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New players welcome. Don't worry if you have no idea what's happening - directly below this post will be a summary recounting all the major events so far. If you wish to read the first thread anyway, there is a link to the archive below. Everybody is welcome to participate and vote.

In Barovian Legends #2, Aranuel will learn her role in the fate of Barovia, and come face-to-face with the blight that keeps Ravenloft adrift, separated from the realm of the living: the Curse of Strahd.

Archive of Previous Thread
https://suptg.thisisnotatrueending.com/qstarchive/2022/5195343/

Character/Quest Info
Info / FAQ: https://pastebin.com/sTurBdHZ
Stats, Spells, Inventory, Character (updated in real time): https://pastebin.com/chuTtwgW
>>
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Recap (1/5)

You are Aranuel Caniella; 18-year-old human girl, Cleric of Kossuth, and novice swordsman. Ever since the moment you were old enough to carry a weapon and a backpack, you have been traveling alone, foregoing your doomed house to pursue the one person your heart longs for: your elder sister Joannus, who was kidnapped by a mysterious group of traveling merchants when you were very young.

Your travels brought you to the land of Barovia: an ancient valley that does not appear on any map, that innkeepers, adventurers, and bards across the realm have only spoken about in cautionary tales and warnings. Some had said the valley didn't even exist. You sadly weren't able to mark its location on your map (you got lost when searching for it, and emerged from the mists of the Svalich Woods at its gates) but you did find it... yet its magical borders seemed to trap you, preventing you from leaving the valley through the impassible fog. That's fine though; you have a mission. You can deal with that once you've found your sister.

You came to an old village (known only as "the village") underneath the shadow of a great castle - a castle you soon learned to be Castle Ravenloft, the home of Strahd von Zarovich, a reclusive lord who rules Barovia. The locals of the village call him the Devil, because he usually only comes out at night and harasses the village to collect taxes. But the village's Burgomaster - a young man named Ismark Kolyanovich - revealed an open secret: that Strahd is actually powerful vampire. To make matters worse, Strahd has, for reasons beyond his understanding, taken a personal interest in Ismark's sister, Ireena. He appears at night and seduces her with a strange magic, then drinks her blood. When you found her, she was sickly looking, with bite marks on her neck from a recent encounter with him.

Ismark, seeing your arrival as a stroke of fortune, begged you for a favor - to bring his sister Ireena west with you and ensure her safety, lest she be bitten again and transformed into a vampire spawn. You agreed to bring her with you and see her safe in the next settlement, a town called Vallaki. But you did not lose sight of your greater goal: finding out what happened to your sister, and bringing her home.

In the tavern, you met a group of strange women in colorful clothing of the same kind as the merchants who your sister was hanging out with all those years ago before she vanished. You discovered that these women are part of the Vistani - a group of nomadic merchants who make themselves at home in Barovia before travelling across the realms to peddle their wares. After talking to them and explaining your mission, you were pointed to a Vistani encampment on the road a little ways west... this was your best hope of finding Joannus. So you disembarked with Ireena on the Svalich Road.
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Recap (2/5)

The road proved very unsafe. You were attacked by undead on the way, and found its darkness oppressive and ghastly... but you eventually made it to the Tser Pool where the Vistani were camped. There, you met a Vistani man named Antonio, who gave you your next lead: another Vistani camp outside Vallaki. You also participated in some merrymaking, bonded with Ireena, who reminded you a lot of your sister, and and had your first real rest since arriving in Barovia.

In the encampment, you also had your fortune read by a mystic named Madame Eva. She gave you five predictions; three detailing hidden objects that will be of great importance to your journey, the fourth foretelling the way you are destined to meet a great ally, and the fifth predicting a battle between you and a great foe, a creature of darkness beyond mortal comprehension. None of those predictions have yet come true, and you don't really care about any of them - all you care about is finding sister and fulfilling your promise to Ismark, then finding a way to leave Barovia
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Recap (3/5)

Upon arriving in Vallaki, you were stopped at the gates. The night was falling, you had just survived an encounter with a spirit of the forest, and were worried about being stuck outside again at night. Yet the guards would not let you in - they said the town was closed at night, citing fear of Strahd's minions. You and Ireena, deciding camping outside wasn't worth the risk, decided to sneak into the city through its northern gate. But you were caught, arrested, and thrown in the town jail. Seeing no other option, you agreed.

In jail, you were freed by a noblewoman named Lady Fiona Wachter, who struck a deal with you. She expressed disdain in the town's current policies under its leader, Baron Vargas Vallakovich, and claimed that two adventurers wandering into town was just the wildcard she needed. But she would not explain why. She simply told you to wander the city, keep a low profile, and meet with her in two days time with her findings; there she would give you her proposal.

However, this deal did not last long. At first, you wandered the town and got a feel for it - they seemed to be very fond of celebrations here, as the decorations for the previous one had not even been torn down yet and they were already putting up notices about a new one. You decided you wanted to meet this Baron that Lady Wachter spoke so low about personally... and you did. You went to his mansion (without Ireena) and asked one of his servants to arrange an audience. While you were waiting for him in the guest lounge, however, you decided to sneak up to the second floor. There you found something suspicious: a man chained in a closet, gagged and beaten purple. But as you did this, the Baron himself emerged from a room with his two dogs, and fell into a blind rage.

He and his two mastiffs attacked you, leaving you no choice but to smite him with the wrath of Kossuth. He was engulfed in flames. He and his dogs died, leaving you stunned.

Quickly, you questioned the prisoner, asking him why he was chained up in the Baron's closet; he claimed he was put there for "malicious unhappiness" after criticizing the town's constant celebrations and strict authoritarian policies. You did not have much time to act, however, as the mansion's staff quickly ascended the stairs along with the town guard, and you were arrested *again*... this time, with no hope of being freed. But not before you had the chance to cast a preservation spell on the Baron's corpse, prolonging the window of time where resurrection is possible, in hope that a more learned caster may yet revive him.
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Recap (4/5)

In prison, you were stuck wondering what happened of Ireena. But you received no news... of anything. The guards that were meant to protect you soon vanished and didn't return to their post. So, using your magic, you devised a crafty escape. You found a strange absence of guards, and strange hooded figures observed your escape but did not intervene. You caught glimpses of a battle happening on the other side of the town, by the church. Unsure of what was going on, you made your way to the inn you had a room in. The inn was boarded up, and its owner, Urwin Markitov, pulled you in and explained that Vallaki's leadership was under attack by unknown forces, including undead.

You met up again with Ireena, but found she was with somebody new - a handsome nobleman who went by Vasili Von Holtz, who claimed to be a patron of Lady Wachter's whose family lived outside the village of Barovia. You didn't trust him, and tried to compel the truth from him with magic, but his will was alarmingly strong. He wanted to take Ireena back east, closer to the village you had just escorted her from, claiming he knew of a safe place there she could stay. She was on board with this plan too, and ultimately, after a long and gruling debate, you agreed to let her go, on the condition that you have a way to contact each other should something go wrong. Vasili gave you a means of contact: three pieces of enchanted parchment that can fold themselves into paper birds and fly to their intended recipient, and he left with Ireena.

You now had a few options: to embark on your own and continue to the Vistani camp outside Vallaki in search of your sister, to stalk Ireena and Vasili and protect her from afar in case her trust in Vasili was misplaced, or to stay in Vallaki and honor your promise to meet with Lady Fiona Wachter. You chose the latter.
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Recap (5/5)

Your meeting with Lady Wachter made sense of all of the events in Vallaki. She said that the people were fed up with the Baron's false narrative of happiness, which believed was the only way to lift the land's curse, and that she was using this unrest to lead a takeover from the shadows. She also revealed, not-so-subtly, that she was on the side of Strahd; she sees him not as a tyrannical ruler, but more like a neglectful landlord, a man who needs to be appeased in order for things to continue running smoothly... and thus, she had Strahd's support. She said that your stunt killing the Baron was the best surprise she could have hoped for, and that it single-handedly justified her decision to free you from prison. She said that she could clear your name, but only if you agreed to be on call for favors in the future. You agreed, but only on the condition that she help you fulfill your goal: finding your sister, the reason you came to Barovia in the first place.

Like some kind of divine joke, she recommended the last person you would have expected to help you find your sister: The Lord of Barovia himself, the Devil Strahd von Zarovich. She claimed that he kept tabs on the whereabouts of every adventurer from beyond the fog who arrived in Barovia, and that if she was alive, he would know where she is. Fiona claimed her connections could grant you an audience with him as soon as tomorrow if you accept. There were many reasons she cited for why Strahd may want to help you, and some of them seemed plausible enough, but you were still stunned at the offer.

Questioning everything you have heard about the feared ruler of Barovia since arriving at the gates, you pondered her suggestion, wondering whether you were walking directly into the jaws of hell. But your sister came first in your mind. You accepted to help Fiona, and accepted the meeting with Strahd. That brings us to the present... whether or not you made the right choice will be revealed now.

--

Should you wish to read the first thread (although this is not necessary) it is archived here: https://suptg.thisisnotatrueending.com/qstarchive/2022/5195343/

Some of the events not featured in the recap include: the purchase of a mysterious pastry that turned out to be more than meets the eye, a brief confrontation with an undead knight who recounted the fall of his ancient Order and explained why he still serves it after death, and the full series of unfortunate lapses in player reasoning that lead to Aranuel murdering the burgomaster of Vallaki on day two of visiting.
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Barovian Legends #2: The Curse of Strahd

...

The carriage had arrived early in the morning. Fionia insisted you venture outside of Vallaki alone to receive it, and it was there as she said it would be: a large black vehicle drawn by two black horses. The side door of the carriage swung open silently as you approached. The carriage did not appear to be driven by anybody, and and the fog seemed to follow it, growing thick and dense as you stepped into the passenger seat.

But the carriage was fast. Compared to the days it had taken you and Ireena to travel from the Tser Pool to the eastern gate of Vallaki, this magical carriage took mere hours. Already you are past that crossroads where the road atop the mountain split west and east - one way to Vallaki, another to Castle Ravenloft.

You're not sure what you will say when you meet with the Lord of Barovia. You don't have much of an impression of him aside from his reputation, which, until speaking to Fiona, was overwhelmingly negative. Will he really help you find your sister? Fiona had said Strahd leads a dull life, and that he has a great deal of curiosity about outsiders. Therefore, she claimed, she could think of no better incentive for him to help you than the promise of friendship. But what if he declines? Are you merely wasting his time?

And what about what he did to Ireena? You won't forget that. Lord, you hope she is safe with Vasili.

...

After winding through the forest and craggy mountain peaks, the road takes a sudden turn, and the startling, awesome presence of Castle Ravenloft towers before you. The carriage comes to a dead stop before twin turrets of stone, broken from years of exposure. Beyond these guard towers is the precipice of a fifty-foot-wide, fog-filled chasm that disappears into unknown depths.

A lowered drawbridge of old, shored-up wooden beams stretches across the chasm, between you and the archway to the courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining under the weight. From atop the high walls, stone gargoyles stare at you out of their hollow eye sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs above the entry tunnel. Beyond this location, the main doors of Ravenloft stand open. A rich, warm light spills from within, flooding the courtyard. Torches flutter sadly in sconces on both sides of the open doors.

(cont.)
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Thick, cold fog swirls in the courtyard. Sporadic flashes of lightning lance the weeping clouds overhead as thunder shakes the ground. Through the drizzle, you see torch flames fluttering on each side of the keep's main doors. High above the entrance is a round window with shards of broken glass lodged in its iron frame. The ornate outer doors of the castle hang open, flanked by fluttering torches in iron sconces, and flooding the courtyard with warm light from inside. Twenty feet inside the castle is a second set of doors. Overhead, in the vaulted entry foyer, four statues of dragons glare down, their eyes flickering in the torchlight.

You keep your hand near your longsword as you carefully step through the courtyard, reaching main doors of the castle. Nobody is here to guide you, but the sound of organ music is coming from inside the castle's main hall, drawing you forward. You can't help but notice how dead and decrepit the castle looks, even from here - it's in great disrepair, yet, somehow, it loses none of its magnificence. It seems majestic and terrifying all at the same time. It feels like a haunted place. You find yourself doubting how anybody could live here, but you must remind yourself that the Lord of Barovia is supposedly a vampire, so it's possible that nobody, in fact, is. Does he know you know he's a vampire? Will that come up during the conversation?

You push through the second set of doors, which groan with the pain of their great age as they open, and enter the main hall. Cobwebs stretch between the columns that support the vaulted ceiling of a great, dusty chamber dimly lit by sputtering torches in iron sconces. The torches cast odd shadows across the faces of eight stone gargoyles squatting motionlessly on the rim of the domed ceiling. Cracked and faded ceiling frescoes are covered by decay. Double doors of bronze stand closed to the east. To the north, a wide staircase climbs into darkness. A lit hallway to the south contains another set of bronze doors, through which you hear the sad and majestic organ tones that you heard from outside. Obviously that is where you are supposed to go. On the other side of that door, however, is an arched hallway which stretches for twenty feet, ending at a spiral staircase that goes up and down. Next to the hallway, a suit of armor, oiled and glistening, stands at attention in a shallow alcove.

A thought occurs to you. You are flooded with flashbacks of sitting in the lobby in the Baron's mansion in Vallaki. The rest of the castle lies before you - there are not one, not two, but three separate directions you could go, other than inside the organ room where you believe Strahd is waiting for you. It's not your fault you aren't with a chaperone. This may be the castle of the Lord himself, but... do you dare..?

>Stick to the plan. Meet Strahd.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5242676
>>Stick to the plan. Meet Strahd.
>>
>>5242676
nice to see this up
>Stick to the plan. Meet Strahd.
don’t fuck with vampires
>>
>>5242759
>Other (specify)
Strahd likes interesting foreigners, right? Well, we wouldn't be very interesting if we didn't at least
>get a closer look-see at that glimmering suit of armor
then
>venture up the wide staircase to the north and check out the rooms up there

>>5242769
¯\_(ツ)_/¯
>>
>>5242789
Meant to link the post not the anon responding, woops
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>>5242789
>get a closer look-see at that glimmering suit of armor
(The vote is still open, this is simply a description of the armor.)
The armor appears to be a very well-cared-for suit of plate armor - it's in much better repair than the castle itself. The chest bears an insignia depicting a raven in front of an intricate vertical pattern that resembles a castle spire.
This type of armor is too heavy for you to wear effectively in battle. However, you recognize that this is a very valuable original piece. If it was in the general market, it would easily sell for 1,500 gold pieces, maybe even higher to the right connoisseur. It doesn't appear to be locked or secured to its stand in any way.
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>>5242804
>resist urge to clunk around in another man's castle in his own suit of armor (Wisdom - Saving Throw)
>>
I don't want to get in trouble again, so lets stay put and just meet Strahd.
>>
Alright I'll change from wandering off to
>Stick to the plan
>>
I just caught up, and holy shit you guys are full on murderhobos. Respect to the QM allowing that, despite fucking up his notes
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>>5242889
No way bro, we didn't do anything wrong we just got unlucky.
>>
>>5242889
>Implying Baron Vallakovich wasn't asking for it
>>
>>5242889
It wasn't us, it was Kossuth. Surely you aren't doubting fire god anon....
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>>5242889
>>5242935
BURN HIM!
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>>5242759
>>5242769
>>5242869
>>5242877
You enter the room where the haunting sound of the organ is coming from. You would prefer to avoid a repeat of the incident in the manor.

Three enormous crystal chandeliers brilliantly illuminate this magnificent chamber. Pillars of stone stand against dull white marble walls, supporting the ceiling. In the center of the room, a long, heavy table is covered with a fine white satin cloth. A seat is available at the end of the table facing you. In front of the seat is a crystal goblet filled with an amber liquid with a delicate, tantalizing fragrance.

At the center of the far wall, between floor-to-ceiling mirrors, stands a massive organ. Its pipes blare out a thunderous melody that speaks in its tone of greatness and despair. Seated at the organ, facing away from you, is a single caped figure who pounds the keys in raptured ecstasy.

The figure suddenly stops as you enter. A deep silence falls over the dining hall. He slowly turns toward you.

(cont.)
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On the other side of the table from you is a man who is clearly of noble disposition. Even the way he stands radiates dignity. His eyes are very dark, like the black waters of the Tser Pool, but they have an intense hypnotic quality to them. Yet these traits appear to conceal the truth of his face: that he is gaunt, pale, and empty. There is a void of life, covered up by practice.

