Curse of Strahd – 2 – A House of Death

In which the party continues their search of the unusual house.

We’re all up and awake in minutes, with the exception of Kurwin, who remains asleep, and Fillegan who says he’s up, but appears somnambulant for now. No one is reporting strange dreams, which is good I suppose. There not being any real breakfast, the attic seems a logical place to go next.

We climb the stairs behind the mirror with some level of anticipation, only to find a padlocked door. After some convincing, Fillegan wakes up enough to pick the lock. The door swings open and… well… it’s not what we expected. Who padlocks a children’s bedroom? And then who would lock those wee ones in there to die? Someone did. I pull some blankets from the beds and wrap their brittle remains up with a promise to take care of them as soon as we can. In the mean time, Chand concerns himself with a wonderfully well-crafted doll house, and Grismar dives into the toy chest. It’s nice to see adults willing to indulge a little whimsy in the face of such a grim situation.

Apparently, the children don’t share my view, for Rose and Thorn appear in ethereal forms as soon as Grismar picks up a toy, and they seem quite appalled. Not used to sharing, I guess. They complain, again, of parents long since gone, and of being afraid and not wanting to be left alone. Thorn even panics to the point of trying to occupy Grismar’s body, which isn’t very well received. Some of my companions almost lose their temper. Luckily, a few calming words do what anger couldn’t, and the little boy is convinced to stay with his sister in their room for the duration. We’re all spooked, but give them promises of our aid.

Next up, a small bedroom that seems to belong to no one in particular, but is occupied by a doll that, if seen from the corner of one’s eye, scowls and jeers. It’s probably just nerves, but I give it a good whack with my staff just to feel better.

The next opened door reveals a large room full of stored and covered furniture. Most seems innocuous, but a blanket chest contains a long-dead body. Fitzworth looks it up and down and declares the cause of death to be violent – likely multiple stab wounds. Perhaps a ritual?

Chand, in the mean time, seems more interested in a blank piece of wall. He prods and pokes, then stands back and looks like a cat that got the cream as a wall panel slowly turns and reveals a staircase going down. Before descending, we open the last door that stands off of the landing. Another spare bedroom and another doll, but nothing that requires immediate action on our part.

Once down the several levels of stairs, it seems we have finally reached the basement that the children kept mentioning. It contains the family crypt, and has labeled coffins for both Rose and Thorn. Their remains are quickly retrieved and we inter them with a short prayer: “Lliira, Lady of Joy, please share your peace with those whose fear made them cling to things that should have been let go. Please give comfort and companionship to those who were lonely and abandoned and afraid. Please extend sweet warmth and joyous light where until now there was cold that chills abandoned bones and fog that blocks sight of that which truly matters.”

I feel a rush of draft and a breath of ‘thank you’ in my ear. Looking at my companions, I deduce I may have been the only one to hear that, so silence probably serves best. I don’t think hearing voices no one else hears is necessarily a good thing, even if they are polite.

We move our attention to the other side of the crypt, where two more coffins stand, labeled for Gustav and Elizabeth, (this refers to the Master and Mistress of the house). Remembering the remains in the store room in the attic, we decide to see if Elizabeth’s coffin is yet empty. It isn’t. It is with some regret that we determine the absence of a body and note an infestation of centipedes. With great personal horror I must add that while swift action traps part of the swarm by replacing the lid on the coffin, the other half seems intent on relocating to my robes, perhaps for food, warmth or some other unknown benefit.

Luckily, my companions do not stand idly by as I lose my composure. They quickly help me divest myself of the horrid little creatures. I can but hope my (undoubtedly quite lively) capers were amusing to them. This last maneuver leaves us all feeling like we’re slowly getting a grip on this place, and we all feel somewhat fortified. Well, all of us, perhaps excepting Chand, who reaches for an unusual-looking necklace and speaks a few words in a harsh-sounding language. I am not sure what to make of this.

