thrust into a war between good, evil, and everything in between. Still, it looks like you are one step closer to your end goal. You have made all manner of powerful friends along the way and have gathered a couple of artefacts you believe could help achieve your ultimate goal.
Entering Krezk represents a milestone within the campaign... as such, everyone has gained a level...
Galqarin is perhaps the most surprised of the entire motley troupe that they are allowed to pass through the gates into the walled town. His ears prickle at the mention of werewolves - were they to see in in the fur as it were, a nervous guard or townsperson might all too easily mistake him for a were creature!
Deciding that forewarned is forearmed, he asks the guard captain, "Has Krezk been attacked too? Does not the Abbot protect against vampires?"
As he speaks, his gaze drifts up the switchback road to the foreboding stone edifice of the abbey. Foreboding is nothing unusual in Barovia, he tells himself.
Dallid -"Y' qui'e th' ar'ist," the guard captain says with a smile as he takes the new drawing. "Go' some men as pa'rol these parts, will tell 'em t' keep an eye."
Galqarin - The guard captain shifts uncomfortably. "Look frien', bes' y' speak t' th' Burgo-mas'er first, eh?" you sense an awkward moment pass between the guards ((feel free to make an Insight check)). "We ain't 'ad no issues with vampyrs... i's jus' those damn'd werewolves. Ain't attack'd us afore, no' sure why they attack'd us nah."
Sandu - The suit of animated armour silently takes up position next to you when you ask whether it will accompany you. It is emotionless as you ask whether it has a name. In fact, you get the sense that the armour is more tool than being; attempting to engage it in conversation seems like a fruitless exercise.
When you speak with the guard he seems to momentarily freeze. "Th-the Abbot?" he questions, "w-why do you want to visit that place." You notice a slight change in the man's demeanour, a nervousness when you approach the topic.
Sandu was not sure if he should divulge the exact reason why they wanted to see the abbot. The guards were on edge as it was and they had not yet heard exactly what had transpired in Vallaki.
'We have need of a holy man.'Sandu replied. 'Father Lucian referred us to the abbot.' It was true what he said. He was curious though why the man became nervous at the mention of the abbot.
It is clear from the guard captain's demeanour that he has a deep-seated fear of the Abbot. Without questioning further, you are unsure why this might be. An unspoken warning is written on his face - do not visit the Abbey.
It is clear from the guard captain's demeanour that he has a deep-seated fear of the abbey and its residents, the Abbot included. His eyes keep wandering towards the towering building, almost as though he is being watched. An unspoken warning is written on his face - do not visit the Abbey.
You recall that the Abbey of Saint Markovia was once the pride of Krezk and that the guard's reaction is incredibly unusual. The Abbot was renowned for being benevolent and welcoming to visitors. There is something about the guards that suggest this is no longer the case.
Sandu - The guard once more shifts on the spot. "P'haps I bes' go an' get the Burgo-mas'er firs',"he starts, "he'd be th' person t'speak t'." The captain beckons to the other guards and one of them heads towards the nearest, large, cottage. "He'll sort y'out, dun you worry."
Dadeveth smiles and nods as the guards move off to get the town's leader. "Good idea, we can get some place to rest maybe then." She says to the guard that remains. "So what is that place up there?" She gestures up the switch back road towards the building looming over the village. "Seems a bit hard to get to way up there..."
Dadeveth - The guard points to the path behind him, winding up to the large building looming over the village. "Tha's th' Abbey of Saint Markovia," his face darkens, "odd goin's on up there. Bes' y'stay well clear, s'what I say." You can tell that the guard is apprehensive about saying any more. "Th' road splits - righ' t' th' Abbey, lef' t' th' shrine an' pool."
Moments pass before the guard returns with the Burgomaster. It is instantly clear that he is a man used to adopting a position of command; as he approaches the guards they address him with unspoken deference, politely saluting. "Aftern'n sir,"the guard captain says with a bow, "these them 'ere folk wish t'enter Krezk. They want t'see th' Abbot."