"I know you've heard of me, and I admit, I have known about you for quite a while now," he says. "I apologize for my... inhospitality. Visitors are uncommon here. Allow me to introduce myself. I am Count Strahd von Zarovich. You are in the land of Barovia, and as long as you walk on this soil, I am your lord. I am of noble lineage, and so I treat my guests fairly. I want you to know that you have my protection while you are visiting. But, that I expect, in return, for you to act as a thankful subject. Polite guests, you see, do not meddle in the personal affairs of their host, nor do they take things that do not belong to them."

You stare at him for a moment, unsure of how to respond. His expression is flat, his voice completely steady. It's hard to read him.

He seems to start, then shakes his head, apparently out of embarrassment. "Please, take a seat," he says. "Do you like wine? The glass in front of you is the finest in the land, Champagne du le Stomp. It's a shame we had to meet on such short notice; I would have loved to have you for dinner."

>"You're a monster, going after Ireena."
>"Thank you, my Lord. I've had a very positive impression of your land so far. You must be an excellent leader, and that's reflected by the magnificence of your castle."
>"I am here looking for my sister. Can you help?"
>"That was beautiful music. Where did you learn it? Do you have other talents?"
>"I will respect you, but I owe you nothing. You should treat me with equal respect." (choice of Intimidation or Persuasion)
>Respond to his monologue with your own, cooler monologue. (Performance)
>Sit down and make yourself comfortable. Make smalltalk for a while, then bring up a subject. (Charisma, specify topic)
>Do or say something else. (specify)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>>
>>5244346
>"That was beautiful music. Where did you learn it? Do you have other talents?"

>Sit down and make yourself comfortable. Make smalltalk for a while, then bring up a subject. (Charisma, specify topic)
"I can only imagine what these castle walls have seen over the years to become so... Distinguished. Have you considered repairs? And do you perhaps have a little time to spin a yarn, and take me on a tour of Ravenloft?"

^depending on timing/severity of other questions/actions, maybe save this for last?
>>
>>5244352
>"That was beautiful music. Where did you learn it? Do you have other talents?"
>Are you truly a vampire?
>>
>>5244352
>"That was beautiful music. Where did you learn it? Do you have other talents?"
Also drink his wine. And maybe greet him with something religious like "Kossuth bless you" or whatever our equivalent is, just to see if he recoils from it. I think we probably should try to get a W today.
>>5244560
Have we heard anyone say he is a Vampire?
>>
>>5245812
I am quite sure of this, yes.
+1 to drinking wine and religious greeting
>>
Hell, might as well pop our feet on the table at this point.
>>
>>5246018
Ur feet stank homie... But welcome aboard
>>
>>5244352
>>"Thank you, my Lord. I've had a very positive impression of your land so far. You must be an excellent leader, and that's reflected by the magnificence of your castle."
>Flirt
>>
>>5245812
I'll support this.
>>
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>Ask about Strahd, drink the wine, and speak a prayer to see how he reacts.

"Oh yes," you say. "That's very kind of you. Your accommodations already are magnificent. And that organ..."

Strahd glances back to the organ, his face devoid of emotion once again. He sighs.

"You sound like a great musician," you continue. "Where did you learn to play?"

"The instrument itself," he says, turning back to you with inquisitive eyes, "was a gift to me from my mother, Ravenovia van Royen. It was installed here to honor my father, who had a love of music. I've had to learn it on my own, in my own time, which I've had a lot of these days."

There is a hint of something else in his explanation. A hesitation in his voice as he mentioned his mother, as though there were details he left out.

"He is honored well. This castle is impressive. I can only imagine what their walls have seen over the years to become so... distinguished. Have you considered repairs?"

Strahd raises his eyebrows and looks around with a frown. "Repairs?"

"Oh, yes! Like... the stained-glass window above the entrance. It was sad to see it all over the floor. It seems like a wonderful piece of art work. What if it was restored to its original state?" You realize now how this comment might come off to the Lord of Barovia, but it's too late to take it back.

"What a terrible waste that would be," Strahd says. "There is never any sunlight here to shine through that window. Besides, it's fine as it is. What is already there is a work of art. History in its true form is more beautiful than lies and vanity, wouldn't you say?"

You are not sure how to respond to that. "Oh, uh, the nature of art is a complicated and nuanced subject..."

"Indeed it is!" Strahd replies sharply.

"If it's not so bold of me to ask," you say, keeping your wording polite and inconspicuous, "maybe a tour of the place would enlighten me to even more of this castle's history. I am a historian at heart, you see, and Barovia... intrigues me. I think it would really make my stay worthwhile? Oh, and ind it would help me gain a better understanding of Barovia, and of you as my Lord."

Strahd's brow furrows. He leans forward slightly in his chair. "You are very curious," he observes. "Are you looking for some secret passage to escape from me when night comes?" he says, laughing.

You chuckle nervously. "No, no, nothing like that," you say. "And I will not press my luck - I only wondered if it were possible, that is all."

"Perhaps we should finish our meeting first," Strahd suggests, a coldness creeping into his voice that you haven't heard until this point.

"Okay," you say, sitting down politely at the table as a gesture of deescalation.

Strahd nods. You make yourself comfortable. Even the cup holding the wine is designed after the castle, bearing the same raven insignia as the suit of armor in the hall.

(cont.)
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"So," you start, "what else do you do in your spare time, my lord? Besides music?" You are playing the long game. It's vital to build trust before revealing your reason for coming, and you've heard that the best way to build someone's trust is to make them talk about themselves if all else fails.

He looks at you in silence for a moment before speaking his answer with cold certainty. "I dabble in a bit of everything. Reading and writing poetry. Chess and cards. Magic, philosophy, religion, art, history—everything but politics and war. Those subjects always seem to bring out the worst in people." He winks, as though that last part of his statement was some kind of joke.

Your laughter dies in your throat. There is something about his demeanour that triggers a feeling of fear in you, the way he comes off friendly, yet so detached and removed from humanity. You bring the wine to your mouth, but take only a small sip.

After a moment, he continues, as if sensing your tension and trying to break it. "But," he says, "truth be told, I am more interested in the nature of your visit than any of those topics. For how rare outside adventurers in my land are, it's even rarer still to encounter one who is willing to visit my castle and speak with me before I invite them. Please, tell me why you're really here. Is there some matter you wish to discuss with me? Something important and personal, perhaps?"

"Yes," you say. "But first, customs. This wine is delicious. If you don't mind, I must speak a small prayer of appreciation before we continue."

(cont.)
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Rolled 12 + 9 (1d20 + 9)

Swiftly, before waiting for Strahd's permission, you speak a prayer thanking Kossuth, Lord of Flames, for the gift of fire, and for its power to provide light and rebuke darkness, flashing your holy pendant.

Rolled:
>Strahd vs. Prayer - Charisma Saving Throw (+9)

Wisdom Check
Roll 1d20+Wisdom+Proficiency (1d20+3+2) to roll a Wisdom check.
(Best out of 3.)

If Strahd's Charisma saving throw fails to beat your Wisdom check, he may be compelled to act out of character in response to the prayer, revealing his true nature to Aranuel. Otherwise, he resists.
>>
>>5246311
The number to beat is 21 (12+9).
>>
Rolled 9 + 5 (1d20 + 5)

Pfft. Strahd is a pushover.
>>
Rolled 1 + 5 (1d20 + 5)

I wonder if Ireena can still be saved?
>>
>>5246316
>>5246319
Aw shit, let's worry about saving ourselves first!
>>
Rolled 19 + 5 (1d20 + 5)

>>5246311
>>
>Finally get a good roll
>It will probably reveal Vlad to be something he might have wanted to keep hidden, and prove to be dangerous for us
Kossuth why... atleast we got to drink some nice Barovian wine.
>>
>>5247014
It'll be okay, Hot Ed.
>>
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Result
Speak a prayer to Kossuth to expose Strahd's true nature: 24

--

You can feel Kossuth's blessing fall over the room as you finish the unexpected prayer. Strahd, immediately upon seeing the pendant and hearing the prayer, he flinches - and not just slightly, but a full cowering, his body turned away from the pendant.

This was not the reaction of somebody who is merely averse to worshop of a god, as many of those as you have seen in your years of travel as a cleric of Kossuth before finding Barovia. No, the way he just reacted indicated something deeper; a primal fear of light, a slight shadow of the same terror you have seen lesser undead exhibit when you cast them away by channeling divinity.

"You're a vampire," you say to Strahd. Your eyes are set upon him confidently, drawing confidence from the blessing.

Strahd doesn't answer at first. He simply stares at your holy pendant, then back up at you with a perfectly neutral gaze, having fully recovered from his initial reaction. He is clearly capable of hiding his nature.

"Yes," he finally says, a hint of a smirk appearing on his lips. "If only you were the first to come to that conclusion, this confrontation may have been more exciting. But you are not wrong about me."

"The light always reveals the truth," you say as a matter of fact.

He scoffs. "I had, for some reason, assumed you already knew about my... affliction. That is the only reason your test caught me off guard. It's rare for somebody to test for something they already believe, although when it happens, it's usually the mark of a strong learner."

"Your nature puts the history of the land into perspective," you say. "You accredited your actions over the centuries to various lords bearing your name, but they have all been you. You have been here since your family settled the valley. You are immortal."

He nods, but maintains a stance of self-importance. "You yourself have just given me the last piece of the puzzle," he says.

What exactly does he mean by that? It's you who exposed him. You give him a quizzical look.

(cont.)
>>
He pauses for a moment, then seems to change gears. "Of you," he adds. "I was torn between two possibilities, you see: either you had come to Barovia to recover something dear that you had lost - a common case - or you had resigned to having lost something, either to the Land, or to me in the flesh, and came into my house to exact revenge. It's clear now that it's the former, not the latter."

You raise an eyebrow. "How could you have possibly deduced any of that from what I said?"

"A lot of it is intuition," he says. "But had you come here seeking to kill me, well... my affliction may be a secret on paper, but, meaning no disrespect, it's nearly common knowledge. You would have come with a plan if you knew, as many before you have, and you would have attempted to keep your cards closer to your chest."

"People have come to Barovia on purpose?" you ask, genuinely. "To kill you?"

"And within these walls lay their remains," he says, a faint glimmer of some emotion flashing in his cold black eyes. "I am disappointed, actually - while I can tell you are bright, the Lady of Wachterhaus described you in such a way that set my expectations unrealistically high. A trap that I still sometimes fall into."

You did just accuse him of being a vampire - correctly, you might add - but you still feel like it's a low blow for him to insult your intelligence. Who does he think he is? "Our meeting is not over yet," you say, flatly, trying not to reveal your incredulity, but standing your ground.

"No, you are right," he says. He stands up and looks at you from across the table. There is now a coldness in his demeanor that wasn't visible before: a complete emptiness in his eyes, as though he has dropped any attempt to feign humanity.

You blink, your heart beating in your chest as you try to determine whether he means to attack you.

"May there be no more pretense between us, cleric," he says. "You now know I am cursed, and that I lack control over that truth. But it is very clear that you came here because you want something, not because you wanted a castle tour. So please, tell me what you require help with, and I will respond with an offer in like kind. I may be a vampire, but it will serve you to remember that I am also your host."

>Ask him to help you locate your sister.
>Call off the meeting. Leave.
>Ask him questions about his history. (specify)
>Draw your longsword. A vampire is right here before you, and he has no bodyguards.
>Use Channel Divinity (1/1) for Turn Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5248879
>while I can tell you are bright
He can?
>Ask him to help you locate your sister.
Letting Strahd know we have a sister in his Kingdom, what could possible go wrong? I want to attack him, seeing as Kossuth himself unleashed a burn on him so that probably indicates something to us but he’d probably destroy us. Maybe we could ask him what he wanted with Irena or why he’s let his land fall into misery. I don’t know if our deity hates Vampires or not
>>
>>5248879
>>Ask him to help you locate your sister.
Ask for his opinion of/relationship with the Vistani
>>Ask him questions about his history. (specify)
Fuck. Gotta know more about that sweet set of shining armor we saw. It was oiled and polished, Strahd must use it on occasion.
"That's a wonderful suit of armor - fit for an immortal king. Probably makes you double immortal, right? And this curse of yours... Is there anything I can do to help, milord? Can you tell me the nature of this curse that I may better serve you? I'm no selfish fool. I humbly ask what needs to be done so that I may see my sister again."
Also "I do hate spoiling expectations. What did Lady Wachter tell you of me?

(Don't really know how to jam in questions about Ireena or anyone else, but I'm open to it.)

>>5248894
According to forgotten realms wikia, "The followers and clerics [of Kossuth] were often lawful, without regard for good or evil."
I think Kossuth would be okay with us not purging Strahd with flames (yet). He may or may not be a tad upset with us for killing the Baron earlier, though.
>>
>>5248879
>>Ask him to help you locate your sister.
I wouldn't mind a tour of the castle either.
>>
>>5248926
Yeah, we should be OK.
>>5248934
I'd like to tour the castle too.
>>
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"Okay, my Lord," you say. "I am open to being honest with one another. First of all, I would actually like a castle tour."

He stays silent for a moment, the nods. "Most of the castle is unavailable to guests, but there are a few locations I can show you, if the history of my keep is truly interesting to you. What else?"

You take a deep breath. You are trusting Lady Wachter now, in this moment, that Strahd truly is the right person to ask for help. If you're making a mistake, the time to change your mind has long since passed already. "I am here because I am looking for my sister," you say. "She disappeared when I was a child, and I tracked her here, to Barovia. Her name is Joannus."

Strahd stares at you for a few seconds, as though trying to see if he may recognize the resemblance. At first he has no reaction, but then his face turns to disappointment. "Ah..."

Does he know her? Is she alive? What does "ah" mean? Your mind is racing at the possibilities.

"Yes, I can help you with this," he says.

"Really? Are you sure? Do you know where she is right now?"

"Slow down, now. You wanted a tour, remember? We can speak on the matter of your sister afterwards."

"Yes, of course, my Lord. It's just... I have spent so long wondering whether she is even alive."

"Oh, I believe she is," he says. "I thought you looked familiar, but I couldn't place it. Your sister is alive."

Hearing this coming from Strahd leaves you with some apprehension, as he isn't the most trustworthy authority on the definition of "alive", but wow! Not even the Vistani at the Tser Pool encampment were able to give you such a definitive answer, and his confidence fills you with an overwhelming sense of joy. If Strahd has actually seen your sister as he seems to be implying, that would make him the only person you've met who has come into contact with her since she disappeared.

"Now come with me," he says. "I will start by showing you the chapel."

"Wait," you say. "But my sister. Am I to understand you have actually met her? And you are sure that is who she was?"

"Yes," he says. "I would not make that mistake. But I would like to give you some perspective on a few matters before helping you locate her, but you have my promise, as Lord of this land, I will see that you are be reunited with her in the coming days."

"There is nothing I need to do? What about the nature of your curse - maybe there is something I can do to help?"

He shakes his head. "I need nothing from you."

As he said, you are his guest. But something about this whole thing doesn't sit right with you. You can't put your finger on exactly what it is, though. You have no reason to believe he isn't being honest with you right now, it's just a little notion in the back of your mind that something logical isn't adding up. If you sat down and went over the events leading up to this meeting, maybe you would be able to figure it out, but for now, you will just go on the tour and keep your eyes peeled.

(cont.)
>>
You first make your way through the great entry hall, where you saw that suit of armor set up on the stand. You gesture to it as you walk past. "That armor is beautiful," you say. "What is its purpose?"

"That? Oh, it's just one of my favorite pieces from my armory," he says. "I like to display it here because it's honest. I wore a suit just like that in my prime, when I first conquered this valley for my father and settled here."

"So there is nothing special about that armor in particular?"

"No. It is merely a replica. My days of fighting battles on horseback in full plate are long passed."

You feel a chill as you walk down the main hall. The castle simply doesn't feel lived in. Strahd pushes ope the main set of doors directly across from the castle entrance - a new location you haven't yet been.

(cont.)
>>
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This grand hall is choked with dust and stretches into darkness ahead. Webs hang from the arched ceiling like drapes, and life-sized statues of knights line the hallway on both sides, their eyes seeming to watch you.

Double doors stand at both ends of the hall. Above the doors leading to the next area hangs a symbol of beaten bronze that looks like a rising or setting sun.

