As Dallid lights his torch the area comes into focus. Thick brown mould covers the walls, floor, and ceiling around the archway and the cave beyond. Any warmth generated from the torch seems to become sapped away by the mould, almost as though the heat itself is feeding it. The path is unable to be traversed without stepping onto the mould.
The light generated by the torch illuminates the wooden object at the far side of the passage. It is not a tree trunk but rather a totem. Intricate carvings run along the length of totem depicting the various stages of a man transforming into a wereraven. At the top of the totem is the final form -- a large raven with wings spread. The object looks more like a shrine rather than an item to be wielded, perhaps this is a location sacred to the Martikovs.
Sandu - This is certainly the item that your detect magic was identifying -- an artefact of great power.
Dallid - Do you still approach the totem? Doing so will involve you moving on to the mould.
This post has potentially manipulated dice roll results.
Dallid would rack his brain to see if he recalls information from his life as a scientist that might indicate how to remove, or ignore the mould's effects or dangers
Nature or arcana 23 and an additional 1 if it's an arcana check
You believe you have come across brown mould in your studies before. Your suspicions as to its nature are confirmed once you feel the heat from the torch steadily drain and the mould begin to look revitalised.
You know that should a creature make contact with the mould, it would sustain cold damage. Furthermore, you are aware that brown mould is immune to fire and, even now, the mould appears to almost be 'reaching out' toward the heat source; it begins detaching itself from the floor, walls and ceiling, to draw itself closer to the fire.
Thankfully, you recall that any exposure to cold damage will instantly destroy the mould. In case no source of cold damage can be found, you would know enough to remember that you should quickly exit the area for fear of becoming engulfed.
Dallid jumps back and shouts quickly: "Back! Up the stairs!" Once he's put some distance, he'll slow down to explain.
"There is a brown mold in the passage. It is drawn to our warmth, and simple touch will kill us quite quickly. It is susceptible to cold, but... I don't have any snow in my pockets. Perhaps one of the mages has something to clear the way?"
Dormark grabs Sandu and begins heading back. After everyone is back through the door, he attempts closing the door. "I don't think we should go back in there. That statue doesn't appear to be apart of the mess that happened here," says Dormark on the other side.
Dormark grabs Sandu and begins heading back. After everyone is back through the door, he attempts closing the door. "I don't think we should go back in there. That statue doesn't appear to be apart of the mess that happened here," says Dormark on the other side.
Sandu struggled against the pull of the much stronger warforged. 'And how would you know that?'He replied to Dormark's statement. 'It's clearly powerful, perhaps it is what attracted the druids in the first place!' He twisted and turned trying to get out of Dormark's grip but the cleric had him well and truly in his grip. 'You saw what it depicted: transformation magic. Men turning into animals. That's what druids are all about, isn't it? The Martikovs would...'
Sandu went slack in Dormark's clutches when the realisation hit him. The wall had been intact. The druids made no mention of it. They were here for the wine. They did not know about it. They did not know. But who would? There was only one logical conclusion Sandu could draw from it.
'The Martikovs.' He repeated himself. 'The Martikovs placed it there.'He looked at the others. 'I think they are wereravens.'
"Perhaps we finish what we're here for ad then talk to the Martikovs. I still want in." Dallid is still anxious to get in there, but has enough sense of his own mortality to be afraid
Hastily retreating away from the secret passage/cave, the party burst back into the cellar. Acting quickly, Dormark attempts to fix and reinstate the broken door. Unfortunately, though he manages to block the entrance to the cave off, the door does not sit plush and no longer conceals the existence of the passage.
Unaware of how much time has passed since they set foot inside the winery, it dawns upon the party that, should they wish to attend the exhibition later tonight, they should start setting off back to Krezk. As for the winery, the party can now be sure that two druids have been slain and two floors cleared. The only remaining floor, the upper floor, remains unchecked and potentially harbouring further miscreants.
It is up to the party to decide how they wish to continue -- whether to check the rest of the winery, rest or start their journey back to Krezk.