"I see,"the Burgomaster says cooly. "Welcome adventurers -- for I assume that is what you are -- to Krezk." He gestures to the village behind him. "I pray that the village watch is not giving you any issues. We have had a few troubles here of late." His steely gaze momentarily drops and he looks away. "My name is Dmitri Krezkov, Burgomaster of Krezk. I am afraid that you visiting the Abbey of Saint Markovia is quite out of the question."
He coughs and once more looks down at his feet. "As I say,"his voice falters a little, "there have been many incidents... sorry excuse me." The Burgomaster clenches and unclenches his fist. "Apologies... there have been many incidents recently that have caused great pain,"he bites his lip nervously, "to all those involved."
"The Abbey is currently quite out of action,"he says, regaining composure. "I will not risk anyone visiting it. Especially given the likely influx of people that are due to be arriving in Krezk over the coming days."
Dallid holds his hands up.
"We're looking for friends. And a thief. We think he may be hiding here." He holds up his picture he drew of the one armed wizard
Paladin - warforged - orange
Sandu took care to pay attention to Dormark's tale. It was an interesting tale. Especially the bit where Dormark casually admitted to biting off the wizard's arm in retaliation. The new detail added about this artifact named The Breath of Moradin reminded him of the artifact he was carrying presently. He wondered what this artifact was about. More importantly: why was Dormark chosen, or entrusted, to be its guardian? Clearly there was more to the warforged than meets the eye.
In any case it was decided that the group's next destination was Krezk. After the complete disaster that was Vallaki and the brief respite of the wizard's tower, Krezk did not sound too bad. Of course Sandu had no idea what would lie in store for them at the aforementioned town as he did not know anything about it. There was something about an abbot which meant there was an abbey. Perchance it would have its own designated protection like the bones of Saint Andral? At face value it sounded like it could provide some respite from their ordeals but Sandu had learnt to be caustious about anything that sounded good on the surface. Still, it was a plan as any other and without a different option, Krezk it was.
When they were ready to depart for Krezk, Sandu turned to the animated armour that now followed him. 'Will you accompany me on this journey?' He asked it. He felt a bit odd asking the suit: normally animated objects and constructs and the like just obeyed order but as the suit was not his, he thought it weird to suddenly command it to do his bidding. Besides, he was raised better than that.
Sandu followed the others down the road, his mind occupied with pondering the previous occurrences: Rictavio née Rudolph Von Richten, Khazan's tower and the amulet, Krezk and what was ahead of them, and Vallaki and what had transpired there. His mind wandered and only the dull clanking of the armour following him in lockstep kept him from erring from the road. He did look up when the group briefly paused at the split in the road with the signpost.
'The Wizard of Wines.' Sandu read the sign out loud. 'That's where the wereravens are, aren't they? Shouldn't we-' The others had already turned to the north to walk past the sign pointing to Krezk. 'Oh, okay then.' Sandu followed suit. He made a mental note to go and visit the winery as soon as opportunity would allow.
Sandu made most of the journey in silence. Occasionally he would pod and prod and examine the suit of armour next to him trying to determine just how it worked. 'Do you have a name?' He asked the suit though he was not expecting an answer. 'Perhaps I should give you one.' This kept most of his attention until the sudden sound of a bell reminded him that they must be approaching the town of Krezk.
'Dormark,' Sandu addressed the warforged. As he stopped in his tracks, so did the suit of armour and Sandu only now became aware he was travelling with two similar metal men yet so very different. He briefly paused and blinked before resuming his question. 'When you got the time, I've got something to discuss with you.'
Before he could elaborate he was interrupted by the shouting of the guards posted outside the gate that was the entrance into Krezk.
'We would also like to visit the abby and its abbot.' Sandu chimed in. He had raised his hands, better to be safe than sorry, though he figured that might be a bit pointless as their group outnumbered the guards. They sounded nervous and Sandu could not blame them: he would probably be a nervous wreck if he had to be a guard in Barovia and spent the night outdoors with nothing but a spear and a thin piece of metal for protection.
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
"Very well Sandu, let me know when you are ready, " says Dormark.
