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C&C Ravenloft: Fear No Darkness

OR..............Dammit! I'm Stuck in Ravenloft!

INTRO...
This is my little groups first game of C&C. We began back in June of this year
and play has slowed down due to a hospitalization and a temporary increase in
work hours. We hope to pick up again in a couple of weeks.

And so...........
Im using C&C with the Ravenloft Realm of Terror Boxed Set (94) and bits from
The Complete Book of Necromancers.

Im offering a few options to help my little group survive:


1 various collected optional classes such as those in Colin Chapmans Colin Sez
and C&C boards and fan sites
2 allowing 2ed. Kits if desired
3 max HP at 1st level
4 my Fighting Styles based on Akrasias
5 multiclassing
6 blah blah, etc. etc. Whatever works and makes us happy. My only hardcore
credo is whatever options PCs have, important or "face" NPCs can have as
well. MWAHAHAHAHAHAHAHA..........

The actual Adventure is loosely based on The Temple of the Damned found
here..... http://www.rpgarchive.com/index.php?page=adv1&advid=198

THE PLAYERS...
My significant other Debbie and my dear friend Ben. Ben was introduced into
gaming via 2ed., then went to 2ed Skills and Powers and finally 3ed.
Debbie started with Skills and Powers and went to 3ed.

The CK is Dave (hi) and Im an old school Basic/RC and 2ed guy. And yeah, I get
off on tinkering with house rules. I have found that I realllllly dig C&C. It has
saved me from gaming-funk-Hell.

THE PLAYER CHARACTERS...


Ben is playing ... Durian of Thornhammer Hold, a male Dwarf Mercenary.
He wanted a flashy fighter, a whirling machine of destruction. He wanted a
double whip fighter. Hes a tough dwarf so he made a steel-whip fighter. And this
his how we did it.........instead of a straight up fighter I suggested he take the
Swashbuckler Optional Class ( I think its one of Colin Chapmans, but I could be
wrong.)
Here it is on this thread.....
http://p075.ezboard.com/ftrolllordgames ... =336.topic
I had him replace rapier with whip. Voila! Whip-fighter it is. Really it isnt anything
broken, the steel-whips only do a 1d6, the only real bonus is the bit of extra
attack range. I dont mind the extra range since he sacrificed the better AC of a
fighter with plate and shield for a character concept he is enjoying. He gets to be
the lightly armored fast fighter he wants with a few goodies. And it worked out
well later on. Oh, he also chose glove nails (basically a gauntlet with a spike on
the back of the hand: 1d4+1 dmg) for up-close weapons.
He also took me up on the 2ed kit option choosing Axe for Hire from the
Complete Book of Dwarves. It gives him a free specialization and has his
employer pay for equipment but gives him a negative reaction form other
dwarves and he is bound by any contract he signs. No backing out. These two
penalties will become important as the campaign progresses.

Debbie is playing... Cassandra, a female human scholar and curiosity seeker.


She is a multiclass Bard/Wizard of Alphatian descent. She is very curious about
everything, rumors, stories, languages, magic, cultures, etc. etc. She really loves
books and scrolls. Puzzles fascinate her ( player and PC!) Her favorite weapon is
probably her crossbow.
This curiosity is definitely gonna get her in trouble in Ravenloft, which she fully
admits.

Dave is playing the DMPC (CKPC?) Miraslav Emiliankano, a male Traldaran


Cleric of Halav. Hes not the toughest but he is fairly smart, wise, loyal and willing
to defend his friends to the death. Hes also the only one who speaks Traldar.
PART ONE: A Sailing We Will Go!
Were beginning with 3rd level characters in the Known World/Mystara. They two
PCs are in Specularum in Karameikos.

NPCs
Captain Lazlo, mid 40s.
A large robust Traldaran with a thick black beard. He is a savvy businessman and
runs a clean ship.
Navigator Pavel Erminsk, mid 60s.
He is a short, skinny, leathery, bald, greasy old Traldaran who hunches over and
squints a lot. He is incredibly blunt and to the point.
Sgt. Toric, late 20s.
A Glantrian mercenary. Lean, military bearing. Short hair and well groomed. He is
in charge of the 10 marines aboard the ship. He appears to be intelligent and
competent.
1st Mate Grisham, mid 30s.
Large, loud, dirty looking. Wears a scarlet sash. Mean and surly with the men. A
damned bully.
Secundo, late 60s.
Skinny, wrinkled black cook. Bald. Always smiles and in a jolly mood.

NOTE: I really dont know jack about ships. Ive never seen an ocean or a sailing
ship up close. Ive never left the midwest. I am a total landlubber. So bear with
me. Ill describe the ship as best I can but Ill be B.S.ing my way through some
ship stuff.

The PCs are to meet a ship at the harbor in Specularum. Its a sunny summer
mid-morning on the docks. Lots of birds, salty air, and sweating sailors and
dockworkers loading ships. They are waiting for Pavel, navigator of the
Karameikan tradeship the Sea Queen. They are heading to Ieriendi to find a
Dwarven companion of theirs, Antigus Stonefist. He is of the same hold as
Durian who bears a letter of sad news. Antigus mother has passed away and the
PCs are delivering the news and escorting him home to the funeral. They have
bartered passage with the Captain as extra security. (Ben got much joy in writing
up a lengthy contract with much flowery language the week before play outlining
pay and benefits and exactly what they were there to do and not to do.) There
has been an increase in piracy in the open waters due to the good weather of the
past few months. They will receive passage and meals in exchange for their
combat and magical skills if pirates are indeed encountered.
The voyage will take 6 days if the good weather holds.

The PCs are soon met by the navigator Pavel Erminsk. The crusty old coot eyes
the PCs up and down then gruffly instructs them to follow him, mumbling about
young people the entire time.