"I don't think this place likes us", opines Galqarin as he retreats with the others from the creeping brown mold. He looks at his staff ruefully. "I have not been of much help against these cursed creatures. The Druid's own staff" - he gestures towards the magic Gulthias staff - "might allow me to damage them, should there prove more of them?"
"Were were told to make friends with the ravens," says Dormark thinking back on the prophecies they were told.
'This card sheds light on one who will help you greatly in the battle against darkness... Find the leader of the feathered ones who live among the vines. Though old, he has one more fight left in him.'
Sandu recited the strange omen Madame Eva had spoken to them during the card reading. At the time he had not thought to think about it metaphorically, though in retrospect he should have realised that prophecy, any prophecy, was not to be taken at face value. If the Martikovs were wereravens, then they did fit the criteria: Davian Martikov, as the patriarch, would be the leader. His family would be the feathered ones. And they lived in a winery which, of course, would have a vineyard. Sandu nearly slapped himself for not figuring it out sooner.
'Well, at the very least we did some good here.' He stated. Surely that in itself could count for something. Sandu wanted to address the others on the topic when he saw Dallid heading upstairs with Ferelyon. 'What-'he asked before he realised that they had not checked the upper floor. With dread in his step Sandu crept after Dallid.
Sneaking up the wooden stairs to the upper floor, Dallid leads Ferelyon with Sandu in tow. The upper floor of the winery looks to be in utter disarray; unholy symbols have been scrawled over the walls in what appears to be mud and, from the smell of it, worse. Much of the delicate, hand-carved furniture has been broken and torn apart with reckless abandon; you could have sworn it almost appeared as though whoever wrought such carnage was likely looking for something.
Following the trail of destruction to the west, the group creep through a door which has been smashed off its hinges, splintered wood covers the floor. Entering through to a corridor, running from west to east, it appears as though much of the winery has been given similar treatment -- doors are broken in, furniture smashed, and personal belongings are strewn over the floor.
The northwesternmost room contains a printing press. In this small chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room. Three creatures are here. One appears human but is so caked with dirt and mud that it’s hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines.
((Party is currently located just outside of the northwesternmost room))
Sandu (and any others following Dallid/Ferelyon) - Please make stealth checks.
After a little contemplation, you are able to discern that the staff might be able to be cleansed of any residual evil energy. The ceremony would be a complicated one and involve hours of prayer to Moradin and a healthy dose of incense. In your expert view this will change the very properties of the staff, remoulding it into a force for good rather than ill.
((Additional, due to critical hit))
You are certain that if you bless Galqarin, you might be able to temporarily shield him from any harmful effects or corrupting power the staff may hold, allowing him to wield it in any upcoming fights.
((I know this is not how bless normally works - but for narrative purposes, Galqarin will not suffer any ill-effects.))
Unholy Symbols
Desecration. Though you do not recognise the symbols smeared upon the walls of the winery, you are aware that they contain all manner of curses and foul magic. These runes MUST be removed before any wine is produced (or indeed even pre-existing wine sampled), otherwise, any consuming products produced at this winery will likely suffer an ill fate.
The party successfully creep up to the room without alerting its occupants. On closer inspection, the human woman appears to carry a similar-looking staff to the druid from the cellar. However, blights appear to be different to those encountered previously; rather than a dull-green colour, the vines appear to contain an array of oranges and reds. As the druid roots through the cabinet, she curses to herself and mutters something about finding 'the item' that should 'by rights' belong to her.
All - You get the sense that if you were to strike now you would likely take the druid and her minions by surprise ((without second-guessing your actions, I would ask that you all please roll initiative now)).
Late-Afternoon - Day 8 - Brown Mould
As Dallid lights his torch the area comes into focus. Thick brown mould covers the walls, floor, and ceiling around the archway and the cave beyond. Any warmth generated from the torch seems to become sapped away by the mould, almost as though the heat itself is feeding it. The path is unable to be traversed without stepping onto the mould.
The light generated by the torch illuminates the wooden object at the far side of the passage. It is not a tree trunk but rather a totem. Intricate carvings run along the length of totem depicting the various stages of a man transforming into a wereraven. At the top of the totem is the final form -- a large raven with wings spread. The object looks more like a shrine rather than an item to be wielded, perhaps this is a location sacred to the Martikovs.
Sandu - This is certainly the item that your detect magic was identifying -- an artefact of great power.
Dallid - Do you still approach the totem? Doing so will involve you moving on to the mould.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid would rack his brain to see if he recalls information from his life as a scientist that might indicate how to remove, or ignore the mould's effects or dangers
Nature or arcana 23 and an additional 1 if it's an arcana check
Paladin - warforged - orange
Dallid's Nature check:
You believe you have come across brown mould in your studies before. Your suspicions as to its nature are confirmed once you feel the heat from the torch steadily drain and the mould begin to look revitalised.
You know that should a creature make contact with the mould, it would sustain cold damage. Furthermore, you are aware that brown mould is immune to fire and, even now, the mould appears to almost be 'reaching out' toward the heat source; it begins detaching itself from the floor, walls and ceiling, to draw itself closer to the fire.
Thankfully, you recall that any exposure to cold damage will instantly destroy the mould. In case no source of cold damage can be found, you would know enough to remember that you should quickly exit the area for fear of becoming engulfed.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid jumps back and shouts quickly: "Back! Up the stairs!" Once he's put some distance, he'll slow down to explain.
"There is a brown mold in the passage. It is drawn to our warmth, and simple touch will kill us quite quickly. It is susceptible to cold, but... I don't have any snow in my pockets. Perhaps one of the mages has something to clear the way?"
Paladin - warforged - orange
Dormark grabs Sandu and begins heading back. After everyone is back through the door, he attempts closing the door. "I don't think we should go back in there. That statue doesn't appear to be apart of the mess that happened here," says Dormark on the other side.
Dormark Calling of Strahd (warforged cleric) 4
Sandu struggled against the pull of the much stronger warforged. 'And how would you know that?' He replied to Dormark's statement. 'It's clearly powerful, perhaps it is what attracted the druids in the first place!' He twisted and turned trying to get out of Dormark's grip but the cleric had him well and truly in his grip. 'You saw what it depicted: transformation magic. Men turning into animals. That's what druids are all about, isn't it? The Martikovs would...'
Sandu went slack in Dormark's clutches when the realisation hit him. The wall had been intact. The druids made no mention of it. They were here for the wine. They did not know about it. They did not know. But who would? There was only one logical conclusion Sandu could draw from it.
'The Martikovs.' He repeated himself. 'The Martikovs placed it there.' He looked at the others. 'I think they are wereravens.'
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
"Were were told to make friends with the ravens," says Dormark thinking back on the prophecies they were told.
Dormark Calling of Strahd (warforged cleric) 4
"Perhaps we finish what we're here for ad then talk to the Martikovs. I still want in." Dallid is still anxious to get in there, but has enough sense of his own mortality to be afraid
Paladin - warforged - orange
Late-Afternoon - Day 8 - Winery Cellar
Hastily retreating away from the secret passage/cave, the party burst back into the cellar. Acting quickly, Dormark attempts to fix and reinstate the broken door. Unfortunately, though he manages to block the entrance to the cave off, the door does not sit plush and no longer conceals the existence of the passage.
Unaware of how much time has passed since they set foot inside the winery, it dawns upon the party that, should they wish to attend the exhibition later tonight, they should start setting off back to Krezk. As for the winery, the party can now be sure that two druids have been slain and two floors cleared. The only remaining floor, the upper floor, remains unchecked and potentially harbouring further miscreants.
It is up to the party to decide how they wish to continue -- whether to check the rest of the winery, rest or start their journey back to Krezk.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Dallid will head up to scout out the third floor with Ferelyon.
Dallid Stealth 23
Perception 8
Ferelyon stealth 11
Perception 10
Paladin - warforged - orange
"I don't think this place likes us", opines Galqarin as he retreats with the others from the creeping brown mold. He looks at his staff ruefully. "I have not been of much help against these cursed creatures. The Druid's own staff" - he gestures towards the magic Gulthias staff - "might allow me to damage them, should there prove more of them?"
“Be careful with it, isn’t the most pleasant item,” says Dormark handing over staff and following a bit behind the Ranger.
Dormark Calling of Strahd (warforged cleric) 4
'This card sheds light on one who will help you greatly in the battle against darkness... Find the leader of the feathered ones who live among the vines. Though old, he has one more fight left in him.'
Sandu recited the strange omen Madame Eva had spoken to them during the card reading. At the time he had not thought to think about it metaphorically, though in retrospect he should have realised that prophecy, any prophecy, was not to be taken at face value. If the Martikovs were wereravens, then they did fit the criteria: Davian Martikov, as the patriarch, would be the leader. His family would be the feathered ones. And they lived in a winery which, of course, would have a vineyard. Sandu nearly slapped himself for not figuring it out sooner.
'Well, at the very least we did some good here.' He stated. Surely that in itself could count for something. Sandu wanted to address the others on the topic when he saw Dallid heading upstairs with Ferelyon. 'What-' he asked before he realised that they had not checked the upper floor. With dread in his step Sandu crept after Dallid.
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
Late-Afternoon - Day 8 - Upper Floor
Sneaking up the wooden stairs to the upper floor, Dallid leads Ferelyon with Sandu in tow. The upper floor of the winery looks to be in utter disarray; unholy symbols have been scrawled over the walls in what appears to be mud and, from the smell of it, worse. Much of the delicate, hand-carved furniture has been broken and torn apart with reckless abandon; you could have sworn it almost appeared as though whoever wrought such carnage was likely looking for something.
Following the trail of destruction to the west, the group creep through a door which has been smashed off its hinges, splintered wood covers the floor. Entering through to a corridor, running from west to east, it appears as though much of the winery has been given similar treatment -- doors are broken in, furniture smashed, and personal belongings are strewn over the floor.
The northwesternmost room contains a printing press. In this small chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room. Three creatures are here. One appears human but is so caked with dirt and mud that it’s hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor. Behind her stand two creatures made entirely of dead vines.
Sandu (and any others following Dallid/Ferelyon) - Please make stealth checks.
Dormark - Please make a Religion check.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
(Galqarin stealth: 18)
Sandu Stealth check: 16 (campaign log)
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
13 on the stealth 23 on the religion with nat 20
Dormark Calling of Strahd (warforged cleric) 4
Dormark's Religion check:
Regarding the;
Gulthias Staff
After a little contemplation, you are able to discern that the staff might be able to be cleansed of any residual evil energy. The ceremony would be a complicated one and involve hours of prayer to Moradin and a healthy dose of incense. In your expert view this will change the very properties of the staff, remoulding it into a force for good rather than ill.
((Additional, due to critical hit))
You are certain that if you bless Galqarin, you might be able to temporarily shield him from any harmful effects or corrupting power the staff may hold, allowing him to wield it in any upcoming fights.
((I know this is not how bless normally works - but for narrative purposes, Galqarin will not suffer any ill-effects.))
Unholy Symbols
Desecration. Though you do not recognise the symbols smeared upon the walls of the winery, you are aware that they contain all manner of curses and foul magic. These runes MUST be removed before any wine is produced (or indeed even pre-existing wine sampled), otherwise, any consuming products produced at this winery will likely suffer an ill fate.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Late-Afternoon - Day 8 - Printing Press
The party successfully creep up to the room without alerting its occupants. On closer inspection, the human woman appears to carry a similar-looking staff to the druid from the cellar. However, blights appear to be different to those encountered previously; rather than a dull-green colour, the vines appear to contain an array of oranges and reds. As the druid roots through the cabinet, she curses to herself and mutters something about finding 'the item' that should 'by rights' belong to her.
All - You get the sense that if you were to strike now you would likely take the druid and her minions by surprise ((without second-guessing your actions, I would ask that you all please roll initiative now)).
GD: 15
ATB: 11
Cerio: 22
Dadeveth: 11
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Sandu initiative roll: 10
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