Debating the wisdom of further rest, the group pressed on, their resolve leading them to the waterlogged depths of the catacombs. A corridor submerged and fraught with the fear of unseen, undead horrors convinced them not to tread its murky depths. Yet, from beyond a gated entryway, desperate cries for help pierced the silence, emanating from a figure trapped within what appeared to be a dungeon of despair. The decision to delay the rescue until the morn was made with heavy hearts, and a Tiny Hut spell was cast for protection, though it did little to muffle the haunting pleas for help that accompanied them into their uneasy rest.
Maledurk, the brass dragonborn, stood first watch, his attention caught by the soft glow of a candelabra descending the staircase, seemingly of its own accord. Attempts to interact with it revealed no bearer, leading to speculation of magic at play. Despite Maledurk’s martial response, the candelabra’s light persisted, undimmed, confirming their suspicions of an arcane force behind its movement.
The theory of an unseen servant, possibly dispatched by Strahd himself, emerged among the group. Elora, with her profound knowledge of the arcane, confirmed the nature of unseen servants and their possible implications on their quest. The revelation that their presence might now be known to Strahd or his allies cast a pall of concern over their magical defenses and their safety within the castle’s walls.
Their resolve, however, remained unshaken, and they ventured forth to the source of the cries for help. They discovered Emil Toranescu, a prisoner of the castle’s dungeon, his plight a testament to the cruelty that pervaded the land. Despite their initial apprehension, the party, moved by Emil’s desperate situation, orchestrated his escape from the cell’s confines, navigating through the water-filled passages that previously deterred their advance.
Emil, upon his liberation, shared his tale of capture and imprisonment, offering his assistance to the group in their quest against Strahd. The group’s disclosure of their mission to Emil garnered his support, despite the peril it posed.
The party’s exploration of the catacombs further unveiled the castle’s secrets, including a stash of platinum coins bearing the visage of Castle Ravenloft and Strahd, sparking discussions of their origin and purpose. A peculiar wall within one of the cells concealed a secret door, leading to the discovery of a trap door linked to earlier explorations. This revelation, coupled with the encounter of Emil startled by the coins but accepting of them, added layers of mystery to their journey.
Their adventure led them to the tomb of Sergei von Zarovich, Strahd’s kin, protected by a portcullis and adorned with statues of angels. Inside, they found Sergei’s body, preserved and armored, a stark contrast to the tarnished sword by his side. The decision not to desecrate the tomb by taking the sword was made with reverence, despite the body’s preserved state suggesting a recent death.
As the session drew to a close, with the group pondering the implications of their discoveries and the path ahead, they agreed it was a fitting point to pause their journey. Expressions of enjoyment and anticipation for their next foray into the heart of darkness echoed amongst them, their spirits undeterred by the horrors that awaited in Castle Ravenloft’s shadowed corridors.
Notes
- The group decided to take a long rest in the afternoon within a staircase, despite having already rested in the last 24 hours.
- They were warned that it wasn’t the safest place to rest, but chose to do so anyway, with someone on guard throughout the night.
- During their exploration of Castle Ravenloft, they encountered Escher, a vampire spawn under Strahd’s control, who provided limited information about Strahd and the castle, including the location of Strahd’s coffin in the catacombs.
- Escher did not seem particularly concerned about the possibility of the group killing Strahd.
- The group debated resting but decided to continue exploring, heading down to the catacombs and encountering a water-filled hallway. They chose not to enter the water due to fear of zombies.
- They heard cries for help coming from a gated entryway leading to what appeared to be jail cells, with one person visible trying to wave for help.
- Deciding to rescue the person in the morning, the group set up a Tiny Hut spell for protection, though it did not block sound, and they fell asleep to the cries for help.
- Maledurk was tasked with the first watch and noticed a soft light approaching down the stairs, which turned out to be a candelabra moving on its own.
- Maledurk attempted to interact with the candelabra, suspecting it might be carried by an invisible being, but found no physical form. He then alerted the rest of the group to the mysterious phenomenon.
- The group speculated on the nature of the candelabra, with some considering it might be harmless or magical.
- Maledurk attempted to stop the candelabra by swinging his sword at it, eventually causing it to fall to the ground with minimal resistance, suggesting some form of magic was involved.
- The candelabra remained lit after falling, leading the group to conclude that magic was indeed at play, and they expressed a need for magical expertise to further investigate.
- The party discusses the possibility of an invisible creature being present after observing an object falling in an unusual manner, suggesting it was dropped by an unseen entity.
- Elora is called upon to use her magical knowledge to identify the presence of an invisible creature, possibly an unseen servant, a spell known to create invisible entities capable of performing simple tasks.
- Elora performs an Arcana check and recalls details about unseen servants, including their lack of resilience, intelligence, and the temporary nature of their existence, though some wizards can conjure them permanently.
- The party theorizes that the unseen servant might have been sent by Strahd von Zarovich, given his magical capabilities, and that destroying it could alert Strahd or his allies to their presence.