The PCs look at each other with some amusement at the old guy and follow. A
short walk later and they are at the planked walkway of the Sea Queen. Shes a
worn double-masted tradeship with a crew of about 20.
Sailors are cursing and loading crates and supplies with ropes and pulleys.
Others scurry across the deck and up the masts to secure ropes and make ready
for sail. The voice of a large man in a red sash roars out orders to the crew. An
old black sailor smiles down at the PCs as he peels potatoes over the side.
When they make it to the main deck they see the Captain, Lazlo, and a soldierly
man in leather armor standing on the quarter deck, above and behind the PCs.
They are leaning on the ships wheel studying maps and scrolls. Lazlo sees the
PCs and waves them up the stairway.
Pleasantries are exchanged. Lazlo welcomes the PCs with a heavy (eastern
European) accent. The soldier is introduced as Sgt. Toric, a Glantrian mercenary
and captain of the ships 10 man guard. He speaks common with a slight
(French) accent. The loudmouth with the red sash swaggers up and he is
introduced as the 1st Mate, Grisham, a Karameikan sailor of Thyatian descent.
The NPCs continue to discuss the recent pirate activity and consult their maps
for the final calculations. The PCs are turned over to the cook, Secundo, to go
below to their cabins and stow their gear. The old black cook smiles and waves
them down the hatch and stairs to the lower deck. Their small cabins mid-hold,
lining both sides of the hold. The wide hall between the cabins is stacked with
crates and barrels of food ,water, ale, and rum all lashed to the deck. In the fore-
hold, past the cabins, is the cargo: piles of lumber, nails, tools, canvass, ropes,
and more supplies. The rear-hold is occupied by Secundos small kitchen, a
small pantry behind that, and the sailors hammocks and personal effects
crammed in the back. Water sloshes a bit on the floors and an occasional squeak
of a rat is heard among the supply crates.

The PCs settle into their cramped little cabins and stow their stuff. They make
their way back up on deck in time for a quick lunch with the Captain and Sgt.
Toric (Secundo is a good cook.) The ship sets sail past noon.
The rest of the day passes uneventfully. Ships coming and out of the harbor and
the area around the bay hail and the sailors cheer and wave. Lots of hard work,
ropes secured, etc. The PCs mainly try to stay out of the way. Evening comes as
watches rotate and lamps are lit.

Evening meal is served and the sailors lounge on deck, gambling with cards and
drinking a bit of spiced ale. Torics marines are cleaning and inspecting weapons
and armor.
A small scuffle breaks out among the gamblers. 1st Mate Grisham and old man
Pavel are in each others faces. Grisham is livid over something. He starts to pull
a knife from his sash but two sailors grab his big arms and walk him away cooling
him down. Pavel spits, scoops up his coins and going into the captains cabin to
rummage through charts and do navigatory-type things.
Secundo, laughs and tells the PCs that Grisham and Pavel have a
feud.....apparently Pavel owed Grisham money from a previous gambling debt
but refuses to pay because he believes that Grisham was cheating. Secundo and
the majority of the crew believe Pavel is right.
Bedtime comes and they are soon asleep to the sound of the waves.

Day Two
Normal life at sea. Maintaining ship, sails, ropes, and fishing for some fresh meat
later.
In the afternoon Secunda is skinning fish over the rail as Toric and his marines
have a sparring session.
Durain the Dwarf clears an area on the deck and begins working out with his two
steel-whips. That gets some attention from the marines. A muscular oily Dwarf
twirling two metal whips at full speed in nearly 10 arcs cracking and slashing the
air. They are impressed and a bit intimidated.
The cleric Miraslav spars with a marine and they manage to beat the crap out of
each other in Subdual Damage. Minor Healing is nearly used.
The scholar Cassandra is about to challenge a couple of soldiers to a crossbow
shoot-off when dolphins break the waves to the sides and front of the ship. This
gets everyones attention as they all rush to the rail. The dolphins are joined by
two mermen who wave to Cassandra and then disappear back into the deep.

Late in the afternoon a ship is sighted on the port horizon. The Captain breaks
out the spyglass, she is flying a Darokinian merchant flag. Toric puts his marines
on alert just in case. The ship stays on a parallel course, following a trade route
with the Queen perhaps?
A thick fog has begun to move in, cooling the afternoon air.
At dusk the watch is rotated and the lamps lit. The PCs are invited to dine in the
Capts cabin with Lazlo, Toric, and Pavel. Cassandra eyeballs the musket
hanging above the Captains seat. She reallllly wants to get a look at that thing.
(Yep, I long ago added firearms to Mystara, so sue me! :D )
Secundo fixes a special meal of ham, potatoes, fruit, and wine. The dinner runs
late into the evening as the PCs share stories and talk of the pirate activity with
the NPCs.

Suddenly.........
A scream pierces the night but is cut off in a gurgle. It comes from the quarter-
deck.

The PCs and Toric peer out of the cabin doors towards the fore-deck. They make
out figures moving at the front of the ship.
On the fore-deck they see Grisham and a sailor standing over two dead marines,
swords dripping with blood. A second sailor is furiously waving a torch, signaling
through the fog.

Realizing they must stop the sailor from presumably signaling the waiting ship
the PCs grab their gear, stashed by the door, and burst out of the Captains
Quarters with Toric.
Captain Lazlo runs to his bunk for his sword and Pavel rummages in the
navigators storage room.

Grisham roars and points to the PCs with his cutlass. The sailor drops the torch
and draws his sword. They are joined by two rough looking pirates who have
climbed over the rail onto the deck.
The battle is on!

Durian pulls his steel-whips and runs towards the three traitors and the two
pirates, followed more cautiously by Toric with his longsword and Miraslav with
his longsword and shield.
Cassandra pulls her crossbow and tries to retreat up the steps to the quarter-
deck for a height advantage, but quickly stops as she finds two pirates with bows
already up on the deck. Behind them is a dead sailor at the wheel and a dead
marine lying slumped at the aft rail. The pirate archers notice her and fire, each
hitting and wounding her. She drops down behind the stairway for cover.

On the fore-deck a bloody and terrible melee begins. Blows are exchanged as
the dwarfs whips lash out at Grisham opening deep wounds in his torso,
exposing ribs and spraying blood across the fore-deck. The bully Grisham has a
look of pure terror on is face but continues to fight. The first sailor also lunges at
the dwarf but misses his cut.
Toric kills the second sailor with a sword thrust through the chest and deflects a
sword slash from one of the pirates.
Miraslav and the other pirate begin to trade missed sword swings.
Cassandra fires at the pirate archers above her but misses. They return arrows
but miss her as well.
Capt. Lazlo exits his cabin with his sword and heads to the melee on the fore-
deck, bellowing for his crew, but none answer.
Two more pirates climb over the rail and join the melee.

