Dragonwilds, Session 9
Our heroes have delivered
Umberheim from the clutches of the
Darkfire Crusade, but it's only a matter of time before word of their victory reaches the ear of
Baroness Vardula von Ravenwold, and she dispatches her
Black Riders to put the party in their place.
The heroes search the priory for loot and find 24gp, one solitary ration, a mysterious glowing crystal and a cask of small beer. Not the greatest haul ever.
Thanks for that, Random Treasure table from the book!
In their downtime;
Horatio pines for the
Wyvernpeak mountains and the dwarven city of
Daurgard nestled in their snowy peaks. He considers writing to his father
King Torvald, but crumples up the unfinished letter and throws it into the fire.
Mara studies the books in the scriptorium and gains 2 studied die
(effectively floating bonuses she can add to any roll until her next rest).
Brian prays to
Solarion, imploring the god to guide Horatio back to his people, who need their wayward prince now more than ever.
Ximendra visits the Mourners Post in Umberheim, where the townsfolk commemorate the victims of the Darkfire Crusade. She scratches the names of her mother and twin sisters into the wood.
Lord Bredley and
Deacon Murdoch are both dead, but they were just puppets dancing to Baroness Vardula's tune.
The heroes are heading to
Ravendorf, the seat of the baroness' power.
Vanara provides them with a list of rebel sympathisers in the city. The party must follow the
Twilight Road around the southern bank of
Echo Lake, but are warned about a wicked hag who prowls the area after dark. After saying their farewells to the folk of Umberheim, the party set off.
Black birds circle overhead
(signposting the presence of the Raven Monolith), but none of the heroes pass their Detect check, and they pass the landmark by.
Monoliths in the Dragonwilds are similar to Standing Stones in Skyrim. There are 15 of them hidden around the map, and interacting with them grants special abilities. The Raven Monolith for example, would have granted immunity to disease.
The Twilight Road passes by a derelict estate ringed by a tall, wrought-iron fence. The mansion is in a state of disrepair, yet the surrounding grounds appear neat and well maintained. A sign over the rusty gate reads:
Harpers Grange. As a resident of Ravenwold, Ximendra realises this is the childhood home of Baroness Vardula, and could be worth investigating.
There is a bell beside the gate. The fence is tall and has spikes on top. Ximendra rings the bell. The sound triggers frantic barking from the estate, and a decrepit groundskeeper emerges from his hut, flanked by four large, vicious-looking dogs. The hounds hurl themselves at the fence, gnashing at the heroes - until the groundskeeper calls them to heel. The man's name is
Criegler, and it is his privilige to tend the grounds of Harpers Grange. He asks the party their business here, and as it is plain they have none, he instructs them to move along. Ximendra casts
Charm on the old gardener, and that immediately changes his tune. The dogs continue to bark, but Criegler commands them to stay put as he unlocks the gate and escorts the party toward the big house.
CRIEGLER: " I keep the grounds in order, but I daren't go inside - on account of the ghosts.
"Lady Vardula hasn't stayed here since she was in her teens. Her parents and older brother Alucard - god rest their souls - were laid to rest in the family plot behind the manor. Tis' tragic, what happened - to perish so close together like that, one after another, in a series of such unlikely and horrible accidents."
The party file that information under 'Deeply Suspicious'.
The heroes enter the old mansion. Doors lead off the foyer; left into the dining room, right into the trophy room. Stairs lead up to the first floor. The party enter the trophy room. The walls are decorated with mounted animal heads, and a large taxidermied owlbear rears up from a plinth in the corner of the room. The heroes get the unpleasant sensation that they are being watched, as dozens of dead, glassy eyes seem to follow them around the room. A large-calibre hunting rifle rests above the fireplace.
One of Vagabonds 18(!) classes is the Gunslinger, but no-one in this party has much use for such a thing.
There is a large, but very old bloodstain on the floor near the fireplace. Responding to the strong psychic energies within the house, Ximendra experiences a vision.
