Such a Quiet Village

Our motley crew finds themselves standing alone in the streets of a village, pies in hand after their meeting with the elderly pie merchant.  Anet and Thixian eat a serving of their pies while the rest of the gang opt to wait before eating any. 

 They decide to continue into the town, finding most of the houses dark and boarded up.  Few houses have light emitting thru cracks in windows that are also boarded up.  A heartwrenching wail is heard drifting thru the street from the distance.  Light shines from a building with a sign that says "Bildrath's Mercantile".  They decide to visit the mercantile to see what they might find out from the owner. 

They meet a rather no nonsense type of man who stands behind the counter.  Kodiac inquires about replacing some of his arrows, which he's told they are groups of 20 for 10 gold pieces. Not having enough gold, Kodiac offers the man his pie in exchange for the arrows.  "I don't think you heard me - 20 arrows - 10 gold pieces" is his reply.  Kodiac asks for information in regards to the old lady from whom they purchased the pies from and is simply told "She's an old lady and she sells pies". Thixian quickly realizes that the party does not have enough gold coin in their possession to make any purchases but does manage to sell the embellished sword that he found in the Durst mansion. Hoping that the exchange might have softened the merchant a bit, Thixian asks a few questions in regards to the town.  He's told that the town sucks and if they don't buy anything, they suck too. 

Kodiac again tries to make a trade with Bildrath who tells him he doesn't trade - if he wants something bad enough, he will pay for it. Kodiac then makes the underhanded comment they could just ransack the store and take everything for themselves.  Bildrath calls his nephew, Periwhimple - from the back of the store. An intimidating figure, very large and broad of chest with muscles viably seen rippling beneath his clothes comes out from behind the back and stands beside his uncle. Velcar recognizes that the merchant only speaks one language - money - and the party is not willing to pay his prizes. Bildrath kicks them out of the store since they are wasting his time. 

The party moves on. Deciding to check on where the sobbing noise they have heard is coming from, they make their way down the street.  Kodiac tries to look into a few of the homes but finds them boarded up and dark but opts not to enter any of the dwellings.  They make their way to a two story townhouse where the sobbing is coming from. The house is dark, the only sign of life is a gut wrenching wails. Thixian checks the door and finds it unlatched, which they push open.  

They peer inside and find a woman on the floor, crying and clutching an item to her chest. Velcar is


weary after the incident at the Durst manor so he uses his senses to alert him of anything out of the ordinary. The grief of the woman is overpowering, but he feels safe enough with his assessment that this is just a woman overcome by a strong sense of loss and pain. 

Thixian hesitantly approaches the women and gently speaks to her.  The woman responds to Thixians soft touch on her shoulder and between sobs wails "Gerturda is gone!" Thixian sees that the item she is clutching is an older, misshapen doll.  Velcar speaks to the woman from outside the doorway, but she does not respond to him, her eyes fixed upon Thixian and seems unaware of anyone else in the room.  Thixian asks how long Gertruda has been missing and that maybe they will be able to find her.  The woman tells Thixian that her daughter has been missing for over a week, that she broke out of the home and has not returned but she has no idea where her daughter could have went, only that she is gone.  Velcar, confident that the situation does not appear to be of supernatural making, enters the home to approach the woman. The dog found in the Durst manor enters on Velcar's heels.  She quickly recognizes the dog and calls out "Lancelot!".  Velcar asks if the dog belongs to the woman and she says that the dog was Gerturda's and was also missing when Gerturda left.  Kodiac, realizing the dog was found in the Durst Manor, makes the assumption that Gertruda was also in the death house and most likely is gone.  He asks the woman if Gertuda is a child but the woman pays not attention to him. Velcar, trying to show the woman kindness, offers her his pie, but she shows no interest in it, instead clutching the doll closer to her chest. Realizing that this woman is unable to provide any additional information, the party makes the assurance that they will try to find her daughter and they leave.  As they shut the door behind them, Lancelot runs out and resumes his place at Velcar's heels.  The party decides that the woman is in no shape to care for the small dog and decides that the dog is better off with them anyway. 

