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Session 1: Into the Mists

General Summary

As the sun set on the forlorn village of Barovia, a motley crew of adventurers gathered at the dimly lit and ominous establishment known as The Grateful Harp. Among them were Pike, Gareth, the indomitable Hellsing brothers, Persevering and Valiant, and the enigmatic Balance. Their recent triumphs had forged a bond among them, and the air buzzed with the sense of a newfound camaraderie. The atmosphere was thick with tension, but their revelry was interrupted by the sudden swing of the tavern door. A figure emerged, shrouded in the eerie, lamplight-pierced fog that cloaked the night. His every step reverberated through the room, a cacophony of coins and clinking boots. This stranger, garbed in flamboyant attire and shadowed by his askew hat, exuded an air of mystery.   Without preamble, he approached their table, standing tall with arms folded and issued a cryptic message in an accented voice. The room fell into an uneasy silence as he produced a sealed letter addressed to each of them in elegant script, and he dropped it onto the table.   The man's instructions were clear: come to his master's aid in Barovia at first light, and avoid the treacherous Svalich Woods after dark. The weight of the gold purse he tossed onto the bar in payment for their drinks resonated with the party, and he departed as swiftly as he had arrived.   As the hum of the tavern resumed, the party's collective gaze remained fixed on the enigmatic letter. The seal bore an unfamiliar crest, and the name "Zea" among their own was a baffling enigma. Their inquiries with the barkeep proved fruitless, but they did learn that the messenger was Arrigal, a member of the Vistani, a people known for their nomadic ways and a reputation for friendliness.   With a mix of curiosity and a newfound sense of duty, they broke the seal and read the letter's contents. Its plea for help tugged at their hearts, and the decision was unanimous - they would journey to Barovia to aid this Burgomaster.
The night passed in celebration and anticipation. When the first rays of dawn broke, they departed, setting out into the unknown. But as they ventured deeper into the Svalich Woods, they noticed an eerie transformation of the landscape. The mists encroached upon them, pushing them toward an uncertain fate. The road ahead changed, and black pools appeared ominously along their path.   The forest seemed to come alive, the trees looming overhead, their branches casting ominous shadows. An unspoken scream echoed in the silence, unsettling the adventurers. The mists played tricks on their senses, voices whispered incoherently, mentioning an army settled in the valley.   Finally, they came across the Gates of Barovia- towering stone buttresses loomed on either side, and the rusted iron gates appeared to guard a long-forgotten secret. The desolation surrounding them was palpable. As they approached the ominous gates, Gareth's frustration led to an accidental cut on his hand. A drop of his blood fell onto the rusted bars, and in a mysterious twist, the gates slowly creaked open, granting them passage into the heart of Barovia.   Navigating further, they entered the oppressive embrace of the Svalich Woods, where towering trees blocked out the daylight, creating a suffocating, gray haze. Their anxiety grew, and the mists seemed to toy with their minds.   Amidst the tension, they stumbled upon a lone Vistani wagon, abandoned and horseless. As Gareth peered inside, he was drawn into an endless void. Balance too was ensnared, and the party found themselves face to face with an astral elf named Zea, baffled and lost.   Their exploration revealed a hidden compartment containing a letter from Rudolph's Letter to Ezmerelda, a renowned monster hunter who had vanished five years ago. Hope stirred within them as they realized it was only a few months old, raising the possibility of Van Richten's survival.   Their journey continued, but the mists grew more enigmatic, distorting sound and causing them to lose each other. Pike's cries for help were met with eerie silence, and he was snatched away by an unknown presence. Left only with his pike, the party was left to ponder the mysteries of these malevolent mists.   As they ventured on, their path led them to the village of Barovia. There, they heard the anguished cries of a distraught woman, Mad Mary, who implored them to help find her missing daughter, Gertrude. Promising to keep an eye out, they explored the desolate village further.   Their journey took them to the village's beleaguered church, scarred by the ravages of magic and monsters. Inside, they met Father Donavich, a broken man driven to madness by the horrors of his past. His son, Doru, had become a vampire spawn, imprisoned in the church's undercroft. Gareth, compelled by duty, sought to end the creature's existence, and the party joined him in a harrowing battle.   Overwhelmed and defeated, they were on the brink of death when Doru inexplicably spared them, urging them to return when they were stronger. Bewildered and battered, they retreated, only to be ordered out of the church by the deranged Father Donavich.   Returning to the village's grim streets, they encountered Grandad, an elderly wanderer who led them to the Blood of the Vine tavern. There, they shared their harrowing tale over wine, catching the attention of Ismark Indirovich, the son of the Burgomaster.   Their discovery of the forged letter puzzled them all, leading them to suspect the Burgomaster's demise. Zea's astute intuition further confirmed their suspicions. Ismark invited them to the Burgomaster's Mansion the following morning, setting the stage for a new chapter in their perilous journey. The party left the tavern for the comforting embrace of Grandad's home, seeking respite and recovery, their future in Barovia shrouded in uncertainty and darkness.
Report Date
09 Oct 2023

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