We decide to leave the other coffin be, and continue on until we enter a room with a rough wooden table, where the floor is strewn with humanoid bones. We examine them, but other than that they appear to have been chewed on, we learn little. Next, we enter a room that seems to form a central courtyard; bedrooms lie off of it in all directions. While none appears recently slept in, there are personal belongings in several rooms, or so we discover after Fillegan and his lock picks and Grismar and his axe make short work of several locked chests. We even find a most curious purse, which appears to have a most horrifying effect on Grismar (he gobbles down on a number of cobwebs out of shock). It is distressing to see the cheerful fellow so shaken – luckily he regains himself swiftly, although not before Fitzworth has volunteered to pack him a few more cobwebs for the road.

We retrace our steps until we turn an unexplored corner, following the sound of chanting. Here, Grismar discovers a fault within the floor – a large hole, covered over with flimsy boards and canvas, and with a set of horrific spikes at the bottom. None of us react swiftly enough to prevent his fall, and he seems somewhat bruised after his rendez-vous with the ground. Luckily, he is swiftly returned to solid ground, and I manage to restore him somewhat.

This hallway takes us to an even lower level, where we find a room with numerous niches, each containing an unusual and unsettling object. Sometimes they are body parts such as skulls, other times they seem much like the tools of a priests’ trade, except vile and corrupted. The chanting is now much louder. A hallway leads off of the room into a number of alcoves equipped with shackles. Here, we notice even more remains, with one wearing a gold ring (a wedding ring?), but our examination is brief, for then we notice a draft that points us towards a hidden door.

We enter a most gloomy room, containing an altar in the middle of a ceremonial pond, of sorts, as well as a pile of sticks and twigs and other organic matters in an alcove off to the side. There is a wheel that operates a portcullis opening up onto the room with the objects mentioned before, but activating it seems to have no effect. That is, until brave Grismar wades into the pool and climbs the central dais.

Strange apparitions soon surround us, but seem disinclined to do harm, sticking instead with a most monotonous and dreary song praising some Lordoth the Decayer. After some time, it becomes self-evident that something needs to happen, but none of us have any real idea what. On a hunch, I try to operate the wheel that controls the portcullis. This changes the dreadful chanting to an even worse text – the apparitions now insist ‘One must die’ in equally repetitive fashion. Chand feels that this was idiotic of me, and tells me so in no uncertain terms. I attempt a quip at him, but determine to take the matter into consideration at a later time, because at that very moment, the trash heap in the alcove seems to heave and shudder with sudden animation and then it appears before us as a most alien and hostile agglomeration of vegetation.

Fitzworth now springs into action, changing into a most ferocious direwolf shape that growls and snarls and snaps and bites. Filligan pulls his bowstring taut and lets off repeatedly, Grismar whips out his axe and Chand finds a safe corner from which to sling some spells. The battle takes a while, and Grismar, not quite recovered from his tumble into the pit begins to look pale. I fortify him with a quick spell and eventually convince myself to enter the fight up close. Just as I ready my first blow, the noxious weed sinks back into the inanimate pile of trash whence it came.

We breathe a sigh of relief.

Curse of Strahd – 1 – Once Upon a Time in a Tavern

In which the party meets, gets a strange letter and sets out on a misty road.

With not a penny to my name, I’d entered the inn, hoping that the group of other stragglers would distract from me not ordering anything. They could buy me time to stand by the fire and warm my bones. Last night’s evil dream had kept me shivering all day. Clutching an empty mead-glass left by another patron as if it were mine, I glance around the table where I had slipped into a seat.

At my right elbow, a pair of amber eyes catches mine. “Which deity do you serve?” “Ll-Lliira.” I mutter, before realizing that someone who is that handsome and that well-dressed will surely not be talking to me. I try for a welcoming smile to gloss over the moment, but feel my face flushing with embarrassment. I look to my left to see who this foreigner was talking to, but see only a wide-brimmed hat and a pulled-up scarf and nothing more than little glints of eyes in between. A well-worn leather book lies between their elbows.