Durian slashes through Grishams throat with his steel-whip, the traitor clutching
his blood-jetting throat and falling on is back. The dwarfs second swing crushes
the face of the first sailor killing him as well. The dwarf is drenched in blood.
Toric continues his duel with his pirate foe. He misses and is grazed by a sword
slash through his leather armor across his ribs.
Miraslav slashes his pirate across the collar bone but is stabbed deeply in return.
Captain Lazlo gives a mighty roar and attacks the two pirates who have just
climbed over the rail. He cuts down the first and begins dueling with the second.
Cassandra reloads and fires, hitting an archer in the shoulder but catches an
arrow high in her chest. She is seriously wounded and barely on her feet.
Pavel emerges from the Captains cabin with an ancient blunderbuss, finally
loaded and ready for chaos.
He turns and cuts loose at the two archers on the quarter-deck, firing up at nearly
point blank range. With an explosive roar and cloud of smoke, they are cut to
bloody ribbons by splintered wood from the quarter-deck and lead shot.
The Pirate Captain and another of his crew make it over the rail. The Pirate
Captain is big and bearded, dressed in a faded military coat and wears a black
bandana over his long black dreadlocks. He is bristling with knives and a cutlass
at his side. He sneers showing gold-capped teeth and pulls his cutlass.

Durian lashes at the Pirate Captain but misses. The pirate who boarded with his
Captain steps in to stab at the dwarf. The Pirate Captain lunges at Captain Lazlo,
cutting Lazlo deeply in his side.
Toric lunges and puts two feet of steel through his pirates neck, killing him with a
wet gurgling sound.
Miraslav is still hacking away at his pirate. Both are badly wounded and miss
their attacks.
Cassandra fires an arrow into the pirate crewmember fighting with Captain Lazlo
and kills him.
Pavel begins the arduous process of reloading his blunderbuss.
Two more pirate crew climb over the rail, looking dubiously at the bloody carnage
on the deck. With a yell they draw swords and charge in towards Durian!

Durian lashes at his first new opponent but misses the pirate. The pirate lunges
in and stabs the dwarf deeply in the side. The second pirate nicks the dwarf in
the arm.
Toric turns and attacks one of the new pirates. They parry each others blows
sizing one another up.
Miraslav cuts his foe across the chest again and is again stabbed. Both are
seriously hurt and the pirate is nearly dead.
Capt. Lazlo and the Pirate Captain exchange vicious blows, Lazlo is cut deeply
across the side and the Pirate is stabbed through his shoulder.
Cassandra reloads and fires a bolt into the Pirate Captains leg.
Pavel continues to reload.

When suddenly........
A crossbow bolt flies past Durians head. The dwarf and Cassandra are shocked
by the near miss out of nowhere and glance in the direction it came form..
The kindly black cook, Secundo, is grinning wickedly and reloading a light
crossbow, preparing to fire again. (Ben actually did a double-take and looked
really surprised. "That better have been an accident, right?")

Durian, wounded and bleeding heavily, finishes the first pirate with a slash,
cutting deep and crushing the chest. His second swing misses the other pirate
who misses the dwarf in return.
Toric fends off his opponents attack and stabs him deeply in the abdomen.
Miraslav finally kills his foe with a sword thrust through the body. He is barely on
his feet.
Cassandra fires a bolt at Secundo in anger. The bolt buries itself in the hatch
next to the cook who is using it as cover. He reloads and returns fire missing
Cassandra who is now using the other side of the stairs as cover.
Pavel is still reloading.
The Pirate Captain is cut again by Capt. Lazlo but manages to spear his cutlass
through Lazlos chest, knocking him unconscious. He prepares to deliver the
death blow.

Enraged by Secundos betrayal Durian viciously rips into his last pirate foe with
his steel-whips, ripping the man open and spilling blood and offal across the
deck.
Toric gains the upperhand on his pirate and splits the scoundrels head like a
melon.
Miraslav, seeing Lazlo in peril, charges into the Pirate Captain, knocking him off
balance for a moment.
Cassandra reloads, turns and fires another bolt into the Pirate Captain, catching
him deep in the side.
Pavel finally fires the blunderbuss, shredding the wooden deck and hatch around
Secundo. Seeing this is a losing fight the old man leaps up from the hatch and
throws himself over the side, hoping to swim through the fog to the waiting pirate
ship.

Seeing he is outgunned and nearly dead, the Pirate Captain lays down his
cutlass and asks for quarter. He is reluctantly given it. ( Pavel wants to shoot him
on the spot.) He says his name is Morette. Toric and Pavel recognize it, noting
his reputation as a vicious killer and slaver.
The deck is a slick bloody mess of blood, bodies, and splintered wood.

The rowboat the pirates were using to board the ship is cut loose and they watch
as it drifts away in the fog.

The pirates bodies are looted and dumped overboard. The dead marines and the
helmsmans bodies are wrapped in sailcloth to be given a proper burial at sea in
the morning.

Miraslav heals everyone a bit. They are all far too wounded to gain a lot of HPs
from his meager 3rd level self. The Capt helps everyone by supplying a few Cure
Light Wounds potions he keeps stocked for emergencies. He has few left but
keeps those locked back up for later use.

The sailors and marines off duty below deck are all snoring away. It is discovered
Secundo doped everyone with the common meal. They awaken after a few hours
and a lot of water dousing and slapping. A watch is set and everyone who was in
the combat rests.
(He didnt have enough to dose two full meals, the impromptu Captains dinner
threw the original plan of doping everyone off. He, Grisham, and Morette
intended to surprise the dinner guests and take them prisoner without a struggle.
Everyone was to be sold as slaves.)

The fog thickens as the blood drips from the deck into the waters.

PART TWO: Into the Mists.


Important NPCs
Captain Lazlo, mid 40s.
A large robust Traldaran with a thick black beard. He is a savvy businessman and
runs a clean ship.
Navigator Pavel Erminsk, mid 60s.
He is a short, skinny, leathery, bald, greasy old Traldaran who hunches over and
squints a lot. He is incredibly blunt and to the point.
Sgt. Toric, late 20s.
A Glantrian mercenary. Lean, military bearing. Short hair and well groomed. He is
in charge of the 6 surviving marines aboard the ship. He appears to be intelligent
and competent.

