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#do something a little different. and the paladin npc they met was like ‘this plane of existence isn’t the only one
githvyrik · 1 year
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friends and I dressed up for dnd movie last night and like 3 people in public filmed/took pictures of us :/
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dungeonsandblorbos · 2 years
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Campaign Intros: Curse of Strahd
so we're calling this campaign Curse of Strahd, which is an actual dnd 5e adventure book, but what we're actually playing is probably at least 80% homebrew. my husband, the DM, wasn't satisfied with the real book, as its worldbuilding wasn't deep or horrifying or dangerous enough for his gothic horror purposes. so he significantly expanded the lore, made Strahd a whole lot more powerful (as he should be), and even made his own maps and other Dark Lords! he's done an absolutely incredible job and i cannot heap enough praise on him. like, we're only 13 sessions in and this is his first time DMing, but he really makes this campaign something special <3
~anyway~
the setting
if you're familiar with Curse of Strahd as written, you've probably got a decent understanding of the basic setting already. i'm sure there's some major differences, but you'd have to ask my husband what they are lol
for those unfamiliar with Curse of Strahd, it takes place in the country of Barovia, a gloomy gothic nation banished from the material plane about four hundred years ago. now, it exists as its own little demi-plane in the Shadowfell, surrounded by deadly mists. somewhere in those mists are a few paths out to Faerun, but only a select few can walk them. everyone else, even those who wander in by mistake, are trapped. the sun does not shine here. there are no songbirds, only crows and ravens and owls. the dead do not like to stay dead. and it's all ruled over by the undying dread king Strahd von Zarovich, who is charming and cunning and ruthless and bored
the party
Cerris Tempescu: my PC! you know him, you met him here. a human tempest cleric who's basically what would happen if Clark Kent were a classic gothic hero (and also the most bottom to ever bottom). he's depressed. he's a himbo. he has something of a hero complex. he's my sweet baby boy and i love him and want him to eventually get a happily ever after, but first he's gotta suffer a whole bunch
Shalden Broadfist: a (purple) half-orc paladin devoted to the Smiling God, a big desert worm with a very neutral morality. Shalden is charming in a mostly awkward sort of way, and also something of a himbo. waaaaay more chill about the atrocities they've witnessed (and accidentally contributed to) than Cerris. looks good in an apron. can breathe fire. also very good at getting possessed
Valessha: an androgynous (purple) moon elf knowlege cleric. was naturally the smart one of the party . . . until they got yanked into a bag of holding by the Bag Man, where they've since been stuck.
Important NPCs
Ireena Kolyana: the one, the only, Ireena Kolyana. a beautiful and fiery young noblewoman who's handy with a sword and crossbow and throwing knives. headstrong, confident, and intelligent. she likes purple wildflowers, somewhat masculine clothing, and teasing Cerris, among other things
Ismark the Lesser: Ireena's older brother, and the current mayor of Barovia Village. when we first meet him, he's tired. like, only in his 30s and he's already gone silver tired. when we meet him again, he's got a shotgun and he's out for blood and vengeance against the people he feels were responsible for what happened to his sister (read: us!)
Arrigal: one of Strahd's . . . what's the word? henchmen? servants? lackeys? whatever else he is, Arrigal is a smarmy prick. blessed by Strahd with the ability to traverse the mists, he has personally lured many heroes (including our party) from Faerun to their deaths in Barovia, all for his master's entertainment
Luvash: Arrigal's younger but larger brother. big and strong and kind, but not stupid, although i'm sure his brother thinks he is. big dad energy
Madame Eva: a wise old woman cursed with nigh eternal unlife by her half-brother, Strahd. using her deck of tarokka cards, she can read your future—for a price. not money, no, she has no use for that, but a particularly interesting artifact or trinket will do
[redacted]: a horrifying eldritch family who lives in a cute little blue farmhouse surrounded by impossibly vast fields of "corn" and "scarecrows." there's a father who's very tall, a mother who's an excellent baker, and a child who likes to draw. their faces are obscured by a whirling static of color, and their voices have a lovely southern (US) drawl. their diet seems to consist exclusively of baked goods, candy, and other sweets. sometimes their movement sounds odd, like a bug's chitinous carapace rubbing against itself as it moves. sometimes their disembodied voices hover around you speaking in unison. sometimes they paralyze you and prop you up at their dinner table like a doll
Strahd: the man, the myth, the legend. Strahd is tall, dark, and handsome, with a rich voice and surprisingly warm hands. he is elegant, suave, charismatic, bold, intelligent, and many other nice sounding things; but he has been around for a long time, and he has seen many things, and he is bored of it all. despite the incredible power he already possesses, he hungers for more. has a self-professed fondness for religious men, having flirted with both Cerris and Shalden on numerous occasions
the plot . . . so far