Across from me, a jovial-looking dwarf elbows an elf in the ribs. “You? A gnome?” he bellows “Yeah, you’re a gnome and my great-auntie sails a threemaster through the sands of Anaurouch, alright!” The elf looks at the dwarf with a remarkably mild expression. “I do admit I am somewhat vertically overendowed. But for all intents and purposes, yes, a gnome. Fitzworth Tiddlywink of Treewhistle. Pleased to meet you.” The elf…ah.. tall gnome extends a hand to the dwarf, who shakes it as if he were trying to pump water. “Grismar. Of the Stoneburner clan. Much pleased, yes, much pleased to find myself in company again. Since my hunting partner was killed by some foul undead, it’s been lonely out there.” He jabs a thumb over his shoulder, towards the door. The figure to my left sits up a little straighter and makes an almost imperceptible nod to that statement.

A piercing screech draws everyone’s eyes to the corner of the table where no one had yet taken a seat. I startle. A barstool slides into the empty spot, and a stout, ruddy-cheeked halfling gets on the level with the surface of the table. He holds a wine glass as big as his head. “Evening, evening, landlubbers. Fillegan is here to share a glass with you. How do you all find yourselves tonight?” Grismar extends his beer stein to halfling’s glass for a violent mid-air clash. Fitzworth gives a cheery nod, and the man to my right gives a hearty smile, displaying an orderly set of immaculate teeth. I bob my head a little, then startle as the man to my left speaks. “Well met, halfling. Name’s Kurwin. What’s yours?” “Fillegan. With double ll. I am of the hin, and I come from the sea, but have come ashore in the hopes of fortune and comfort.” Kurwin clears his throat with the sound of moving gravel. “Good luck, halfling.”

By now, Grismar has poured the contents of his stein down his throat and slams it back on the table. “What about you then,” he asks, as he points at my amber-eyed neighbor with one hand and beckons a tavern girl with the other. “you’re not from this town or the next!” The man gives a brief laugh and shakes his head, causing a lock of hair to almost, but not quite, fall into his eyes. “Certainly not this town or the next. I have come north from Halruaa. My name is Chand.” He turns towards the tavern girl who responded to Grismar’s waving and says “A round for the table, if you don’t mind.” I can see the girl’s pupils dilate from here, but she takes stock of our drinks all the same.

That leaves me. And as if everyone at the table has suddenly realized the same, they turn. Lliira help me. I straighten my back a little, pin a smile in place and try to sound normal. “Uhhh.. I.. I’m Sumu. I’m here because I was asked to come… By the abbess… Because I serve Lliira… And uh…” Lliira delivers me, be she thanked, for the tavern girl puts a full glass of mead in front of me and holds out her hand for the empty one I still have a white-knuckled grip on. I hand it to her and use the movement to shield my face a little.

My deliverance is not yet complete, because the tavern door swings open with some force and a man strides through the door. A shiver runs its many feet down my spine. One of them! The scoundrel looks around the tavern, dismissing farmers and woodcutters in turn, then makes it to our table in three smooth steps. He slaps a piece of paper down on the table, then faces the bar and tosses the barkeep a purse that falls heavy with gold. “Keep them all in drinks tonight, friend. Oh, and give some beds to those folken in the back. They need to be on their game tomorrow.” With that, he is out the door as suddenly as he came in.

Chand picks up the paper and begins to read.

Hail to thee of might and valor.

I, a lowly servant of Barovia, send honor to thee. We plead for thy so desperately needed assistance.

The love of my life, Ireena Kolyana, has been afflicted by an evil so deadly that even the good people of our village cannot protect her. She languishes from her wound, and I would have her saved from this menace.

There is much wealth in this community. I offer all that might be had to thee and thy fellows if thou shalt but answer my desperate plea. Come quickly, for her time is at hand! All that I have shall be thine!