Thixian suggests that they head to the tavern in town, that maybe someone there might have information about Gerturda.  They come to the tavern, a single shaft of light thrusts illumination into the main square, its brightness looking like a solid pillar in the heavy fog. Above the gaping doorway, a sign hangs precariously askew, originally proclaiming this to be the Blood on the Vine tavern, however, someone has scratched out the "N" in the word "on", so it now reads "Blood of the Vine".  

 


Entering the establishment, they notice what was probably once a finely appointed tavern has grown shoddy over the years. A blazing fire in the hearth gives scant warmth to the few huddled souls within they see - the barkeep who stands behind the counter cleaning wine glasses, three women sitting together conversing that Thixian recognizes as possibly being Vistani , and a blonde man sitting at a table alone drinking a glass of wine.  

Kodiac, who runs a bar in his own village, strikes up a conversation with the barkeep in the hopes to finding more information in regards to their location.  The barkeep looks up from the glasses he's cleaning and asks if they would like some wine, quoting the prices for both a glass as well as by the pitcher.  Before Kodiac can ask more, the man sitting at the table walks over, introduces himself as


Ismark and offers to purchase a pitcher of wine for the party and invites them to come join him at the table so they can talk. 

While the rest of the party joins Ismark at his table, Velcar senses something is not right with the barkeep. whom Ismark addressed as Arik.  He hangs back for a few minutes to observe the man's actions.  Without acknowledging Velcar, the man continues to clean the row of glasses before him.  As he finishes wiping down the final glass and checking that it is spotless, he then returns to the first glass and resumes cleaning the already previously spotless glass.  Velcar finds his behavior to be very strange and unsettling.  He approaches the bar and looks at Arik, who only responds in asking if Velcar needs more wine, and then goes back to wiping the glasses.  Velcar, feeling something isn't right with the man, decides to join the rest of the party.  

Knowing that the party is new to Barovia, Ismark begins to ask how they each came to be in the land.  Thixian explains that her and Anet came from Daggerfell, which Ismark has no knowledge of, and that they each found themselves in Barovia thru different means. Ismark explains that they are in the Village of Barovia and that sadly, when people are brought to Barovia, they cannot leave.  He acknowledges that they party seems like strong adventurers and that he has a problem that they might be able to help with.  His sister, Ireena, has captured the attention of the lord of the land, Strahd Von Zarovich, and this has made for an uncomfortable situation.  Ireena does not return the affection that Strahd has shown her, mentioning that Strahd has come to Ireena twice so far, although she has very little memory of the encounters.  He's hoping to find someone who might be able to escort Ireena to the city of Vallaki. He feels that if she leaves the Village of Barovia, which is directly under the watch of Strahd, that maybe he will forget about her and leave her alone. He explains that his father was the Burgomaster of the Village of Barovia but his father recently passed the night before.  When questioned as to who exactly Strahd is, Ismark becomes somewhat uncomfortable and offers the party quarters at his home where they can talk in private. 

Before leaving, Velcar asks Ismark about the barkeep, mentioning that he has been observing the man and that he continues to do the same action over and over and over. Ismark lowers his voice to just above a whisper and tells Velcar that Arik has no soul - "Not everyone who lives in Barovia has a soul" .  This takes the party aback. Velcar says that a man cannot live without a soul but Ismark says they body can still survive, he's alive as anyone else, he just has no soul.    

Kodiac then asks in regards to Gertruda.  Ismark says the situation is very sad. He tells them that the woman they encountered was Mary and Gertruda is her daughter. He tells them that Gerturda had a fixation on Strahd and they believe that she left to go to him.  The villagers believe that Gertruda is most likely dead. Ismark looks over and notices that the three Vistani women seem to be paying a bit more attention to them then he would like, and again suggests that they leave for his home.