She sees a young woman - dark haired and pretty - tampering with the fittings securing a large stag's head to the wall. The vision shifts to show an older man - clearly the girl's father - pacing restlessly before the fire. The stags head comes loose and falls onto the man, the long, pointy antlers impaling him through the torso!
Ximendra relays her vision to the rest of the party. She believes the girl was a younger version of Baroness Vardula, and that she murdered her own father in this very room!
The party leave the trophy room and return to the foyer. There is a frightful clamour as an old suit of armour tumbles down the stairs from the first floor. The armour fragments scatter across the floor - then begin to piece themselves back together, and attack! Mara casts
Burn (2d6) and the fire-blackened armour falls apart.
Into the dining room! Tarnished silverware shines grubbily on a long table set for four people. Plates of mouldering food crawl with maggots, and a cloud of flies buzz above the table. Sound of a squeaky wheel as a serving trolley rolls into the room, a covered platter set upon it. Nothing good can come of looking under that cover, but Horatio is not going to be cowed by some stupid house and marches over to lift the lid. A woman's severed head is revealed beneath the cover. Her eyes snap open and fix on Horatio, then she opens her mouth and emits a piercing scream
(as per a Banshee's wail). Horatio slams the lid back down, the noise stops instantly.
The door the trolley emerged from leads to servant's quarters and the kitchen. There is something banging around in the adjacent pantry. That turns out to be a carcass crawler, groping around blindly, knocking things off shelves with its long, writhing tentacles. Horatio whacks the monster with his greataxe. The crawler emits a horrible, infant-like cry. That is profoundly upsetting. Mara casts
Burn (2d6) and cooks the critter. The party find three unspoiled rations, yummy.
The servants quarter's are bare and long abandoned. The back door overlooks a small cemetery. Headstones mark the graves of the late Baron/Baroness von Ravenwold and their son. They all died days apart.
It is getting late. The party head back inside to explore the first floor. As they pass the door to the trophy room, nobody notices the stufffed owlbear is gone.
The first room the party enter on the first floor is a playroom/nursery, occupied by two dozen sinister toys; creepy dolls with wide, staring eyes, and ragged animals with their fluffy innards bursting out. There is a dollhouse designed to replicate the exact appearance/layout of Harpers Grange, and small wooden figurines that look just like the heroes. Horatio growls as the sinister toys jerk to life and attack! The creepy dolls produce wicked-looking knives from beneath their petticoats, while the stuffed animals rely on claws and fang.
Horatio buries his axe into the head of a grinning marionette as though he was chopping firewood.
PUPPET: "But I wanted to be a real boy!"
An otherwise adorable lion plushie mauls Ximendra for 1 dmg. Mara's first instinct is to cast
Burn, but she worries about setting the mansion on fire. However, none of her other spells will have much impact on the animated toys, so she decides to risk it. Four toys
(two dolls, a stuffed bear and a giraffe) burst into flame and stagger around, setting other things on fire. The room is filling with smoke. The flames are out of control, and there are still a load of murderous toys running amok. The heroes retreat, slamming the door of the playroom behind them. A knife blade is stabbed through the door, then a grinning pink face leers through the gap.
MURDEROUS TOY: "Heeeeere's Furby!!"
The party flee back downstairs into the foyer. The taxidermied owlbear pounces on Brian as he reaches the bottom step! It isn't like the house can be any more on fire than it already is, so Mara casts
Burn - or tries to. Smoke from the flames make her cough and she fails her Arcana roll to cast the spell. Ximendra spots the heavy iron chandelier dangling above the owlbear
(and Brian), and throws a glowing tarot card to sever the chain suspending it from the ceiling. Brian rolls a Reflex save to tumble clear as the chandelier crashes onto the owlbear, pinning it to the ground! The heroes hustle passed the trapped monster and out through the front door.
Criegler stands aghast
(but still Charmed), watching as the fire consumes Harpers Grange. A large section of the roof collapses, sending sparks up into the night sky. His hounds bark wildly at the crackling flames.
CRIEGLER: "W-W-What happened?!"
HORATIO: "Someone must have left the stove on...."
TBC