You look up at the symbol with great curiosity. You recognize it - it's the symbol of Lathander, another god of light. You think back to when you first met Ireena in the village, and she told you that Barovians call Lathander the Morninglord.

You consider saying something to Strahd, asking why he has such a symbol in his castle, but the hall doesn't feel blessed. There is a terrible feeling hanging over the air.

(cont.)
>>
"Who are these knights?" you ask.

"Fallen warriors," Strahd says. "All who fought and died for the von Zarovich lineage. Their names have been lost to time, as everything eventually is. Far more of them exist than these statues depict."

Strahd continues and pushes open the set of doors at the end of the hall, welcoming you through.

(cont.)
>>
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Dim, colored light filters through tall, broken, and boarded-up windows of stained glass, illuminating the ancient chapel of Ravenloft. A balcony runs the length of the west wall, fifty feet above the floor.

Benches coated with centuries of dust lie about the floor in jumbled disarray. Beyond this debris, lit by a piercing shaft of light, an altar stands upon a stone platform. The sides of the altar are carved with bas-reliefs of angelic figures entwined with grape vines. The light from above falls directly on a silver statuette. A cloaked figure is draped over the altar, and a black mace lies on the floor near its feet. Strahd looks over the figure with pity.

"Who is that?" you ask.

"Ah, some fool," he says, shaking his head sadly. "Ravenloft sees no shortage of thieves and vagabonds, despite how many of them are claimed by its dangers. It sometimes takes my servants a while to clean such things up. My apologies for the sight."

It seems that the body is of a priest or holy man, based on his garments. He is slumped over in such a way as though he died while touching the object on the pedestal: a shining twelve-inch statuette depicting a cleric kneeling in supplication.

"This chapel has seen better days," you say idly, as you inch closer to the altar, inspecting the surroundings as you do.

"Yes," he says, walking over broken glass unfazed. "It was once a place of worship. But this land, being an extension of me, is cursed. The gods my family used to worship can no longer see Barovia."

A land cut off from the heavens. Is that even possible?

"Where exactly is Barovia?" you ask. "I have been told by Vistani that the fog traps peoples souls. But my understanding of the material plane would make that impossible."

"This is something I have spent much time studying myself," he says. "Barovia is a prison - my prison. I am trapped, as are you."

"But where, geographically, are we? I was far north of-"

"No," he says. "We are not on the material plane. The concept of geographical location means nothing here. This is a demiplane that is about as far removed from the material world as the Feywild, closer to the Plane of Shadow than the to the Prime. That is why the gods no longer bless this church."

"But what about Kossuth?" you ask. "Why were you afraid of my holy amulet?"

"Because you are not from here," he replies. "You carry faith with you, and a fresh soul. I almost feel bad for you."

You shake your head. You will find a way out of Barovia - you have no delusion that you are trapped here, despite what anyone says.

>Ask Strahd a specific question. (specify)
>Perform an action in this location. (specify)
>Continue the tour.
>>
Oh, one more conversation that needs to happen...

>>5248926
>Ask for his opinion of/relationship with the Vistani

"What is your relationship with the Vistani?" you ask. "They told me a few tales, and claimed they can enter and leave Barovia at will. Is that true? Why?"

"Ah, the Vistani... I owe them a great debt. If it weren't for them, Barovia would not exist as it does, so their fate is intertwined with mine. The same unnatural force of nature that casts this curse over me also grants the Vistani passage through the mists."

"So you have no control over that? They are allowed to come and go, whether you want them to or not?"

"It's simply in my nature to ensure Barovia is their home," he says. "They are loyal, and I must uphold the ancient promise I made to their people, or else I would have no integrity. My help to them is necessary, and in that way, whether it be by honor or by condition to the existence of Ravenloft is not relevant."
>>
Between the altar and the hall of armor suits, this place is a little spooky, perhaps it's best to continue the tour and try not to get pushy about our sister just yet.

>>5250139
>>5250163
>Continue the tour.
Let's walk and talk, wait our turn, and find an opportunity to:
>Ask Strahd a specific question. (specify)
"I'm sorry to interrupt, I truly am grateful for the hospitality you've shown me in your land and your remarkable castle thus far, but if I may... Since all of Barovia is cursed and detached from the material realm, that must mean... What exactly is to become of me in this land? ...What happens to the other wayward travelers that find themselves here? And the native inhabitants themselves? Is this land's curse the same as yours, or are they distinct curses? Because if the Lord of the land can't overcome this, my chances must be even slimmer... To your knowledge, has anyone ever tried working with the Vistani to return to... Whatever home they came from?"
>>
>Ask Strahd why he was going after Ireena
>Ask Strahd what his plans are now that Lady Wachter has taken over the town
Don’t think we should worry too much about getting home. Time to fill this dark world with furry Light. How we can do this we’ll have to figure out as we go.
>>
>>5250481
>furry
Say this was a typo, now... I'm frightened...
>>
>>5250481
>furry light
why did it have to give me this fucking captcha
>>
>>5250729
0W0
>>
>>5250654
Firey Light, or maybe Furious Light. I don't remember.
>>
>>5252043
It's okay, Hot Ed.
>>
>>5250481
I would go with this. We have insulted Strahd enough; there's no need to express further distate about his realm. The question of escaping the realm with the Vistani should be asked to the Vistani and not Strahd.
>>
>>5250191
>>5250481
>>5253366
>Let's walk and talk, wait our turn, and find an opportunity to:
>Ask Strahd why he was going after Ireena
>Ask Strahd what his plans are now that Lady Wachter has taken over the town
>[...] there's no need to express further distaste about his realm. The question of escaping the realm with the Vistani should be asked to the Vistani and not Strahd.

You look upon the ruined chapel and reflect. If Barovia is Strahd's prison, he probably does not have a great idea on how to escape it, and you don't want to risk incurring his wrath by insulting his home while you tour his castle. The fact that the Vistani are able to leave at will is enough of a lead for you. When the time comes, you will seek their wisdom on the matter.

For now, Strahd has promised you he will help you on the matter of locating your sister after the tour. You will continue the tour and use the time with him to collect as much information as you can about Strahd's motivations.

"I'd like to keep going," you say. "Take me to the next place of interest, and we can talk on the way."

Strahd exits the same way you entered the chapel, and you follow him back toward the main hall.

As you walk through the hall of fallen knights, you ask about Vallaki. "Lady Fiona told me she is taking control of the town, and that you are backing her. What are your plans?"

Strahd slows his pace, admiring the statues in the hall as he answers you. "To tell you the truth of it, I do not care what happens to Vallaki. You may think that preposterous, but my role in Fiona Wachter's affairs is one of friendship - I help her because she helps me."

"So you're not actually interested in the politics of Vallaki? You are just helping Lady Wachter because of her connection with you? You are the Lord of the valley, why take that stance?"

"Be more clear about what you mean," he says.

"Well, Vallaki had a wall. They arrested me when I arrived out of fear that I was one of your spies. I mean no disrespect, it's just... do you not care about your public perception? Or do you feel that it's irreparable."

"It is wonderful what tricks our dreams play us, and how conveniently we can imagine," Strahd says. "The people of Vallaki dislike me because I am a threat. It would take me very little effort to crush Vallaki if that is what I wanted. So why don't I?"

You think for a moment. "Because... it's more useful for you to cultivate their hope?"

"Exactly," he says. "They can have their walls, and they can fight over their festivals. It matters little who sits on their illusion of a government. As long as they feel like they are getting by, and they remain complacent, and that gives me a kingdom to rule. For my subjects to lose all hope and die, or to become too bold and make the mistake of challenging me, as some have done in the past... in both cases, I would no longer have a Land to rule."


(cont.)
>>
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Sure, that would be quite torturous - to be immortal, but to have nothing left to manage. It still doesn't explain why Strahd must be so cruel to his subjects, though. You are closer to understanding him than you were a few minutes ago, at least.;

You and Strahd arrive at the staircase adjacent to the suit of armor in the main entrance chamber, just outside the dining hall. He moves to descend it.

"We are going down?" you ask.

"Yes," he says. "Not to the crypts. There is something else I would like to show you."

You follow him. The spiral stairs descend for 40 feet, then reach a plateau, with a corridor. They continue descending below you, but you step out here onto the plateau. Strahd leads you through the door at the end of the corridor, holding the door for you.

(cont.)
>>
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You are lead through a hall that stands in deadly silence. Heavy beams support a sagging, ten-foot-high ceiling. Fog clings to the floor, obscuring everything that lies less than three feet above it. Your tour takes you to the large double door on the leftmost side of the chamber from the door you entered through

(cont.)
>>
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"Here we are," Strahd says.

Dark stains cover the floor of this room. Large oak tables, scarred and beaten, lay scattered like toys across the floor, their wood crushed and splintered. Replacing them are furnishings made entirely of...

"The Hall of Bones," Strahd says, confirming your grim suspicions.

The walls and the twenty-foot-high vaulted ceiling are a sickly yellow color, not because of faded or timeworn plaster but because they are adorned with bones and skulls arranged in a morbidly decorative fashion, giving the room a cathedral-like quality. Four enormous mounds of bones occupy the corners of the room, and garlands of skulls extend from these mounds to a chandelier of bones that hangs from the ceiling above a long table constructed of bones in the center. Ten chairs made of bones and festooned with decorative skulls surround the table, resting atop which is an ornate, bowl-shaped vessel made of yet more bones.

The doors to the north and south are sheathed in bone, but the steel-banded double doors in the center of the east wall are not. Above these eastern doors is mounted the massive skull of a dragon, which overshadows everything else in the room.

"Why?" you ask. "What is the purpose of this room? This is so... immoral."

"This room is the project of one of my servants," Strahd says. "It took him a long time to construct it, with my express permission. I don't normally show it to guests. However, I felt compelled to show it to you, in particular."

"For what purpose?" you repeat.

"To show you that those who break my laws rarely get the chance to repeat the offense. Faith will not save you, as it did not save them." He gestures to the skull of the dragon. "Do you happen to know who that is?"

Is Strahd threatening you? Warning you that if you cross him, he will kill you? Or is this a jab at your worship of the Lord of flames? You can't tell. "I'm not sure," you reply, staying close to the door in case you need to make a swift exit

"This is Argynovst, a silver dragon who threatened my rule centuries ago. He and his knights fought to protect the valley from my father's army, and his defeat marked the beginning of Barovia as we know it; this skull is a symbol that even the strongest foes cannot threaten me. I wasn't even immortal at this time, you see... though they guarded the secrets that eventually aided in my curse, it was the power of my family that defeated the Order of the Silver Dragon. And when I became immortal, there was no corner or the valley that was off limits to me anymore. I remember exactly how I felt defeating those who would uphold the sanctity of the valley against me, me of all people who deserved its powers, and how alive I finally felt when I unearthed them. I would dance with the stars, and tomorrow I would race along the forest carpet with my brothers, the wolves, or flow like smoke into secret places never touched by a man."

(cont.)
>>
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It takes a lot of strength to avoid drawing your weapon here and now, challenging the creature who would strike down a legion of knights and decorate his home with their bones in such a morbid fashion. But you recognize that he is threatening you, and you are in no position to make yourself his enemy; it would simply rob you of what you came here for, which is your sister.

"You keep referring to your immortality as an affliction, or a curse," you say to Strahd, your voice unsteady from the morbid sight. "It is clear to me that these knights made a mistake in facing you. But..."

"But what?" he asks, his voice calm. He looks at you as he asks, searching for eye contact, which you reciprocate.

You shake your head. Strahd's curse is clearly a punishment - he said as much himself, calling Barovia his prison. It may be that his atrocities are what placed him here, and that his fate, on a personal level, is worse than that of Argynovst and his knights. "Nothing," you say. "Let's continue the tour."

(cont.)
>>
You can't stop yourself from wondering what other horrible surprises await you in the castle. You have been shown such a small segment of it... the fact that it goes underground into the pillar on which it stands increases its interior size dramatically, but you did not get to see how far down it went, as you were lead back up the stairs after visiting the hall of bones.

Instead of taking you back to the main hall, Strahd continues to lead you 50 feet up the staircase, taking you to the second floor of Castle Ravenloft, where there is another plateau with a doorway. You do not go out this door - instead you continue climbing for another 40 feet, ascending to the third floor, where you reach another exit to the stairwell. It continues further above this, but Strahd leads you to follow him through this door, which is illuminated by fluttering torches.

(cont.)
>>
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A door of delicately engraved steel stands at the west end of this short, dark hallway. Intricate details stand out clearly on the door's surface. The door seems to shine with a light of its own, untouched by time. Flanking the door are two alcoves in shadow. A dark, vaguely man-shaped figure stands in each alcove.

Strahd raises his hands as you pass through this corridor, though for what purpose you cannot discern. You continue through the doorway.
>>
You find yourself in a great dining hall. Dust assaults your lungs. A sweet yet pungent smell of decay fills this room, in the center of which stands a long oak table. A blanket of dust covers the tabletop and its fine china and silverware. In the center of the table, a large, tiered cake leans heavily to one side. The once white frosting has turned green with age. Cobwebs hang like dusty lace down every side of the cake. A single doll figure of a well-dressed woman adorns the crest of the cake. Suspended above is a web-shrouded chandelier of forged iron. An arched window in the south wall is draped with heavy curtains. Resting in a wooden stand by the window is a dusty lute, and standing quietly in the southwest corner is a tall harp shrouded in cobwebs.

Strahd ignores this room completely, and continues leading you to the door to the north.

"Hang on," you say. "This room seems significant."

"It's not," he says, dismissively.

...

You decide now is as good a time as any to ask him the final question that's been on your mind since you begun this meeting.

"When I was in Vallaki, I was not travelling alone," you say. "I had a partner with me. She was entrusted to my care by the burgomaster of Barovia. Ireena Kolyana."

"I was wondering when you were going to ask about her," Strahd says.

"So you know what is troubling me?" you ask, trying to keep your tone sounding as neutral as possible.

"I believe so. But ask anyway, top be sure."

"What interest do you have in her? Why were you appearing at night?" You genuinely do not know the answer to these questions, and this is very clear in your tone. "Why did you attack her family?"

"You want to know why I sought after her. And likewise, I want to know why you tried to keep her away from me. You were so quick to trust her wretched brother."

"All I saw was a woman who was hurt, a concerned brother, and ap potential travelling partner. I did not mean to interfere with something. I just wish to know why you saught her out in particular... it is hard to wrap my mind around, because she nor her brother seemed to believe there was anything special about her."

Strahd pushes open the north door and steps through it, motioning for you to follow.

(cont.)
>>
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A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through careful use. All is in order here. The stone floor is concealed beneath a thick, luxurious rug. In the center of the room is a large, low table, waxed and polished to a mirrored finish. Even the poker in its stand next to the blazing fireplace is polished. Large, overstuffed divans and couches are arranged about the room. Two chairs of burgundy-colored wood with padded leather seats and back cushions face the hearth.

A huge painting hangs over the mantelpiece in a heavy, gilded frame. The rolling firelight illuminates the carefully rendered portrait. It is an exact likeness of Ireena Kolyana.

(cont.)
>>
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At first, there is no doubt in your mind that this is a painting of Ireena. But in the portrait, she is wearing her hair in an unfamiliar fashion, and her dress is not of the type you have ever seen her wear, neither in her manor nor briefly in Vallaki.

Strahd looks upon the painting with sadness in his eyes - heavy, this time, unlike anything you have seen on his face before.

"Who, exactly, am I looking at?" You feel strange asking. It's very clearly some rendition of Ireena. Even the minor features of her face, like the bend of her nose and the intricacies of her facial expression are captured immaculately.

"The love of my life. Tatyana," Strahd responds.

Suggestions:
>"Is Tatyana alive?"
>"Is Ireena Tatyana?"
>"Okay, you have shown me your castle. Now it's time for you to tell me where I can find my sister." (end conversation about Tatyana)
>Say or ask something specific. (specify)
>Perform an action. (specify)
>Cast a spell or use an item. (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5254098
>"Where is she?"
RESIST URGE TO USE SPELL AGAINST IMMORTAL
Man, now I'm kind of wondering of what could have been in Vallaki. And Tser Pool. Fuck it, I'm on the edge of my seat either way. Great writing, QM. Bravo!
>>
Sorry boys, I don’t think Strahd is the right guy for Aranuel
>>5254548
I think for an impulsive character this is the right response
>>
>"You carry faith with you, and a fresh soul. I almost feel bad for you."

