Requiem for Heroes

Session One: Into the Mists
The devil beckons

As they woke to learn that they had unknownly availed themselves of the interloper Arrigal's hospitality, the group was suspicious. In particular, they thought these places that Arrigal spoke of — Barovia and the Svalich Wood — and their problems were outlandish. But it turns out that they were the "outlanders," a term that gave them no love toward Arrigal. The party agreed, however, to accompany Arrigal to visit the burgomaster of Barovia and see what he would ask of them. This only after the barbarian forced Arrigal to let him hold his shirt as collateral, as a display of dominance. Arrigal agreed, and gave to them a letter inviting them at the burgomaster's request to aid him for great reward.

It turns out that Arrigal was — unsurprisingly — not a fellow to be trusted, as he vanished into the mists when the party passed through the gates of the enormous wall isolating Barovia from the forest beyond. Without recourse, the party kept to the road and found the remains of another traveler with a similar letter from the same burgomaster, but one with a much more ominous tone that mentioned a dread vampyr as the source of the woes of Barovia. As they considered what these two letters meant, a monstous dire wolf set upon them. Dispatching the beast, the party observed a raven casting a wary eye upon them.

Approaching the village of Barovia, the party heard mournful cries from one of the townhouses, which was the home of the distraught Mad Mary. With uncharacteristic sympathy, the barbarian consoled Mary and learned of the disappearance of her daughter, whom he vowed to return. Eager to storm the castle overlooking the benighted village, the barbarian was instead cajoled into visiting the burgomaster's home by the rogue and sorcerer…

…who found the mansion burned and its windows shattered. They negotiated their way inside to meet the burgomaster's daughter, who, with her brother's help, had built the coffin that now housed her father.

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Session Zero: Storm on the Horizon
Homeward bound?

After an exhausting campaign in the Cairn Hills, the adventurers made their way toward Greyhawk, but an ominous storm gathered in the sky. They discovered a crumbling tower on the purpling horizon, where they took cover, only to find that someone else had made camp their first — but wasn't there when they arrived.

Pilfering the camper's goods, they determined that their fellow traveler was some sort of entertainer. That information seemed less urgent, however, than the sorcerer, exploring the remains of the tower's second story, running afoul of a nest of centipedes. With vermin bites laying them low, the party decided to hunker down for the night, sweat out the poison, and weather the storm.

A gale commenced, and a deluge of heavy raindrops made keeping watch difficult. The savvy rogue, however, discerned movement in the ruins beyond the tower walls. Beset by vengeful skeletons from tombs in the Cairn Hills, the party fought off the undead with trusty axes, arrows, and magic missiles.

They resumed their rest as an unwholesome chill crept in on the heels of the storm. When they rose, it seemed that the original owner of the tent had made his return — and hoped they had appreciated his unwitting hospitality. With the tower ruin campsite enshrouded in the post-storm fog, the stranger made his introduction….


Session zero involved character creation so I've left out a lot of character details, in case the players decide they want to adjust elements of their PCs. This was largely a character-creation session with a few simple encounters to introduce lapsed players who hadn't played in years to fifth-edition rules. Next time: into the mists!

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