164: A Star Trek-Themed Campaign

## Summary

The party make their way out of Castle Ravenloft and lay Lank to rest. After spending some time in Barovia tying up loose ends, they decide it's time to move on and make their way out of the valley where the mists used to be. They eventually arrive at an airship tower and buy tickets for a nonstop flight to Carnivar, boarding the Airship Goodberry and meeting some of the crew, who are of a race of owl-folk previously unknown to the party. Just as the airship is departing, a half-orc called Dew jumps aboard, having pursued the party here to seek their assistance in locating his adoptive gnomish kin who have mysteriously disappeared.

## Prologue

Following the dramatic events in the tomb of King Barov and Queen Ravenovia, the party make their way back out of Castle Ravenloft, taking Lank's body with them. Will also retrieves Nat's body. They lay Lank to rest, dressing him in fine raiments and burying him with his crowbar. On his grave they lay the bunch of white flowers that he always used in his offerings. Will is strangely reverent, helping, for once, to dig the grave. He feels a lot of weird stuff about Lank and how he sacrificed himself for Will and everybody. Raphina saves some of Lank's old clothes, removing a pocket from his trousers, attaching it to a belt and tying it around her waist and inventing the fanny pack. The group retrieve the rest of Lank's prized possessions: his *Ring of Regeneration*, silver warhammer, magic *Alchemy Jug*, *Wand of Secrets* and his chainmail.

   The group also notice some changes since defeating Madam Eva. They note that they've all lost the gifts and curses they'd received from the dark powers in the Amber Temple. As such, Lank's eyeballs had returned, Batthwack no longer has a kingly aura about him and Will's face is no longer fixed in a permanent sneer. Raphina also notes that she can no longer sense Will's emotions. Batthwack's life force however, remains diminished, having transferred some of it to Will during the encounter. Bernard is also nowhere to be seen and cannot be summoned.

Will was expecting to have been magically transported back to Tivoli after their captor was destroyed, but with the slow realisation that this isn't going to happen, he immediately begins looking for a way to write to Curtis. However, he can't find kind any kind of courier service in Barovia. He also spends some time looking into the property deeds he collected.

Batthwack's eager to leave Barovia, but the group decide to go back to Vallaki first and tie up some loose ends. Batthwack collects his Strahd puppet from Blinsky, who jumps for joy when he sees Captain Clockface. While there, Will checks in on Yeska. The orb he gave him still has the illusory effect of swirly lights that he'd given it. Will is surprised by this because he had thought that Madam Eva had withdrawn his powers and yet he can still cast magic. His magic does feel different though; he has greater reserves to draw on, but they drain him, so instead of it being something external that is granted to him, it's coming from his own body. To pass the time in Vallaki, Raphina returns to the remnants of The Blue Water Inn and sets up a small museum of dead bugs that she's found on window sills, which she's very pleased about, because there isn't much in the way of upkeep.

## Episode Synopsis

A few days have passed, when the group finally decide the time has come to leave the valley. The mists are no longer there, so they're able to walk out of Barovia, Raphina is accompanied by her skeletal cat, and there's Will, Batthwack and Captain Clockface. Eventually, about a mile or two outside of the village of Barovia, they're walking through an old-growth pine forest, when in the distance they see that the road they're on is heading towards an airship tower. They can see an airship is just coming in to land at the top of it. From here, this seems to be the only destination, aside from trekking into the forest and across country.

As they get closer, they can see the tower itself looks very well made, constructed of thick, stout timbers. Switchback stairs lead up from the ground all the way to the boarding platform at the top. A room built into the bottom of the tower is a ticket office, perhaps. The airship itself has a long, elegant enclosed cabin for passengers, suspended under two huge, spherical envelopes, front and back. Harnessed to the front are two hippogriffs.

Will goes up to the ticket office. There's someone seated at the counter, a young human male with red hair. He's pale. Will asks him where they are and the ticket office guy explains they're on the outskirts of Barovia valley. Will asks if Barovia just appeared, but the guy says he lives in a Barovia. Will's confused. How can that be the case if no-one was able to leave Barovia? Did he only get this job in the last few days? He says *"I've been working here for... what has it been? ... Five, six months now or something like that."* This is strange and immediately feels different to their interactions in Barovia. Raphina asks him how come he has been able to get through the mists. He looks very puzzled and says *"I mean, it was... I guess it was kind of misty this morning before the sun rose?"* Will begins to wonder if there's more than one Barovia.