Kolyan Indirovich
Burgomaster

We ask each other questions. Who is this person? Why us? What does he mean? Along with what is said, glances fly across the table. The real question is thick in the air. Will you go? How about you? And you? And I? It’s said within the faith that when Lliira wants something for you, she leaves no doubt. While that is often comforting, I catch myself wishing for an out. “Lady Joy, please let me accept what I cannot change.” I mouth, silently. With that short prayer I turn my mind to other matters.

The mead is lovely. Thick and sweet, but citrusy enough not to be cloying. I nurse my third glass. Grismar, now on his twelfth beer, gesticulates his way through a yarn that involves smashing vampire skulls. Previously, Fitzworth talked about the tree his village is named after. At some point, Kurwin opened up his leather book, picked a bit of charcoal out of the band of his hat and sketched a quick likeness of Fillegan who was just then distracted by Chand as they discussed some news of piracy and trade routes. Suddenly, Chand slides his chair back, stretches, and announces he is off to bed. Apparently, he says, there is work to do in the morning.

I’ve got to give it to him: a real bed sounds wonderful just now. The tavern girl points me to a room and takes care to tell me how to lock the door. I nod, smile and stumble over a thanks, then quickly close the door.

Before a single rooster has even crowed, someone knocks on the door. Not too long thereafter, we’re all back into the common room. Some of us are a bit more bright-eyed than others, but that mysterious letter must have gotten to us all, because we find ourselves on the road in no time at all.

The first wisps of fog soon form around our ankles.

###

We approach a gate. It is flanked by two statues, both of which have their heads lying at their feet. Grismar hems and haws a bit, rubs the stone then says “No one’s looked after these for at least 3 centuries.” That is when the gates swing open with the rough sound of rust flaking off ancient hinges. It feels like a pit has opened in my stomach along with that gate, but what is there to do but go through. A thick, old forest crowds around us as we stand in the road. It smells of long-forgotten nightmares.

The gate is not that far behind us when another smell hits us. The source is easily found: a young man, dead, a little distance from the road. In his hand, another letter, almost identical to the one we found last night, although it identifies the evil as a vampire. Kurwin informs us that the young man likely died of a wolf attack and that the size of the prints indicates very sizable wolves indeed.

Before I have recalled the benediction of departure, a howl echoes. One voice. Then a second. I grip my staff tight and see Fitzworth mouth a familiar-looking spell to his club. A third, then a fourth voice joins the eerie chorus. Kurwin is getting noticeably twitchy. Fillegan begins swinging a grappling hook on a rope. A fifth howl starts up and Kurwin shakes his head. “Move, now! Stay on the path and keep walking fast.” No one objects, least of all me.

Some time thereafter the forest falls away from the road, even if the mist stays. As the trees fade, so does the howling. We continue our march at a more relaxed pace, until the road brings us into a village that appears entirely abandoned. We wander down the street that cuts through the middle of the town and see nothing but shuttered windows, until we reach the nice, taller houses in the center of town. There, we are approached by two children in unusual dress. They seem distressed and babble about lost parents, a baby and a nurse, as well as a monster in the basement, which was kept locked up by those same, lost parents. Chand takes an interest, squatting down and even letting the younger child hold his hand. They quickly share that they are called Thorn and Rose, and point out to us the house in which they say they live.

Kurwin fairly vibrates with unease and murmurs about a lack of footprints from the children, but most of the others are curious enough to want to look into the matter. We peek into windows and even send Fillegan up to look in at a higher story, but nothing seems out of place, except that the children seem to be unable to answer any questions about the duration of their parents’ absence or the fate of their baby sibling. I can’t blame them – I’d be scared out of my wits too.

Eventually, we enter the house, hoping to locate an adult who serves as guardian to these young ones.

The house is clean and well kept up, and is fair brimming with depictions of windmills. All trim is exquisitely carved, even if close inspection betrays hidden horrors in the at first sight delightful work. We work together to clear the ground floor of the house, and I am a little comforted about my own tightly-wound nerves when Kurwin reflexively aims for a taxidermied wolf, reducing it instantly to fluff. We find no entrance to the basement, however.

Soon, we take the main staircase to an upper level. The stairwell contains a family crest (of a windmill), but also portraits. We spend some time trying to date the painting, but other than the number 647, which may, or may not be a year, we do not find a clue.

The hallway is lined with suits of armor, which are eerie, but otherwise unthreatening. The music room has a harp and harpsichord, which remind me of the ones we have in Mirth’s main concert hall. Chand makes a skeletal hand appear (he himself seems somewhat surprised) and plays a small ditty. If we were not yet convinced the children are not what they seem, Rose’s sudden appearance to play along with Chand’s melody settles the point. Kurwin radiates with a sense of righteousness (not undeserved, I admit) and I decide to one day ask Chand what he was playing. It was a nice melody – good for dancing. It may have to wait until I can talk to him without stammering.

The library is an inviting place, with a desk stocked with although the selection of books seems haphazard. We soon find a fake book and upon bestirring it, we see an entrance to another room appear. Here, the books are quite curious indeed. There is also a chest with an skeleton sticking out of it. We approach it cautiously, and find the old chap is clutching a letter. I don’t recall the exact words, but it is signed by some ‘Strahd von Zarovich’ and seems to gloat at some other man’s misfortune. There is something there about a stillborn child. Is it possible that this is the little brother that the children spoke of? Next, we find deeds to the house, as well as a windmill (no surprise there), as well as a will listing our unsettling youngsters as beneficiaries.

There is another room on this level. Probably servant’s quarters, as it contains some uniforms and is sparse compared to the luxuries of the house.

The next level up catches us by surprise for here all is dusty and riddled with cobwebs. The suit of armor standing in the hallway is a matte black and properly terrifying. As we get closer, the glove releases, bringing it’s weapon hurtling down upon us. The fight is mercifully quick.

We stumble on, quickly finding ourselves in a small store room, where we are assailed by a broom. It is a strange irony that the wolves of this place howl frightfully but easily puff into dust and cotton wool, where empty armor and household articles are fearsome forces. I make mental note to bring this up later, hopefully to humorous result. It turns out that none of my companions are domestically inclined. To a fault, they fail to handle the broom and it takes us embarrassingly long to subdue it.

The main suite upon this floor is gorgeous. It clearly shows it’s age, but the bed looks firm and the mirror is still clear. It showed me nothing out of the ordinary (in as much as my endless rat’s nest of hair counts as ordinary), but it caused Chand to startle and turn away immediately. Not sure what that was about – Lliira knows that admiring one’s own good looks is not an unworthy act. I decide not to remind him of that in the moment.

Fillegan and some of the others have bent themselves over a small box and are ooh-ing and ah-ing. They pull out a very well-wrought necklace, as well as some rings. We then turn our attention to a small door, which we open most carefully. A crib stands covered, with a ghostly appearance bent over it. We barely move before it flies towards us, and we are forced to defend ourselves. Kurwin takes and awful blow, from which he cannot seem to rally. Once the appearance is defeated, we turn our attention to the crib, where a swaddled bundle lies. It is empty, which disturbs us all. Another mirror hangs here, and we soon find that it opens, leading to a staircase.

All our nerves are frayed right now, so we decide to retreat to the bigger suite and take some rest there. I notice no one wants to sleep on the bed, or look in that mirror. I offer to take watch, and spend most of my time in quiet contemplation, until I hear crying coming from the nursery. It seems there is still an echo of suffering there, so I pour a few drops of holy water into the palm of my hand, dip my fingers and fling them into the crib and onto the ground in front. “Lady of Laughter, please bear witness to this great pain and be a balm to it. Please allow wild grief change into calm acceptance and then to glad remembrance. Please take up the one who was so very young – this child of greatest innocence and happiness, and let him always play and be merry with you. Please mend the heart of she who loved so fiercely and protected so fiercely, but whose love was cruelly curtailed and cut off, leaving bitter dregs to tie her down in suffering. Please hold them in warmth and comfort and let them dance with you.”