The next day the fog is so thick visibility is but a few feet from the ship. The day
is spent cleaning the deck and attending to the wounded. Miraslav prays in the
morning and blows through his spells, getting everyone nearly to full HP.
The dead are given last rites and sent into the deep. Between the fog and
exhaustion no-one seems to notice that the water surrounding the ship is still
slightly blood-tinged and a few pirate bodies are floating at the rear of the ship,
almost as if they are swept along in the wake.
Pavel runs the ship as the Captain, Toric, and the PCs rest for the day. A sailor is
reluctantly recruited to pull double-duty as cook.
The food sucks.
The rest of the day goes quietly and soon its lights out, extra watches set, and
everyone asleep.

The next morning the PCs awaken to find the ship in an uproar. The Captain,
Toric, and Pavel wish to talk to them.
As they make their way onto the main deck and towards the Captains cabin they
see that fog has thinned considerably and the ship is anchored just off shore of
an sandy beach giving away to gently rolling hills and a thick forest beyond.
They shouldnt be in Ieriendi for two more days and the route they took shouldnt
have any islands on it.
The sailors are talking and upset, believing they have gotten lost in the fog and
traveled off of their course. There are known to be wild islands in the Sea of
Dread filled with all sorts of beasts and cannibals.
They enter the cabin and are find Toric and Lazlo sitting looking over charts.
Pavel is pacing and is visibly upset.
They landed just before morning and with the fog thinning he took a star-reading
to see what was going on.

None of the stars were right. He couldnt recognize a single constellation. Not
one.

He is extremely freaked out. So far the sailors havent noticed and the Captain
and Toric have decided that they arent going to be told for fear of a panicked
mutiny.
They want the PCs to scout out the island, see if there are any settlements, and
find fresh water. Just in case.
The PCs jump to the offer but Durain, ever the dwarf mercenary ,insists they
renegotiate and clarify their working contract to insure the Party keeps any
treasure if discovered and that burials are covered as well as spent ammunition.
The Captain has other things to worry about so he quickly agrees and hand
waves them off.
They spend most of the morning getting prepared, studying spells, praying, and
cleaning and selecting gear.
By noon they head out loaded with food and water. They notice a bit of blood in
the water and a couple of bodies near the ship. Durain/Ben really questioned me
on this but they decide to worry about that later. Deciding to head East they
trudge down the beach trying to gauge the size of the island. They notice after a
few hundred yards that the shoreline curves in towards the ocean. Apparently are
in a bay or possibly a peninsula.

This continues for about a mile when they spot a large wooden wagon jammed
full of stuff: lamps, rope, crates, tools, trinkets, etc. Flea-market type stuff. Sitting
by the wagon with a fishing pole in the water is a plump middle aged man in
travel-worn but good clothing. An old dog sits at his feet in the sand. The dog
sees the PCs and barks. The old man waves to them and puts his pole aside.
They are invited into the camp of Anton, travelling merchant. He speaks common
and the PCs sit down for a bit of wine and some info.
They are invited into the camp of Anton, travelling merchant. He speaks common
and the PCs sit down for a bit of wine and some info. It doesnt escape their
notice that he is cautious and constantly clutches a small cross, apparently a holy
item.

(NOTE: on languages I decided not to turn the game into a giant session of one
person is translator and the rest get to mime. I decided common trade tongue is
the same in Mystara and Ravenloft. Hell maybe humans all came from one world
and eventually spread out via spelljamming or most likely magic, who knows. So
why shouldnt a universal language to make my game run smoother exist. I also
decided Traldaran is close enough to Balinok to allow conversation with very few
problems.)

They discover that they are in a land called Darkon, near a large forest just north
of a region called the Boglands. Anton even provides them a map showing where
they are. Their "ocean" is a large salt-water lake.
He also refers to them as "Outsiders", explaining that sometimes the Mists take
people form other lands and deposit them in this land and kingdoms surrounding
them. When pressed he tells them to ask the Vistani, gypsies who are known to
travel in the Mists.
He takes another sip of wine, pets his dog and tells them of the forest in the
distance.
There is a trade route which runs off of the main road, the Kings Highway, and
through the forest to a village called Graza. Thats the closest settlement for
many wild, dangerous miles. He usually stays on the trade or near the trade road
and often travels with other merchants for safety. He points out the village and
the trade route on the map. It isnt too far from where Anton is camped on the
shore and snakes through the forest towards Graza. From the ship they can cut a
couple of miles through the forest to reach the road. Then they can take it
another mile to Graza.
Clutching his cross he then adds that it is a good idea to be indoors during the
night. Many dangerous things roam these lands.

In the distance.......
They hear the faint crack of a musket and of Pavels blunderbuss from the
direction of the ship. Something is wrong.
They say their quick good byes and thanks to Anton and head back to the ship.
The mists are gathering thicker and the dwarfs move of 20 vs. the two humans
move of 30 slows them slightly. They take about 20 minutes to come upon the
ship and see smoke rising into the sky before they sight the ship.
Several hundred yards from the ship they see it has been shattered and bits of it
are on fire. It looks like it has been crushed in on itself from mid-ship. Bodies and
wreckage float in the water and on the shore. They spot two small figures, one
dragging the other away from the water. As they head for the two figures they
notice boot prints in the and in front of them. They emerge from the water and
head towards the hills and forest.

Hustling over they see Pavel, blunderbuss hanging from a strap on his shoulder,
dragging Captain Lazlo through the sand. Lazlo is at deaths door, large wounds
all over his body. He is still clutching his musket and powder horn. He dies quietly
before Miraslav can attempt any healing.
Pavel sobs and cant continue. He drops in the sand with Lazlo in his lap. He
says the ship was attacked by a huge monster from the waters. He noticed the
pirate corpses and blood in the water. He was investigating when the corpses
were dragged under, then tentacles tore through the ship from inside and from
out.
It then tore the struggling crew apart as they tried to defend themselves or swim
to shore. Captain Lazlo and Pavel shot at the beast and began hacking at
tentacles with swords but it crushed in the Captains cabin. Lazlo was mortally
wounded and they fell into the water where Pavel dragged them to shore.
The PCs pull weapons and begin to explore the shoreline. Cassandra takes
Lazlos musket, powder, and shot.
They see Torics body floating along with pieces of other corpses. He has been
horribly mauled. Then they spot the Captains chest where he kept the healing
potions and other valuable floating in the debris-filled water.
It survived the attack!