I believe this statement is the leverage we hold over Strahd. Despite his long life and exceptional education, he's been unable to break his curse.

While we are only a low level cleric, we have an unique potential. We have our faith and freshness that the other inhabitants of this cursed realm do not possess. There's a reason he shows such interest in adventurers.

>"I am profoundly impressed with this tour, and the nobility of your education and tastes."
>"Is Ireena Tatyana?"
>While he tells his story, pretend to listen to him, but actually attempt to memorize everything we've seen, especially the configuration of the maze.
>Give him a paper bird
>"I gift you this trinket if you wish to write a heartfelt letter to Ireena. If you want the advise of a woman on how to formulate your feelings with gentleness, I would be delighted in helping you. I'm not saying you're scary, but your exceptional masculinity can be a bit overpowering for a gentle flower."
>>
>>5254731
I want to give him a paper bird as a short-term life insurance policy, because we have three of them. I call it a trinket as a display of power, because he will probably find it valuable.
>>
>>5254774
>>5254731
+1 to memorizing floor plan and gifting a paper bird
>>
He just needs someone to Heat his Cold Cold Heart
>>
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I have no update for you today, but I feel compelled to post something anyway as a signal of life, since I don't like it when QMs disappear for long stretches of time without saying anything. The update is coming tomorrow.
Kossuth thanks you for the brightness and warmth of your patience.
>>
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>>5254548
Thanks fren, your enthusiasm injects life into my bloodstream.
>>
>>5254731
>>5254774
>>5255033
You look at the painting, confounded. Tatyana? Is this Ireena by another name? You didn't get the sense Ireena had been hiding anything from you, but this land has no shortage of surprises, so you will hold your breath.

"I, uhh... hmm."

Strahd notices your uncertainty. "Please, ask whatever questions you wish," he says. "I know enough about you - it's only fair that I tell you more about me."

At this point, you see no further harm in asking. While Strahd was talking, you memorized the floor plan of the castle so far, so if this train of questioning leads to escalation, you have a way out... and a way back in, should you ever come here uninvited. You know exactly how to find this room, and how to find all the other rooms you've been in from the main entrance. You may even be able to understand more about the castle layout if you focus hard enough on your way out. But for now...

"Is Tatyana..." you ask, "...the same person as Ireena?"

"In a manner of speaking, yes."

"What does that mean? Is this why you are obessed with her?" You didn't mean to say it that way - it just slipped out - but the truth doesn't seem to be lost on Strahd.

"What do you know about souls?" Strahd asks.

"In Barovia? Not as much as I would like to," you say. "I am open to teaching."

Strahd thinks for a moment, gazing upon the portrait, his expression grim. "It's hard to describe what I mean simply," he says. "The Dark Powers are strange and cruel. Some things... some tragedies, they repeat through the centuries, as if some powerful magic is bending all to make it so. I don't beleive in fate, but it still makes a man think."

That is a vague answer, if you'd even call it that. "What's clear to me," you say, "is that the love of your life looks a lot like the woman I was entrusted to escort away from the village, and away from Ravenloft. And I did not mean anything personal when I took on that task, is what I want to say."

"You don't feel that my castle is a danger to her?" Strahd asks.

"No," you say. "Actually, I am profoundly impressed with this tour, and the nobility of your education and tastes. It's clear to me, at least, that your accommodations are fit for one who rules this land."

Strahd's expression doesn't change even a little bit. Is he flattered? Impressed? "I really should add," you say, "I no longer know where Ireena is. I'm sorry if I didn't make that clear. I have to have faith that she is safe right now, wherever she may be."

"Yes, it is very hard to know for sure who is telling the truth," Strahd says, an indecipherable smirk on his lips. "But she's a smart woman. I am sure she is okay."

You're not sure how to reply, so you just give him a polite chuckle in return.

The tour seems to have come to a close. Before asking him about your sister, you still have one more trick up your sleeve to secure his impression of you...

(cont.)
>>
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You reach into your backpack and locate the paper birds. These were given to you by Vasili Von Holtz before he departed with Ireena. enchanted parchment that can fold itself into a bird and fly to its intended recipient across a great distance.

"What could that be?" Strahd asks.

"My Lord," you say, giving him your best attempt at a polite bow. "I thank you for giving me a glimpse into your intimate motivations. I gift you this trinket." You hand him one of your paper birds.

Strahd, looking dignified as he can muster, accepts it.

"This is for if you wish to write a heartfelt letter to Ireena," you continue. "If you want the advise of a woman on how to formulate your feelings with gentleness, I would be delighted in helping you. I'm not saying you're scary per se, but... your exceptional masculinity can be a bit overpowering as it would be for a gentle flower."

"I think I will be fine," he says. "I have been studying literature and poetry for hundreds of years. I can write a diplomatic letter."

You nod. You would've loved to have help him write his letter to Ireena - who knows what opportunities could have come from that - but you cannot force the issue. You do hope you've made the right decision either way, encouraging him to write her. That's not really the reason you gave him the paper bird though.

You only have two paper birds left, but even one would be plenty. It is your hope that giving it to him will serve as a display of power; maybe he will respect you more now than he would otherwise. That should make your final request all the more likely to yield results...

(cont.)
>>
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You can feel yourself getting nervous, anticipating the struggle that is this upcoming conversation. He has leverage over you, and he absolutely knows it. If he truly could find Joannus, and there is anything he wants from you, you would be hard pressed to deny it.

"My Lord," you say, your tone growing serious. "I drank your wine. I toured your castle. We have exchanged pleasantries. Now, I must insist on the other thing I came here for."

"Your sister," Strahd says. "Joannus."

You nod.

"Your sister is in Krezk," he says.

Wait, what? Why such a simple answer? Was it really that easy?

"Ahh Joannus... you really take after her, you know," he continues. "She might be hiding in the mountains with that pitiful Abbot. Yes, I am convinced that's where she is - there is only one way she could have left, and I would have found out about it if she did. I do hope we meet again. I can arrange for my carriage to take you there immediately if you wish, but do not feel rushed to leave."

It could be that you read him all wrong. Beyond the curses and the immortality, is he just some guy in his castle who likes history, and has a creepy obsession with a woman who looks like his lost love? Or is there something you've missed?

He looks at you expectantly, waiting for the answer to his request. A subtle smile is on his face, unreadable in its purpose.

Suggestions:
>There is still business you have here in Castle Ravenloft before you leave. (specify)
>Accept his request. He kept his promise. You will take a carriage to Krezk. You're coming for Joannus.
>Deny his request. You will return to Vallaki first, then decide whether to head to Krezk once you've considered it enough.
>Express uncertainty. You don't trust him - this is way too easy. Tell him as much, and ask to know if there is a catch. (Charisma)
>Insist that the tour isn't over. Ask him to take you to another room of the castle. (specify)
>Repeat your request to help him write a letter to Ireena - convince him that it really is a good idea to receive your help. (Persuasion or Deception, DC 20)
>Ask him if you can roam the castle unsupervised. (Persuasion, DC 20)
>Pretend to take your leave, but actually roam the castle unsupervised. (Stealth, DC 20)
>Attack Strahd.
>Flirt with Strahd. (Charisma, DC 20)
>Ask questions. (specify)
>Use Channel Divinity (1/1) for Turn Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Cast a spell or use an item. (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
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If Aranuel has any further questions about the portrait of Tatyana and her relationship to Ireena, please ask them, and specify how they are phrased. Strahd was very vague in his explanation of Tatyana... it's not clear to you, even, why he brought you into this room to begin with. He is still in the mood to answer questions, but the moment is fleeting.
>>
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>>5257973
Actually, we can simplify this even more:

Charisma (Persuasion) Check: Convince Strahd to explain the full story involving Ireena/Tatyana.
Roll 1d20+Charisma+Persuasion (1d20+0+2) to roll a Charisma (Persuasion) check.
(DC 18. Best out of 3.)

It's up to Aranuel to decide whether she even cares about this plot-essential information at this moment in the story; if this check fails, the information will not immediately be available, but can still be uncovered later by other means.
>>
Rolled 9 + 2 (1d20 + 2)

>>5257963
>Flirt with Strahd. (Charisma, DC 20)
I don't actually want to, but I feel like we have to. I don't really trust him, but I don't want to let him know we don't trust him because he might take offense to that. Also, we can't go right to Krezk becuase of the issue with the wine, right? No matter what, I think we should still try to keep our word and resolve the wine situation too so do we have to go back to Vallaki first, as the Winery is only a short distance away from the town we should
>Agree, but apologize as we have some unfinished business in Vallaki that we should take care off
In terms of Ireena, I do think we should push a bit more because he's obvioulsy been watching her for such a long time and I think Aranuel might still feel responsible for her safety.
>>5257985
>>
>>5257963
Argh how to talk to vampire barons

>Question (possibly part of a flirt if we commit to it, or just a question. I vote for no flirt.)
"This tour of Ravenloft has been... Intoxicating. Of course, I must leave now to find Joannus. I can't hesitate another second, but, I noticed your halls are so lonely, not even a servant or visitant... You mentioned I take after my sister. Once I find her, would you one day like to entertain us at your castle again, once we are united? Only if it's not a bother to you, of course..."

>>Ask questions. (specify)
As we are leaving, turn and ask "Oh, yes... You mentioned an Abbot. What is this person doing with my sister? ... Does this Abbot have any tricks I should be prepared for?"

>Accept his request. He kept his promise. You will take a carriage to Krezk. You're coming for Joannus.
Thank Strahd for the carriage ride.

I want to be more blunt/direct about his experience with Joannus, and so far he hasn't seemed to mind too much about us being blunt and direct, but he reminded us what happens to meddlers in his affairs... But this is our sister, not his plaything! In fact, it almost seems like Joannus is on Strahd's back burner, or bottom of his list, if still truly on the list at all. I just can't articulate a polite way to blurt it out. DID YOU FUCK MY SISTER, STRAHD????! I doubt he'll explain himself on if he wants us to come back, just give a cryptic yes or maybe, or a stern no. Again, asking him to explain why he does or doesn't want guests (especially foxy females like the Sisters Caniella, after revealing Tatyana to us,) could end up topsy turvy. Barring major medical or magical intervention, Joannus should be able to tell us a little more about Strahd and what to think of him. I think I'm content.
>>
>>5258141
All I'm saying is, we have like a 15% to successfully flirt, and if we fail, we'll either look like contemptible fools after all the diplomacy, or even incur Strahd's wrath. Aranuel is too young to die and be crafted into a bone chandelier. Not like this.
>>
>>5258175
Okay...
>>
>>5258175
>>5258176
Okay, we probably won't become bone chandelier, but I still don't like the odds. Everyone else is free to vote for flirting, though.
>>
Rolled 1 + 2 (1d20 + 2)

>Ask Strahd what he knows about Vasili Von Holtz and what's his opinion of him
>Ask Strahd if he wants to learn more about Kossuth
>Flirt with Strahd. (Charisma, DC 20)
>Accept his request. He kept his promise. You will take a carriage to Krezk. You're coming for Joannus.

>>5258141
>I don't really trust him
I think Strahd is trustworthy. For example, he keeps his ancient promise to the Vistani. I'm more worried about triggering him.

>>5258175
How about we keep the flirting tactful and subtle? This way, we can save face, even if the roll fails.
>>
Rolled 9 + 2 (1d20 + 2)

>>5258189
>>5258176
Alright, fuck it. Bone chandelier, here we come!! (Flirt roll)
>>
>>5257963
>>Express uncertainty. You don't trust him - this is way too easy. Tell him as much, and ask to know if there is a catch. (Charisma)
>>
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That's 2 votes for taking the carriage to Krezk, 1 vote for staying in Vallaki to look after the wine situation for Urwin the innkeeper. So far, the carriage wins.
That's also 3 unanimous votes for flirting.

Charisma (Persuasion) Check: Flirt
Roll 1d20+Charisma+Persuasion (1d20+0+2) to roll a Charisma (Persuasion) check.
(DC 20. Best out of 3.)

The following will also occur unless anybody objects, since they don't conflict with the chosen options:
>Say, "This tour of Ravenloft has been... Intoxicating. Of course, I must leave now to find Joannus. I can't hesitate another second, but, I noticed your halls are so lonely, not even a servant or visitant... You mentioned I take after my sister. Once I find her, would you one day like to entertain us at your castle again, once we are united? Only if it's not a bother to you, of course..." (>>5258172)
>Ask Strahd if he wants to learn more about Kossuth. (>>5258189)
>As we are leaving, turn and ask "Oh, yes... You mentioned an Abbot. What is this person doing with my sister? ... Does this Abbot have any tricks I should be prepared for?" (>>5258172)

Still need 1 more roll for convincing Strahd to explain the full story involving Ireena/Tatyana (>>5257985) and 2 more rolls for flirting, since >>5258192 counts as the 1st roll. All the rolls are 1d20+2.
>>
Rolled 9 + 2 (1d20 + 2)

>>5258593
>>
Rolled 6 + 2 (1d20 + 2)

>>5258593
>Rolling, very nervously
>>
>>5258593
Here's my non-flirt roll. Not sure if you want to interpret the other rolls as fulfilling it already and ignoring this one (since I already rolled for flirt), and waiting for another roll, either way. QM's choice on this quantum dice roll.
>>
Rolled 3 + 2 (1d20 + 2)

>>5258726
Ahem, HERE'S my roll.
>>
Rolled 20 + 2 (1d20 + 2)

>>5258593
Flirt roll
>>
I bet Aranuel has really warm hands, from that inner fire, while Strahd has cold hands.
>>
>>5259480
Although this is an excellent roll, all the rolls have already been made (>>5258141, >>5258189, >>5258192, >>5258598, >>5258614, >>5258728) and can be categorized, so it does not count.
Update coming in 1 hour or so...
>>
>>5258189
>Ask Strahd if he wants to learn more about Kossuth
This didn't naturally work its way into the conversation after all, particularly after both Charisma rolls failing.
>>
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Results
Convince Strahd to divulge the whole story regarding Ireena & Tatyana: 11/18
Flirt: 11/20

--

You look up at the portrait that Strahd referred to as Tatyana. You haven't failed to notice how fixated he is on it... it seems to evoke something in him, something that sure looks the way real emotion would look on a cursed immortal man. Yet Ireena did not know Strahd, and, in fact, was trying to flee his attempts to prey on her in the night in the village. Why does this woman look exactly like her? What is Strahd's history with her? And what was that tangent he went on, about the Dark Powers and souls in Barovia?

"My Lord," you say, "Before I am finished here, I am curious about your history with this woman, Tatyana. I suppose what I wish to ask is... do you love her? How did you meet her?" You need to find a way to ask about the resemblance to Ireena without pushing it. "When I asked if she and Ireena were one and the same," you continue, "you only said 'in a manner of speaking'. Is Tatyana... alive?"

Strahd seems to have lost interest in the paper bird you gave him. You guess it wouldn't make sense that he's not enamored by it, but still...

He looks at you after a moment and says, "I do love her, yes. But this is a story for another time. My personal affairs, while significant, do not define this castle, nor this Land. I have tried my best to make sure of that." His eyes grow distant as he seems to fall into deep thought, then he returns to reality after a brief pause. "So, the carriage, traveling cleric. What is your decision? Leave or stay?

The situation involving his attraction to Ireena is very unclear to you, and there are many unknowns. But one thing is for certain - he seems vulnerable here. Vulnerable, and perpetually alone, as you imagine an immortal would be. He clearly holds secrets, and getting closer to him wouldn't exactly make you less likely to learn them. Could this be a opportunity to gain the connection that will free you and your sister from the mists of Ravenloft when the time comes?

"This tour of Ravenloft has been... intoxicating, my Lord," you say. "The history of Ravenloft is rich. Of course, I must accept your offer to leave for Krezk. I can't hesitate any longer. But, if you don't mind me saying..." You move closer to him, his your eyes meeting his. He hesitates, his expression protraying something like a cautious bemusement, allowing you to move into his space. "I noticed your halls are so lonely," you say. "Not even a servant or visitant..."

(cont.)
>>
His body language remains steadfast. He doesn't appear to be taken off guard by your proposition, and you doubt he's ignorant of your intentions. But while he doesn't seem upset, he also doesn't appear to be pleased. "While you did not meet anybody in the halls of Ravenloft," he says, quietly but tersely, "I do have servants and consorts, elsewhere the keep. I regret not showing you more of the castle."

