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Adventure Blog 8/20

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So the brave adventurers once again found themselves in an extremely  well thought-out situation! Facing the proverbial "Lord of the Land" who has been described as enigmatic. Something between a mighty ruler who has ruled for a very long time and at the other extreme with power beyond measure here. The truth isn't 100% known but he is at the very least powerful up to and including quasi god-like. So the lord as well as two of his 'children', on a road, in the deep forest, at night, alone, with no town in sight, they came up with a clever and amazing plan ... They decided to attack???  YOLO!!! Actually, it was mainly Talia who decided to attack enraged by what Strahd had done to her she worked herself into a blood frenzy and launched in a flurry of claws at him. The other adventurers at that point were somewhat along for the ride as it was clear Talia wasn't going to relent still very confused, scared, and angry from the events of the previous night.  So though initially Strahd was talkative and almost pleasant his tone and demeanor shifted (literally) to quite unpleasant. So we went from this---  to this.... virtually instantly. He chided the group about their actions attacking the innocent who had done nothing except wish to make new playmates. He also rebuked the arguments that he had somehow harmed these children saying that the fate that awaited them was far worse than had he not intervened on their behalf. He also excoriated (look it up!) the group for being so quick to judge and that so called monsters are often men and the terrible monsters that men fear are sometimes misunderstood or nothing of the sort. Did the words ring true or ring hollow? Time will tell... but in the interim Talia wanted to 'play' just as the children did. So play they did! Talia launched into Strahd and her strikes were true slashing into him with bared claws. He apparently was not terribly fond of that and almost casually waved a hand Talia's direction. Effortlessly he fired Talia through the air like a ragdoll slamming her into a tree trunk and pinning her there. Your overall perception was that of a parent holding a petulant child at bay while it is throwing a temper tantrum.  Strahd be all like... Amused Mastery After some back and forth with various attacks and counterattacks from the two groups, the children and Strahd employed several of the supernatural abilities of their side. This started to turn the tide of battle where the party was either frightened or ensorceled in some way so that they began to fight one another. By this time a creeping Mist had encircled part of the area (shocker!) and as things seemed to be going poorly Tess leaped out of the mist with a grievous rapier strike to the throat of the vampire child. She was about to pounce on Sana but the wound was so severe Tess pierced all the way through her neck from one side to the other impaling her. Vampires being somewhat interested in keeping their blood at least as much as humans, if not more, aren't too keen on gaping neck wounds.  The creature shrunk back in terror clutching at the horrific wound. Strahd become enraged by this and declared "play time was over". He launched a small flaming missile directly into the middle of the group which exploded into a conflagration of flame inflicting heavy damage on nearly everyone within the effect range. Now with part of the group still feared, others charmed, and the remainder smoldering from the explosive attack things were looking fairly grim. Valeros dragged the unconscious body of Talia out of the radius of another potential attack. Everyone steeled themselves for another potentially fatal ball of flame, Except Vitallis who continued running quickly into the woods to summon a horde of woodland creatures to assist. He found chipmunks, and some froq squirrels to help, but sadly, no manbearpig could be found!  Just then something rather odd happened, and Tess even announced ahead of time she may be killed for it. She grabbed up the heavily injured vampire child and ran to Strahd placing the child at his feet. She quickly explained this was a "peace offering" of sorts and asked to be let go with no further hostility. Turning up the charm / persuasion to 10 it apparently worked. Strahd's demeanor returned to normal (There is an actual physical transformation when he fully 'vamps out') and his voice and tone calmed. He once again chided the group for meddling in things they do not fully understand and being unable to separate monster from true monster. He left with parting words and an ominous warning. This time you may leave freely, circumstances may be very different when next we meet. With that, he grabbed the child and both dispersed into a large swam cloud of bats flying off into the night. After regrouping and making sure everyone was in control of themselves again, the group decided making camp here in the forest was a -really- bad idea, they pressed onwards to the City of Vallaki.  After another hour and a half and a mercifully uneventful trip they arrived at the city which was heavily fortified compared to the village of Barovia. Some quick banter with the guards revealed the location of the Inn and also the potential whereabouts of the Mayor of Barovia. They seemed to have some urgency in their voice regarding this last part so the group decided to seek him out first even though they were road weary from travel and battle.  Upon crossing the cityscape to the far side they came across a large cathedral that looked like it had been started to be renovated. Still broken down and dilapidated like most everything in this land, it had a fresh coat of paint in the way of fortifications and reinforcements to its exterior. Giving the appearance of a fortress as much as a house of worship. A large stage like platform had been erected in the street directly in front of the church and a big group of people had gathered though it was fast approaching midnight. Once the group got closer they saw why. There were 3 people who appeared to be the target of a public execution.  