Coming up with a plan they take Durians rope and grapnel hook he and Mirislav,
after several tries, hook Torics body which they take with the Captains past the
beach and into the hills a hundred yards beyond. They then return to shore and
try several more times and manage to hook the treasure chest. They haul it in.
Tentacles burst from the water scattering debris and water everywhere. Dozens
writhe into the air blocking out the sun for Durian and Miraslav. They both grab
handles on the chest and haul ass up the beach! A tentacle as big around as a
horse slams the beach spraying sand all over them and nearly stumbling them
from the shock of impact.
The creature roars with a hundred voices. Cassandra and Pavel scream in terror!
It is all mucus, eyes, fanged maws dripping chewed flesh and blood, and
tentacles.

The boys dont look back. They hit the edge of the beach and throw themselves
over the first hill to join Cassandra, Pavel, and the two corpses. Panting they
peek over the edge and watch the beast thrash about and then withdraw into the
water, dragging whats left of the Sea Queen with it.

They force the chest open and discover a small fortune in gems, a few coins,
maps, three minor healing potions, and an unidentified scroll. Cassandra casts a
detect magic and, of course, the potions and the scroll are illuminated. But to
their surprise Torics leather armor is also magical.
They split the loot, giving Pavel an even share. The PCs each keep a potion for
themselves and the magic leather is stowed away. Cassandra takes possession
of the scroll.
They then decide to take the trade route to Graza...it is only about a three mile
march to the town. They also decide to drag Lazlo and Torics bodies along for
proper burial in a churchyard. They were good men and deserved a proper
funeral.
They know it will take hours dragging the bodies through the hilly forest but they
will not remain here with the beast in the waters.

Packing up, Pavel and Cassandra load their firearms as the Durain and Miraslav
build a travois for the bodies. When they are ready they head out across the hills
to the distant woods.

The Mists are faded to small wisps on the ground.


It is a few hours before dark.

PART THREE: Wolves, Gypsies and a Bargain!


The characters trudge through the hilly forest. Miraslav and Durain dragging the
travois. Pavel is in front of them and Cassandra is in the lead, ears and musket
cocked for trouble.
They finally notice that it is much cooler here. Quite a difference from the
summer heat on the Sea of Dread. A slight gentle rain begins to fall.
Pavel and Cassandra flip their cloaks over the firing mechanisms of their
weapons to keep the powder dry.

The mists begin to thicken with the rain.

Its slow going dragging the two corpses through the forest, up and down rain-
slicked hills.
After an hour of struggling through the hills and trees they hear the howling of
several wolves ahead in the distance. They cautiously move forward, weapons
ready to be pulled or fired.
Minutes later they here the scream of a woman from over a hill 50 or so yards
ahead of them in the timber. Wolves howl in the same direction. They are close.

Suddenly a beautiful young gypsy girl, barefoot and black haired, runs over the
hill tripping over a fallen tree and rain-slick grass while looking wildly about. She
spots the PCs and dashes towards them, panicked, rapidly shouting in a
language they dont understand.
She reaches them and the men shove her behind them.

Behind her 6 large wolves crest the hill from out of the mists. They pause to
survey the PCs and the girl.
Licking their chops they begin to move cautiously into the bottom of the rise.
The girls sobs and hides behind the PCs, pulling a knife from her belt.

Durain and Miraslav drop the travois and pull weapons. Pavel raises his
blunderbuss and waits for them to get closer.
Cassandra aims and fires as the wolves bound down the hill. She catches one of
the wolves mid-leap flipping it around with a yelp. It lays in the leaves, dead.
(Debbie rolled a 12 on an exploding dice and got to roll again. Killed it with one
shot. She was very pleased with her musket.)
Two wolves leap at Durain, two go for Mirislav. Durain is bitten and Mirislav
manages to hide behind his shield.
Pavel fires at his and managed to miss. The wolf shies away for a moment but
them rips into the terrified codger, hurting him badly. Cassandra pulls her sword
and attacks the wolf on Pavel.

Durain kills the first wolf with both of his whips, shredding the beasts body. The
second one snaps empty air near the dwarfs head. Mirislav is bitten and nearly
dragged down by both wolves. He manages to stab one with his sword. Pavel is
unconscious from his wounds. The wolf bites at Cassandra and she slices its
side open with her sword.

Durain slashes open the second wolf, killing it. Mirislav hides behind his shield
and stabs the wolf again killing it. The second wolf bites at his legs but misses.
Cassandra misses her wolf but it also misses her again.
Durain attacks the healthy wolf on Mirislav wounding it across the face. Mirislav
hacks at the wolf after Durain wounds it and kills it. Cassandras wolf, seeing the
others go down turns tail and flees. She misses her attack at its flanks as it runs
off.

The girl hugs each of the PCs in turn, obviously grateful. She chatters excitedly
in her language, pointing at herself and saying "Meera" over and over.
Miraslav heals Durain, himself, and Pavel who is rapidly getting sick of the whole
thing. They save their healing potions for later. Cassandra reloads the musket,
obviously enjoying the weapon.
Meera grabs the PCs hands and waves for them to follow her. Since she is
heading in the direction of the road and its getting dark the PCs grab the travois
of corpses and follow.