Will asks how much a ticket out of here is. The ticket office guy tells him that the airship is leaving soon on a direct flight to Carnivar and it's 50gp a ticket. The group all decide to go. Will plans to head onwards to Tivoli and offers to hire Batthwack as his bodyguard, who accepts. Will agrees to pay for Batthwack and Raphina's tickets too. He has a bit of a spring in his step for the first time in recent memory, with a new bodyguard and a ticket out of here. Things are looking up! Batthwack comments that the tickets seem expensive, but the ticket office guy explains that it's a few weeks' trip, nonstop. Noticing Will's expression at this, he reassures them that the airship has all the amenities they'd need, and room and board are included. Raphina wonders about the welfare of the hippogriffs, but ticket guy says *"We have a talented druid aboard. He's able to keep them strong and healthy, completely humanely."* Will pays the money and they receive 3 ticket stubs. The ticket guy leans out the window, points at Captain Clockface, and says *"Um, is he coming with you too?"* Will and Raphina both suggest that he's not a real person, so surely doesn't need a ticket. Will tries to argue that he's Batthwack's carry-on luggage. Clearly the ticket guy isn't satisfied with this explanation. He says *"We took extensive training with the company about making sure we're sensitive to all different races, creeds and states of animation."* Batthwack agrees to pay for Clockface.

Will realises he has no idea which part of the country they're in, having never heard of Barovia before. He asks the ticket guy if he has a map. The ticket guy rummages around in his office and pulls one out, handing out over. He says that Carnivar acts as a bit of a hub and that things stem out from there. The ticket guy says the airships serve various different routes, and that the airship system is quite new; they're still setting up stations wherever they can.

Thinking about the long journey ahead of them, Raphina begins picking up bits of fluff and stuffing them in her "lanky pack" so she can use it as a pillow. They ascend the airship tower, and Batthwack notes that there are no lifeboats. Reaching the top, Will gingerly taps the side of the airship with his foot, just checking that the entire thing isn't a mirage. They notice two individuals up on top of the cabin who cast *Create Bonfire* under each envelope. Dressed in red uniforms accented with dark greens and wearing gloves, they are a race none of the group are familiar with, having a humanoid body with the head of an owl.

Will shouts *"Hey!"* and the two owl-folk stop what they're doing, turn their heads (just like owls) and a pleasant feminine voice in their heads says *"Yes?"* Will wasn't expecting that. He asks what they're doing. They say they're part of the crew, their job being to tend to the fires that keep the envelopes full of hot air. Will says he's never met anyone like them and asks where they're from. One of them explains they're from Lorsch and says *"My partner Eba here is from Bensburg."* Will probes further and learns that both those towns are in the Carnivar region. Batthwack asks about the rest of the crew. They say it's the two of them and the captain. Batthwack asks if the ticket guy is the captain and they say *"Oh no, that's Brel, he just manages the ticket office here."* Will says it's weird that they're speaking to them in their minds and they seem surprised by that comment, saying that's just how they communicate. Will makes a mental note that there are at least two magic users on board who can potentially read minds, and goes inside the airship. The others follow.

The inside of the cabin reflects the same fine craftsmanship that the outside does. It's full of very comfortable seating. Will notes however that there doesn't appear to be an area specifically designated for first class passengers. There's a wall towards the back of the airship with a door set into it and at the front there's another door and some windows which look out onto a small outdoor area containing a seat where the captain directs the hippogriffs with their reins.

Around the room are a variety of people. Seated close together are a family of three half-elves, a man, a woman and a young boy. Sitting by herself is an elderly human woman, who is quietly knitting. A stout human man is walking about the cabin, inspecting the walls, the seats, the windows. In the furthest corner from the door against the back wall of the cabin, is a hooded figure. Talking with the half-elf family is another owl-person dressed in the same uniform as the crew on the cabin roof, but adorned with a captain's gold star on his sleeves and breast. Will observes that the captain does not have any gloves on and that he has humanoid hands coated in feathers.

As they enter the cabin, the captain owl-person straightens up, his head turns to look at them and in their heads they all hear *"Hello! Welcome to the Airship Goodberry! Please make yourself comfortable. We will be departing in just a moment."* Batthwack goes up to the man inspecting everything and starts up a conversation. He asks if he's inspecting the ship and he says *"That is my job. I'm here to make sure things are in top shape."* He explains he's part of the crew. He tells Batthwack to bring it to his attention if he finds anything amiss. Will asks him where the sleeping and eating areas are. Slightly annoyed at this menial question, the inspector irritatedly explains that the sleeping cabin is in the rear. Will is offended by this reaction and goes off to have a look through the door in the rear. He finds that the walls are lined with bunks and there are curtains to draw closed for privacy.

Batthwack goes over and sits next to the hooded figure. Raphina sits down on the other side and says *"Hi!"* A small voice from under the hood replies timidly *"Hi."* Raphina starts up a conversation and the hooded figure reveals they're not a frequent flyer and that they're from Gully's End. Raphina tells them that Batthwack is also from Gully's End and asks if they're a dragonborn. They say they're human. Batthwack gets up to go and inspect a window. Raphina says not to mind him, he's shy. The hooded figure says they understand.