The party leaves the tavern and head toward Ismark's manor, with the party asking questions in regards to the village as they walk. Kodiac asks in regards to why the town is so downtrodden.  The simple answer is that Castle Ravenloft is directly overhead and that Strahd has a clear view of all that happens in the village, creating an unhappy living situation.  Many have left to safer portions of the land, others have found death.  When asked if Strahd controls the mist, Ismark answers that the mist has always been when Strahd has been there, and Strahd has always been there when the mist has been, but he cannot say which one controls the other. 

They arrive at the Burgomaster's mansion - a weary-looking mansion behind a rusting iron fence. The right gate lies cast aside, while the left swings lazily in the wind. Weeds choke the grounds,yet the growth  near the home has been tramped. Heavy claw markings have stripped the once-beautiful finish of the walls. Great black marks tell of the fires that have assailed the mansion. Not a pane nor a shard of glass stands in any window. All the windows are barred with planks, each one marked with stains of evil omen.  Kodiac sees the state of the manor and asks Ismark what has happened to bring such wrath upon his home.  Waiting til they are inside and the door is closed and bolted behind them, Ismark tells them that every night, Strahd sends wolves to the house to spy on Ireena.  He offers to go get Ireena for them to meet if they would like, but the party decides they would like to know more about the situation first, before they meet her, so that they can talk without making her uncomfortable.  The party also notices in the next room, surrounded by candlelight and wilted flowers, a coffin with a man inside. They inquire about the coffin, and are told that is the previous Burgomaster of the Village, Ismark and Ireena's father.  Ismark explains to the party that having Strahd's minions bombarding the house proved to be too much for his father's heart and he passed from a heartattack the night prior and that Ireena feels responsible for her father's death. Ismark asks if the party might help him transport the coffin with his father to the church in the morning, which the party agrees to help.

Thixian  inquires more in regards to the land of Barovia and about Strahd.  Ismark recommends that prior to midnight, the party should make their way to the church, that there is something they should see that might explain things better than he could.  He tells them that the party is not the first visitors to Barovia and that what they will see at the church is those who came to Barovia before them. 

Kodiac then asks if Ismark can bring Ireena down so they can meet with her.  Ismark leaves and a few


minutes later, returns with a beautiful young woman with long auburn hair cascading down her back and shoulders. Upon seeing Velcar, she hesitates for just a moment before descending completely down the stairs, as if she recognizes something about Velcar that puts her at unease. However, while reserved, she is still friendly with the party. She tells the party that her memories of the events with Strahd are pretty foggy in her mind, and her comments about Strahd are very similar to what others have said - but unconsciously touches the side of her neck, which Kodiac notices immediately.  He asks in regard to what is wrong with her neck.  Ismark instantly remarks "That treacherous piece of shit has bitten her twice!".  She gently pulls her hair away and two puncture marks can be seen in the soft flesh.    Velcar, knowing what the bite marks represent, becomes uncomfortable and announces he needs to step outside the manor. Ireena responds "I think you should do that".  Velcar knows that Ireena suspects what he is, while the others in the party may not, and gives her a reassuring nod and steps outside.  Kodiac follows behind him to provide company and safety in numbers.  

While standing outside, Kodiac and Velcar decide to investigate more outside.  TKodiac, a ranger,  notes that the trampled grass and claw marks on the home seem to be caused by fairly large wolves. Velcar recognize the dragging footprints to be from possible ghouls. They both note that there are a number of bats hanging in the trees around the home, however, these bats seem to be watching them as they move around the home. Kodiac pulls out his bow and aims at one of the bats, taking it down.  The other bats do not react. 

Inside the home, Thixian asks Ireena what her wishes are in regards to going to Vallaki.  She states that she's willing to go, especially to help keep her brother safe, but she will not go anywhere until her father has been laid to rest.  Thixian reassures her that the party has already agreed to take her father for a proper burial in the morning.  