The PCs follow her for a good distance as she carefully picks her way through
the forest. She leads them up a woody hill and smiling, excitedly points below.
The sound of music and faint voices fill the air.
Thirty yards or so down, the hill levels to a clearing nearly 50 yards in diameter.
Ten covered wagons (vardos) are circled in the clearing. The PCs can see down
into the circle. A fire has been lit and food is cooking. A two dozen men sit around
the fire with children and older women laughing, clapping, and playing violins and
concertinas (small accordians) as young gypsy girls dance and whirl around the
fire.
Two guards with longbows walk a top the vardos on opposite sides carefully
watching out into the darkening forest. Suddenly they spot the PCs and Meera
and sound the alarm, drawing back their arrows and shouting at the PCs.
Everything comes to a halt as the gypsies stare at the intruders. It is quiet except
for the drops of rain on leaves and wagon-tops.
At least a dozen men slip from out of the circle, knives and clubs drawn. They
talk excitedly to Meera in her language and wave her down.
She wont budge until a large sinister looking man with a thick black beard and
piercing eyes makes his way through the small crowd and waves her down. She
runs down the hill to him and hugs him tightly.
She quickly talks to him gesturing to the PCs, obviously relating her rescue. The
big man nods slowly while carefully watching the PCs.
He sends her away with an older woman and turns to look up at the PCs. He
speaks common and introduces himself as Meerava, uncle of Meera and Captain
of this Vistani caravan.
He sends for wine, meat, bread, and cheese for the PCs and allows them to
camp at the base of the hill near the camp. No closer. The guards watch the PCs
suspiciously but leave them alone. The music and festivity starts up again and
Meera joins the other girls in the dancing. The PCs can see this from between
the circled vardos.
Pavel unrolls a blanket and passes out clutching is reloads blunderbuss and a
shortsword. The PCs cover up the dead men, light a fire, rest, eat, and wait to
see what happens.

Meereva comes to their camp near dark. He informs them that Madame Ellana,
wishes to see them. Leaving Pavel snoring near the fire, he leads them to her
richly decorated vardo and knocks on the door. It opens and the PCs are told to
enter.
The inside of the vardo is cramped. A small bed and a small table with two small
chairs dominate the wagon. Chests and shelves with scrolls, bottles, and small
trinkets line the walls. Candles burn on many shelves and two green tinted
lanterns give the wagon an eerie glow. A worn deck of cards and a pot of hot tea
with glasses rest on the table.

Inside sits an attractive woman in her late 40s or early 50s. She has the gypsy
coloring and black hair, but white streaks show in her dark locks. She is wearing
makeup, silks, and an amazing amount of gold jewelry.

She introduces herself as Ellana, aunt of the girl Meera.


Polite greetings and tea are exchanged. Madame Ellana thanks the PCs for
saving her favorite niece and offers a token of her gratitude, a small ruby that
Cassandra values at 100gp.

She then gives the PCs some free advice....


She warns Durian that while his folk are welcomed here in Darkon, they are not
welcome in many of the surrounding lands, much like the Vistani. It would do well
for the dwarf to conceal his nature in many towns.
She warns Mirislav that his faith will be put to the test in this place and such faith
may actually draw evil to him. She tells him to be careful because his powers are
diminished in this realm.
Watching Cassandra eye her scrolls and trinkets she warns that curiosity can be
deadly and lead to an unfortunate end. Knowledge is dangerous, perhaps the
most dangerous thing of all in these lands. It must be guarded and used wisely.

Then she asks a favor.


With much passion in her voice she begs the PCs to help her, offering to reward
them with anything that is in her power. More gems, information on anything she
may know, perhaps read their fortunes. Whatever they ask of her as long as it is
in her power to do so.
A travelling merchant brought her terrible news yesterday. Her grandson, Renzo,
has been put in jail in the nearby town of Graza. On FALSE charges of stealing,
of course. The villagers hate and distrust the gypsys, believing them to be all
thieves and liars, thus the trouble Renzo is in. Ellana believes any Vistani sent to
retrieve him and pay his fine will be detained as well and the money kept.
She will send the money (100gp) with the PCs to bail Renzo out and when he is
returned safely she will give them their further reward.
This is her bargain, and the PCs agree to it.

(NOTE: Of course there is more to this than meets the eye. The forest is
extremely unsafe near the town right now as the NEXT PART will show. Madame
Ellana believes the PCs are her best chance at freeing Renzo. She will not risk
losing more Vistani or the entire caravan itself in the dangerous woods near the
town to free him. You just know if the Vistani arent willing to go get one of their
own SOMETHING BAD IS WAITING. :D )

With much thanking and hand-kissing from Ellana they retire from her vardo and
head back to their little camp for a nights rest under the eye of the Vistani
guards.

They get a good nights rest and awaken at dawn.


It is lightly misty and wet.

They decide to leave Pavel at the camp until they return. He is tired and still
hurting. He doesnt object. He wants a warm fire, his blunderbuss, some warm
food, and some cold wine. He decides the others can go get themselves killed
just fine without him. He has no doubt they are all going to die soon and he would
just as well be comfortable when he buys it.

Waving farewell they lift the travois with Toric and Lazlos covered corpses and
head towards town. Within minutes they have found the trade road they were
looking for the evening before and travel on it.
Things are looking up for the Party.
The mists begin to pick up with the rain.

PART FOUR: The Road to Graza.

In the gentle rain they travel quietly North for quite a while before hearing a faint
moaning and rustle of leaves. Off the edges of the road, on both sides, they see
humanoid shapes moving slowly in the misty woods.
The Party begins to move cautiously down the road, but it is too late, they are
spotted.

When the first zombies step on the road and the Party gets a good look at the
dead men they immediately try to make a run for it. They zombies are coming in
from all sides, they Party has blundered into a good dozen of them spread out in
the mists.
When the corpses on the travois begin to moan and writhe Durian and Mirislav
drop the travois and pull weapons. They will not leave former comrades to
wander as undead.
Good men!
Cassandra is more "practical." She drops her pack and climbs up a tree beside
the road to snipe at the undead and stay out of reach of their attacks.

Mirislav tries to turn some of the undead, stepping forward with his holy symbol
held high and commanding them to retreat from him! He fails miserably and they
lunge in towards him moaning and grinding teeth.
Durain attacks Toric and Lazlo as they crawl from under the blankets on the
travois. He begins to shred them with the steel-whips.
Cassandra fires her crossbow, transfixing a zombie getting close to Mirislav.

Durain continues to whip away at his former comrades, moving in a circle around
them to avoid the other approaching zombies.
Mirislav is clawed by a zombie as he draws his sword while getting his shield up
and ready to defend.
Cassandra reloads and discovers to her horror that a couple of zombies are
slowly climbing the tree to get at her! (Debbie totally freaked at this! "Zombies
cant climb!" "Yes dear, these can. Sorry." :) )

Durain finishes off whats left of Toric and Lazlo. He is ready to grab pack and
run!
Mirislav hacks deeply into dead flesh with his sword as he smashed in the mouth
by zombie fist. A second one is approaching.
Cassandra leaps from the tree, slightly jolting herself on the ground. She rolls
over to grab her pack and prepares to run.