- Concerns are raised about their safety and the effectiveness of their magical protections, such as the tiny hut spell, now that their presence might be known to Strahd.
- The party decides to investigate a prisoner they hear calling for help, theorizing that the unseen servant might have been checking on this prisoner.
- Upon reaching the prisoner, named Emil Toranescu, they learn he was captured by wolves and thrown into a cell in the castle’s dungeon, with the water level rising around him.
- Emil reveals he is from Vallaki and was thrown into the cell without seeing anyone since his capture, except for the guards who imprisoned him.
- The party debates whether to release Emil, concerned he might be a monster or trap, but ultimately decides to attempt a rescue.
- The party plans to pick the lock on Emil’s cell, with one member, proficient in thievery, volunteering to perform the task.
- The lock is successfully picked, and the gate to Emil’s cell is opened, allowing the party to interact with him directly.
- The party navigates through water-filled passages, noting the absence of zombies or other immediate threats in the water, to reach Emil’s cell.
- The session includes detailed descriptions of the party’s actions, discussions, and the environment, emphasizing their cautious approach to exploring the dungeon and interacting with potential allies or threats.
- The party encounters a prisoner who promises to help them if they free him from his cell.
- The prisoner is freed easily by the party, expressing gratitude and a desire to escape the waterlogged conditions.
- The prisoner, upon being freed, heads towards the stairs to sit, appearing exhausted and unsure of how long he has been imprisoned.
- The party offers the prisoner some of their rations to help him regain his strength.
- The prisoner eats the provided rations and inquires about the party’s purpose in Castle Ravenloft.
- The party reveals their mission to confront and defeat Strahd to solve the vampire problem plaguing Barovia.
- The prisoner agrees to join the party’s cause, despite initially thinking their mission foolish.
- The party, now joined by the prisoner named Emil, plans to explore the catacombs in search of Strahd.
- The group discusses the necessity of having wooden stakes to confront Strahd and considers fashioning one from a quarterstaff.
- The party explores more cells, finding them empty but discovering a pile of platinum coins with images of Castle Ravenloft and Strahd.
- The coins spark a discussion about their value and the possibility of Castle Ravenloft minting its own currency.
- The party investigates a peculiar wall in one of the cells, leading to the discovery of a secret door high up on the wall.
- The secret door appears to be a crawl space entrance, locked and possibly hiding something.
- The party decides to break open the secret door, using a crowbar and hammer to pry it open.
- Upon opening the secret door, a large chair slides out and hits one of the party members, revealing that the crawl space connects to a trap door the party had encountered earlier.
- The discovery of the chair and the connection to the trap door provides a moment of realization about the castle’s layout and the destinations of items thrown down trap doors.
- The group emerged from “zombie water” and tested a trap door by dropping a chair on it, confirming its existence.
- They discussed navigating through a slide or corridor, eventually identifying it as a slide used to deliver prisoners into a cell, noting the convenience of such a method.
- The party decided to explore the catacombs further, contemplating whether to climb up the slide or find another route. They also considered collecting silver titanium coins from a stash they found, for potential use in buying supplies.
- The group encountered a character who was initially startled by the coins they offered him but accepted them without further comment.
- They decided to exit the waterlogged area, with some members struggling due to being wet. Elora had difficulty climbing out but eventually succeeded with assistance.
- The party explored the catacombs, finding crypts of notable individuals, including an artistic court ceiling painter and a young lady known for her collection of antiques and imports.
- They discovered a staircase leading down to a tomb with a portcullis, which they managed to lift to gain entry. Inside, they found a white marble room with a coffin labeled “Sergei von Zarovich” and statues of angels and a young man.
- A lever in the tomb raised the portcullis, suggesting it was designed for someone inside the tomb to use.
- The group debated whether to open the coffin, eventually deciding to do so. Elora’s touch caused the coffin’s lid to float off, revealing an embalmed body in gleaming plate armor, presumed to be Sergei.
- The room and its contents, including the armor, were in immaculate condition, suggesting regular maintenance. However, a sword found with the body was tarnished and uncared for.
- Elora felt ill at the thought of taking the sword, interpreting it as a desecration. The group debated but ultimately decided against taking it, considering the possibility that Sergei might also be a vampire.
- They checked for bite marks or fangs on Sergei’s body but found none, indicating he was not a vampire.
- The group deduces that the body they found has not been dead for a very long time due to its condition.
- The body is described as fleshy, not skeletal, indicating recent death.
- Despite appearing to have been there for a long time, the body looks like a mummy, suggesting it has been preserved in some way.
- A player decides to investigate the area around three statues, referred to as angels, for any clues or items.
- The player is given the option to use either a Perception or Investigation check to search around the statues.
- The session comes to a close, with the GM suggesting that the players can imagine what they might have found until the next session.
- The group agrees it’s a good stopping point and expresses anticipation for continuing the game in a week.
- The session ends with expressions of enjoyment and thanks from the players.