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1st Night in Barovia

Inspection of House Durst: Catacombs

by Aesigvarr

The search of House Durst continues.
 
After some work, we discover first that the fog outside drains one's vitality rapidly, and that entry to the basement catacombs was, in fact, hidden in the attic. Human architects must be deranged to include such poor design choices.
 
We venture downward and are met with dilapidated infrastructure and dusty air. We are immediately near the Dursts' coffins, so Belmont returns upstairs to bring the children's remains to their rightful resting places. The generosity feels deeply unnecessary, but he has honored his word, which I do respect. Of these plots, the infant child's is vacant-- emptied-- as is another without label.
 
We venture down the hallways, rising occult chanting originating from somewhere down here. If other humans are causing this house's problems, I have no objection to dispatching them and harvesting their brains; keeping my specimen jars full for this venture will be a chore.
 
From a crumbling hallway, undead ghouls emerge and engage us in combat. With little difficulty, we eliminate them. It is hardly a distraction in this infiltration.
 
Exploring back in the other direction, we come to cultist quarters; in the more refined section, a number of locked chests are no match for Quicknife's lockpicking skill (though I offer what I can in terms of assistance). A collection of gemstones are among the different offerings, and I possess the moss agate. It is a pittance to be traded; I can't use these for any projects of worth.
 
Our exploration leads back to the junction we stopped at previously. From there, we step into a southern room; skeletons hang from the walls, facing a statue of some ominous figure; my immediate instinct suggests it to be this Strahd character, but I have no evidence to support it. It grasps a smoky orb and pets a wolf adjacent. Quicknife rushes to steal the orb, but summons a collection of intangible undead-- Shadows-- to attack. We fight vigorously, breaking these shadows into nothingness, though the others have sustained wounds. I suggest Quicknife shatter the orb, but he believes its value to be something worth retaining. During the fight, I have recognized a well of psychic power within the elf woman, Lenore-- it requires further observation, but certainly draws upon my curiosity.
 
To nurse the others' wounds, we return to the cultists' quarters. I take first watch as the others prepare tripwires at both entrances.

Continue reading...

  1. Commence Fact-Finding Mission: Barovia
    First Moon of Autumn, 1491 Dale Reckoning
  2. Inspection of House Durst: Upper Floors
    1st Night in Barovia
  3. Inspection of House Durst: Catacombs
    1st Night in Barovia
  4. Expulsion from House Durst
    1st Night in Barovia, Post-Rest
  5. Barovia (Village): Entry and Introduction
    1st Morning - Afternoon in Barovia
  6. Barovia (Village): Continued Presence
    1st Afternoon - 2nd Night in Barovia
  7. Barovia (Village): Burial
    2nd Morning in Barovia
  8. Exit Barovia (Village); Tser Pool Encampment
    2nd Day in Barovia
  9. West Gate & The Windmill
    3rd Day in Barovia
  10. Exit Windmill; Enter Vallaki
    3rd Afternoon - Fifth Day in Barovia