All three disengage from the fight without getting clawed, bit, slammed, or
mobbed and run down the muddy road with over a dozen groaning dead
following them.
They are just around the bend when they see a lot more shapes in the misty
woods.

Suddenly...........
A bloody figure stumbles from the misty trees and begins to call weakly for help.
He is dressed in leather and furs with a handaxe and a large knife hanging from
his leather belt. The Party heads for him, weapons ready for some trick.
When they get close they see he is bleeding from his side and shoulder. He
reaches out to them with a shaky bloody hand and begs them to help him.
He says he is a woodsman living near here. His cabin was attacked minutes
earlier and he could not reach his wife and son inside, though he tried. He was
forced to flee towards the road. He offers them gold or anything he owns to help
him but they must hurry.

Mirislav casts a cure light wounds and the woodsman is back on his feet
although still wounded. They follow him through the forest avoiding zombies in
the mist. The sounds of the undead are all around. There must be dozens of
them. They also spot an occasional form moving at a rapid run, not the
shambling of the zombies.

The cabin lies 250 yards off of the road. They reach it in a few minutes.
It is a single floored log cabin. The yard has been trampled in places and bits of
wood torn open shutters lie around it. The front door lies bashed in and faint
moans are heard from the inside.
The woodsman charges for the front followed by Durain and Mirislav. Cassandra
pulls her sword and creeps around a messed up pile of firewood looking for the
back door.

The front door opens to a 25 hallway which turns a corner to the left, an open
door to a living room on the left and two bedroom doors spaced 10 feet apart on
the right, the nearest door has been broken open and there are moans within.

Mirislav enters the bedroom to find the son dead on the bed, a zombie chewing
on the small body. He fails a horror check and attacks the zombie with a fury
hacking away at it with his sword.
A male and a female zombie both lunge from the open living room and Durain
attacks with his spiked gloves. The hallway is too narrow for his whips to be
brought into play!

The woodsman sees his son is dead and goes a bit mad!
He runs down the hallway screaming and turns left down another twisting hallway
where he and his wifes bedroom lies. He doesnt make it. A zombie turns the
corner and they collide, going down in a heap, zombie clawing and him
screaming and chopping with his handaxe.
Cassandra finds the back door bashed in and enters the house directly across
from the master bedroom She hears the combat going around the hallway corner
but also hears whimpering in the bedroom.
The door is ajar and she peeks in to see the wife frozen in helpless terror on the
bed as a rotting dead man in black robes and wearing a rusted iron medallion
towers over her, licking its sharp teeth with a long mucus-covered tongue.
Cassandra charges in and attacks the ghoul, cutting a deep gash in its side,
exposing rotting flesh and ribs through its slashed robe.

Mirislav is desperately trying to cut up the zombie. He keeps missing and the
zombie keeps biting and grappling. They flail about neither hurting the other and
knocking pictures off the walls and furniture all over the room.
Durian kills the first zombie but the female zombie claws him in the arm.
The woodsman is screaming for his wife and manages to bury his axe in the
zombies chest but it continues to claw and shred his flesh! He desperately wants
to get around this thing to get to his wife!
The black robed ghoul rakes Cassandra with his filthy claws. She fails her save
and falls to the floor paralyzed. In horror she watches the ghoul turn back to the
wife on the bed.

Mirislav and his zombie continue to knock each other all over the room, crushing
toys and trinkets knocked beneath their boots. In his rage he doesnt even think
to try to turn the undead.
Durian attacks the female zombie but misses with both gauntlet spikes. She
rakes him across the face with her dirty nail, moaning and foaming at the mouth.
Cassandra lays helplessly as the ghoul slowly leans down and sinks his teeth
into the wifes throat, her pretty brown eyes wide with madness and horror.

Mirislav gives a cry of "Halav!" and swings his sword in a mighty arc, splitting
zombies rotting head open from crown to chin. Maggots and a stinking black
fluid pour from the foul sight.He stumbles out into the hallway getting sick.
Durian gets pissed and charges into the female zombie, taking it off of its feet
and into a far wall, breaking some of its bones as it flops onto the floor. He turns
and runs into the hallway to head towards the woodsman and the zombie.
The woodsman chops again and misses, burying his axe into the wall. The
zombie latches onto his shoulder with its yellow rotting teeth and takes a large
bloody chunk of hide and flesh out.
Cassandras can suddenly move again. She gets on her feet and prepares to
attack the feasting ghoul.

Mirislav sees Durians female zombie getting up in the living room. He leaps in
and savagely cleaves her torso from collar bone to waist with one swing of his
longsword. It collapses, truly dead at last.
Durian charges in and tears into the zombie on the woodsman with his gauntlet
spikes.
The woodsman manages to bury his axe in the forehead of the zombie and it
collapses into a rotting heap onto him.
Cassandra slices into the ghouls neck with her sword wounding it. It screeches
and throws itself through the shutters onto the lawn.

Mirislav heads out the living room and down the hallway.
Durian turns the corner to the bedroom and through the open door sees the
ghoul standing up outside of the broken window and shutters.
The woodsman gets up holding his badly bleeding shoulder and lurches towards
the bedroom.
Cassandra checks on the woman, but she is dead.

Durian gets initiative this round.


With a massive War Cry he charges the window and hurls himself through the
window.........gauntlet spikes first!
(Ben made a great Dex check and attack roll!)
He drives his spikes it the ghoul taking it down, steel shod hands sinking into its
rotted chest, pinning it to the ground with the steel spikes.

The ghoul collapses into a bony, maggoty heap in the black robes. The iron
medallion lays near it on the ground. It is a bas relief of a grinning deaths head
over an hourglass.

Durian gets up cursing and wiping his gauntlets on the grass. He searches the
corpse finding only the medallion and a few meager coins in a leather pouch. He
leaves both.
Faint moaning comes from the mists and the surrounding trees. The noise of the
fight has drawn more undead.

Regrouping inside the house, Mirislav casts another cure light wounds on himself
and the woodsman who is still very hurt. But he can walk and he gives them his
thanks and his name: Andreas Byrne.