As Dormark stands before the gate. He watches as Dallid holds his picture up to the guard with a shake of his head. " As you heard we have serval matters to talk about. We also have news on Vallaki that it was attacked by Strahd, " says the Warforge.
Dormark Calling of Strahd (warforged cleric) 4
"No, we are not ill-doers or criminals." Dadeveth says as she prances forward a few clomping steps. "We have business inside the town and would like to spend our night behind those solid-looking gates of yours. Would you allow us entry?"
Persuasion is a 25.
Dallid - The guard captain narrows his eyes at you. "A thief, eh?" he asks, "d'ya have any more info'mation on this indi-vidual?" As you show him the drawing, he rubs his chin contemplatively. "Can't say tha' I've seen this fella. Mind if I take th' drawin'? Migh' be as someone seen 'im 'round 'ere." Unless you stop him, he will move to take your sketch of Dormark's thief.
Sandu - The suit of animated armour silently takes up position next to you when you ask whether it will accompany you. It is emotionless as you ask whether it has a name. In fact, you get the sense that the armour is more tool than being; attempting to engage it in conversation seems like a fruitless exercise.
When you speak with the guard he seems to momentarily freeze. "Th-the Abbot?" he questions, "w-why do you want to visit that place." You notice a slight change in the man's demeanour, a nervousness when you approach the topic.
Dormark - As soon as you speak the man almost trips over himself as he stumbles back. "Gods!" he curses, "wha' in the hells are you?!" The other guards lower their spears, fear on their faces. You can tell that they have likely endured a lot recently; now you look closer it appears that a number of them are carrying minor injuries or niggles. "Vallaki? Un'er attack? S-S-Strahd!"
The man looks to his companions. "Ain't jus' Vallaki tha's been attacked recen'ly," he says, regaining a little of his composure.
Dadeveth - Still unable to properly comprehend a giant, walking, talking metal construct the guard looks over both you and Galqarin and seems unmoved. "Ye cert'nly are a ragtag group," he says flashing a smile. If anything it seems to have calmed the guard down somewhat, seeing beings not native to the region. He lifts his spear to his shoulder and gestures for the others to follow suit.
"Summin tells me I can trus' 'er," he says. "Ain't none of their sort as whats sworn loyal'y t' Strahd. 'sides they don't look like no werewolves t' me." He turns to you, "y' free t' go. Jus' no troublemakin', y'hear." You can tell that his mood has improved as he waves you on through. "Prob'ly bes' y' speak t' the town burgo-mas'er firs' thin'," he says as he points to a large cottage with a thatched roof to the right of the road. "He'd like t' know 'bout Vallaki."
ALL - The guards step aside and allow you into Krezk. Even for the newer members of the group it seems like the time spent in Barovia has been an eventful one; thrust into a war between good, evil, and everything in between. Still, it looks like you are one step closer to your end goal. You have made all manner of powerful friends along the way and have gathered a couple of artefacts you believe could help achieve your ultimate goal.
Entering Krezk represents a milestone within the campaign... as such, everyone has gained a level...
Welcome to level 5! Congratulations.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid will make a new drawing for the guard, spending several minutes describing as well as drawing
Paladin - warforged - orange
Galqarin is perhaps the most surprised of the entire motley troupe that they are allowed to pass through the gates into the walled town. His ears prickle at the mention of werewolves - were they to see in in the fur as it were, a nervous guard or townsperson might all too easily mistake him for a were creature!
Deciding that forewarned is forearmed, he asks the guard captain, "Has Krezk been attacked too? Does not the Abbot protect against vampires?"
As he speaks, his gaze drifts up the switchback road to the foreboding stone edifice of the abbey. Foreboding is nothing unusual in Barovia, he tells himself.
Dallid - "Y' qui'e th' ar'ist," the guard captain says with a smile as he takes the new drawing. "Go' some men as pa'rol these parts, will tell 'em t' keep an eye."