This bodes well, you think, depending on what you serve to gain out of propositioning the vampire lord. While his heart is set on one true love, he is not a stranger to simple indulgences of flesh, clearly... if that's what you are to interpret from what he is suggesting at least.

"You mentioned I take after my sister," you say. "Once I find her, would you one day like to entertain us at your castle again, once we are united? Only if it's not a bother to you of course..."

Strahd takes a deep, deliberate breath. There appears to be a darkness in his eyes, but no lust or desire. You are standing close enough to him now that you can feel his breath when he exhales; it's cold.

He glances behind you as he speeks. "I am not sure if I understand the nature of your implication, my dear." He gently pushes you away. "Of course you have my invitation. I'm not sure what a entertainment I can offer you. Ruling a valley is a serious task. You are certainly an intriguing guest, however."

"And you are an interesting host," you reply, smiling at him. "You wouldn't invite an intruiging guest such as myself over to simply spend time with one another?"

Strahd looks up at the portrait of Tatyana, in what seems to be a deliberate gesture, before meeting your eyes again. "No," he says. "I am afraid not. But there will be no shortage of interesting developments. I expect we will see each other again soon after your reunion."

You're not sure what to make of that. But you're pretty clear on the tone of his response, and how it relates to your attempts to persuade him. You've never expected to get rejected by a lonely immortal vampire, but here you are. Is there something he has against you in particular, or is it a matter of principle? Did you go about it all wrong? You may not know, today.

(cont.)
>>
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"I guess I must take my leave, then," you say.

You were so caught up in your conversation with Strahd, and your tour of this magnificent, terrifying, decrepit castle, that you nearly forgot how excited you are of the possibility that you may see your sister as soon as... well, today. There is plenty of time remaining, and the magical carriage that took you here was fast, so who knows how quickly it will carry you to Krezk.

If there is any reason you are not off-the-wall excited, it's because you feel in your heart like something is missing in this visit. You can't put your finger on why, but the way he shared wine lith you, and made a big show of touring you around his castle, then just gave you what you were looking for and sent you on your way, felt... pointless? It may be a problem with the way you were reading him, but you can't shake the feeling that the meeting isn't over.

You are lead back to the direction of the courtyard. You make sure to memorize exactly where everything is on the way out, confirming the map of the castle you have formed in your head, just in case you are here in the future and need to find your way back to any of the rooms you were lead through.

"So," Strahd says in the great entry hall, standing just outside the dining room you began your meeting in. "We must now say our goodbyes. I hope your impression of my castle has been satisfying. I can only hope the Land will treat you just as fairly."

"Thank you, my Lord. I will keep to the road should I have to travel again."

Strahd nods. "The carriage will be in the courtyard."

You turn to leave, and just as you are leaving through the main doors, you recall one more thing you wanted to ask before departing. "You mentioned my sister was staying with an Abbot," you say. "Do you know what he is doing with my sister? Does this Abbot have any tricks I should be prepared for?"

"Oh yes," Strahd says, "the Abbot. He is harmless, really, but not what he seems. I am positive he has no ill will toward your sister. He is likely providing shelter to her. Do not get on his bad side and you will be okay. He creates... well, you will see when you get there. A pitiful creature."

You huh. "Alright."

As you are leaving, he adds one more comment: "Remember the conversation we had over wine, and remember the Hall of Bones. It will serve you well to take my warnings to heart."

...

The carriage is just up ahead. Nobody else is here. It's raining heavily, and through the fog you can see the torchlight from within the carriage, like a beacon.

You make your way over to it, praying to Kossuth that your sister lies ahead, like promised.

(cont.)
>>
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You make your way to the carriage. Like before, there is no driver. Lifeless horses are connected to it, their eyes glazed over. There's an ethereal, dream-like quality to the way they're standing, almost like they are ghosts, or physical manifestations of some idea rather than real, physical horses. Such magic does exist, and you are familiar with the basics of how it works, but some of the things you've seen here are, to say the least, very advanced.

You duck into the passenger seat of the carriage. Just as you're closing the door, you notice a small-looking creature hobbling up to you.

He looks like a cross between a man and a beast. He is hunch-backed, and he carries all kinds of trinkets on his person, such as potions scrolls, with a pendant and a key around his neck.

When he is close enough, he shouts to you, his voice muffled by the loud rain. "Hey!" he says. "Lady! Excuse me!"

He seems to be approaching with friendly intentions, but you are not sure how to address him. "Y-yes? Who are you?"

He cackles and reaches into a sack on his back and pulls out a medium-sized cloth bag, its contents concealed. He hands it to you. "The Master told me to give this to you when you left."

"Oh, thank you," you say. You take it.

The strange man-beast gives you a big grin, then turns and starts hobbling back toward the castle without even a gesture.

Puzzled, you look inside the sack. Inside it are four small pieces of parchment, and a small note on a different type of parchment.

You quickly inspect the note, which is written in common in raven black ink:
>A parting gift. I have hundreds of them in the archives.

You look inside the bag. The other four pieces of parchment have nothing written on them. It takes you a moment to process it...

These are paper birds.

Enchanted paper used to deliver a message over long distances. You know this because they are exactly like the one you gave him.

you quickly pull out your other two paper birds to compare - sure enough, the ones Strahd just gifted to you are the same size and texture of yours. It's as if Strahd was merely feigning gratitude when you gave him one of the ones you received from Vasili; as the Lord of a massive valley, these are completely familiar to Strahd, and it makes sense that he would stock hundreds.

What do you do?

>Continue to Krezk.
>Do something else. (specify)
>>
>>5260594
>>Continue to Krezk.
Being turned down by an immortal vampire. How sad
>>
>Continue to Krezk

>>5260694
That's OK. There will be a second meeting.
>>
>>5260594
>>Continue to Krezk.
>>
>>5260594
>>Continue to Krezk.
>>
>>5260694
He probably think we're a schizo now. Anyway, we weren't really flirting we were just using our wiles to hurt his defenses. We'll punish him with impunity at a later date (with Fire)
>>
>>5260694
>>5260738
>>5260982
>>5261050
The carriage departs, pulled by the enchanted horses, leaving the great fortress behind.

The carriage takes you through the woods at an alarming speed. This is faster than any horse could move. There is a stillness about the forest that notice even from the inside. You feel safe, but also incredibly isolated. You sit, staring down at the sack containing your new found enchanted paper birds and think about what this gift implies as the trees whip past.

It wasn't so much that the conversation with Strahd seemed pointless, it's more the way the meeting ended. As if there was something else that should have happened, something he thought you were privy to. Why else would he have threatened you unprovoked? Just to spook you? You didn't say anything to insult him, so far as you were aware.

You fight with the thought that's been nagging you since before you left the castle. There's no way you are just being paranoid. You remove one of the paper birds from the bag and compare it with yours once again, one of the ones given to you by Vasili: it's identical. Part of a set. You sigh in frustration.

Vasili told you he had hundreds of them. Strahd said the same thing in his note.

Vasili had said he came from a noble house outside the Village of Barovia, and that he was a patron of Lady Fiona Wachter, who you now know is an associate of Strahd. They are all friends, no doubt.

Why did you let Ireena leave with him? Could she be in danger right now?

The more you think about it, the more your stomach churns. What if Vasili took her somewhere on purpose, intending to bring her to Strahd? Have you been played for a fool?

Your working theory is that Strahd could be taunting you, trying to communicate to you that he has Ireena under his thumb. Or, the more likely scenario, you could be reading too much into his threats and finding subtext in his gift note that doesn't exist. That's what hanging out with a vampire lord will do. He's certainly got into your head a little bit, you'll give him credit for that, but with Kossuth's aid, you will get to the bottom of whatever games he decides to play with you.

You need to decide soon whether you will write Ireena as instructed and pray your fears are unfounded. After all, you cannot divert this carriage now. You've made your choice; are going to Krezk, on the far west end of the valley. Too far away to divert Vasili directly, should he be trouble for Ireena. If nothing else, you ARE going to find your sister. And if fate will have it, you and her will leave this hell as soon as you've been reunited.

(cont.)
>>
You look out the window. You are approaching Vallaki now, the final stretch of forest overlooking the lake moving quickly. You wonder how you are going to get through Vallaki and stay on the road... surely Vallaki wouldn't open its gates, and the carriage would have to divert?

You lean back in the seat. As you approach Vallaki, the world outside the window of the carriage seems to blur and fade, as though you are viewing it through frosted glass. The carriage passes through the closed town gates as though they don't exist. The town square zips by, and then there are no more buildings, only trees and the gray sky - as the outside world returns, you have passed the western gate, and are now on the road again, heading further West than you have ever been.

You blink a few times. You did not go around Vallaki; you went straight through it, without stopping or slowing down for a second. That was so pointless, so wasteful of whatever magic drives the vehicle, but also kind of impressive.

As you watch the scenery move past, you try to take note of the landscape in case you find yourself back here. The road west of Vallaki comes to an X intersection, with branches to the northwest, northeast, southwest, and southeast.

Beyond that, it's mostly a straight path, upward, that leads back into more mountainous terrain. There is a branch to the south a little ways up, visible through the left window. You recall that Argynvostholt, home of the Order of the Silver Dragon, could be reached by the first branch south past the crossroads... is that the branch the knight on the bridge was referring to?

Thinking back to that trip to Vallaki with Ireena strikes you with a small pang of disappointment, a sadness. You liked travelling with her. Your travels together ended so unceremoniously. Your suspicion that she may not be safe is growing stronger the farther you get from the land you are familiar with.

You believe you are finally nearing your destination. You see a weatherworn signpost next to the road. The three arms of the sign point along the three branches of the road. You can't read the signpost, but through the woods you can see an arching stone bridge spanning a river. The east road slopes up gradually, and the southwest branch slopes down gradually; the direction you are headed, west, is level.

The mist is strong here, and the mountains on all sides are capped with snow, squishing the valley into a narrow funnel.

(cont.)
>>
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Suddenly, the carriage comes to a stop. The spectral horses driving it rear and whine, and the passenger door swings open. You are left to stop out into the forest, and your breath is visible in the cold air.

Hesitantly, you exit the carriage, and the door closes behind you. The horses turn the vehicle around, and they bound away. The entire carriage seems to pass into the border ethereal, fading with a blue glow as it heads back the you came.

You turn and look at the road ahead. There, built into the side of a mountain, is Krezk.

A gatehouse built into a twenty-foot-high wall of stone reinforced with buttresses every fifty feet or so. The wall encloses a settlement. Beyond the wall is the tops of snow-covered pines and thin, white wisps of smoke. The somber toll of a bell comes from a stone abbey that clings to the mountainside high above the settlement. It's hard to tell at this distance, but there seems to be a switchback road clinging to the cliffs that lead up from the walled settlement to the abbey.


You do a quick double-check of your equipment, especially your trusty longsword, then you make your way up to the settlement, where you are to meet your sister for the first time since you were little. The nervousness compounds as it hits you that if this goes well, it may be the end of the journey that you have been on since you were a child.

...
The air grows colder as you approach the walled settlement. Two square towers with peaked roofs flank a stone archway into which is set a pair of twelve-foot-tall, ironbound wooden doors. Carved into the arch above the doors is the settlement's name: Krezk.

The walls that extend from the gatehouse are twenty feet high.

(cont.)
>>
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Atop the parapet you see four figures wearing fur hats and clutching spears. They watch you nervously as you walk toward the gate.

"State your purpose," calls one of the sentries.

You stand tall as you reply. "I am Aranuel," you say. "I am here looking for somebody who I was told may be staying in the Abbey. May I enter?"

"Who might that be, girl?" asks another guard. His voice sounds like he is trying to swallow something.

"Her name is Joannus."

There's silence between the two guardsmen. The third seems to relax and turns his head. You can hear him chuckle quietly. After a few seconds, the first guard nods. The fourth steps away from his post, disappearing behind the gate.

"Wait there for a few minutes," the first guard calls.

And so you stand by the wall. While you are waiting, snow begins to fall. Eventually, the guard returns, and with him is someone new: a plump man in fine clothes, who looks down at you from the wall the way a farmer might look at a beast who has wandered into his yard.

"You wish to access the Abbey?" he asks.

"Yes," you reply.

"Well, I'm afraid I can't help you. Krezk is closed to visitors. Nobody has come here without official business in years."

Your stomach sinks. "But I must enter," you say. "Is there no one who I might be able to persuade?"

"I'm afraid not. I am the man in charge here. Dmitri Krezkov, Burgomaster."

You think for a moment. If you cannot enter Krezk, you have nowhere else you can go on foot; you are stranded here, on the far east of the valley, days away from Vallaki. "For what reason do you have to deny me entry?" you ask, with a hint of desperation.

"Understand that this is a small community!" he shouts. "The safety of which I place above all. If you want shelter, you must go to Vallaki. If you are looking for somebody, we cannot help you - they likely did not enter Krezk at all, in fact, and you are mistaken."

"You mentioned official business," you say. "Who is allowed to visit?"

"We receive wagonloads of wine from the winery, which is just a ways south," he says, a mild apprehension creeping into his voice as he mentions the winery - another victim of late shipments?

"Other than that..." he continues, "Nobody enters or exits this community. I can give you directions, but if you're not hear on official business, I'm afraid you must leave."

Suggestions:
>Ask questions. (specify)
>Try to charm your way in. (Persuasion, Intimidation, or Deception; DC 20)
>Agree with the terms, and leave, defeated. You will wander until you find somewhere to go. (alternatively, specify a direction to go.)
>Attack the guards.
>Cast a spell or use an item. (list: https://pastebin.com/chuTtwgW)
>Other (speciy)
>>
>Ask the burgomaster why he came to speak to you personally if he doesn't know anyone by the name Joannus.
>Persuasion: Prove to him that you are a holy person (cleric) and promise to settle the wine situation if he lets you in
>(If it doesn't work:) Send a paper bird to Lady Fiona Wachter and ask her if she can write a letter of recommendation to you
>>
>>5262958
>>Try to charm your way in. (Persuasion, Intimidation, or Deception; DC 20)
Persuasion
>>
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>>5263012
>>5263319
Voting is still open, but in the meantime, feel free to roll for your Persuasion option preemptively:

Charisma (Persuasion) Check: Prove you are a holy person, and barter for entry into town.
Roll 1d20+Charisma+Persuasion (1d20+0+2) to roll a Charisma (Persuasion) check.
(Best out of 3.)

Because you are offering something (i.e. to mend the wine situation) we can reduce the DC of the check down to 16.
>>
Rolled 4 + 2 (1d20 + 2)

>>5263684
rolling rolling rolling rolling
>>
Rolled 7 + 2 (1d20 + 2)

>>5263684
>>
Rolled 16 + 2 (1d20 + 2)

>>5263684
>>
>>5264126
nice
>>
We probably could have told him we are already dealing with the wine issue, being that we actually are supposed to be
>>
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>>5263768
>>5263792
>>5264126
Result
Prove you are a holy person, and barter for entry into town: 18

--

Wine is the lifeblood of Barovian citizens; it's a shot in the dark, but you never got anywhere by not trying. You show your holy symbol, and speak with as much conviction as you can muster: "I am a cleric - I try to do good deeds wherever fate takes me, and fate has brought me here to your settlement." You pause a moment to let your words sink in, then continue, "In Vallaki, the innkeeper was having trouble with late wine shipments. It stands to reason that if the winery cannot deliver to Vallaki, that Krezk may also be affected. Am I right?

"That is correct," Dmitri replies, after a moment's pause. "For your information, wine shipments are irregular enough as it is... but our stock has almost run dry. I would have investigated by now, but I have strange problems of my own, here in town. Do you know what the problem is?"

"No," you admit. "But I am an adventurer with a quest to complete, and I am willing to do whatever it takes. Perhaps in return to being granted entry into your town, I can put my skills to use and find out where your wine is."

"You seem very determined," he observes. He takes off his fur hat and scratches his head, leaving behind two unruly tufts of hair sticking straight up like feathers. "Very well, then. Come inside. Let us speak more privately about the situation."

He disappears behind the parapet. Relief washes over you. The three guards still stand watch; a few moments later, the gate opens, and you enter the settlement of Krezk.