While conversing, Thixian decides to ask Ireena what she knows about the Vistani people as well as to inquire her knowledge in regards to Madame Eva and where the party can find her.  Ireena agrees to tell the party how to get to Tsar Pool, where the Vistani people keep camp.  She also tells Thixian that Madame Eva is a very intelligent woman and that she can be trusted, but the Vistani people are spies for Lord Strahd.

Ismark and HALO joins Kodiac and Velcar outside, reminding them of the time and mentioning that they should visit the church. He offers to walk with them, showing them the way and guiding them thru the metal gate surrounding the graveyard adjacent to the church, while Thixian and Anet opt to stay with Ireena to keep her safe. 

As the bell of the church tolls midnight, an eerie green light suffuses the graveyard. From this light emerges a ghostly procession. Wavering images of doughty women toting greatswords, woodwise men with slender bows, dwarves with glittering axes, and archaically dressed mages with beards and strange, pointed hats—all these and more march forth from the graveyard, their numbers growing by the second. 


Ismark tells the men "Each night, these adventures attempt their quest, each night, they fail, each night, they try again.  These are the adventures brought to Barovia before you. "   Kodiac picks up a rock and throws it towards the ground in front of the biggest barbarian in the group.  The rock hits the ground and slides, passing thru the image of the barbarians foot as he marches in the procession.  Kodiac asks where they are going and is told they march from the church to Castle Ravenloft hoping to defeat Strahd, only to throw themselves down into a shaft in the crypts of the castle, reappearing the following night to do the same.  He tells them that these adventures are not buried in the graveyard, but for whatever reason, they originate from here each night.  Velcar states that he has traveled near and far thru all the regions of Faerûn and has never seen anything as disturbing as what he has just observed.

Heading back to the manor, the party decide get some rest before the funeral. Velcar finds a chair while the other's retire to the offered beds.  


Thixian and Anet, under the influence of the dream pies purchased from the street merchant, find themselves both having very vivid, pleasant dreams.   Thixian dreams that he is performing in a tavern, the gold clinking into his tip cup, the barmaid bringing him plenty of wine while the patrons enjoy his performance.  Anet dreams he is running thru a sunlit forest, chasing after a large white stag, a prized trophy he has chased for a long time.  After 8 hours, the two both awake refreshed and sad to find the dream has ended. 

Velcar, while not actually asleep but more in a state of meditation, begins to return to his awareness.  He's alerted to a presence outside and approaches the window to look thru a crack in the boards and sees hundreds of bats in the trees, staring towards the window as if they know Velcar is there. With a cacophony of squeaks and the sound of leathery wings, they take flight in the direction of the castle.  He whispers "Until we meet again, Strahd". 

The party enjoys a meager but sufficient breakfast before heading towards the church.  Ismark leads the


way, with HALO, Velcar, Kodiac and Anet carrying the casket while Thixian and Ireena follow in the back. As they approach the church, they find Father Donovich outside. Upon seeing the party but with his view of Ireena blocked, he asks who's in the casket, fearful that it is possibly Ireena in the box. Ismark clears up the confusion, informing the priest that it is his father.  The party sees that there are several empty graves waiting, as if death is common in this village and the church stays prepared.  The casket is lowered into the awaiting hole and Father Donovich begins to recite the last rights of the Morninglord.  Halfway thru the service, a thunderclap echoes across the now darkened sky.  Lightning flashes but only for a moment, and the sound of a horse's whinny and the crunching of gravel beneath the wheels of a carriage approaching is heard.  Father Donovich continues muttering the next part of his prayer, taking no notice of the changing weather or the new funeral attendee approaching.

The 30 feet or so back towards the church, a black carriage pulled by a pair of night-black, massive, but gorgeous Clydesdale horses, with their manes pulled back, braided and knotted in a formal arrangement, heavy leather, decorative barding around their barrel chests. They stop just short of the cemetery gate, the large black carriage coming to a stop.  A figure sits atop the coach’s seat, a heavy black cloak drawn up around their head, obscuring their features. They tie down the reins to the two behemoth horses to the seat, and slithers down with inhuman grace off the coach’s seat, and to the door of the cabin of the carriage. Flipping down a set of brass steps, the coach driver pulls the latch of the carriage door, bowing as they step to the side.