The Party knows they have to move quickly and talk with Andreas. At first he is
unwilling to leave but they convince him to go to Graza with them. There is no
time to bury his family. He lights a torch, takes a few small things, spreads lamp
oil, and lights the cabin on fire. It is burning well when they make their way
towards the road, avoiding undead moaning and moving through the misty trees
towards the fire.

They reach the road without incident. Realizing they are near town they head
down the road but they are not alone!
They look back down the road and see dozens of zombies moving towards them
and Graza.
They also spot a few ghouls running near the horde. They are dressed in rags of
peasants.

The Party takes off in the direction of the town.


They cannot go full movement, they must hang back or leave Durian behind...the
dwarf cannot keep up with the humans at full pace!
Smoke rises into view over the hill in the muddy road. Graza is only a few
hundred yards away!
When the Party crests the hill they get their view of the town from the South
West.

The description I gave of the town is this: it looks like the villages from Van
Helsing and Sleepy Hollow smashed together with narrow muddy streets and an
atmosphere of gloom.

The center of town is composed of two and three story buildings of timber and
plaster over stone. The roofs are tall peaked tiles and crumbling chimneys.
Windows are thickly shuttered.
The streets are bare 10 wide, claustrophobic and shadowy from the tall
buildings. Rusty lamps hang on street posts near wooden walkways.
The 20 wide trade road runs through the town from the South, through the town
square: a 100 x 70 rectangle of mud and hay with a 10 wide stone lined well in
the center.
The buildings on the outer edge of town are mostly singe story stone and timber
homes with peak wooden roofs. There are dozens of them surrounding the
center of town.
Many of the homes and some of the larger buildings are burnt out wrecks, still
trailing smoke.
Bodies lie in the mud near some of the buildings.
The smoke and mists give the place an ethereal look.

The moaning of the approaching undead horde moves the Party. They hustle
down the hill and enter the outer ring of houses off to the left of the trade road,
under cover of the burnt homes and smoke.

Most in this area are burned out. Others appear to be ransacked, doors knocked
in, possessions muddied and strewn about.
The bodies up close are many days dead. They are bloated and covered in
maggots and flies. The stench is appalling.
They are also covered in sword wounds, arrows, and bites.

The PCs make a run into the smoke of the town, crossing several muddy streets
and avoiding or outmaneuvering several zombies already in town.

Suddenly......
Two soldiers in chainmail run round the corner, one with a crossbow, the other
with his arms full of sacks bulging with potatoes and carrots. They are wearing
black surcoats with the symbol of a red orb with a black crown in it. They gape at
the Party in surprise, nearly dropping the food. The first guard points at the Party
"Well get you later!" and they all take off down an alley just like that.
The PCs are too stunned to act. It is all so absurd and over so quickly.

The half dozen zombies that round the corner of a building gets them moving
again. Mirislav tried to turn them and failed miserably again barely getting away.
As they make their way into the narrow alleys and streets near the center of town
they see that crude catwalks and rails have been constructed around the edges
of the larger buildings roofs and over the streets from roof to roof.

And Then....
Several zombies begin to come out of alleyways onto the small street the Party
occupies. Three ghouls also emerge and spot the Party. They begin to sprint
after the PCs.

Then they hear a mans voice hollering from a rooftop.


"Run! Into the square! Run to the Inn!"

They weave around narrow streets trying to lose the ghouls and zombies, ending
up in the square near one of the two stone arches running from building to
building over both of the trade road entrances into the town square. Moans and
the scraping of feet are all around them in the streets and alleys. Figures begin to
come out of the smoke from all sides.

To the left of them, on the West side of the town square is the largest building in
Graza. A massive three-story structure with tavern sign over the front door: The
Morning Star Inn. A crude catwalk and rail runs the roof and catwalks on the
North and South ends run down to the smaller two-story buildings next to it. A
man is waving and shouting for them to run to the front!

The zombies begin to shuffle into the square from all sides as the Party sprints to
the front of the Inn. From the third story two large barn-like doors set in the roof
side open up and several men are there. Two knotted ropes are dropped to the
Party.
Cassandra and Andreas are sent up first. Durian begins to swing his whips and
Mirislav readies his shield and sword.
They zombies shuffle towards the them as the two on the ropes finally reach the
roof freight-loading doorway.

The ghouls pack enters the square and spots the two on the ground and begin to
sprint towards them.

Thats enough for Durian who turns towards the Inn and is about to attempt to
lash his steel-whip around a second-story timber outcropping and take his
chances climbing!
As the ghouls begin their charge the ropes land near Durian and Mirislav who
grab them and are yanked into the air as the ghouls leap at their feet, barely
missing and slamming into the inns sturdy walls.
As they are hauled up they look below.
Three stories down the undead have massed beneath the dwarf and clerics
dangling feet, clawing at the walls. The town square is filled with them. There are
dozens and dozens all moaning in frustration and hunger and reaching out with
their dead hands and milky eyes. They also spot a couple of black robed ghouls
in the mob Watching and seemingly studying the Party intently.

Graza is filled with the dead, and now the Party is trapped.

When they reach the roof opening a tall, slim man in his 40s with brown eyes
and hair and dressed in simple but worn clothes reaches out and grasps Durians
arm, hand to elbow, pulling him up and in.

With a weary smile he says, "Welcome to the Morning Star."

And thats where we left off.........

AFTERWARDS.......
As soon as I get a Sunday off from work we intend to pick it up a few hours from
this scene. Hopefully it's be this Sunday.

Ive set down with the players and described the NPCs trapped in the Inn, its
barricaded defenses, the catwalks, supplies, etc.
The NPCs recapped what happened a week before in Graza when the zombies
rose and even more began showing up.

They were also told about the Darkonian military garrison trapped on the other
side of town who began hoarding supplies and competing with the survivors at
the Morning Star for resources. They both began building catwalks to get from
place to place for supplies and take potshots at each other.

Oh, they were also told about the deputy trapped with the gypsy prisoner. On the
other side of town away from tall buildings and catwalks. Of course. :D

Also at least one PC is wondering about those bitten as he his player knows I
love zombie flicks. I am a zombie film fanatic.

He also wonders how bad the bites from the zombies are. And about those
bitten, like Andreas.
Such things bear watching.

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