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Expedition to Castle Ravenloft
A D&D 3.5 Game

Run by Micah Edwards

This game is currently on hold

Character Generation
The Story Begins.... Session 1 

Time has dragged by slowly. It's been more than 3 months since your last decent adventure and although the night lights of the spice city ‘Saphrion’ burn brightly and the taverns hold more than one warm bosom for your recognized face, the call of the road beckons with yearning.

Usually there’s a multitude of things to do in the spice city but with the docks under embargo and land in a general sense of peace with it’s neighbors you begin to wonder whether all the adventuring in the area has been fleeced. One night, in desperation, you even traveled out to the woodlands in search of some secret cult or horrible monster that stalks the moonlit shadows of the trees but alas, nothing of interest was to be found.

Even the old rumors seem to be all dead end leads, the traps sprung, their treasures plundered, the guardians long since dead. Perhaps it is time to cast your eyes to the horizon and search out new areas to adventure where destiny can mould it’s path more freely and whilst enquiring into possible destinations you are approached by a jellied man of patulous attitude who wishes you to escort him as driver and security to the Village of Barovia where he is set to surprise his brother. The 50gp payment is less than you would normally accept but the coach is large enough to provide adequate room for all the members of the party, allowing you a free tour of the cities and towns on the way to this far off village of Barovia.

So with your equipment set you mount the large coach and leave the city of Saphrion behind.

 

 

Character Generation  [top]

Level 6

 

 

 

 

The Story Begins.... Session 1 [top]

And so the group of 4 set forth from the sublime setting of Saphrion, stopping first at the town of Taakins. Where Darosta (the travelling merchant of fine kicthenwares) stopped to look at what possible competition or selling opportunities the town may be able to yield in future under the guard of the party.

And as the group plied for information about Barovia and the surrounding lands a woman overheard their queries and pleaded for their help in finding her missing husband, for he was more than a month late for due return. Jaref Maurgen left her to hunt in the Slavich forests that surround Barovia. She mentioned that he would be easily identifiable by the gold ring that was engraved with a single J and a scar on his right arm, just below the shoulder.

Willingly the Palinor accepted the task to find the lost hunter and to return him home safely or bring proof that he was no longer of this world. Surprisingly it was Soronal who helped calm the woman further as the party prepared for rest.

More travel and no relief could be found by the name of the roadside inn the group had been booked into only 1 day out from their destination. However, "the dagger’s point" was warmer than the name suggested, the only concern coming in the shape of a man in the corner.

A short drinking competition later and the shady character was more than ready to reveal that he was indeed missing from his wife’s company. Though this particular husband was not the Jaref Maurgen they sought nor was he tied to Barovia. He did however know a little piece of local rumour about Barovia that he was more than willing to share; apparently Barovia had fallen from the skies on an ever dark day in history and remains a place not entirely of this world.

The sudden arrival of a new visitor interrupted the groups friendly mingling as he threw them a note and claimed that Barovia is in need of heroes to help save the eternal soul of the fair Ireena.

A free standing gate that swings of its own volition, zombies and skeletons that hold greater power than the usual versions, a glimpse of a face in the mist that is gone as quickly as it was formed and when the corpses lay still once more they came across the virtuous Ashlyn and the remaining villagers which lay locked away under barricades that wane.

After a quick discussion with the current Burgomaster the group decided the letter was a forgery and joined by one of the strongest in the village they decide to take the advice that others had denied and set forth to find the wise woman by the Tser Pool.

But will she spell hope or despair for the young adventurers?

Will they ever find Jeref Maurgen?

Will they ALL survive another game session?

 

 

 

 

 

 

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