(cont.)
>>
Had you been expecting anything like Vallaki beyond the walls, you would have been let down. The mist-shrouded village is nothing more than a scattering of humble wooden cottages along dirt roads that stretch between stands of snow-dusted pine trees - so many trees, in fact, as to constitute a forest.

"You must forgive me," he says. "I am not normally so terse with adventurers. I am not my most accommodating self, as I am currently grieving the loss of my fourteen-year-old son, Ilya. Swept away by a fever."

"You have my condolences," you say. "I will include him in my prayers, if you wish."

"Thank you, miss."

As you follow the burgomaster through town, you pass a small handful people - men, women, and children - who live within the walls. Most of them stare at you as you pass; a few shout greetings, but most keep their heads low. The streets are mostly cleared of snow.

From inside the walls, you you catch sight of the road winding up to the abbey, which is now easy to see from this vantage. It rises up to the northeast, clinging to the gray cliffs. The abbey itself sits atop the highest hill in sight, crowned by a bell tower. That's where Strahd said you would find your sister. It almost looks like a town of its own up there, surrounded by a wall with towers at each corner. Your stomach churns at the thought that you may finally see Joannus again, but a part of you has learned to temper expectations - she might not even be there, after all.

"It may be an inconvenience, but there are no inns or taverns here," says the burgomaster. "The nearest would be Vallaki, but you won't make it there on foot in a day, as I'm sure you know."

"That's okay," you say. "You wouldn't happen to know someone named Joannus? Another adventurer - my sister, in fact. She is who I came here looking for."

"Ah, no," he says, "To my knowledge, nobody has come here for a long time. But I have been... absent, lately, so it's possible she slipped through my fingers."

"It's okay," you say. "I think I have an idea of where she would be. Basically I was planning on just heading on up to the Abbey."

The burgomaster stops and gives you a surprised look. "That's... brave of you," he says. "But I would have to advise against it. Nobody here goes up there anymore, not even the priest. Why would another traveler possibly be up there?"

"But I swear I heard church bells from outside the gates," you say, shooting him a look of genuine concern. "Are you telling me no one is up there ringing it?"

"The Abbey of Saint Markovia is defunct. Has been for a while." He pauses. "The one ringing the bell would be the Abbot. "

"Oh, I heard a little about this Abbot," you say. "Who is he?"

(cont.)
>>
Dmitri looks around, as though to make sure nobody is listening. He lowers his voice. "He's been called many things. If you ask around, you'll get different answers from everyone. No one really knows where he came from, but he doesn't bother us."

"So he's just some stranger? Did he take over the Abbey?"

Dmitri shakes his head. "The Abbey has been defunct for generations, actually, long before he came. It's cursed. It caused a lot of suffering to our settlement in the decades after the mist fell over Barovia, and we have kept our distance from it for centuries."

You didn't realize it was going to be another one of these things; you thought for sure there was going to still somebody normal living up there, a priest or someone, running service for the town. But really? A cursed monastery? One would think you'd have learned by now. "Can you tell me about this curse?"

"That's another story," Dmitri says. "What you should be concerned with is the Abbot. One day, this strange man showed up and claimed it as his home - that's who we call the Abbot. He doesn't interact with the village very often, but we are given plenty of reminders of his presence."

"Like the bell?"

He looks up at the Abbey and a look of dread settles on his face. "That's far from the weirdest thing, but yes. The bell rings at erratic hours, day and night. Nobody knows what it signals. Those who are unfortunate enough to live by mountain trail say that they can hear baleful screams and horrible, inhuman laughter when the moon is high."

(cont.)
>>
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You look the way he is looking, letting a silence hang over the two of you for several moments. Finally you say, "I'm sorry you've been having such hard times. And I wish I could do more for you."

"Thank you," he replies softly.

"But I am going to have to make my way up there. I have no other choice, regardless of the dangers that await me. You do not have to aid me in that quest - I will not be a nuisance."

"That, you may do."

"I suppose I'll see for myself soon enough what the Abbot is."

"Indeed." The burgomaster continues walking, and you follow. "Now, about the wine... what details did you hear from the innkeeper in Vallaki?"

"Oh, I don't know a lot," you admit. "Shipments are weeks late there, too. Dwindling supplies, I guess."

"Hmm. Are you going to continue with your personal business right now, or could you deal with the issue today? If you make a decision that requires you to stay here overnight, you can sleep in my home... Being that you appear to be a holy woman, I would much prefer that over you taking your chances with that cursed Abbey."

"I will think about it," you say. "And yes, I am a cleric of Kossuth, Lord of Flames."

"You may wish to check out the blessed pool," he says. "It gifts us fresh water throughout the year. Next to the pool our ancestors built a shrine to the Morninglord in a gazebo. It's known as the Shrine of the White Sun. Now if you will excuse me, I have serious problems to attend to. You have enough on your plate already. You will find me in my cottage if you need anything else, it's the one closest to the outer gate."

"One more thing - is there anywhere I can buy or sell materials and travel equipment?"

"I'm afraid not," he says. "Speak to Calver, in brick house just south of the shrine. He may have supplies if you need them, but they might not be as many as you need."

"May your flame soon burn brighter, sir," you reply.

Dmitri nods. "Until we meet again, miss."

It's the afternoon. There is time in the day to complete one task, whether it be the wine, or finding your sister somewhere in that monastery.

Suggestions:
>You are here for one thing: to find your sister. (Go to the Abbey of Saint Markovia now, and face its dangers.)
>Find Calver to buy and sell equipment.
>You've promised to fix the wine situation to two people now; that's what you will do today. (Travel to the Wizard of Wines.)
>Investigate the Shrine of the White Sun.
>Spend the night at the burgomaster's house, then do something in the morning. (specify)
>Challenge the burgomaster's unwillingness to allow travelers into Krezk.
>Ask the burgomaster a question. (specify)
>Other (specify)
>>
>>5266785
>check out the blessed pool
>>
I'm playing this track 15 minutes before I read the update, so as to set the mood.
https://www.youtube.com/watch?v=WICREUuY2sM
>>
>Ask the burgomaster a question. Ask if any villager is in need of healing.
With the death of Ilya, the village might suffer from a plague. We have Lesser Restoration to cure disease.

>Ask the burgomaster a question. Press him to speak about the curse.
It's important to know about this danger, and I'm curious if there's a relation between the curse and the abbot.

>>5266786
+1
>>
>>5266896
Yeah go with this
>>
>>5266874
https://www.youtube.com/watch?v=UESIIx6ag_Q
>>
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>>5266786
>>5266896
>>5266989
>Ask the burgomaster a question. Press him to speak about the curse.

--

"Actually, I have one more question," you say. "I think it's important that I know more about this curse. I cannot be dissuaded from entering the Abbey - I need to go there, to find my sister, there is no other way about it - but if there is danger, it may help me to understand the nature of it."

And so Dmitri explains the origin of the Abbey's reputation in the village. "Saint Markovia was a priest of the Morninglord who once took a stand against Strahd. The Abbey is named after her; the Abbey of Saint Markovia. It operated as a hospital and a convent, but it fell on hard times after the land was swallowed up by the mists, and Saint Markovia and her followers were crushed by Strahd."

Dmitri goes on to explain that after the fall of Saint Markovia and the encroaching of the mists, the Abbey became a fortress closed off from the rest of the world. But a horrible madness fell upon the clergymen and nuns during these years, driving them to such terrible acts as suicide, mutilation, and cannibalism. The land outside was nightmarish to the clerics and nuns holed up inside, who, for about a generation, would be killed by creatures of the woods the moment they left the protection of their walls. But ultimately it was their isolation and greed that drove them to their end, as the clergy began fighting over food and wine. By the time their supplies ran out, they had either been killed by each other's hands or driven hopelessly mad by the terror of being trapped in a madhouse. For years afterward, the villagers of Krezk avoided the place, fearing that the abbey was cursed and haunted.

Then, over a century ago, a pilgrim from a distant land came to Krezk and insisted that he be allowed to reopen the abbey. The nameless man was strikingly handsome and extremely persuasive, and the villagers couldn't help but do as he commanded. Eternally young, he presides over the abbey to this day, and locals refer to him simply as the Abbot. Many villagers suspect that the Abbot is Strahd in disguise, for they've heard stories about Strahd appearing in other guises. The truth, however, is anyone's guess.

"So the Abbot himself has nothing to do with the curse?" you ask.

"No, I believe not."

"I see... I did have another question too, if you don't mind."

"Go ahead, I'm only standing in the freezing cold. The hearth can wait."

(cont.)
>>
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>Ask the burgomaster a question. Ask if any villager is in need of healing.

--

"If you don't mind, sir, it's about your son Ilya."

Dmitri looks down, distraught. "Go ahead, but be quick about it, if you will."

"You said he died of an illness. That means the village might suffer from a plague. As a follower of Kossuth, have the power to cure disease."

Dmitri closes his eyes and shakes his head. "No villager is sick. It's my family alone that suffers. Save your holy magic - I fear I must be a target of divine punishment, as all of our children died in the same way. This is the end of our bloodline."

"Wait, you had other children and they all died of disease?"

He nods. "Four total."

"And Ilya's death was..."

"A fever as well. Seven days ago."

You think. An illness only effecting the children of one family - that's very strange indeed, perhaps pointing to supernatural causes, or even something more sinister.

Unfortunately, Dmitri may be correct - if he has no more living children, and the gray creeping into his hair suggests that it's nearly too late to have more, if not too late already, then his bloodline is doomed. You wish there was something you could do, but not even you can resurrect somebody who has been dead for a week.

You turn your gaze up to the Abbey. Such a dreadful mark on the settlement. If only the Morninglord was still here to bless these people.

"Thanks for the information, and I'm sorry for prying," you say. "You have helped me. Now go get warmth."

(cont.)
>>
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>check out the blessed pool

--

Even under gray skies, this pool at the north end of the village shimmers and sparkles. Near its shore sits an old gazebo on the verge of collapse. A wooden statue of a mournful, bare-chested man, its paint chipped and faded, stands in the gazebo with arms outstretched, as though waiting to be embraced.

The gazebo appears so frail that it seems like it wouldn't take more than a strong wind to knock it over. It remains standing because it's protected from the elements by the surrounding trees, walls, and cliffs. The statue is a depiction of the Morninglord, positioned so that he is reaching toward the east (the dawn).

You wonder how a pool could supply fresh water to a whole village. The Baron said it replenishes itself. Signs of its blessing, or something more mundane?

You lean down and scoop some of the water in your hands, then drink it. It tastes fresh, and beyond that, it even tastes sweet. A feeling of peace immediately falls over you, then quickly fades away, as though you have been touched by some residual magic or prayer to forces long gone.

You speak a quick prayer to Kosstuh, and are about to turn away, when something happens.

Your eyes are drawn to the center of the pool, and the ripples form strange shapes, then suddenly--

In an instant, visions of several strange scenes flash through your mind's eye.

You see a young nobleman - first he is smiling on his wedding day, then he is laying in a pool of his blood.

You see a broken sword, its hilt a beautiful ornate gold, separated from its blade, kept apart by the mists.

You see a faceless woman in a white bridal gown standing over the pool, blackness surrounding her, and Castle Ravenloft looming behind her. She seems to be weeping as she looks down at the pool, mourning a loss.

You jump, pulled out of the trance by the what sounds like a young man whispering - or so you thought, as now that that strange experience is over, there is nobody whispering, and the pool is just a pool, its purifying waters rippling innocently.

You look around. Nobody is near, and no time seems to have passed.

That was weird, you think.

--

Interacting with the Shrine of the White Sun grants you 2,400 XP, putting your total XP at 6,475.
(25 XP remaining until 5th level.)

--

What do you do next?
>Go to the Abbey of Saint Markovia now.
>Find Calver to buy and sell equipment.
>You've promised to fix the wine situation to two people now; that's what you will do today.
>Spend the night at the burgomaster's house, then do something in the morning. (specify)
>Other (specify)
>>
>>5267391
>Find Calver to buy and sell equipment.
>>
>Fill your waterskin with blessed water.
>Go to the Abbey of Saint Markovia now.
>>
>>5267697
What do you think we should buy? I think we're alright for stuff.
>>5268372
Yeah, I want to go and get the wine because I think Kossuth would probably be disappointed in us if we don't because we said we would but at the same time I think finding sis is priority if she's already in town. So
>Take water
>Go to Abbey

Also, with the Son of the boss being dead, can't they get him rezzed like the Baron after we had that little incident with the lights?
>>
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>>5270009
>Also, with the Son of the boss being dead, can't they get him rezzed like the Baron after we had that little incident with the lights?
After a week, this would be akin to a miracle in this setting. The Baron survived because of Aranuel casting Gentle Repose on him within minutes of his death.
>>
To clarify, here is the description text of Gentle Repose:
>You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
>The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.
The fire of life burns out quickly without a host, but it can be kindled and preserved with faith. Alas resurrection is very powerful magic who very few can perform to begin with. Vallaki is lucky to have a powerful cleric of the Morninglord in the Church of Saint Markovia... Krezk's religious practice, unfortunately, seems to have faltered.
>>
And here is Rivivify, the de facto resurrection spell of Barovian clerics:
>You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
>>
>>5270009
>What do you think we should buy?
a spare waterskin
>>
>>5270147
Nevermind then. Brutal. Finally an authority figure who’s being nice to us and he has to suffer…
>>
>>5267391
>Take several pouches of blessed water
>Go to the Abbey of Saint Markovia now.
>>
Thought I'd bump in to say I'm a few days of updates off, but I plan on catching up tonight or tomorrow
>>
>>5271664
Welcome back friend.
I can't write the next update today anyway, I'm a student and there is too much coursework in my backlog, so you have another day or two to catch up before I resume my typical update schedule.
I am going to be running the Abbey of Saint Markovia like a dungeon, so I expect there to be a lot of combat for me to manage over the week.
>>
Rolled 11 + 3 (1d20 + 3)

>>5271725
>Rolls Animal Handling on the Abbot to determine if he's fertile
>>
>>5267391
>You've promised to fix the wine situation to two people now; that's what you will do today.
>>
You empty 2 of your 3 waterskins, and fill them with water from the blessed pool.

Inventory change (https://pastebin.com/chuTtwgW)
replaced Water (flask) (3) with Water (flask) (1), Blessed water (flask) (2)

It's time to find your sister. Everything else on your mind - Ireena, Strahd, the winery - they can wait. You spent years looking for Barovia for Joannus's sake alone. If you can venture into the Abbey and finish your quest, everything else will become clear to you. Joannus will know what to do. She always did.

Looking up at the walls of the Abbey, you say a prayer to Kossuth for guidance, and begin climbing the trail.

...

Your legs ache underneath the weight of your backpack. The switchback road that hugs the cliff is ten feet wide and covered with loose gravel and chunks of broken rock. The ascent is slow and treacherous, and the air grows colder as you reach the top.

The road climbs 400 feet, doubling back on itself twice. Before you know it, the village below you seems small. The ancient walls of the cursed Abbey grow ever closer.

You are scared, but you cannot admit this to yourself, or to anyone. You must be prepared for anything if you are going to recover your sister.

The path takes you above the mist to the wide ledge on which the abbey is perched. A light dusting of snow covers the trees and the rocky earth.

Finally you make it to the wall. Before you are two small, stone outbuildings, to either side of which stretches a five-foot-high, three-foot-thick wall of jumbled stones held together with mortar. Blocking the road are thick iron gates attached to the outbuildings by rusty hinges.

Viewed through the gates, the stone abbey stands quiet.

What do you do? [Be warned: Because of the amount of content written in the Abbey, the voting period may be shorter than usual for the duration of your stay, with inconsistent discretion. Even if there are few votes, I may choose to update multiple times in a single day, so try to get your votes in quickly if it's important to you. This solution might also apply for other locations later in the quest, such as Castle Ravenloft.]
>Go through the gates directly. (Stealth, DC 16, Disadvantage)
>Go off the beaten path and circle the abbey's wall. The footing is dangerous, and you're 400 feet above the village, but what if there's a less conspicuous way in? (Acrobatics, DC 16)
>Climb over the wall, using the stones as footholds. (Athletics, DC 8, then Stealth, DC 12)
>Call out to see if there's anyone past the gates who can help you.
>Cast a spell or use an item. (https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5275538
>Go through the gates directly. (Stealth, DC 16, Disadvantage)
>>
>>5275538
>Go through the gates directly. (Stealth, DC 16, Disadvantage)
Fire doesn't hide, boys. It just goes right through.
>>
>>5275967
>Go through the gates directly and not stealthily
Strahd said that the abbot is not dangerous as long as we don't get on his bad side. I don't see any reason to sneak, except OOC knowledge that this is a dungeon.

Cancel that. I'm not voting, kek.
>>
>Go through the gates directly. (Stealth, DC 16, Disadvantage)
can’t wait for CONTENT
>>
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>Go through the gates directly. (Stealth, DC 16, Disadvantage)

Dexterity (Stealth) Check - Disadvantage
Roll 2d20, discard the higher roll, then add Aranuel's Dexterity modifier (+1) to perform a check with Dexterity (Stealth) with Disadvantage.
(Best out of 3.)
>>
You take a breath to ready yourself, then you push your way through the rusty gates. But, as soon as the gates are disturbed, the silence of the mountain trail is broken by the terrible screeching sound as the hinges creak loudly with their old age.

You try to save yourself, lest any lurking creatures behind the wall immediately be alerted to your entry - you try your best to handle the gate in a fashion that masks the noise, however difficult it is...
>>
Rolled 3, 4 + 1 = 8 (2d20 + 1)

rollin rollin rollin rollin
>>
Rolled 4, 7 + 1 = 12 (2d20 + 1)

In nomine Kek
In nomine talis deos
In nomine Kossuth
Rollin'
>>
Rolled 12, 5 + 1 = 18 (2d20 + 1)

>>5276905
>>
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Result
Stealthily enter: 8

--

Despite your best efforts, the squealing gate echoes through the abbey loudly.

You cringe. Apprehensively, your move your hand to your side, ready to draw your longsword at a moment's notice, and you step through the open gates.

You look around - to the south, stunted pine trees grow out of the rocky earth in the graveyard near the foundation of the abbey's north wing. The windows of the structure are cracked panes of leaded glass. Ancient gravestones burst from a thin crust of snow in the yard. Beyond the low wall that surrounds the graveyard, the ground falls away.

To the east, 60 feet directly ahead, a fifteen-foot-high curtain wall joins the abbey's two wings.

Behind its battlements, above a large doorway, two guards appear to stand at attention, their features obscured by fog.

Have those guards noticed you? Why are they not moving? You will need to approach this situation with tact.

You are about to move, but somebody grabs your arm.

It takes all the effort in the world to stop yourself from screaming or calling out and alerting the rest of the Abbey. You swing around to look, breaking free from your assailant and clambering for your sword.

The creature that grabbed your arm can hardly be described as human. The left side of her face and body is covered with lizard scales, and her fingers and hands resemble cat's paws with opposable thumbs. She has a gruff voice and wears a gray cloak with a black fur trim. "Oh, c-calm down villager... hehe!" She holds her hands up in surrender.

You are overcome with a feeling that she's not alone. Is it anxiety, or is your gut warning you? You didn't see where she came from. Are there more like her, hiding just out of sight?

"Who... what... are you?" you demand.

She growls at you, her face going sour. "Judgement! Judgement always! Zygfrek does not judge outsiders... so why?"

"Where can I find the Abbot?" you ask, trying to keep your voice low. "I need to go in. Can you tell me what dangers are waiting for me ahead?"

"The Abbot? Yes! No danger." She starts laughing and there seems to be a genuine joy on her face. "Children. We are his children!" she says. But you must have been gawking at her, because she snaps she begins growling again.

What do you do?
>Try to query for information about the Abbey ahead. (specify) (Persuasion, DC 16 per piece of information)
>Threaten her into taking you through the gates without raising suspicion from those guards. (Intimidation, DC 8)
>Attack her - clearly she is a mentally unstable, hopeless lose end who can only stand between you and Joannus.
>Convince her you're here on official business with the Abbot. (Deception, DC 20)
>Continue east or south, and hope she doesn't follow.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5278056
>Convince her you're here on official business with the Abbot. (Deception, DC 20)
>>
>>5278056
>Tell her about >>5260594, the chief of staff and confidant of Count Strahd von Zarovich
>Let her sniff the sack that holds his smell, if she wants
>Convince her you're here on official business with the Abbot. (Deception, DC 20)
>>
>>5278074
And if it fails
>Threaten her into taking you through the gates without raising suspicion from those guards. (Intimidation, DC 8)
>>
>>5278056
>Convince her you're here on official business with the Abbot. (Deception, DC 20)
I mean, we kinda are, it just isn’t official. We’ve definitely got business though.
>>
Charisma (Deception) Check - Advantage: Convince the creature that you're here on official business with the Abbot.
Roll 2d20 and discard the lower roll to perform a check with Charisma (Deception) with Advantage - Aranuel's Charisma modifier is +0, so no change.
(Best out of 3.)

The roll has advantage due to the plan described in this post: >>5278074.
>>
Rolled 1, 17 = 18 (2d20)

>>5278725
>>
>>5278056
Shouldn't our result have been 6?
>>
>>5278737
Yes, you're right. I'm not sure what I was smoking. The outcome is still the same whether it's 6 or 8, but I extracted the wrong result from the series of rolls. Maybe you should be the QM.
>>
To save anybody time before they go back and scour the results of previous rolls, I'm reasonably confident that's the only time that ever happened, as it was the first roll in the quest ever performed with advantage or disadvantage.
>>
Rolled 7, 15 = 22 (2d20)

>>5278725
Rollin'. I'm ready to beat up this insolent mongrel with a stick.
>>
Rolled 11, 7 = 18 (2d20)

>>5278725
let’s roll
>>
>>5278740
>>5278741
I'm here to lend a helping hand. I like to make sure critical successes and critical failures go through.
>>
Rolled 4, 11 = 15 (2d20)

>>5278741
Lets do it
>>
>>5279338
Bro, I'm pretty sure the DM's helping hand is going to catch you.
>>
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Result
Convince the creature that you're here on official business with the Abbot: 7

--

You reach for the bag that was given to you by the strange beast when you left Castle Ravenloft - the one containing the enchanted parchment Strahd left you with as a 'parting gift'.

"Here," you say. "I came here from Castle Ravenloft. I was sent by Strahd von Zarovich. This sack was given to me by his trusted confidant. It contained the note which detailed business I have with the Abbot - sadly the note was lost on the way..."

The strange lizard-cat woman snatches the bag from your hand and inspects it. Strahd's servant, who gave this sack to you, was a strange humanoid beast, just like her; it's a stretch, but you're hoping maybe she will be able to recognize him by the smell of the bag.

"Yes, yes, yes!" she says. "I know him! You met Cyrus! Ahh I wondered where he went... that's... so... rich!!" She reaches into the bag and seems disappointing when she finds nothing inside.

"Yes exactly!" you say. "I did meet Cyrus, and he sent me here to see the Abbot. I'm glad you know him."

"That BASTARD! I always hated him!" She throws the bag at your face - you are startled, but you manage to catch it. "He judged me!"

"Oh. Well, I..."

"You judge me too!" She grabs the fur on the left side of her scalp and starts ripping it out. "He sent you here to INSULT me didn't he?"

"No, no! I told you, I have official business with the Abbot... I need to see him!"

She growls, bares her teeth, and grabs your arm. Clearly she doesn't believe you; further, you seem to have made her hostile. Certain options are now more difficult. What do you do?

>Screw this... break free from her grip and flee into the Abbey. (Athletics or Acrobatics contest vs. Athletics, followed by DC 10 Stealth)
>Threaten her into complying. (Intimidation, DC 12, Disadvantage)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5279814
>Screw this... break free from her grip and flee into the Abbey. (Athletics or Acrobatics contest vs. Athletics, followed by DC 10 Stealth)
yeah… no
>>
>>5279814
>Threaten her into complying. (Intimidation, DC 12, Disadvantage)
>>
>Threaten her into complying. (Intimidation, DC 12, Disadvantage)
No need to flee from just one creatura. Run from one, and expect to be chased by a dozen.
>>
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>>5279849
>>5280140
Charisma (Intimidation) Check - Disadvantage: Threaten her into complying.
Roll 2d20 and discard the higher roll to perform a check with Charisma (Intimidation) with Disadvantage.
(Best out of 3.)
>>
Rolled 13, 2 = 15 (2d20)

>>5280216
>Keep rolling Charisma, our dump stat, for the entire thread
Friends, I ponder if we're doing something wrong
>>
Rolled 6, 6 = 12 (2d20)

>>5280216
>>
Rolled 17, 3, 15 = 35 (3d20)

>>5280216
>>
Rolled 1, 5 = 6 (2d20)

>>5280216
Apologies.
>>
We roll
We fail
We get back up
We roll again
I think the only time we beat the odds was when we merked the baron lol. Nevermind. We should just starting attacking, I think.
>>
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Rolled 10, 9 = 19 (2d20)

"Stop!" you say. "You have crossed the line. I am a Cleric of Kossuth. In the name of my Lord of Flames, I demand that you quit this lunacy and escort me into the Abbey safely. I won't warn you again."

Her face, with effort, contorts into an expression of offense and incredulity. It's as though she was already on the verge of snapping, and this pushed her over the edge.

"Fine," she says. "I'm supposed to keep out JUDGEMENTAL people like you! You will regret coming through the gates of this Abbey"

She makes a bestial sound that sounds like a cross between a hiss and a howl, and there's a noise from the foliage behind her.

--

Rolled
>Unknown vs. You - Stealth (+3)
>You vs. Unknown's Stealth Check - Perception (+1)

(cont.)
>>
>>5280741
nonsense we are the kings of rolling
we have NEVER failed a check
ever
>>
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(Surprised)

Before you have time to react, another creature leaps from the bushes - a creature with one human ear and one wolf's ear, and a protruding wolf's snout and fangs.

With a noise that sounds like a donkey's cry, he pounces on you, separating you from the cat-lizard woman, gnashing his teeth and bringing his claws down on your face.

(cont.)
>>
Rolled 3, 8 = 11 (2d20)

Rolled
>Otto Belview vs. You - Bite (+3)
>Otto Belview vs. You - Claw (+3)

(cont.)
>>
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Combat Round

You push him off you, managing to take no damage, and clamber back to your feet. In a practiced motion, you fall into a defensive position and draw your longsword.

You (Aranuel) stand 5 feet away from the two mongrelfolk, who are side-by-side, north of you.
To your west is the gate leading out of the Abbey, to your south is the graveyard, and to your east is the path leading to the main gate.

You have 41/41 HP, and enough magic for 4 first-level and 3 second-level spells.

Suggestions:
>Attack Otto (the donkey/wolf hybrid)
>Attack Zygfrek (the cat/lizard hybrid)
>Use Channel Divinity (1/1) for Turn Undead, or Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Use your action to Disengage and flee (specify direction)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>Check in for a peek
>We're fighting donkeymen hybrids
Man, I definitely need to catch up already
>>
>>5281055
I was thinking of using a spell, but these guys don’t seem TOO threatening, and I really want to hold onto our uses.
I do want to deal with Otto first, so
>Attack Otto (the donkey/wolf hybrid)
Just use the longsword for now.
>>
>>5281055
>Cast a spell or use an item
Calm Emotions
>>
>>5281077
+1
>>
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>>5281077
>>5281440
Attack Roll vs. Otto - Longsword
Roll 1d20+Strength (1d20+3) to land an attack with your Longsword against Otto's armor class of 11.
(Best out of 4.)
After all rolls, determine if any of them beat the target's armor class. If so, roll 1d8+Strength (1d8+3) for damage. If the landing roll was a natural 20 (result of 20 before any modifiers), double the amount of dice rolled for damage.
>>
Rolled 16 + 3 (1d20 + 3)

>>5281608
Die, filthy mongrel
>>
Rolled 8 + 3 (1d20 + 3)

>>5281608
>>
Rolled 6 + 3 (1d20 + 3)

>>5281608
>>
Rolled 8 + 3 (1d20 + 3)

>>5281608
Back in our element!
>>
Rolled 6 + 3 (1d8 + 3)

>>5281922
Oh, we already punctured it with that (>>5281654, >>5281690, >>5281922 ) so roll like this, right?
>>
>>5281925
>All combat-related damage and healing is doubled
That's some pretty good damage. I hope it's enough to kill it.
>>
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Combat Resolution (Party)

Guided by your Lord of Flames, you bring your sword up and sidestep just as the donkey-wolf-man lunges at you again; this time, your sword slices across his chest as he takes 18 slashing damage. He yelps in pain as the snowy ground turns red with his blood.

(cont.)
>>
Rolled 20, 13, 12, 8 = 53 (4d20)

Rolled
>Otto Belview vs. You - Bite (+3)
>Otto Belview vs. You - Claw (+3)
>Zygrek Belview vs. You - Bite (+3)
>Zygfrek Belview vs. You - Dagger (+3)

(cont.)
>>
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Combat Resolution (Enemy)

Zygfrek gasps at the sight of the other's injury. Her eyes are overcome with a mad fury, and she begins shouting, her voice crackling, almost on the verge of tears. "This is it! You are all the same! We will have revenge for how you valley people always looked down on us!" She draws a dagger from inside her coat.

You move to defend yourself, parrying her dagger away - but, taking advantage of your lapse of attention, the donkey-wolf creature gets the better of you, slashing your shoulder with his claw.

You stumble. Like sharks smelling blood, both of the mongrelfolk take advantage of your weakness, tackling you and biting your extremities like the rabid animals that they are.

You take 12 piercing damage from Otto's critical bite attack, 6 slashing damage from Otto's claw attack, and 6 piercing damage from Zygfrek's bite attack. This brings your HP from 41/41 down to 17/41.

(cont.)
>>
Combat Round

You wrestle yourself back to your feet, raise your weapon, and spend a split second deciding how to respond to the next inevitable exchange of blows. You feel dizzy. You underestimated these monstrosities - they may have a glimmer of humanity, but when angry, they are clearly as vicious and dangerous as rabid wild animals.

You are engaged in melee combat with Otto Belview and Zygfrek Belview. Otto is gravely wounded. Zygfrek is swinging her dagger around wildly, threatening to stab you with it.

You have 17/41 HP and enough magic for 4 first-level and 3 second-level spells.

Suggestions:
>Attack Otto (the donkey/wolf hybrid, under half HP)
>Attack Zygfrek (the cat/lizard hybrid)
>Use Channel Divinity (1/1) for Radiance of the Dawn. (https://pastebin.com/chuTtwgW)
>Use your action to Disengage and flee (specify direction)
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
Burning Hands will do, as a level two spell, (at minmum) 8 damage, right? I don't know if that will be enough to wipe out Otto, who's already hit, but if it is we should be able to last long enough to heal ourselves after Zygfrek's next attack. I fear if we heal, which I'd like to do, they'll do enough damage next round to make it pointless. So
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
Burning Hands
>>
okay time to incinerate because I’d rather not fucking die
>>
>>5282835
Half of the damage from Burning Hands is mitigated if an affected creature succeeds on a Dexterity save. Therefore the minimum amount of damage Aranuel could do with a second-level casting of Burning Hands is 4.
Then again, the maximum amount of damage is 48.
>>
>Use Channel Divinity (1/1) for Radiance of the Dawn

I would rather use this to damage both creatures. They took out half of our HP in one round, so it's pretty bad.
>>
>>5282636
>Attack Otto (the donkey/wolf hybrid, under half HP)
Longsword into his chest.
>>
>>5283041
For the record: Burning Hands would also damage both creatures, since its effect is a 15-foot cone.
Which one is better suited to dealing with the current situation is up to you guys though.
>>
>>5283088
Burning Hands is fine then, I'll vote for it too
>>
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Damage Roll - Burning Hands
Roll to determine the damage of Burning Hands.
(Only 1 roll, please. Normally I would do this roll, since there is no Attack Roll preceding it, but it's more fun if a player rolls.)

Prose and combat resolution coming after I sleep, but Zygfrek has 26/26 HP, and Otto has 8/26 HP. This, combined with whatever you roll, and the pair's Dexterity saving throws, should give you a good idea of whether Aranuel is fucked before the update.

