Dreams and Dismemberment

Awaking in their soft feather beds the party opens their eyes to the dawn of morning.

Confused and dazed, the awake and make their way downstairs to the common room of the Fallen Staff Inn and are greeted by a familiar face.

Loman O'Carra greets the party, and notices their troubled and confused faces. They recount their dreams. Startled by the seemingly shared dream, Frug showed the innkeeper scars on his back and the stained linen shirt where the trapped door had carved him up. The wound, while appearing healed, still showed signs of being a relatively new wound.

Eberk interrupts the recount, questioning Loman if he had seen Ander and where he might be. His belonging were not present in the room, and the bed looked slept in.

"Ander left in a huff this morning, muttering to himself below his dark hooded robe. He burst out the door before the break of dawn while the bakers were still busy preparing breakfast."

Loman returned to the puzzled party, with serving trays of bacon, warm bread and fresh fruit, and continued, "Eberk, Father Philibert had sent a fledgling cleric while you were sleeping. Said that the Father was aware of your arrival and would like to speak with you."

The party finished breakfast, and thanked Loman for his hospitality. Continuing into the streets of Farwater and hustle and bustle of the trade center.

A small trading city and port town, Farwater is nestled south east of the Bracken Ridge, on the shores of the River Lars. The convenience of the merchant ships and the close proximity to Winterhaven by road makes this a town that lives and breaths on trade. A church of Lathander, a blacksmith and a large market square encompass most of the large buildings as the party follows the trading wagons into the center of town. A large red shingled roofed house lies beyond the square, and the church of Lathander to the east.

After liquidating some of the treasure found in the dream but not a dream world, and a confrontation about a small soft bag made from human skin, the party headed towards the church. Eberk and Frug working their way across the square, a cutpurse tried to rob Eberk, but was apprehended and spared by Frug's mercy.

After arriving at the church, Father Philibert was roused by Sister Agnus, a small frail woman who oversees the day to day running of the church and menial tasks.

Refuse and Reunions
Death House

Eberk and Torrin awake from a fitful sleep in the cold, dank basement beneath the Victorian era townhouse to find Loman has disappeared sometime during their nights rest without a trace.

Regretfully, and worried for their companion, they press on through the labyrinth and stumble upon a room with a large wooden sculpture of a handsome, gaunt man and a large wolf. Torrin continues to work through the room and down an isolated hallway to find what appears to be a small pile of linen. Being wary of the previous days conflicts, he readies his great sword and calls out to the pile of cloth which moves.

Underneath the pile of cloth, a small gnome appears with a bow seemingly too tall for the small creature. He introduces himself as Frug, a ranger that became lost running through the house trying to escape some ghastly horrors. He had found this isolated hallway sometime during the night and attempted to hide in the dark corridor to escape unnoticed.

Frug joins the party, eager to escape the nightmares and the chanting and seeing that an advantage of numbers is better than continuing the foray solemnly.

Further investigation of the large chamber, had Torrin fiddle with a large glass orb and awaken some Shadows from the dark. After a couple of close calls, the party dissipates the aggressors and continues their investigation of the ominous room and statues. A misuse of strength, and Eberk removes the arm of the gaunt man, and sheepishly sets it beside the statue.

Frug and Torrin's keen eye sight finds a slightly covered door that leads from the basement to the den on the first floor of the townhouse. Frug's inability to open a large wardrobe had Torrin resorting to his barbarous strength to open the furniture to a cash of range weapons on a deck of cards.

Torrin starts fiddling with the cards and notices that the King cards in the deck have a striking resemblance to the statue in the basement below. After showing Frug and Eberk the party presses on.

A twang of conscience and guilt pains Eberk, and he requests the party to accompany him to bury the bodies of the children upstairs in their crypts below the house. After regressing upstairs to the attic and to the locked room, Frug questions why the party has the door locked. A quick run down, and a confused glance from Frug, he readies his bow as the party unlocks the door and proceeds inside.

Torrin embraces his inner father and with the help of Frug, quell the children's ghosts while Eberk rolls the bones into his bedroll out of sight. Torrin proceeds to read stories to Thron while Rose looks on and Frug anxiously tries to avoid drawing his bow. The book Torrin is reading at the request of Thron is called "Stories of Barovia" and Thorn's favorite story is about a man names Count Strahd Von Zarovich and the Tatyana. Eberk is hastily making his way to the crypts and begins a burial ritual that he oversaw while working in a chapel of Lathander.

Torrin continues reading aloud to Thorn while scanning the book ahead it dawns on him that this is not a tale of romance, but a tragedy. He tries to delay, much to Thorn's disapproval. As Thorn is lashing out over Torrin's laggard reading, Rose disappears in a burst of Divine golden light, as Eberk completes the burial ritual in the labyrinth alone.

Thorn starts uncontrollable crying and grows increasingly angry with Torrin and his deception. Frug placates the boy by saying that soon he will be with his sister and should let Torrin finish the story for him that he was enjoying. Torrin reluctantly continues reading and discovers that Tatyana had fallen in love with another man named Sergei, Strahd's own brother. As Torrin begrudgingly reads on, before getting to the conclusion of the tale, Thorn's expression changes from anger and depression to pure bliss and his form is illuminated with divine light within and dissipates as Eberk completes the burial ritual for the boy.

Frug and Torrin rejoin Eberk in the crypt and catch each other up on what had occurred. Proceeding further, the party clears out an abandoned living quarters and proceeds deeper into the labyrinth. They stumble upon a large room, with alters and various offerings. Eberk is unable to discern what possible outcome this could lead to through his knowledge of the Divine. After inspecting a prison, a hinged wall gives way to a large water filled room with a raised dais.