after being lured into Barovia by Arrigal, our party finds themselves doing what they can to help the folks of Barovia village. they clear out a haunted and cursed old manor, putting the ghosts there to rest. they help bury Ireena and Ismark's father so Strahd's minions will stop messing with it. they promise a pastor to help him return his vampire spawn son to genuine life
and when they learn that Ireena is believed to be the reincarnation of Strahd's one true love Tatyana, that as a result, he has been trying to capture her and make her his bride for years, they agree to escort her to the temple in Valaki, the last stronghold against Strahd's power
upon arriving in Valaki, they are tasked with finding a missing holy relic as payment for sheltering Ireena. after losing Valessha to the Bag Man, going on a side quest to help Luvash recover his daughter from a family of hags, and playing out the beginning of a sweet little romantic comedy between Cerris and Ireena, they do find it and return it. but it quickly becomes apparent that something is deeply wrong here in Valaki
indeed, it turns out that the whole ordeal was something of a setup. more than a handful of NPCs thought to be good people—or, at least, neutral ones—are revealed to be working with Strahd to bring down Valaki and help him free himself from the confines of Barovia
you see, the curse that ties Strahd to this land and prevents him from leaving is not really a curse on him, but upon his bloodline. as the only surviving member of the von Zaroviches, unable to have children as a side effect of being undead, it remains effective. but if, say, he were to have a little niece or nephew running around, he just might be able to place them on the throne and pass along the curse, leaving himself free to return to Faerun and his conquest
but how could Strahd aquire a niece or nephew when his only sibling, Sergei, has been dead for four hundred years?
well, it should be noted Tatyana was not really Strahd's lover. he did ask her to be his, once, but she refused—and shortly thereafter, fell in love with and married his brother. when the pair died tragically, Tatyana was pregnant; and so the unfinished soul of her unborn child lingered, attached to her own soul as she reincarnated again and again and again over four hundred years. a particularly powerful fertility spell—say, one fueled by the very holy relic our party retrieved—could feasibly impregnate a reincarnation of Tatyana with the ghost of Sergei's child
so, of course, that's what Strahd's minions do. they put Ireena in a deep trance, kidnap her, and, armed with the very holy relic our party unwittingly retrieved for them, perform a ritual for a powerful fertility spell that presumably sticks a ghost baby in her womb without her knowledge or consent. and then she's whisked away to Strahd's castle, the city of Valaki is conquered, and our heroes are publicly blamed for it all
with nothing else to do, they turn to the cryptic reading Madame Eva gave them, hoping it holds the secret to defeating Strahd—and that they can decipher it before it's too late
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bookshelfpassageway · 4 years
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Hello yes I would like the full rundown on It's A Wonderful Life a la Eugene Riverworth (I once helped my DM spec out alignment-reversed versions of our entire party, alt universe characters are near and dear to my heart)
ALRIGHT SO IT'S CATASTROPHIC AMOUNTS OF CONTEXT TIME
Sorry I took so long, I've just spent most of my week trying not to turn into a puddle of goo. I accidentally listened to Mr Blue Sky today, however, and the last verse sucker-punched me into finishing this.
...At some point, I'm going to take my google doc of garbage notes with no filter and turn them into a coherent campaign recap to hand out to people. But for now, here's this definitely-more-than-a-snippet-snippet.
Alright so, to start with, we have an NPC friend named Rothwin. He's a goth wood-elf wizard with a deep, deep set guilt complex about how many people he's known that have died. His mother, due to a dragon attack, and he recently discovered, his little sister, due to the mafia said dragon runs. His twin brother was recently thralled by Mind Flayers, and we've been trying to track him down. He also had a particular bond (I don't have all the details, but he gave him an enchanted knife and a letter) with our halfling assassin, Tasher, who was disintegrated back at lv 8 by a possessed Eugene. He let the possession happen on purpose, to try to get the upper hand in a fight with our warlock's patron, but the thing he gave himself over to was not at all inclined to give Eugene's body back. This chain of events also led to the kidnapping of Rothwin's brother. There's a reason we call him the "trashwizard".
Anyway, Rothwin. Rothwin is the hero child that wants to fix everything. Guilt complex from here to the moon. He's also a slightly higher level wizard than us, a lv 14 party, and he's recently spent a LOT of time scribing studiously in his spellbook. Because Eugene is a nosy little man, he actually got a glimpse at the spell he was working on: Wish.
So, the night after Rothwin's brother is captured, we hang around and try to comfort him. He seems oddly alright, and tells us that he thinks things will be looking up, soon.
When we awake, the world is different, none of us know any of the others, we remember nothing of the world before, and Rothwin has erased the dragon that tore his family apart, over 200 years ago. In the process, the circumstances did not arise where Tasher died.
The original Eugene left home at 17 to seek his fortune, and, finding that to be a very hard task, gradually lowered his standards over the course of a decade until he became the glitzy mountebank in the pointy hat we all know and love.