The save DC is for all of Anauel's spells is 13. (8+Wisdom+Proficiency, so 8+3+2)
>>
Rolled 3, 18 = 21 (2d20)

Rolled
>Zygfrek Belview vs. Burning Hands - Dexterity Saving Throw (-1)
>Otto Belview vs. Burning Hands - Dexterity Saving Throw (-1)
>>
Rolled 4 (1d6)

>>5283148
>Otto
>Rolled 18
AAAAAAAAAAA
>>5283145
SHOW ME 6. We did as a level 2 spell, right (i.e. 4 rolls vs 3)? Or am I misunderstanding how spells work in Dungeons and Dragons and we can't cast it as a level two spell as a Cleric?
>>
>>5283173
>SHOW ME 6. We did as a level 2 spell, right (i.e. 4 rolls vs 3)?
The DM had said 4d6 >>5283152 but the post disappeared
>>
>>5283182
Yeah, it's one roll each no?
>>
Rolled 1, 1, 3, 2 = 7 (4d6)

>>5283188
I'm not sure
>>
>>5283173
No you're right, Clerics can upcast a spell at any level they have slots for, so it's 4d6.
>>5283188
It's the sum of all 4 dice at once.

I'll use the first 4 rolled (4, 1, 1, 3) instead of just Wux's roll (1, 1, 3, 2).
>>
Combat Resolution (Party)

You speak a holy incantation and thrust your hands forward as an explosion of fire spews from your fingertips. The blast is wide enough to affect both Otto and Zygfrek.

Zygfrek, caught off guard, doesn't have the agility to avoid the blast; she covers her face and takes 18 fire damage.
Otto is quick on his feet, jumping backwards before taking the brunt of the impact. He takes 9 fire damage. After stumbling out of the affected area, he collapses.

(Consumed 1 second-level spell slot. 4 first-level and 2 second-level spell slots remaining.)

(cont.)
>>
Rolled 5, 16, 14 = 35 (3d20)

Rolled
>Otto Belview - Death Saving Throw
Zygfrek Belview - Bite (+3)
Zygfrek Belview - Dagger (+3)

(cont.)
>>
Combat Resolution (Enemy)

Zygfrek, seeing the death of her companion and recovering from her burn, uses all of her remaining energy to lash out at you. Exhausted from casting your spell, you are assaulted with her teeth (6 piercing damage) and her dagger (another 6 piercing damage) before you regain your defense.

Your total HP has been brought from 17/41 down to 5/41.

(cont.)
>>
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The donkey-wolf-man is on the ground unconscious. He's on the doorstep of death.

Zygfrek Belview, emotionally distraught, is looking around and seems like she's about to run away.

You have 5/41 HP and enough magic for 4 first-level and 2 second-level spells.

Suggestions:
>Spare Zygfrek; let her run and try to stabilize her friend before he dies.
>Attack Zygfrek before she can flee. It looks like one more good hit will drop her like you dropped her friend.
>Command Zygfrek to surrender. (Persuasion or Intimidation, DC 16)
>Put Otto out of his misery.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5283625
I want to force her to surrender so we can end the combat as soon as possible, but if we fuck up up we’d be in a bad spot.
Would letting her run away be an instant success?
>>
>>5283629
As far as Aranuel is concerned, there is nothing stopping Zygfrek from returning and attacking again. So it's down to personal judgement and risk mitigation.
However turns canonically are happening simultaneously, so Aranuel can, if nothing else, be confident that Zygfrek is spending this round running away.
>>
If Aranuel lets Zygfrek flee, she may never see her again; the surrender option is a defense against that possibility.
>>
I forgot to specify that the option to attempt to stabalize Otto requires a Medicine check.
Medicine checks to stabilize an unstable-but-not-dead creature are always DC 10.
>>
>>5283629
>Spare Zygfrek; let her run and try to stabilize her friend before he dies.
>>
>>5283628
>Command Zygfrek to surrender. (Persuasion or Intimidation, DC 16)
>>
>>5267183
A few more tracks

https://www.youtube.com/watch?v=X376t0B38hM
https://www.youtube.com/watch?v=L3NlnO5GaDI
>>
>>5284910
I will listen to these while I write the next update.
If no one else writes in, I will treat >>5283629 as a vote to command a surrender, even though it seems like a non-vote, since that will break the voting deadlock.
>>
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Charisma (Intimidation) Check: Command Zygfrek to stop and surrender.
Roll 1d20+Charisma (1d20+0) to perform a check with Charisma (Intimidation).
(Best out of 3.)
>>
Rolled 4 (1d20)

Rolled
>Otto Belview - Death Saving Throw #2 (Fails/Successes: 1/0)
>>
>>5284947
This is Otto's second failed death save; if he fails again next turn he will succumb to his injuries and die.
But that's next turn. For this turn, please continue to with the Intimidation check (>>5284945)
>>
Rolled 5 (1d20)

This time, my prayer is only to Kek
>>
Rolled 19 (1d20)

>Stop fighting
>Instantly start losing rolls
Diplomacy just isn't our game, guys.
>>
>>5284993
very nice
>>
>>5284993
>rolls high
>27 posts by this ID
very based
>>
Rolled 9 (1d20)

>>5284945
>>
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Result
Command Zygfrek to stop and surrender: 19

--

"In the name of Kossuth, stop!" you shout, holding your longsword out toward Zygfrek in a threatening posture. "I WILL cast another spell!"

She stops running and turns around. She's only 10 feet or so away from you now, and there's nowhere for her to hide.

You look down at the unconscious body of her friend - he's motionless, but indeed still alive, still taking shallow breathes.

"You friend is alive," you say.

"My brother!" she says, fighting tears.

"I might be able to save him still. But I need you to stop trying to kill me."

She looks at you blankly. You can tell there's no more fight left in her.

There's no more fight left in you, either... it's taking all of your willpower not to clutch your wounds. But you can't show weakness, not to these... "people". They'll just kill you.

"Who are you?" you ask.

"Zygfrek Belview..."

"You guard this Abbey?"

"No! We are gravediggers!" She looks at her brother. "That's Otto Belview... d-do it! Save him! We will tell you anything! I'm sorry!"

Decide what to do with Otto and Zygfrek (can select multiple if applicable):
>Try to stabilize Otto's condition. (Medicine, DC 10)
>Ask questions or make demands to Zygfrek. Use her brother's condition as leverage. (specify list of questions; Otto will have to make another death saving throw)
>Same as above, but after stabilizing Otto. (Persuasion, DC 8)
>Attack Zygfrek. (Advantage on attack roll)
>"Gravediggers huh? Best start digging, then." Kill Otto. (no roll needed)

Decide what Aranuel will do after this interaction is finished (can choose multiple if applicable):
>Demand that Zygfrek takes you to the Abbot.
>Demand that she takes you through the gates safely, past the guards on the wall.
>Continue into the Abbey on your own, but ask for directions.
>Go the South way. Explore the graveyard.
>Leave. This place is too dangerous!
>Other (specify)
>>
>>5286043
>Same as above, but after stabilizing Otto. (Persuasion, DC 8)
>Demand that Zygfrek takes you to the Abbot.
At this point, we could just ask rather than demanding seeing as we already thrashed them. I'd rather they bring the Abbot to us. Then again, we're not really here to see the Abbot, we want to see Sis so we could just ask them if they know a girl like Joannus. We might get there to find she's already moved on. So

>Try to stabilize Otto's condition. (Medicine, DC 10)
>Ask questions or make demands to Zygfrek. Use her brother's condition as leverage, but after stabilizing Otto
>Request a meeting with the Abbot, only go in if we have to
>Ask if they've seen anyone resembling Joannus
>>
>>5286127
This, and in case the mongrels don't have a high rank enough to go to the Abbot directly, then
>Demand that she takes you through the gates safely, past the guards on the wall.
>>
>>5286043
>Attack Zygfrek. (Advantage on attack roll)
>Continue into the Abbey on your own, but ask for directions.
>>
>>5286127
support
>>
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>>5286127
>>5286134
>>5287824
>Try to stabilize Otto's condition. (Medicine, DC 10)

You kneel by Otto's body. You don't know much about the anatomy of strange donky-wolf-man hybrids, but you have a touch more medical training than your standard adventurer - you wouldn't call yourself a medic, but it's an essential talent you picked up while traveling Faerûn, and you quickly became adept at it.

By your assessment, he's on the brink of death. He has burns all over, but his body is very cold. Will he die if you fail? It's hard to say, but he might. Zygfrek will just have to live with that then.

Wisdom (Medicine) Check
Roll 1d20+Wisdom+Proficiency (1d20+5) to perform a check with Wisdom (Medicine).
(Best out of 3.)
>>
Rolled 4 (1d20)

Aranuel is proficient in medicine, so this should be easy, but if you fail the check, this death saving throw will decide whether Otto lives long enough for you to make another attempt.

For those unfamiliar with the 5e system who want to understand Otto's death saves, players and important NPCs who drop to 0 HP with leftover damage that doesn't exceed twice their maximum HP enter a state of instability. They roll DC 10 saving throws every turn until they have either 3 failures or 3 successes, at which point they either die, or become "stable" and wake up with 1 hit point 1d4 hours later.

Rolled
>Otto Belview - Death Saving Throw #3 (Fails/Successes: 2/0)
>>
>>5287857
In the case of this roll (which, again, I am making in advance to account for the possibility that Otto isn't stable by next turn) Otto will have failed his third death save, therefore Otto will die if Aranuel fails her medicine check.
>>
>>5287857
>twice their maximum HP
Oh sorry, by this I meant their maximum HP - twice their maximum HP is the theoretical minimum amount of damage required to instantly obliterate a character who is at full HP.
>>
Rolled 2 + 5 (1d20 + 5)

okay lets try not to fuck up a 75% roll
>>
Rolled 8 + 5 (1d20 + 5)

>>5287850
>>
>>5287976
>>
>>5288003
This constitutes a success, and we need to get things moving, so I won't austistically wait for the 3rd roll.

Next I will need the Persuasion check. The order of events set to unfold now after stabilizing Otto is:
>Ask Zygfrek if her or Otto have seen anyone resembling Joannus
>Request a meeting with the Abbot, only go in if we have to (Persuasion, DC 8)
And if a meeting proves impossible:
>Demand that Zygfrek takes you through the gates safely, past the guards on the wall.

I'll have a pretty large update for you next time. If there's anything else you want Aranuel to do here, now is your chance to vote for it, otherwise we'll unfold the plan and the next call to vote won't be until whenever the next major obstacle appears.

Wisdom (Persuasion) Check
Roll 1d20+Charisma+Proficiency (1d20+0+2) to roll a check with Charisma (Persuasion).
(DC 8. Best out of 3.)
>>
Rolled 13 + 2 (1d20 + 2)

>>5288760
anti-snake eyes rolls go!
>>
>>5288777
checked
>>
Rolled 14 + 2 (1d20 + 2)

>>5288760
>>
Rolled 7 + 2 (1d20 + 2)

>>5288760
>>
>>5288777
>>5289244
That was a successful check. Aranuel will have a good time of it.
Just not today. Please come back on Friday.
Haha yeah... I spent the whole evening prepping an actual in-person D&D game I have scheduled for tomorrow with my old group. I mistakenly thought I'd have time for Aranuel after class.
>>
>>5290475
Take your time. I've been lurking but will try to participate now because this seems like a nice quest :)
>>
>>5290558
Thanks Anon! I appreciate it, hope you have a fun time.
>>
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Rolled 4 (1d4)

(Rolled: 1d4 hours, after which Otto will wake up with 1 hit point.)

You kneel by Otto's corpse (and yes, at this point, he is practically a corpse) and apply some first-aid.

There is no holy miracle here. Although your hands are still guided by Kossuth, this is a skill that anyone can learn. You speak a prayer to the Lord of Flames anyway.

"It's done," you tell Zygfrek. "I think he will probably survive."

"He's alive?" she stammers.

"Yes. It will take a while for him to wake up though."

"Otto and I, Zygfrek... We are very sorry!"

You have no reason to believe she's not sorry, but she still almost killed you. That would have been an unceremonious end to your mission. If Joannus is up here, you need to find her and leave as fast as you can.

"Listen... Zygfrek." you say. "Clearly you care about your brother a lot. Is that right?"

"Yes, yes! I love my brother!"

"Well, I came here looking for someone. My sister, in fact."

"Oh...? Ohhh..."

"Yes! Did you see anyone who resembled me? Anyone going back months, or even years?"

"We see everyone who comes and goes. But sometimes people get in... and we don't see them. The Abbot gets upset when that happens."

"So did you see her?"

"I don't know!! That girl many tendays ago? It could be her? It's not my fault!"

"A girl came many tendays ago?" you say, your eyes widening. "Did she look like me?" You step closer toward Zygfrek. "Where is she?"

Zygfrek shakes her head vigorously. "Stop! Zygfrek doesn't know where she went! I was watching her! It's not my fault! No, no, no! Don't hurt me!"

"Okay, okay," you say, "it's okay, I'm not... judging you, and I won't hurt you. But she's my sister, you understand? And I came all this way to find her. She means a lot to me. So if you can help..."

Zygfrek looks down at the snowy ground.

"Did the Abbot know about this girl you saw?"

She nods.

"Maybe you can take me to him. Safely. So we can talk? I saved your brother... I promise I won't harm you if you help me see the Abbot."

After a pause, Zygfrek gives you a look of agreement.

You remember what Strahd said about the Abbot being harmless unless you get on his bad side. You decide it's best not to take any chances with escape options. "Would it be possible for him to meet me out here?" you ask. "So I don't have to go into the Abbey."

"No... not here..."

"But, somewhere else outdoors at least?"

Zygfrek nods, then motions for you to follow.

(cont.)
>>
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You follow Zygfrek through the main inner gates.

The thick fog that fills the courtyard swirls, as if eager to escape. The courtyard is surrounded by a fifteen-foot-high curtain wall on which stand the guards you saw from afar, which, with Zygfrek by your side, you've passed unchecked.

Or so it seemed at at first. From inside the walls, it's clear now that these guards are merely scarecrows. How you managed to mistake scarecrows for guards is beyond you.

The fact that this place is even emptier than you thought sends a chill down your back.

Wooden doors to the north and east lead to the abbey's two wings. In the center of the courtyard is a stone well fitted with an iron winch, to which a rope and bucket are attached.

Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three shallow alcoves that contain wooden troughs.

(cont.)
>>
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You are standing in the main courtyard of the Abbey with Zygfrek at your side.

Something disturbing catches your attention: two wooden posts pounded into the rocky earth have iron rings bolted to them, and chained to one of them is a short humanoid. Her face is hidden by long, stringy black hair, but clearly visible are the spider mandibles and teeth that replace her human mouth. She has the arms and wings of a bat, as well as a cloven hoof in place of her right foot.When she sees you, she scutters away as far as her shackles allow. You glance at her with a mix of pity and horror - her expression is one of pain. Zygfrek pays her no attention.

"Wait here," Zygfrek says sternly. She makes her way over the door that leads to the west wing, and lets herself in.

The quiet is shattered by horrible screams coming from the sheds. You jump. It seems there's no end to the madness of this place.

What do you do?
>Investigate the sheds where the screams came from.
>Investigate the well.
>Do something involving the spider-bat-girl in the corner. (specify)
>Go in the Abbey by yourself. (West wing or North wing)
>Wait a while, and if Zygfrek doesn't immediately return, take one of the above options.
>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
>Cast a spell or use an item (list: https://pastebin.com/chuTtwgW)
>Other (specify)
>>
>>5293415
>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
this place seems like a great vacation spot and fucking with these obviously dangerous things on five hp is obviously worth it
>>
>>5293415
>>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
>>
>>5293415
>Investigate the sheds where the screams came from.
>>
>>5293415
>>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
>>
>>5293469
>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
We should free possible prisoners only after our sister is secured
>>
The thread will be kicked off page 10 in approximately 24 hours
>>
>>5293415
Thanks for running.
>>
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>>5296405
It's not over. Archiving now, expect the new thread soon, 24-48 hours max.
>>5295594
Thanks for the warning.
>>
Archive
https://suptg.thisisnotatrueending.com/qstarchive/2022/5242633/

I've been a tad busy with school lately, but I'll pick this right up when I can. This isn't quite where I expected the thread to break, but that's the nature of the board, I'm a new QM so I'm still figuring this out. I will have to update the summary, but that shouldn't take too much time. Look for Barovian Legends #3 on the catalog.
>>
>>5293469
>>5293706
>>5293798
>>5294473
>Just wait for the damn Abbot. Plug your ears and close your eyes if you have to.
This is the choice we're carrying over to the next thread.
>>
Thanks again for participating everyone.
>>
>>5293415
Thanks for running
>>
>>5296524
Thanks.



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