A heavy black boot finds its way onto the step. The dark figure strides towards the cemetery gates with tiger-like ease and iron-like confidence with something cradled in their arms, the heavy fog that blankets the ground swirling like little eddies in river with each footfall.

Velcar, with his enhanced awareness, hears the sharp intake of breath from Ireena, and Ismark shifting his weight.  Donavich’s whispered prayers abruptly cease. Time seems to slow as the figure from the carriage reaches the gate and pauses.

A moment. A moment more.

“Father Donavich. Would you be so kind as to come down here and open this gate for me.” And he extends his free hand up in the air, almost in half-wave - as if to only snag his attention.

Father Donavich goes...glassy-eyed for a moment, and takes one hesitant step forward toward the gate. He shakes his head, and then begins to waddle towards the gate, “Of course my Lord. I apologize for not having the gate open for your attendance.”

Donavich reaches the gate, and unlatches it, it screeching open on rusty hinges. The figure politely pauses and looks expectant at Donavich.

And just barely inside your perception you hear, whispered, “Please, my Count, come in.”

“Thank you, Father. Your service, as always, is a welcome Light in this land.” They step through the gates, fog spilling in behind him.

Just beyond the threshold of the gate, The figure reaches out and just rests a free hand on the large holy symbol of the Morninglord on Father’ Donavich’s chest, and bows his head and takes a moment, awaiting the blessing of Donavich. Donavich does not move - the lord of the land meeting the head of a Church at equal level, recognizing the power of both. No blessing is given however, and after a moment, the figure lifts their head, turns back towards towards the group and the currently exposed grave of Kolyan Indirovich, former burgomaster of Barovia.


Observing the man, the party notices the  militaritic yet graceful, sensual yet rough, and overwhelmingly powerful way he walks.. Gliding gracefully between the tombstones and up the roughshod trail, is this tall, imposing figure. Their head is held high, and the bearing is distinctly regal.

About 15 or so feet out, the visage becomes clearer. His hair is pitch black, touched at the temples with hair that just started to turn grey, his skin pale - even paler than the now blanched Ismark. His eyes are almost inky pools of black amidst a white sea, a brown so dark you almost lose the pupil. Alert, ever-assessing, and constantly calculating, the eyes barely shift from Ireena. His lips are tight, showing no teeth, and his features are sharp, angular, and aquiline. And every move he makes is pure liquid - no stiffness, everything deliberate, and rippling with restrained and potential power. His clothes are of an older make, deep burgundy and black clothes and leathers accented by golden threads and brass buttons, high military collar, and heavy black boots and a heavier black cloak. Trimming the cloak and across his shoulders is a black and grey heavy mink fur. Across his chest, a large oval ruby, set in a gold back, with a heavy gold chain.  No apparent weapons can be seen anywhere on his person. Cradled in his arms is a large bouquet of predominantly white lilies, but from where the pistils erupt - a blood red starburst pushes towards the tip.

He leans down over the grave, resting the flowers atop the coffin in its grave, as he does so, he plucks one from the bouquet, the largest and most beautiful of the bunch, and turns deliberately to Ireena.

“Please. Forgive my tardiness, for I had not been informed of my burgomaster..I’m sorry, your father’s funeral. Otherwise, I would have helped return him to the land myself. Please accept this small token in an attempt to woo your forgiveness, my beloved Ireena.” and bows, extending flower towards her - evoking an image of old ancient tradition and chivalry.

Quietly, tentatively, she reaches out her hand to take the lily, glancing about furtively to the rest of the party, caught between fear and courtly politeness. The politeness wins out. “It is ok, my lord. We are about to conclude the service,” and gestures to Donavich  “I wish not to inconvenience you, my Elder.”

