Kalderra’s Call - Session 6 - Into the darkness.
The battle against the goblins continues, and with a strange page from a tome found the crew start to ponder what might be underneath Kalderra.
The battle against the goblins continues, and with a strange page from a tome found the crew start to ponder what might be underneath Kalderra.
With celebrations coming to an end, a scream is heard. A young woman runs into Kalderra fearing for her boyfriend's life. Can the party get there in time?
There's something amiss with Aristal's void, but that can wait, as it's time to get a good rest, level up, and join Kalderra in the celebrations!
Guided by an unknown force, the party head further into the forest, stumble upon another strange group of creatures, and stumble upon a village hidden away from the outside world: Kalderra.
A roar from deeper within the caves and stone monsters blocking their exit, the crew desperately look for a way out. Also, a single hit drops one of the crew into a dying state.
Abandoned by their merchant group, Gilden, Beeko, and Lovejoy find themselves in the middle of an unknown forest, in an unknown part of Faerun, with little to no idea of what to do next. And then they get robbed.
We sit down and discuss what to expect from the upcoming homebrew campaign and introduce new characters: Beeko, Lovejoy, and Gilded Golddong (or something)
Miraqen's death shocks the group, and Strahd looks to finish the team with his next moves. How will this all end in the final session of our Curse of Strahd playthrough.
With Izek and Rahadin all but taken care of, Strahd joins the fight and shows that he's more than enough of a match for the group.
Patrina offers the crew a direct route to Strahd. After a quick discussion and a slight detour, the adventurers find themselves taking on Strahd's right hand man, and a newly changed Izek.
The adventurers appear inside the dark tomb of Strahd where his brides lie in wait to protect their master.
The battle outside the walls of Ravenloft kick into gear with each side training blows and devastating losses occurring on both sides. Meanwhile, the adventurers do what they can to get inside the castle.
Morely and Ireena share a moment on the eve of the march to Ravenloft, and the morning of the 10th day of training is spent meeting with others and celebrating with a Heroes' Feast.
Some of the Revenants arrive, rats attack the defences as the gate, and an alliance seems to form with Zuleika as Miraqen divines her husband's presence within the walls of Ranveloft.
The training within the walls of Vallaki continues. The wereravens start returning from delivering their messages across Barovia, some with good news, and some with news of an evacuating Winery.
The training of the armies begins. With the Vallaki gates closing a small group of guards check Lake Zarovich for any villagers.
The Dusk Elves are reassured and agree to fight alongside the crew, only for Strahd to appear and remind everyone who rules this land.
Plans for releasing the Dusk Elves from the Vistani Camp crash to a halt when the crew realise that they're not sure if they can all be trusted. Maybe it's best to focus on Luvash first...
With Rictavio's back to the wall and hat on the floor, his true identity is revealed. How can Rictavio help the adventurers, and what does this mean for the battle ahead with Strahd?
A quick change of plans means training for Ireena starts today! An excited Esmerelda directs the crew to a suspicious carnival wagon parked at the Vallaki stockyard.
The news is broken to Ireena and the anguish of what to do with Ismark's body sets in when there seems to be no obvious way forward.
With the Abbot on their side and with plans for building an army going smoothly, it was only a matter of time before Barovia (and Strahd) pushed back. Grab your tissues, this is a rough one.
The return to Krezk sees many changes underway since their last visit weeks ago. A journey up to the Abbey reveals that the Abbot hasn't been completely truthful.
It's the moment you've all been waiting for: Valakki 2022. Join us at the Blue Water Inn for a politically charged, ballot counting, bonanza!
The rain doesn't let up as the team venture back to Vallaki. With destroying Strahd on their mind, conversations with Father Lucien, Ireena, Ismark, Kasimir, and Patrina lead to clear paths forward.
After solidifying the plans for the day, the crew need to "prove their power" against some potential allies.
With the promise of the building of an undead army, the adventurers get to work on planning their next steps. Armies for all!
The only thing between the adventurers and their goal are the three Revenants that have been pursuing them every step since their first encounter... and now you look at it... will this skull even fit where it's meant to go?
As the crew head towards Argynvostholt, the weather turns, wolves howl, and the Svalich Woods becomes a gauntlet run.
The temptation to find and secure Argynvost's skull is too strong for many of the crew, and a simple trap brings the owner of Ravenloft down to them.