In their heads the captain says *"Everyone, if you can, please take your seats. We'll be taking off in a moment. This is perhaps the bumpiest part of the ride, though, don't worry, it's barely that, but you might want to take a seat. We take ourselves away from the tower and begin our trip to our capital city Carnivar. I welcome you all again upon the Airship Goodberry. Please enjoy the beginnings of our flight here, as we'll be taking off any moment, as I probably already said..."* He trails off, shaking his head and makes his way up to the captain's area at the front.

A moment later they feel the cabin lift, just a little bit. The crew above have increased the intensity of their bonfires, adding some lift to the envelopes. Just as that happens, the main door to the cabin is flung open, somebody jumps inside, and closes the door behind them. The hippogriffs begin pulling on the cabin and the tower is slowly left behind. The "somebody" is a half-orc with very, very dark, almost jet black skin. They have jet black hair and striking green eyes. Panting and gasping for breath, the half-orc says *"Are you... Are you the party... who removed the mists?"*

The group look at each other and the half-orc repeats the question. Batthwack reaches for his sword and says *"Yeah that's us."* Raphina asks if he's happy about it and he says he certainly is. *"I need your help. I'm looking for a group of gnomes."* He goes on, explaining that he is from a Barovian village of gnomes called Gwelloreddu. *"I was away from them for, I think, a week. It may have been longer. When I returned, all sign of them had vanished."* Not only had the gnomes vanished, so had the entire village. This occurred at the same time that the mists disappeared. *"I couldn't think of anybody else who had anything to do with things disappearing."* he says, still trying to catch his breath. *"You can call me Dew."* He pauses. *"Short for Doom Bringer."*

Dew explains that the gnomes raised him since he was an infant. He says that he's friendly with the neighbouring human village of Clearbrook and when he went there looking for help, they had told him that the party responsible for defeating Strahd had recently passed through on their way to the airship port. Learning this, Dew had immediately taken off after them.

Dew says that he suspects the gnomes have been taken against their will, because otherwise they would have waited for him or left a sign. The strange thing was, it was as if his village had never even existed. Will denies doing anything to his gnomes, and Dew explains that he's not been seeking the party for vengeance, but rather for their help. Batthwack wonders if there is much hope is finding them, since they're now traveling far away from Barovia.

Dew tells them he's a ranger who had trained as a hunter of the undead, in preparation to confront Strahd himself. Away from his village, he was met by a seemingly divine entity who told him he had work ahead of him and that he would soon understand what this meant. He wasn't sure how long he had been in the company of this entity, but when he returned to his village, it had gone. Discussing the mists in Barovia, Dew says he's lived his entire life within them, but he's only 15-years-old, or so he's told. The rest of the party mention how strange it was that Brel hadn't remembered the mists at all, and Dew is similarly surprised to hear that there are people who claim to have no memory of them.

Will isn't really paying attention to this discussion. He's somewhat distracted because he's just happy to be on an airship and finally heading home. He wonders out loud if the village disappeared along with the mists, if perhaps it had somehow been part of the mists. Dew says he had heard stories about the party, and that they'd lost two of their members. He says he's sorry to impose on them, but he is in dire need. Will begins looking around for the drinks trolley. Dew says *"The people spoke highly of you and your camaraderie. I have trust in your cohesion as a group."* Batthwack asks if anyone wants to play cards and Dew agrees, saying they'll get to know each other.

Dew asks how they came to be here, but they only say it was different methods and different reasons. Suddenly, the door at the front of the cabin opens and the captain steps through. He says in their heads, *"Well, here we are, we've embarked on our journey and it is time for today's round of refreshments."* He begins walking around to everybody and with an outstretched feathery hand, he's giving out goodberries. Will's never had one and eyes them suspiciously. Dew explains they're magically imbued with healthful qualities. Raphina eats one. Will's really not sure, but eats one after *Prestidigitating* it clean. Dew offers round some of his jerky provisions and Batthwack shuffles his deck of animal cards.

## Trivia

* The episode title quotes Greg. Having just seen the Six Rivers map for the first time, Abby says *"I know what's going on with Barovia! It's in Worm and "Worm" is like "Wormhole". That's my theory."* Greg responds *"And we're switching to a Star Trek themed campaign."*

## Gallery

*Main article: The Art of Pork Fried Dice*

## References

1. ↑ Stiff upper lip, my fellow readers in old Blighty. Abby's use of the phrase "Fanny Pack" is not as crude as it sounds to our ears, but simply what the yanks call a bum bag
2. ↑ Life force = hit points
3. ↑ These are probably the "notarized deeds for parcels of land given to the Wachter family by Count Strahd von Zarovich, nearly 400 years ago" found in the Wachterhaus, see episode 61: Stop Pretend Gasping!, as opposed to the ones he found in the coffin maker's shop 34: Differently Vague
4. ↑ These are the strange deck of cards that Batthwack found in Pidlwick's crypt in the bowels of Castle Ravenloft - see episode 159: Bats Wearing Sombreros