This new Eugene never had that chance to be a con man. If he did swindle, it would have only been a brief stint of the minor, hunger-induced infractions of the very beginning of his career. He had a pretty similar childhood and departure. Instead, he was recruited by this universe's much more prosperous version of the Mage's Guild (run by Rothwin's mother), an agent of whom saw some element of talent in him. So for the past ten years, he's made his name as an Illusionist of mild note, a full wizard rather than a rogue multiclass, and slowly moving up the Guild's ranks. He'd just been promoted, even. He's Neutral-Good-aligned, as opposed to the original True Neutral, and though his base traits remain the same (including: sociable, vain, ambitious, indulgent, a bit foolish), they're dialed up to different degrees. This Eugene is a genuinely sweet person, in a slightly fussy and oblivious kind of way, and actually allows himself to get attached to people. Which happens easily, and strongly. He hasn't had any need to shut that part of himself down. He has a Simulacrum named Snowy, and understands what birds are (running joke in the campaign, his familiar is exactly one pint of screech owl and summoning medium-sized birds has never been successful).
Eugene's youngest sister, in the original timeline, was a warlock of the Raven Queen. She quickly began having visions of the way fate was originally supposed to play out, and together they were able to research what might have happened and start to contact the old partymembers. Everyone arrived, and started getting flashbacks of the events of the campaign. We fought some old enemies who were defeated in the original world, including the devil that set off so much catastrophe, and a mad wizard who here had managed to imprison the guy who can fix this.
We managed to short out this wizard's magical abilities with a Counterspell, triggering the source of his stolen power to take over his body to see what the hell was going on. The Whispered One, known more commonly (though not in this campaign. His name is a pricey secret after all) as Vecna. We met him once in the original timeline too, he's how Rothwin found out his sister was dead, and was responsible for the warlockifying of an artificer. (it was almost the original Eugene, but the depressed cat got in there first, also, selfishly, a warlock multiclass would have screwed over his spell slot situation too much)
Between people starting to get flashbacks (flashsidewayses?), logical deductions, and a free trial of information from the Whispered One, we realize IC what's happened and what we'd be going back to, and how to set things back to exactly square one.
Everyone gets... Maybe a little too into the RP at this point. There's a lot of philosophy and metaphysics. There's also a lot of upset when we realize who doesn't survive the original course of fate. We try to figure out if it's possible to put it back the same but just a little different, and realize that someone is here with the power to do so, but the Whispered One is not going to budge unless we give him a secret as payment. Changing fate to save a life (possibly more), would likely require a more costly secret than average. Also, we as players aren't just going to shortchange VECNA. We like being alive (Sure we will piss off the Raven Queen, but that's fine, we'll burn that bridge when we get to it). Also dramatic gestures are more narratively satisfying. Eugene's mental state is a fascinating concoction of self-loathing, existential dread, cunning bastard, hero wannabe, "hey I've known this party longer than anyone except my family and former business partner" + "I will admit I care about people". Some solutions are proposed, the Dragonborn Paladin has a book from her backstory, the Assassin has god secrets...
And Eugene, filled with guilt and distaste for tragedy and fondness for Tasher and a complicated infatuation towards Rothwin and all the trappings of a moral person, realizing for absolute certainty that all that he's become, worked for, and hoped for in this life, MUST be overwritten by someone he can't stand, and knows won't be able to stand him... Suggests that what is more secret than a life that could have been, and never could have been, lived? His own existence could not only amount to something, but actually be preserved in some capacity in the Whispered One's library.
This is immediately, though with some surprise, accepted by the Whispered One. "In all my years and years, I've never had a whole person a secret before..." A portal into a dark room with pinpoints of green light inside opens, and all he has to do is step through, and Rothwin will be given the power to re-cast Wish to bend the world back to the way it was-... While having fixed that which can be fixed. There's a bit of devolving back into Philosophy here, people trying to stop him or suggest simpler secrets, but knowing this might lead anywhere except causing more stress and the risk of him chickening out, Eugene steps through the portal.
Cassie, who had been watching him intently since the deal was proposed, gives the world's smallest "...wait" at the exact moment it's too late. Rothwin is given a green glowing rune, and casts Wish again.
The party wakes up right where they left off before all this happened, with no memory of what transpired. Eugene seems no worse for wear, and has gone back to accidentally persecuting the local introverts. Tasher washes up on the beach where we scattered his ashes, remembering only the other world and feeling a compulsion to seek out the place where we might be going next, and the devil we fought... Is present on the material plane again, somewhere.
So yeah. The man can’t go one timeline without yeeting himself headfirst into shady eldritch nonsense in a bid to find a Third Option. But this time having fixed the problems he created by all the previous times he’s done it. RIP good!Eugene, you were too pure to exist without the universe breaking. This is absolutely going to come back to bite me in the ass and I have no idea how my DM will have it do so.
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