With typical pomp and circumstance some familiar faces exited the church and alighted onto the platform with the requisite church bell tolling for the midnight hour and the pending "Cleansing" ritual. The familiar faces were the zealots from the Eye and Fist of Torm order, who apparently were now calling themselves the Church of the Salvation in this new place. Some quick chatter with the crowd had revealed they'd been here 3 months or so but had made amazingly fast progress converting the townsfolk to their cause and beliefs. The old priest of Lathander the Morninglord was largely seen as ineffectual since the land was plagued by evil and he seemed powerless to stop it. His prayers going unanswered with the morninglord apparently forsaking the faithful for whatever reason. When newcomers appear who wield -actual- power and promise redemption and hope, it takes very little to convert the faithful. The usual suspects identified themselves prior to the cleansing.  High Confessor Gaius Meritus Servitus Luskania Pontificate Avitus Regulus Mercurio Vindicator Tarkus Quintus Brutus After more long winded religious diatribes and preaching from the High Confessor about sin, heresy, salvation, and repentance, the list of crimes for each of the accused was read off to the crowd so they understood why the punishment was needed.  First up was "Mad Mary" Mary Mardigan who had just recently invited strangers into her home for dinner and to play with her children who were sometimes shy. She was accused of heresy and conspiring with dark powers for unholy favor, she was to be burned alive at the stake like any witch would, of course... She seemed incredibly calm about this proclamation a look of complete hopelessness and defeat in her eyes. The second up was a tiny odd creature with a somewhat draconic and dog-like visage. Not even 3 feet tall this pathetic being had been heavily beaten by the obvious bruising and scarring on its body. It was wearing a ragged jester's cap and suit. It's 'crime' was pronounced as skulking and waiting in ambush to obviously attack small children since that is the only prey it would be capable of catching. It was inherently evil vs. choosing to be like the 'witch' so would be swiftly beheaded by the headsman's axe. Most of the group had seen this creature before, and in point of fact, rescued it from other would be tormentors once before. This was Queeqeg who had been useful with information pertaining to the cultists though that seemed like a lifetime ago now though it wasn't so far away.  And the last person to be ritually cleansed was one Mayor Kolyan Ismark Indirovich the Greater, AKA Mayor of Barovia. The person the group had been tasked to find by his son Ismark the Lesser. He was also bound and shackled like the others and looks like he had undergone some "faith healing" since he was as battered and bruised as Queeqeg was. His crime, was a high crime, being a public official. Treason was high crime by abusing the power of his office for ill deeds, the punishment for treason was death by hanging. (of course!) The actual pronouncement of his crime was as follows-- "Attempting to exchange ill gotten goods with the heathen Mad Abbot of the old monastery. Brought gifts and bribes in exchange for dark knowledge of sorcery and blood. The abbot freely admitted he had met with the mayor in exchange for some rare materials he was looking for. The abbot said that the mayor asked only for knowledge in exchange for the materials. Since the abbot is a known madman who is rumored to experiment on the dead, it is clear to anyone not stupid or naive, that any knowledge one would seek from him would be forbidden and heretical in nature." The group was very conflicted about this predicament because it certainly -seemed- like this was a set of trumped up charges. Mad Mary was attempting to help her children, that was all the group knew for sure. Queeqeg hadn't been a menace whatsoever since he was first encountered, and the Mayor's story was new and not clear but given the first two and the Church's propensity for giving 'salvation' to those that wanted it or not, it seemed like a fair assessment. Valeros and Tess in particular had really had enough of this pompous old man telling everyone how wonderful the Church of the Salvation was and how righteous and just their cause was while preparing to execute people in a public display of force. Tess 'spoke up' rather loudly and rudely before the act could be completed. The crowd was stunned and hushed at the bold proclamation and the "asshole" tag given to a holy man. Valeros piled it on as well claiming they were false prophets who had changed gods in short order since he knew the true history of the "Church of the Salvation", he was also quite fuming about their intolerant and rigid belief system. Right around the time that the High Confessor was growing more angry at this insubordination he whipped the crowd into a frenzy and attempted to turn the mob on the party. With some quick thinking and really lucky  dice rolls (praise be to RNGesus!) Uriel was able to fascinate multiple targets on the stage at once. The High Confessor doubled his rage at this sight but with some other good dice rolls the group was able to point out some of the flaws in the ideology of the Church and some of their hypocrisy. This had just enough of an affect to quell the lynch mob and instill some doubt. The mob cooled and the High Confessor sensing the change called off tonight's ritual for a 24 hour period. After the drama and almost disaster (again) a man who had been skulking around the base of the platform came over and introduced himself as Father Lucian Petrovich. He was apparently the deposed abbot here at this church that used to be dedicated to