Galqarin - The guard captain shifts uncomfortably. "Look frien', bes' y' speak t' th' Burgo-mas'er first, eh?" you sense an awkward moment pass between the guards ((feel free to make an Insight check)). "We ain't 'ad no issues with vampyrs... i's jus' those damn'd werewolves. Ain't attack'd us afore, no' sure why they attack'd us nah."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid insight 22
Paladin - warforged - orange
(Rolled a 12 on insight but also got a passive 16 in it as well.)
Dormark Calling of Strahd (warforged cleric) 4
(Galqarin's insight: 23)
Sandu was not sure if he should divulge the exact reason why they wanted to see the abbot. The guards were on edge as it was and they had not yet heard exactly what had transpired in Vallaki.
'We have need of a holy man.' Sandu replied. 'Father Lucian referred us to the abbot.' It was true what he said. He was curious though why the man became nervous at the mention of the abbot.
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
Galqarin nods to reinforce Sandu's words. Let the church take both the credit and the blame.
Dallid & Dormark's Insight checks:
It is clear from the guard captain's demeanour that he has a deep-seated fear of the Abbot. Without questioning further, you are unsure why this might be. An unspoken warning is written on his face - do not visit the Abbey.
Galqarin's Insight check:
It is clear from the guard captain's demeanour that he has a deep-seated fear of the abbey and its residents, the Abbot included. His eyes keep wandering towards the towering building, almost as though he is being watched. An unspoken warning is written on his face - do not visit the Abbey.
You recall that the Abbey of Saint Markovia was once the pride of Krezk and that the guard's reaction is incredibly unusual. The Abbot was renowned for being benevolent and welcoming to visitors. There is something about the guards that suggest this is no longer the case.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu - The guard once more shifts on the spot. "P'haps I bes' go an' get the Burgo-mas'er firs'," he starts, "he'd be th' person t'speak t'." The captain beckons to the other guards and one of them heads towards the nearest, large, cottage. "He'll sort y'out, dun you worry."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dadeveth's insight is a 18.
Dadeveth smiles and nods as the guards move off to get the town's leader. "Good idea, we can get some place to rest maybe then." She says to the guard that remains. "So what is that place up there?" She gestures up the switch back road towards the building looming over the village. "Seems a bit hard to get to way up there..."
Dadeveth - The guard points to the path behind him, winding up to the large building looming over the village. "Tha's th' Abbey of Saint Markovia," his face darkens, "odd goin's on up there. Bes' y'stay well clear, s'what I say." You can tell that the guard is apprehensive about saying any more. "Th' road splits - righ' t' th' Abbey, lef' t' th' shrine an' pool."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Mid-Afternoon - Day 7 - Krezk Main Gate
Moments pass before the guard returns with the Burgomaster. It is instantly clear that he is a man used to adopting a position of command; as he approaches the guards they address him with unspoken deference, politely saluting. "Aftern'n sir," the guard captain says with a bow, "these them 'ere folk wish t'enter Krezk. They want t'see th' Abbot."
"I see," the Burgomaster says cooly. "Welcome adventurers -- for I assume that is what you are -- to Krezk." He gestures to the village behind him. "I pray that the village watch is not giving you any issues. We have had a few troubles here of late." His steely gaze momentarily drops and he looks away. "My name is Dmitri Krezkov, Burgomaster of Krezk. I am afraid that you visiting the Abbey of Saint Markovia is quite out of the question."
He coughs and once more looks down at his feet. "As I say," his voice falters a little, "there have been many incidents... sorry excuse me." The Burgomaster clenches and unclenches his fist. "Apologies... there have been many incidents recently that have caused great pain," he bites his lip nervously, "to all those involved."
"The Abbey is currently quite out of action," he says, regaining composure. "I will not risk anyone visiting it. Especially given the likely influx of people that are due to be arriving in Krezk over the coming days."
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
"There is sickness in the Abbey? A plague?", questions Galqarin. "And what people?", he continues, both emboldened and intrigued.
“Maybe once we get more comfortable we can talk. We may be able to help the town with what it is dealing with,” says Dormark.
Dormark Calling of Strahd (warforged cleric) 4