Cautiously the party enters the large room. Torrin and Frug approach the dais while Eberk inspects the room for details. As Torrin and Frug begin climbing the immaculate white marble stairs, they can see a pristine alter, with a crimson stain that has seeped into the alter and the floor below, with a pair of wrist chains hanging from the ceiling.

After Frug and Torrin reach the top of the dais, thirteen shadowy apparitions appear around a raised balcony surrounding the chamber.

"One must die" echoes through the marble lined underground cavern as Loma O'Carra appears in shackles unconscious above the raises alter. The adventures try to free Loman, snapping thieves tools and blunting a sword before trying to flee. The shadowy apparitions begin chanting

"Logath the Decayed, we awaken thee!"

A shambling pile of refuse rises from an alcove and begins advancing towards the party and the dais as Torrin, Eberk and Frug ready for battle. Echoing through the chamber, the voices ring in the adventurers ears:

"The end comes! Death be praised!"

The shambling pile of refuse rounds on the party and is felled finally by Frug's steady shots, Torrin's sharpened edges and Eberk's divine guidance.

The chanting stops and the cavern begins to quake. As the party looks back to the hanging shackles to free Loman, they find him missing.

The party races to escape the underground dungeon and as they arrive in the den of the townhouse through a trap door, the house has changed.

Black smoke billows out of the fireplace choking Torrin, the windows are bricked shut and the only light is from the single torch being lit.

Fearing that the house is collapsing around them, the party darts through the door to the main hall. Eberk and Torrin make it through quickly, while Frug falls unconscious as the blade trapped doorway mortally wounds the gnome ranger.

Torrin grabs the unconscious and bleeding form of Frug and rushes through the main hall, escaping the poisonous smoke that fills the air and through the front doors into bright light….

And then darkness.

Death and Undeath
Death House

After awaking from a lengthy rest, the party leaves the un-barricaded master bedroom and continued to explore the house making their way to the remaining room. Upon further investigation (and some butter fingers by Torrin) a large mirror was smashed and a specter dressed in nurses clothes descended on the party.

The party fought bravely against the undead monstrosity, but Ander; a cleric of Lathander was felled. Loman and Torrin lashed out in vengeance, expelling the specter. After mourning, the party continued after removing valuables from Ander's still warm body. Loman and Torrin enter the adjoining nursery and discover and empty crib with no sign of Thorn and Rose's supposed baby brother. After returning to the nurse maids quarters, Torrin discovered a hidden passageway to the attic of the well kept but seemingly abandoned house.

After entering their attic, Loman heard the sounds of footsteps from the floor below and the yelling of a man in grieving. Torrin and Loman readied their weapons and happened upon a stout dwarf. After a tense situation and a diffusing of the situation, Eberk, a follower of Lathander and companion of Ander joins the party to cleanse the house and avenge Ander.

The newly formed party stumbled upon a locked door in the attic, and after a failed attempt and using some thieves tools found in the house, Torrin remembered a key he had found early and removed the lock.

Upon entering the room, a realization pours over the party as they discover the skeletons of two small children, that the children found earlier were not what they seemed.

Torrin's innate curiosity lead him to play with a small model windmill in the room and awaking the spirit of the boy Thorn.

Loman with his weapon at the ready and Torrin drawing his great sword, was stopped by Eberk, who amidst new companions and a potentially terrifying situation calmed the ghost of Thorn. After a quick discussion, Rose in her spiritual form appeared, and after some clever phrasing from Torrin, showed the party a very intricate doll house. Closer inspection showed a secret entrance across the hall that had not been discovered.

After exiting the room, and barely escaping the intrusion of spirits into their body, the party discovers the entrance to the basement and enters the cold, dark, earth below.

A dull hum of noise echoes through the dark as the party navigates the labyrinth below the town house. The party enters a section of a family crypt and proceeds to perform deeds of grave robbery.

Unfortunately for Torrin, the final crypt tomb has been filled will hundreds of centipedes. After an a successful extermination effort they continue into a large abandoned dining room. Torrin's continued bad luck has a Grick drop from a high shelf while raiding a larder.

After a short rest, the party continues through the labyrinth the chants grow louder and louder. Upon a cross roads they are ambushed by a gang of four ghouls who were more enthralled in eating their fallen comrade than attacking the party.

The newly born kleptomaniac Torrin starts raiding an adjoining bedroom and startles a man eating mimic wardrobe.

After stumbling into an abandoned room, Eberk's curiosity with a foot locker at the end of the bed. This awakens a pair of Ghasts that were the previous owners of the house, Elizabeth and Gustav Durst.

After felling their foes, they secure the room, and Loman takes watch while Eberk and Torrin take the bed for some well deserved rest. 

Upon waking, Loman was no where to be found

Fog and the Mysterious Vale
Death House

After adventuring into a forest and getting lost in a deep fog, Torrin, Loman and Ander find themselves in a mysterious vale surrounded by an enclosing fog.

They approach a large, white Victorian style townhouse with two children standing outside the wrought iron gates of the house.

After speaking with the young girl Rose and her younger brother Thorn, they discover that their baby brother is still in the house and there is a monster in the house.

Ander, Loman and Torrin enter the house and explore the first two floors. Torrin won a hand to hand combat encounter with a suit of ornamental Animated Armor and bravely fought with a cursed broomstick narrowly escaping being gored and turning it into match sticks, much to the entertainment of Ander.

Meanwhile, Loman had discovered a secret room and had passed on a deed to the house, a nearby windmill and a letter written with disdain.

After securing a master bedroom, the party barricaded the door and made rest for the night


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