Lathander. Because the townspeople saw him as inept with no prayers for help being answered when the Salvation Army (lol!) arrived they were all too quick to toss him aside. He appeared to feel guilty for not speaking up louder and letting them take root as fast as they did. He did mention in their defense though, that they had done many good deeds and been of help to the townspeople so he understands the commoners' draw to them. When Uriel informed him of the potential source of their power he was horrified that they themselves may be dealing in the same dark arts they denounce publicly. Around this same time Nano made it clear that there was another considerably more powerful ('higher clearance') AI operating inside the building. He also made clear that there was an acute danger he could be co-opted and overriden by this rogue AI. He decided that a minimum safe distance would be 2km to avoid such a thing from happening. The party made a large mental note of this. They concluded their business with Father Lucian hatching a nascent plan to perhaps infiltrate the Church and at the very least rescue the accused with the possible secondary (and more risky) goal of disable or liberating the other AI, destroying the power source, or bringing the church itself down in some way. The details of the plan were not clear yet, but Father Lucian seemed happy and invigorated that someone had finally come to help him figure out how to best remove this nuisance that had been disrupting the natural rhythm of Barovian life and perhaps return things back to something more normal before their arrival. They agreed to meet an hour after dawn behind the Blue Water Inn.
-cues ocean 11 music-
Okay, so who wants to plot here? i've got a few ideas, who else has a few they'd like to share?
Well one thing that I just remembered, is the pontificators can tell when someone is lying. So if we tell the abbot to lure them away from the church, we would have to have him believe the lure is the truth. So possibly use something to modify his memory or what he knows? Or would they be able to tell that as well. Then find a way to sneak into the church.
Well...he used to be able to that ..other than a decent insight i don't think he has spells per se...just a charged suped up nano.
Hmm I guess we can plan for that scenario. First and foremost are we prioritizing getting the people out, and destroying Nano XL as a secondary or is that the goal as well? Also, who would be doing what? (covert ops team, support, distraction,...etc.)
Arlin has that lying potion. Just saying. 
Braden G. said: Arlin has that lying potion. Just saying.  Kinda had a feeling that would come in really  handy at some point, sooner rather than later apparently!
Arlin also has suggestions and rolls that could auto fail a save, so who ever tells High Lord Jackasses would believe it to be true. We can also always due to always popular SPLIT THE PARTY and all die  and cause a distraction
Amanda said: Arlin also has suggestions and rolls that could auto fail a save well one of those things I can confirm is true...
so here's a few ideas.  it's slow going, and might take some time to pull off, but it's something i think. 1) Operation ' Ninja ' what is the duration on that lying potion? if it's a long duration, maybe we could give it to the priest and have him chug it. then arlin,sana, and uriel can cast invisibility at a pumped up spell level to include additional people, and a small stealthy strike team could go in, lead by the priest to where the captives are being held. the priest is left visible. maybe bringing some food or offering the prisoners their " last rites " kind of thing. we'd need someone proficient who has thieves tools to pop the lock on where the captives are being held ( assuming they're in a cage, or being secured by conventional means ) cast another pumped up invis spell on the strike team *AND* additional captives, and waltz back out the front door the way we came, clean and quiet. of course, it's making a lot of assumptions. not sure if the casters have the slots necessary to pull it off, or if there's enough time to grab a short rest in between attempts to potentially replenish those higher level spell slots. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 2) Operation ' JENGA ' whip the peasantry into a frenzy and have them create a massive diversion 'out front ' - pitchforks, torches, the works. something that the majority of the tin cans inside might have to respond to. en mass - but not in force. we use the diversion, and a rough map provided by the priest to bust in the back overpower remaining forces inside, and free them - rambo style ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 3) Operation ' Oh Lawd No ' double time it back to the gypsy camp. inform the resistance and the gypsies of whats going on, and get them in on it. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 4) Operation ' TENCHNOLOGICAL SUPERIORITY ' have nano connect to everyone inside the building at the lowest possible access level. one of us pretends to be torm, telepathically voice extreme displeasure at the current events, and the lawful stupids' sudden lack of conviction / crisis of faith / failure of a ' test of faith ' and demand that the prisoners be set free. whoever is pretending to be torm should have awesome knowledge of religion, i think. tenets of torm, etc. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 5) Operation ' NOPE '  we adopt a 'new york / not our problem' approach, and essentially ignore whats going on there. spend the night in the relative comfort of the inn as best as we can, and at some point let the mayor know about what happened to his dad. also drop the priest off with the gypsies ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- 6) Operation ' W-M-D '   - toss one of those flasks of nanites at the building and haul ass. what's your favorite?  what's your least favorite?  what kind of ideas can you guys come up with?