I’ve managed not to wake up anyone, and I feel a little better.

Curse of Strahd 0: the Party

Chand

Human sorcerer / warlock. Charming as the larks above the field, and sly as the foxes in it. Striking of looks and smooth of tongue, Chand is used to getting what he wants. Which is power. Preferably lots of it. Quick to see who is a strategic ally and who can prove a useful shield, he reads social situations like others read books. Possessed of powerful magic, he is on all terrains a force to be reckoned with, though he prefers to keep above the fray where possible. His origin in faraway Halruaa gives him an interesting perspective on matters, and makes him a person of interest on most of the realms.

Has a strong interest in lycanthropes, but has not shared why.

Fillegan

Halfling rogue. This stout merchant mariner chose a land-based life for nebulous reasons. Cheerful of disposition and never one to say no to a drink, he provides light-hearted cleverness with a side of acrobatics. Always willing to scout ahead, he saved his comrades from more than one surprise.

In it for the thrill and the adventure.

Fitzworth

Gnome druid. Don’t make the mistake of calling Fitzworth an elf – his looks sure are deceiving. He is a man with a passion. A passion for nature, for balance and for never again making the kind of mistake that severely damaged the heart of the gnomish settlement in which he, a foundling, was so lovingly raised. While plagued with self-doubt, he has a fierce temper once roused.

He hopes to find a way to redeem himself for his past mistakes, and regain his confidence.

Grismar

Dwarven fighter. This formidable fellow and talented weaponsmith has been hunting the evil beings of mists and night since the human village in which he’d set up his anvil was attacked. First, he learned to bait and ambush vampires, then he studied fighting them most efficiently. Once his mentor fell victim to their chosen quarry, he sought out new companions to aid him in fighting that which he despises most.

He is motivated by the thrill of the hunt, the joy of killing evil things and the comradery of a raucous night on the town.

Kurwin

Human ranger. A man of few words, but amazing reflexes. Tracker and wilderness expert extraordinaire. Keeps a journal faithfully, and is quick to help a fellow adventurer in need. Does not sleep easy, but has not chosen to share the reasons for this with those he travels with. Hates all undead things with a passion.

Even his smallest whisper manages to capture everyone’s attention, and his advice almost always rings true.

Sumu

Human cleric. One favored by the goddess Lliira is expected to be happy and joyous and light of heart. This fledgling cleric tries, and tries again, but commonly fails to conquer her fears. Kind of heart she is, and quick to help, but often self-absorbed to the point of nigh-paralysis.

Her reasons to travel are two-fold: her abbess told her to go (and Sumu is nothing if not obedient), and she is desperate for answers to her own questions, despite already knowing more than she lets on.

Ismark

This native Barovian decides to throw his lot in with the group of outsiders after they help him bury his father. The taunts leveled against him by some of the locals have made him decide to try for dominion over all Barovia, as long as he can keep his sister safe. He’s got the heart of a lion, and pride enough to not let any insult stand.

Samael

Human paladin. Another outsider, captured by the mists. On his trusty steed, the lovely mare named Dusk, he’s ready to fight undead wherever he finds them. Gets surprised by the party on the road, but quickly decides to travel with them as they explain the nature of the conundrum that they face.

Has enough steel in his backbone to put a dwarven clan to shame.

Ireena

Human fighter. The adopted sister of Ismark took some time to come into her own. Threats to her own life left her unwilling to pick up a weapon in righteous anger, but when one of her erstwhile protectors fell to ancient evil, she felt compelled to set her sights on the cause of all that has befallen her loved ones.

Now that she is here, she is a force to be reckoned with.