 “Then, my bereaved Ireena, may I?” And he straightens himself to his full height.

And before he can receive a response he turns to face the coffin, and bows his head, and begins:

 

"Farewell, Illuminated one, until we meet again

We carry the sun in our hearts until then

Give us the strength to carry on

Until the next dawn

We greet your ally the Moonmaiden

Her silver light guides us until then

There is always another dawn

Farewell, precious sun."

Strahd takes a moment, squats by the grave, grabs a handful of gravedirt - and scatters it over the lilies.

"For in Death, life."

Strahd then turns to leave.  But as he does, his eyes leave Ireena only for a brief moment and makes direct eye contact with Velcar, who knows exactly what Strahd is and acknowledges that Strahd knows what he is. Strahd gets back into the wagon, the coachman closes the door and mounts the bench and they drive off.  Ireena, letting out a breath she has held for the longest of moments, collapses onto the ground, exhausted from the experience.  After a few moments, she recomposes herself and tells the party she is going to sit inside the chapel for a bit.  The party gives her a few moments alone before they also enter the chapel. 

Entering the chapel, the shouts of someone beneath the flooring quickly catches their attention.  "Father, I'm hungry!!"   Rather than investigating and upsetting Father Donovich, Velcar decides to go outside and speak with the Father to inquire about what is going on.  He find him outside covering the grave with dirt, to which Velcar picks up a shovel and assists in the job.  He then asks about the shouts coming from the basement. Father Donovich tells him that the man in the basement is his son, Doru.  Confused as to why the Father would keep his son in the basement, the Father tells him that it would be easier just to show him. 

He takes Velcar and the others with him down a trapdoor in the chapel where they see a skinny, dirty


individual shackled to the wall of the basement of the church. Even in the faint light shining thru the cracks from above, Velcar quickly realizes that the young man is a vampire spawn.  Donovich explains that about ten years ago, an individual came to town who said he could defeat Strahd once and for all.  Doru wanted to help and went with this man.  Most of those who went to Castle Ravenloft were killed, but Strahd changed Doru as a message for the Father.  He shares how he prays morning and night to the Morninglord, hoping to find a way to change Doru back but that he feels the Morninglord has abandoned Barovia. 

Velcar, who is a vampire hunter, tells Donovich that while it's not his place to tell him what to do or to say whether or not his god has abandoned him or not, but that he knows that there are two solutions to his problem - either the one who made him must be destroyed, or that Doru must be destroyed to end his suffering.  Donovich voices his hope that there's another way, but that he knows that it may come to Doru being killed.  Velcar finds himself feeling sorry for the man's situation and tells him that if he decides to end his son's suffering, and that where he comes from, he is very skilled in dispaching such creatures, but he understands that it is his son and his choice and he will not pursuade him one way or the other. If Donovich changes his mind, he would be willing to do this service for him.  Donovich says he's not ready for that step, although he knows it will probably come to that.  Velcar explains that in his current state, he is suffering and will continue to suffer, and for the father to consider what is best for his son.  Again, Donovich states he is not ready for that decision.  

Doru begins to lunge at the party so Father Donovich suggests that the party returns upstairs away from Doru.  

Upstairs, Father Donovich overhears Ireena and Ismark talking about going to Vallaki.  He suggests instead that they take her to the Abby at Saint Marcovia, feeling it might be safer.  Thixian says the decision is up to Ireena, but Ireena says she doesn't wish to impose on anyone and is willing to go whereever the party decides. The party decides that Vallaki might be the better option, especially with the possibility of better merchants as Vallaki is a larger city.  Ismark mentions that with as late in the day that is it, that the party spends another night at the manor before starting out, since it's not safe to travel at night and they wouldn't make it to Vallaki before dark.  The party agrees, as they have more questions they would like to ask of Ismark.  Bidding Father Donovich farewell, the party heads back to the Burgomaster manor.  


Until Next Time....



 

 



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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