WMD-- the nanites will be made innocuous by the Superior AI NOPE-- Not terribad, but fairly boring TECHNOLOGICAL SUPERIORITY-- Again, I believe the Superior AI would negate this plan.. as well as endanger NANO Maybe some combo of JENGA and NINJA.. not sure pleading to the Vistani will help.   
A combination of 1 and 4 could be fun. I have invisibility for 2 people twice, and I'm assuming Uriel has the same. Not sure about Sana, but that's a small strike team if we get caught with no backup. I'm still a fan of never ever doing option 6, because that just sounds like a bad thing for everyone involved in the area including prisoners and us...
Option 1, seems doable but its gonna be a split the party situation then. Sana doesn't have invisibility so it would just be what Arlin and Uriel would be able to do.  Option 3, seems like a good idea but I don't think we'd have enough time to get there, gather the reinforcements, and than get back. We don't even know if the offer of frienship extends to heavily armed reinforcements or just sanctuary   Option4, I'm with  Onyx on that one. Pretty sure we arent the superiority in this situation.  Option 5, will make Sana cry. Theres also the option of looking into the cards as well. An executioner is supposed to be able to help us. This seem like a situation where we'd find one. There's also the man on the hill (not Strahd) that the mayor was supposedly dealing with. And than there's always Strahd himself. He may not care about our two guys, but he seems to care about the children. Maybe he'd be willing to help their mother? 
Amanda said: Theres also the option of looking into the cards as well. An executioner is supposed to be able to help us. This seem like a situation where we'd find one. There's also the man on the hill (not Strahd) that the mayor was supposedly dealing with. And than there's always Strahd himself. He may not care about our two guys, but he seems to care about the children. Maybe he'd be willing to help their mother?  i like these, actually. i'd completely forgotten about the cards, having assumed the executioner was vitalus maybe the high confessor can be reasoned with during this 24 hour amnesty period? 
Well I guess anything is worth a shot really. It seems like with all these options, dealing with reason and persuasion can be our first option, and if not then we sneak in and break everyone out. So a blend of ninja/jenga. Would we want to "try" to ask Strahd to help us? Since he did give the whole "know thy true enemy" speech. Or even the little girls themselves, since I'm sure they still feel for their mother.
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Erik L. said: Amanda said: Theres also the option of looking into the cards as well. An executioner is supposed to be able to help us. This seem like a situation where we'd find one. There's also the man on the hill (not Strahd) that the mayor was supposedly dealing with. And than there's always Strahd himself. He may not care about our two guys, but he seems to care about the children. Maybe he'd be willing to help their mother?  i like these, actually. i'd completely forgotten about the cards, having assumed the executioner was vitalus maybe the high confessor can be reasoned with during this 24 hour amnesty period?  The cards are relevant here, and at all times. They are just as she described during the reading. People, places, or things that can be manipulated to change fate. Things they may come to pass can be altered by influencing the cards, and things which may not have been meant to exist can be brought into existence. Madam Eva herself is a potential lead if she is willing to divulge more (if she even knows more it wasn't clear), and there are likely a few other folks/entities roaming the land who have "The Sight" to read deeper into them. Finding those people is the trick. It was also explained to you that the "High Deck" are very important and can have huge sway on fate, the "Low Deck" still important but both easier to alter but with less impact overall. Also that if something major or catastrophic happens with High Deck cards, those lower cards can "move up".  If this happens you will be made aware of it and in a way that is a good indicator of direct results of some of your actions.  (example: you kill or persuade someone to the point they are not a key piece of the puzzle anymore, you'd immediately see that card removed and a low card would potentially fill its place. You "do something" incredibly helpful knowingly or not for a low card, it once again moves up as a direct result of your action (or inaction) as the case may be.) I'll put the draw order here w/o the descriptions just for reference---  (and "Donjon" is old english for "Dungeon" i.e. where you keep prisoners, but that is the -only- 'DM Tooltip' you are getting LMAO.) Cards 1 through 4 Card 5 The Low Deck Cards 6 through 11 Fini. I will answer -reasonable- questions about the cards, the situation, NPCs, etc. if they arise. Some of the cards are likely not as cryptic as you think so if it seems obvious, it probably is. 
Hmmm I wonder who some of those can be...
PUBLIC SERVICE ANNOUCEMENT---- I have family coming in from overseas (Japan, 21 hour flight!! dafuq?!) so this -might- impact game start time on Sunday. Probably won't but "maybe" so just fair warning. We will have a game however unless there is some incredible flight delay, etc.  But since we rarely start right on time I don't foresee any huge impact just wanted to give a quick heads up.  *peace* -Jules
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LordOnyx said: LMAO! Nice graphic, love the reference. Yeah I shoulda known with air travel esp. international things are a bit dodgy. The flight wasn't the issue it was all the side trips all over the damn place I hadn't really anticipated. Oh well, c'est la vie and all that noise.  The good news is my busy summertime schedule is more or less over but I'm pretty tapped out lots of weekends thru Aug this is nothing new. Things will calm down from Sept--->
No worries, totally understand. Just want to confirm is there still going to be a game this Sunday with Labor Day?
what Giovanna said~ Plus it gives us time to actually come up with a plan to fill in the abbot on XD And to ask this question I've been meaning to ask for a while but keep forgetting. I'm still fairly new to D&D and TRPG, so some of the etiquette I'm still really unclear on. Is it better to play a character true to what you intended them to be or to concede on some points if it benefits the group? This is my first time playing with so many actual PCs so its actually the first time I've run into this situation where our moralities aren't lined up to a point where it may cause conflict. Especially since apprently Curse of Strahd is very deathy? and our characters may need to make some hard decisions. Personally, I love this and if Sana dies because of it, I'm 100% okay with that but I also don't want to potentially cause the death of someone else's character because of her solo actions. So what's the D&D protocol here? 
that depends on the situation and scenario. could you give us a little more info on the choices available ?  
without knowing the nitty-gritty, my first reaction is to say " go with your gut "  if it's a choice that doesn't break your alignment.  while part of the team, it isn't a hive mind, or a collective. while i've rarely played with such a large group before, i find it is can be advantageous to stick to what your character would say or do. you can poke me on discord or something if you want to bounce ideas off.
Well, I mean, that's half the problem isnt it? It's D&D, you're reacting to a situation and (in our case)7 other reactions You never know what is going to happen, especially in the middle of a session  XD I know how Sana wants to react, but I don't know if that's the best choice for the group tho (its probably not, it involves lots of fire on Lord Confessor Asshats )
fire fixes everything. just ask uncle bob: <a href="https://www.youtube.com/watch?v=9PhN_r_9qRU" rel="nofollow">https://www.youtube.com/watch?v=9PhN_r_9qRU</a>
Amanda said: Well, I mean, that's half the problem isnt it? It's D&D, you're reacting to a situation and (in our case)7 other reactions That to me, is part of the fun of D&D. I've heard from more than one player that they aren't crazy about 6+ group size but there is a certain X factor there, an uncertainty, that is like the dice themselves. Adds to the adventure, does not subtract from it IMHO, so long as you are dealing with well adjusted adults and not the socially inept crybabies. (The 2nd part is the -real- challenge, actually, LOL) &nbsp; Anyways, there is some merit to the small group but that hivemind is much easier to achieve when the hive is only 4 minds. My default advice as both a DM and long time player is, play your character... this goes back to what I said above. If you are playing a true murder hobo, this will sort itself out one way or another in short order. If you are playing anything less sociopathic then a murder hobo you should be able to function in a group even if you don't always see eye to eye. My overall impression is that alignment tends to control in a very loose way group dynamics. I purposefully disallow Neutral and Chaotic evil because they simply don't play well with (and like to murder) others. Lawful evil is on a case by case basis and everything else usually can get on with a group well enough. But again, even that is a "loose" interpretation. The Church of Salvation are Lawful Good in their own mind, so you get my point... :-) AVAILABILITY -- Side topic, as of right now I'm good for this weekend even though its a holiday. I am playing tour guide though since my out of town company is still here but we don't have definitive plans for Sunday evening. I will do my best to be sure we schedule around that time slot but will let you know here if that changes. I don't expect it will be an issue.&nbsp;
Okay great! I won't be traveling for Labor Day this year, so shouldn't be a problem. At least if we go over on time this week, I can sleep in on Monday (: