Four Fables

Episode 310
Explosions and Explanations

The group traveled west towards Vasilli Van Holtz’s tower. On the way they are almost ambushed by mud soaked men with stone axes. Their guttural language was unknown to the party but they were able to make peace with them before an attack happened; both groups retreated.

The mist makes it hard to see and the group becomes lost in the woods finding themselves north of Lake Zarovich. There they see an elk transform into a man who yells at them, “You thought you could take me in my weakened state? You’ll never take me and my eldritch might!” He casts a lightning bolt that knocks Ismark unconscious but Ireena is able to calm him down before a fight truly begins. He doesn’t know his name but the only word that comes to him in his maniacal monologue is the country name, Cush. Breath of Wind, convinced this is their ally according to Madam Eva’s fortune reading, is able to calm him down and find out what’s wrong with him. He invites them into his magical pocket dimension further north in the woods where the culture and amenities of the world of Erryes is littered throughout the many roomed mansion. Breath finds that his mind is broken and a specific spell, “Greater Restoration,” will cure him (but only if they let his “Mind Blank” spell finish for the day since he casts it on himself every morning and that protects him from such restoration magic). Before they can make anymore leeway with him he shouts at them to get out, threatening the fight all over again, his mind is truly broken. The group leaves back into the woods and marks their whereabouts for later on, swearing that they would restore the mad mage’s senses.

After an almost deadly fight with horrible scarecrows, the party limps to the lake where the tower is. They try the door but find it booby trapped with a lightning bolt that almost kills some of them. Thinking that’s the only trap, they check what they think is Vasilli Van Holtz’s wagon parked outside, and are treated to another large explosion in their face as hundreds of alchemist’s fire that is lined within the wagon are ignited once Deckard tries to enter the wagon door after picking it’s lock.

With that another death is observed: Lo’Shid, Ireena’s horse, as the explosion guts him. Picking themselves up, the group moves into the tower (after figuring out it’s puzzle). Ireena and Ismark mourn the horse’s death, with Ismark emptying all of his bottles of wine into the lake, swearing to no longer be a drunk that hurts his step-sister and new friends. He mentions to Senna at one point that his efforts must be turned to meditation or else what’s left of his family will be totally gone. The group finds an antimagic field placed on the tower along with strange clay golems that lift the small elevator inside up and down the various floors. They explore Vasilli’s home, finding not much to it except a living quarters on the fourth floor and a severed Vistana head inside a chest. Also a strange, perhaps magical, set of plate armor is found and taken by Ireena.

During their rest there in the early morning, those on watch find that a group of wolves are interested in the horse carcass outside. Ireena checks on them on her watch and notices a pack of them are eating Lo’Shid with the Alpha protecting them. What’s strange is that the large wolf even speaks and says, “This is our prey and you will be ours as well if you interfere.” Upset, but feeling outnumbered, she backs away into the tower, sobbing. The wolves leave after their bellies are full.

They finish their rest there, with Breath of Wind now contemplating of removing the glove on his hand forever as it’s magic doesn’t seem to work inside the tower. Senna says he doesn’t have to use it but Breath thinks with its power it will be necessary to kill Strahd, so he puts it back on. As they go outside the glove (an obviously cursed sentient artifact) hurts him shouting that he must never enter that tower again or else.

Vasilli, in his actual wagon, arrives at the tower after their rest. He claims the muddy road got him stuck for the night. The group tells what happened and he says the wagon that blew up was most likely Ezmerelda’s, an ex-pupil of his. Upon entering his tower he fully explains who he is. He removes his disguise and says his name is Rudolph Van Richten, a vampire hunter who has tasked himself to kill Strahd. He thinks the party is on to something good with the tools needed to destroy Strahd. But he is very upset that they have aligned themselves with the dusk-elf, Kasimir, as the dusk elves are known to be in league with the Vistani (who he hates extremely). He realizes the only way to prove Kasimir’s innocence is to ask the dead Vistani head that he has in his chest. He goes outside and casts “Speak with Dead” on it and interrogates it. He is able to deduce that Kasimir doesn’t work for Strahd. He is on neutral terms now with the party and says that if they get the tools they have mentioned to defeat Strahd he will help by finding a “Greater Restoration” scroll for the Mad mage. Expecting an exchange for this, Rudolph just says he wishes to help by seeing if they are truly here to defeat the devil. Though he doesn’t show it, he seems hopeful for these heroes. The group gathers to leave for Krezk and begin their travels there.

Episode 309
Tea Time!

The group spent the night in the church, consoling the villagers there and Father Lucien. The next morning they are able to buy some new equipment and “interesting” new toys from Blinksy’s Toy shop (also getting some information from Blinksy while they are there).

Later that day they are honored guests at the Festival of the Blazing Sun. It goes off as best it could…until the rain came and doused the fire spectacles. People are upset but most surprising to everyone is Lars, a town guard, who bursts out laughing due to the mishap. The baron exclaims he must be arrested for insolence. He is dragged away, manacled and in shame. Shep tries to liven the party back up by casting a fire spell on the wicker sun and is called a witch by the villagers. Izek insists he must be arrested for casting magic and the party is about to fight their way out. Thankfully, though, Ismark’s quick thinking and tongue is able to bribe Izek to let them go. Izek still “arrests” Shep and takes them all away. Once the money has exchanged hands he lets the boy go and insists they leave their city by this afternoon, the party agrees.

Before leaving they go the Wachterhaus to still visit Lady Fiona. Shep notices the eye he drew was on this house (due to the mysterious man who followed him a few days ago). They enter and are greeted warmly by Lady Fiona and her servants (though not Shep’s mysterious follower). She invites them for tea since they have to leave so early and they all oblige (Deckard is even able to get a cup of an exotic drink to the Barovians: coffee) and try to get information from her. Not much is gleaned, except the fact that they were drugged from their drinks!

The whole party falls asleep with Deckard waking first in what appears to be a cultist’s sacrificial chamber. He wrestles a dagger away from Lady Fiona and stands to wake up his friends. A skirmish breaks out between the party and Lady Fiona and her cultist “book club.” An imp appears to fight at one moment but is severely hurt from Ismark and he flies away with his tail tucked between his gangly legs. Fiona shouts that her master, Strahd, deserves this town more so than the baron and that they won’t get in her way. But by the power of the Raven Queen and the rest of the party, they vanquish all of cultists. Deckard, seeing the fight seemingly over, steps out of the secret room and a crew of undead skeletons breaking from the ground assault the group immediately. After taking care of them the group finds Senna and wakes her up.

They bandage their wounds downstairs for an hour and proceed up into the Wachterhaus, exploring its seemingly empty grounds. They gain some treasures and find some letters written to Fiona’s ancestors from one simply named “Rictavio.” They also confront the chef and maid of the house who were asleep. They say they never knew about the cultists downstairs and Lady Fiona’s true activities. The party believes them and agrees to give them safe passage to Krezk because if they stay, the Wachter boys will have them hanged for betrayal.

Noticing it’s late at night (and that they said they would have left the town by now) they quickly find the rest of their group at the western gate leading out of town. The others mention that a large saber tooth tiger was running a muck after the festival, though it never killed any villagers, only 2 vistana. It turned out it was their new friend’s pet, Vasilli Van Holtz (the carnival master from the Bluewater Inn). He thanked the other party membesr for getting him out of town with his pet without troubles and says there is a tower to the northwest of here that he plans on holing up at if they ever want to visit him.

The group, under the cover of night (and hopefully Izek not following them), travels the western road toward Krezk.

Episode 308

The gang is summoned by an old man in the woods not far from the winery. They talk to him, cautiously, as they find out he is Davian Martikov, the owner of the winery (he is accompanied by a few others from his family). He explains that a bunch of druids came into his winery and took over the place as he and his family ran out in a hurry a few days ago. The party agrees to help them.

The heroes approach the house and are greeted by dozens of deadly blights. They run into the house and find many more blights along with the crazed druids who seem to be poisoning the caskets of wine. With the help of a few swarms of ravens inside the winery, the group is able to vanquish the blights and the druids (though one gets away). They are able to take on the 60 some enemies because Shep and Ireena find that one of the druids had a magic staff that controlled the blights. Once they broke it the remaining blights collapse in a heap of branches.

The family is thankful and shares with the heroes that they are secretly wereravens themselves, sworn to protect this land from Strahd. Breath of Wind references the Raven Queen but they mention they follow the practices of Mother Night who no longer hears their prayers. They also mention that the winery will be inactive from now on as the 3 magical seeds that gave life to their crops was stolen by these druids. 2 of their last known whereabouts were taken to the ruins of Berez and Yester Hill (the third is unknown). The party agrees to search for them and helps the delivery of wine get back to Vallaki (with a very happy and drunk Ismark on the back of the cart).

While they travel north to Vallaki, Senna explains what happened to her in Vallaki. She met Lady Fiona Wachter, who she did not get along with well but found out that the Wachters aren’t a fan of the Baron and his leadership. Senna also found out from Nikolai that his sister, Stella (the one who is mentally disturbed), was supposed to be wed to Victor, the Baron’s son, but that fell through a few months ago when she started acting like she was a cat.

After leaving, Senna spent her day with Blinksy and his toy shop. He was kind to her (though his toys were quite creepy) and his monkey, Piccolo, warmed up to her as well. In her travels throughout the town she became quite soaked and Blinksy offered her a red dress as an apology for his untrained monkey who stole her purse earlier. She agreed and got to know Blinksy learning that he is in search of Fritz Von Weerg’s (his mentor) greatest invention, a clockwork man that he believes to be in Castle Ravenloft. As Senna looked at all the dolls, however, she noticed one that was not for sale that looked exactly like Ireena (and her). When questioned about it Blinksy admitted that Izek threatens to close his toy shop if he doesn’t continuously make these dolls for the captain of the guard. Every month Izek gives more details of what he is looking for; this made Senna uneasy as the toy shop owner didn’t know why he wanted these.

That night, after dinner with Blinksy, Senna strolls back to the inn while a billow of smoke and fire looms overhead on the opposite side of town. On her way a vampire spawn draws her into an alleyway and introduces himself as Escher. He bites her, marking her neck and claims, “I will have you later, my lady. You are ravishing.” She slumps down, horrified, as he sprints away. A guard comes to help her and runs after the vampire spawn. Senna, scared for her life, finds an abandoned home and spends the night there. She returns that morning to go with the party to the winery.

Upon arriving in Vallaki with the wine, the Martikovs reward the party for their help along with the Baron at his home with each hero asking for a specific reward. Examples of some of those rewards are: gold, an unlimited wine ticket when staying at any tavern in Vallaki, a new toy from Blinky’s shop, and a written consent of safe passage into the walled city of Krezk (as Ireena and Ismark feel that this town isn’t safe for them to stay at either). They plan to leave the next day but are asked by Vargas to be his honored guests tomorrow afternoon for the Festival of the Blazing Sun. Also, Senna received an apology letter from Lady Fiona and an invitation to dinner tomorrow (along with her friends too) after the festival at the Wachterhaus. They realize their time in this town is not yet over. Senna was worried about her hair falling out from previous nightmares throughout the night and that some kind of curse was on her. Thankfully one of the rewards they got was an elixir that cured that of her.

They get to the church to see how Father Lucien is. Everyone is happy as a small service is being held in honor to the Morninglord of the restoration of the bones of St. Andral. Suddenly, a swarm of bats looms over the pale moon, enveloping it into darkness and screeches. From the swarm a single bat descends and transforms into a misty figure, shrouded in fog. A gaunt handsome man steps down onto the road as people begin to run in fear. The beautiful lord looks at a woman and says, “Fetch me a glass.” Scared, but quiet, the woman nods her head and walks into a house and begins to assault a man inside for his bottle of wine. She screams, “Give it! Give it!” Struggles and grunts can be heard and a crash as a pool of blood spills out of the house. The woman, with torn dress and a black eye, steps out onto the street with a bottle of wine and a glass as she begins to clean the blood off the long stem. She pours it for the heavenly dressed man and he takes it from the peasant woman, sipping it while looking at the heroes who are now standing in the entrance of the church. This is Strahd von Zarovich, the devil, himself.

In one hand, he holds the glass of wine that he swirls around and sips – its crimson contents clinging to the sides of the glass. In the other hand, he fiddles with a familiar deck of cards, drawing them, regarding them, discarding them. He looks to you. Father Lucien tells the party not to leave the church as they are safe from the devil’s minions and the count himself.

“I should have known you’d find yourselves here, despite all my efforts. It appears you are guided here by," he flips another card, “fate. What a fascinating concept. For time eternal, I believed myself to be the master of everything in my life – before and after my ascension into the night. Outsiders have come and died; what’s consistent is that I get what I want. Ireena, you will be mine, no matter what you might say or do. Satisfaction will be mine in time, for I control fate, as I control everything. But you,” Strahd drops the cards and wine to the ground, staining the woman’s dress a bloody red, "you have threatened to shatter that. My beloved, Tatyana, will know her place, in my arms once again for eternity. I’m driven forward unlike any creature this world has ever known. The pain and suffering of my people can no longer be ignored. The world will see me rise up from the ashes of this city (if you so choose to take me on) and know the Von Zarovich family return with fury and hellfire at their backs. I step out into the world with the sole purpose of it’s destruction, and how does the world greet me? They send me a rag tag bunch of vagrants who know nothing more than fighting and murder. You have no understanding of what I have lost, but after today you’ll begin to feel but a fraction of my pain. We will prove it so with a simple decision for you.” He calls out, “Freek, Myrtle, come to me, my children.”

Before you can find the children you saved at the Bonegrinder Mill, they are next to the vampire lord, in a trance. The count places his hands on the heads of the two children, “For not giving me Ireena, this is your punishment, you decide: which of these two will live?”

The party is quiet as Shep’s eyes well up with tears. The catfolk is the only one who takes action and answers with an attack spell at the lord which seems to evaporate into darkness as it gets close to Strahd. The vampire scoffs, “If that’s your answer then…” He tosses both kids to the shadows as 4 vampire spawn from the coffin maker’s home descend and swarm the children. A short yelp is heard, and all that is left is clothes and dry bones when they finish eating.

“You have doomed these children to the bonegrinder as their original intent was. You could have saved at least one of them if you had proper manners.” The hag, Morgantha, appears suddenly before Strahd, kneeling and asking for her ingredients. The vampire nods and the woman collects the bones of the children and disappears once again.

Strahd turns around with his retinue of undead and floats a letter over to you the party. “With that out of the way, I hope we can be more…civilized. All is forgiven, I would suggest to take the letter.” Shep, with anger in his wet eyes, lights the note on fire with Strahd leaving the city by the eastern gate as he doesn’t seem to notice the young warlock’s response. Once again, there is quiet and eerie calmness in the poor city of Vallaki with only a priest sobbing in the streets.

Episode 307
The Burgomaster of Vallaki

Razzle Frazz almost forgets about the others that aren’t with the main group as he recalls what Deckard was doing during that time before they got to the coffin maker’s home. “Deckard had a hard choice to make that day that changed his entire view on the undead.”

Earlier in the day Deckard is able to resurrect his animal companion with the new party gold from the Vistani. However, Tornado has changed, it is now a zombie cat! Deckard decides to accept his companion as is and realizes that maybe not all undead are evil.

Back at the coffnmaker’s home, Ghrakis chases after Henrik. Meanwhile, the rest of the party is attacked by six vampire spawn who have holed up in the coffin maker’s home. Ismark holds his own for the first time as he drunkenly strikes down with fury on the undead with his fists. Even Zombie Tornado is able to help once Deckard calls it to his aid. However, the fight is too deadly; realizing they must escape immediately with the bones, the party is able to fend off some of the undead, call for help from the local militia and run away. The vampires retreat as well while Izek arrives with a retinue of guards and proceeds to burn down Henrik’s home.

While escaping, some of the party meets Baron Vargas Vallakovich, Burgomaster of Vallaki. He invites them into his home to help and says that Izek and his guards will take care of their problem. “All will be well!” as he says.

Breath of Wind and Shep take the bones back to the church of St. Andral to restore the crypt, but they don’t realize that they are being followed by one of the vampire spawn that attacked them earlier. The vampire tries to take the bag of bones and runs away but somehow the two followers of the Raven Queen are able to destroy the evil undead. But in the process, Wind uses a different weapon than what his glove had given him and in turn his hand begins to be devoured from the inside by the glove itself, screaming within his mind of his folly for using an inferior weapon. They return the bones, Father Lucian is thankful and performs the ritual to the Morninglord. He says these are holy grounds once again. Those two sleep the night there, peacefully.

The others get to know the burgomaster who assures them that Izek will take care of the vampires. He invites them to stay the night and they do so. They hear strange noises coming from the attic during the night as well. The next morning, during breakfast, the baron and his family are introduced to everyone. Vargas tells them he is worried about his upcoming festival of the Blazing Sun and not having the wine needed for the celebration that is to happen tomorrow afternoon. The party agrees to go to the Wizards of Wine Vineyard not far from here to see what happened to the recent delayed wine delivery in return for various prizes they each ask for. He asks they need to make it back by tomorrow morning. Before leaving, the whole party meets up at the burgomaster’s home. Izek is also there having breakfast and for some reason is eyeing up Ireena a lot and is even cordial to her (unlike the others). Ghrakis mentions that Izek took Henrik and put him in the stocks for colluding with the “Devil.”

As they leave the mansion, Shep bumps into a young man (maybe 16) who seems to be in his own world and harsh with Shep. The maid says that’s Victor, Vargas and Lydia’s son, who locks himself in the attic all the time. Shep, interested in what the young man has (and a bit ticked at how rude he was), uses his raven to look up in the attic window to see what Victor is hiding. There he sees a few skeletal cats lounging about (mysterious magic is afoot!) and 3 children standing in the corner of the attic room which is covered with various books on a table.

Shep notices something else: when almost at the inn to gather the group and the wagon from the Martikov family, the boy notices that they are being followed by a strange man with a sword, hand crossbow and dark hood. Shep confronts the man in an alley alone and tries to figure out who he is by talking to him while invisible. The man, surprised by Shep’s magic, sneers at him and leaves. Shep follows the man to a house on the other side of town and the man just laughs at the boy as he goes inside. Shep inscribes an eye on the fence post next to the house to convey that “he’ll be watching him.”

The group gathers to leave and before they hit the road, Senna returns (after being gone for the past 30 some hours), a bit frazzled, but not harmed. She says, “Don’t ask,” and proceeds to change into her travel clothes and armor and joins the group as they travel southwest out of town towards the winery. On the way, Shep reveals that he has an old map of Barovia in his belongings (though it is a bit sparse with names on it). As they come to a fork in the road and find a sign that says “Southeast: Berez,” Shep has a sense of home and belonging as he looks down that road towards Berez; he ignores the feeling for now. As they continue, the group is also attacked by strange little creatures made of wood along with a howling human druid who casts destructive magic at them. Before they vanquish them, the strange man yells, “IT’S GOING TO RAIN! HAHAHA!” What’s eerie is that he’s right, it begins to drizzle as they arrive at the front of the Wizard of Wines Winery an hour later.

Episode 306
The Town of Vallaki

The group stays the night in the inn while Senna stays at the Wachterhaus and Deckard and Ghrakis end up in stocks for the night. The stocks are full of women, men, and children, and Ghrakis (though a bit fearful at first) meets a new friend who seems to know their names through his own dreams. The dusk elf’s name is Kasimir Velikov, he was locked up for being in Vallaki without a Vistana escort while he was purchasing goods for his clan of elves. That night, “Wind” checks on Senna, Deckard, and Ghrakis and even though they are in weird situations, they say they are fine.

The next day, Ghrakis gets the feeling that Kasimir might be their “ally” against Strahd since he is a wizard and knows the names of his friends. He agrees to help them if they escort him to the Amber Temple soon, they agree.

They then leave the children from the Bonegrinder with the local church. At Saint Andral’s Church they meet Father Lucian and a couple other orphans. He agrees to watch the children from Barovia village if they return St. Andral’s missing bones; St. Andral (which turns out to be the original name of the angel of Pelor, Malakiy, before he became an angel) is a saint who’s crypt is in the church to the Morninglord . The party finds that Milivoj (an orphan who digs the graves for the church) stole the bones himself and sold them to the coffin maker, Henrik, in order to feed his brother and sister. Ghrakis is grateful to the stubborn Milivoj and says he’ll teach him tomorrow morning how to properly swing a sword.

The party begins towards the coffin maker’s house but are interrupted by a Vistana named Arrigal, who does not seem pleased that Kasimir is in the town. “Wind” recognizes him to be the same man who offered the party a letter to come into Barovia for help way back in Midia less than a week ago. They demand answers, he playfully tells the group that Strahd is the one who tells him what to do and it was his job to bring them here. Arrigal seems more concerned that Kasimir hasn’t introduced his new “friends” to his brother, Luvash. With some awkward gestures, Kasimir, in fear, tells the party for them to go meet Luvash at the Vistani camp outside of the town.

They travel an hour away into the woods outside of the town and come to the Vistani camp and Dusk Elf clan homes. Luvash is beating a man within an inch of his life for failing to watch his daughter, Arabelle, who has gone missing. Kasimir introduces them and Luvash insists that if Kasimir wants to leave with his new friends and travel outside of his home, he must find Arabelle. Wind is very upset with how they have been treated here in Barovia and even with much warning from Kasimir, it’s not enough as Arrigal strikes him down through the throat and knocks Wind unconscious. It’s not enough as they see Wind’s wounds begin to knit together and they all realize he is a revenant. Wind tries to attack when he gets up and Luvash sighs, “Now one of your brothers must die, Kasimir.” The dusk elf defuses the situation by casting “Sleep” on the tabaxi. He falls asleep and swears that they will find Arabelle immediately and to spare his friends. Luvash agrees and they drag their catnapping friend away to Kasimir’s home.

Kasimir explains to a more calm party that his whole entire race was killed by Strahd, all that is left is about 20 male dusk elves that live here, under the “protection” of the Vistani who camp here. Patrina, Kasimir’s sister, is locked away in the crypts of Castle Ravenloft thanks to Strahd and he wishes to free her. The only way to do so would be to go to the Amber Temple south of here. The heroes recognize “amber doors” in their fortunes and realize there is a connection there so they know another place for them to go is south toward the mountains where this temple is that Kasimir is set to go to as well.

The group decides to find Arabelle and their tracking leads them north to lake Zarovich. Before getting there Wind, trips over a severed hand with a magical glove on it. He takes it of the now skeletal hand and puts it on, feeling called to it. No longer able to take the glove off, the catfolk doesn’t mind as he feels that his glove is the most powerful weapon at his disposal.

When arriving at the lake the group sees In the distance a lone figure fishing and tosses a bag in to the water. Realizing that the bag had a person in it and that a strange water beast was on its way to feast upon the bag, the heroes grab a row boat and get there just in time to kill the fisherman (thanks to Wind’s new Versatility Glove that summoned a heavy crossbow that shot lightning bolts from it) , a crocodile and fend off a swarm of quippers. They save Arabelle who was in the bag and she demands to be sent home.

The heroes take her back and Luvash is very glad to see her. Kasimir is even able to convince Arabelle that Arrigal doesn’t need to kill the Tabaxi as he swore he would when they returned. The Vistani are happy and give them a treasure, explain that the potions that Vistani try to sell adventurers to get out of the fog are fake, and that Kasimir is free to go, if only for a few days. Kasimir understands that Luvash will kill his brothers if he’s gone too long.

The group returns to the Inn to check in and the majority of the group. They meet a half elf gentleman named Vasili von Holtz who is living at the inn too. He claims to be a ringmaster of a traveling carnival and claims to be from Midia. He isn’t too much help to the group but does mention what he knows of the land around here. He mentions that there used to be an order of knights to the silver dragon that used to live in the now abandoned mansion not far to the southwest of here called Argynvostholt. He takes his leave with a bag of apples (and a wolf steak hidden inside as well) and wishes the heroes “Good luck” and that if they ever want to hear more of his weird traveling tales to stop by tonight here at the inn to hear his stories.

The party finally arrives at Henrik’s (the coffin maker) home that night. They force their way in as he denies them entry at first. He’s very scared and gladly tells the heroes where the bones of St. Andral are. Wind grabs part of the set of bones hidden away and begins to look in the junk room upstairs for the other half. Once doing so, Henrik’s fear sets in and runs out of the home screaming as Wind’s hand is grabbed by a strange creature from within one of the boxes as it punches out towards the catfolk!

Episode 305
Old Bonegrinder

The party continued Northwest winding through Barovia. They come to a windmill not far from the trail and, remembering of the Dursts deed to the windmill from the village of Barovia, they go to explore it. Upon entering the first floor they are greeted with sweet smells of the dream pastries being cooked. But before indulging themselves in it they come across small, human bones littered throughout the floor of the kitchen and children’s teeth found outside of the windmill. They assume the worst and hear a cackle from upstairs.

They go upstairs and are greeted by Morgantha, the woman who sold dream pastries to them the day before. Deckard is quick to draw his crossbow but the women upstairs startle them all and Morgantha sees it as an opportunity to get the drop on the party. A battle is made inside but the 3 women are quick to magically disappear. The party goes further upstairs to find 2 children, Freek and Myrtle, encased in boxes. They tell them their parents sold the brother and sister to these hags in order to buy more dream pastries. Disgusted, they break them out of their prison and begin to take them outside.

Ghrakis is the first to go outside and is surprised by the 3 hags who lightning bolt him 3 times in the chest. No one understands how he survived those hits and wasn’t outright killed. The battle continued with plenty of disappearing acts. It wasn’t until Tornado, Deckard’s snow leopard, is killed and harvested for “ingredients” and Senna being turned into a living ingredient (A FROG) by the hags that the heroes realize they must run. Both parties seem to call it a draw and 2 of the women run into the woods, the third is no where to be seen. In the midst of the fight, the polymorphed Senna makes a quick and tactical decision before the party runs and hops into the unconscious half orc’s pocket. When he gets up, the frog travels along with him not knowing.

After some deducing, the party realizes Senna is the frog. They take the children and their companions and continue their travels with the windmill burned down before them. But before leaving they find 4 mysterious monoliths that depict cities of the land of Barovia that are linked to a specific season (Winter, Autumn, Spring, and Summer).

The group travels until nightfall as they arrive in the walled city of Vallaki. After some persuasion and acknowledging some obvious racism towards non-humans from the guards, they are able to get in. They travel to the Blue Water Inn for some rest. Senna uses her false identity as a beautiful merchant woman and becomes chummy with Karl and Nickolai Wachter, nobles of this town. She is offered rooming at their house for the night and gets Deckard to fake an argument in order to look like she can’t go with Nickolai. But it backfires and Karl threatens Deckard for “abusing this poor woman.” Deckard threatens him back with his crossbow and Karl smacks him with his glove. A punch flies, a table turns, and pretty soon Grhakis, Deckard and the Wachter boys are having a classic tavern fight with each other.

Bells sound and the Wachter boys smile as they begin to stop fighting. Deckard attempts to remedy the situation with a bribery of wine but it’s too late. Quickly, 4 guards come inside to stop the fight and Nickolai points to the two adventurers and a large, bald headed quiet man grabs the ranger and barbarian to arrest them. What’s extra creepy about this large soldier is his right arm is totally red, veiny, and leathery (as that of a warthog). His touch is hot as his long claw-like fingers grabs them and binds them both with manacles. As they are escorted out, Nickolai comforts Senna and says, “This is how we handle ruffians in our town.” Deckard and Ghrakis (with wine in his manacled hands) are taken to the stocks of the town square and bound outside in the slightly rain evening. Breath, Ireena, Shep, Ismark, and the two children stay at the inn for the night.

Senna is escorted by Nickolai to their home. The nobles run upstairs to take care of what sounds like a cat and take Senna to a room upstairs. The room has leather bonds on the bed and Senna gets wide eyed. They encourage her that it’s not for her and that their sister, as they say, is “not right in the head, she thinks she’s a cat. Hence the bonds are for her room. We will take care of our sister for the night.”

Senna is worried but reassures them that she understands. She becomes more worried as they leave her to the windowless room and she hears the door locked from the outside, locking her in.

Episode 304
Madam Eva

Doru singled out the Tabaxi Cleric of the Catlord ripping into his throat and drinking from his open wounds. The party tried to stop him and brought him down as best as possible but they were too late, Breath of Wind was dead. The group continues to lay into the vampire with Father Donavich helping with holy water.

In the midst of the calamity, “Wind” has an out-of-body experience where he meets the Raven Queen. She claims his god, the Catlord, is only superstition and even if he did exist, his powers wouldn’t be able to reach in this otherworldly place. However, her powers do and she offers it to the catfolk. He takes her hand and is returned to the land of the living in the midst of battle, changed to a cleric of the Raven Queen and now a revenant: part mortal, part undead.

Ireena kills Doru on the steps as it ran away in fear from the face of Senna who last screamed, “I didn’t know! Forgive me, my lord!”. Donavich weeps at the dusty remains of his “son” and insists they leave at once. Shep looks at Wind in a new way knowing of his transformation.

They meet with the mercantile and tavern but don’t much luck finding information and items to buy there. The Vistani at the tavern insist they see Madam Eva at the Tser Pool. They also meet Ismark “the Lesser”, Ireena’s step brother. He drunkenly greets them and they convince him to come with them as they travel west to protect Ireena. Before leaving they also console Mad Mary who’s daughter, Gertruda, has run away from home. She fears the worst for her and the party says they will do their best finding her.

While traveling through the woods they are attacked by large Dire wolves and are able to kill most of them and drive the other away. Also, a skeletal horse and skeletal rider came out of the woods while they traveled the road; it seemed to be searching for something with an extinguished lantern in it’s hand. Deckard takes the rider down with a crossbow bolt but the skeletal horse gets away. Finally, a lady named Morgantha tries to sell her special pastries to the group along with some information about Strahd and his land. They buy one dream pastry and Senna feels drawn to eat this wonderful mincemeat pie. She does so and finds herself in a drug-like trance of euphoria. She has a wonderful dream of being home with her family until the party wakes her back to reality from her slumber and is that much more depressed.

They continue to the Tser Pool and find an encampment of Vistani who welcome them with wine, dancing and campfire stories. One mentions a story of an old wizard who came to this land over a year ago and tried to kill Strahd along with other Barovian revolters. He and many of the villagers were killed and cast into the Tser Falls.

The party then meets Madam Eva who knows who they are and was expecting them. She describes their only escape (other than the Vistani who have offered pricey potions to get through the deadly mists which Senna bought one) is release Strahd of his curse. She reads their fortune saying 5 important facts, the locations of 3 ancient relics: the Tome of Strahd, the Holy Symbol of Ravenkind, and the Sunsword. Also, a broken wizard will help them and that Strahd can be found on a balcony. With nothing more to say to them, Madam Eva retires to her bed, exhausted.

That night the group is able to sleep among the Vistani without any issues. The next morning Madam Eva’s tent is there but she is gone. The group continues north to explore to no avail the Tser Falls. After some backtracking and taking a different road, they come across a gallows. A woman is hung by a tree and for a moment, Senna sees herself in the face of the woman hung there. When she double takes, it looks like an unknown peasant. She also thinks that she sees multiple corpses hanging not far in the woods.

That early afternoon, they finally arrive at a crossroads to the north after passing over a tall bridge that spans over Tser Falls, one road leading east towards Castle Ravenloft, another heading south where they came from, and a third leading Northwest.

Episode 303
The Village of Barovia

The group decided to leave upon hearing the chanting. But once doing so they disturb the cult’s “god,” Lorghoth, the Decayer," a large, grotesque body made up of dozens of humanoid arms and legs that shambles to life. They are chased through the dungeon and many are almost eaten, but with tactical thinking they are able to defeat the monster. A husk of a baby is inside it as they realize this is Walter, the dead brother of Rose and Thorn. They lay the boy to rest and the remainder of the blob seeps into the floors.

But the house is not done with them yet. As they race to leave the Durst family home, scything blades and poisonous gas comes from all doors and fireplaces inside the home and every window is bricked up. They try and leave the home but are stopped once again by the ghosts who refuse for them to leave. Realizing it’s not the actual ghosts and just the cursed house itself, the group pushes through the ghosts and are able to break down the front door. They tumble to the now clear streets of the village of Barovia. A hand extends out to Shep, the same bard who he thought he saw kill someone, helps him to his feet and proceeds to welcome them all to Barovia with a lute jig.

The party catches their breath and they walk south west through the empty streets of the village and find themselves at what appears to be the burgomaster’s home. They knock and are told to go away by a female voice. They ask for Kolyan Indirovich as they have been tasked to save his daughter but are told that he is dead as the door opens and a beautiful young human woman appears. She introduces herself as Ireena, the daughter of the burgomaster. Senna is surprised and takes a knife to Ireena’s throat as the ranger shows that the two (Senna and Ireena) look exactly the same, asking what kind of witchcraft is this. Ireena is just as surprised and is able to calm the party down. She doesn’t know why but she does know that this land is full of mystery and death. She explains there home has been riddled with attacks from wolves and other horrible creatures of the night for the past few weeks. Her father died due to a heart attack a few days ago because of these attacks and strangely, the creatures immediately stopped attacking. She and her brother, Ismark, wish to bury him in the cemetery in town. The heroes agree to help after a good night’s rest there.

They do so but Deckard is awoken to a couple of hunters outside of Ireena’s home. He tracks what they are looking for and finds a small snow leopard on the edge of the village near the forest who has been hurt by the hunters. He heals the snow leopard and becomes quick friends with her and “Wind” approves, of course (though Wind knows that it’s not a snow leopard but in fact a baby saber-tooth tiger).

The next day they travel together on Ireena’s wagon and horse, “Lo’shad” (pronounced Low Shid). Ismark never came home that night so Ireena is a bit nervous. They pass a home that produces the whimpers of a woman inside and also a tavern that Ireena says her brother is most likely in. But they continue to the church. There they find the priest, Donavich, in prayer inside the church. Screaming can be heard from the cellar below saying, “Father, I’m hungry, please feed me!” The heroes are bewildered but Ireena is fixed on burying her father. Donavich is worried for Ireena more so than the death of her father for some reason. He explains to the group that she is being stalked by the Devil, himself and that her identity needs to be revealed now that her father is dead: He explains that she is adopted; she was found on the edge of the Svalich woods near the Pillarstone of Castle Ravenloft (home of Count Strahd). He agrees to bury her father if she and the party agrees to take her far away from the “eyes of the devil in his castle” as he points to Castle Ravenloft. Through his frustration he explains that his son, now chained downstairs and crying out to him, has been hungry every night for raw meat for the past few months that he has been home. He tells them that he came home only a few months ago after being gone a year as he tried to help a mysterious wizard try to kill Count Strahd in his castle. The wizard and his militia failed and now the spirits of the dead who have tried to take the devil’s life rise each night from his cemetery and march to Castle Ravenloft. He doesn’t know what happens when they get there but he does mention that he remembers seeing a similar beast like Breath of Wind with the spirits that rise and march at midnight.

Ireena agrees to go with the party who also agrees to take her far from here, hopefully to the Abbey of Saint Markovia in Krezk or the fortified town of Vallaki, both villages far to the west of here and much better off than Barovia is. The somber service happens outside in the cemetery for the Burgomaster and the party sees the common religion practiced here, a good god of the sun named the “Morninglord.”

Afterward a loud crunch noise can be heard coming from below the church when they go back inside. Donavich worries something has happened to his beloved son and searches for the key to the trapdoor that is locked. Unable to find it with the party, Ghrakis rips the trapdoor off and they all travel downstairs to find an emaciated human form chained to the wall: Doru, the son of Donavich. He yells at his father for not feeding him and that these new visitors are the plaything of the great Strahd. “He will come for her” as he points to Ireena, “This is his domain. He is the Ancient, he is the Land,” he screams as he bites his own thumbs off, slips his hands through the shackles and proceeds to pounce savagely onto the party.

Episode 302
Death House

The group wakes up after horrible nightmares, but Senna and Ghrakis are still in a deep sleep suffering from night terrors and are unable to be awakened. Confused, the remaining group continues to scour the home for the “monster” hoping their sleeping friends will be ok. They find themselves in the attic where they happen upon two small skeletons on the floor that were inside a boarded up and locked room. It appears to be Rose and Thorn, long since dead amidst their toys and belongings. Their ghosts appear as the heroes explore their room, instilling their fear of the “monster in the basement” on them. They insist the party to stay but once they try to leave, Rose possesses Deckard. Though not harmed, he is now insistent to be in charge of the group and find the secret door that leads to the basement. They are successful and promise the ghosts they will return for them.

A long spiral staircase goes from the attic to the cavern-like basement. They come across the crypts of the Durst family though most are empty, including one labeled for a third child of the Durst family, “Walter.” Other interesting rooms litter the very large and winding “basement” and they are attacked by horrible shadows, swarms of insects, and ghouls. Once attacked in the tight quarters with the ghouls, Sor’rel Stormcloak does his best to protect his friends but the ghouls devour him. Once the monsters are dead the heroes are too late to save their friend as he dies in their hands. A low roll of thunder rumbles above ground.

They take his body back up to the already sleeping heroes on the third floor and take another 8 hours to sleep. During the night though, the heroes suffer more horrible nightmares which barely gives them any rest. Also during the last watch, the gnome’s body twitches every so often even after a proper death prayer is given by Shep on behalf of the Raven Queen. The 3 who are still able to look in the caverns do so with Sor’rel’s body left upstairs as Shep promises to bury him outside when they get out of here.

After more attacks and continued searching deeper in the basement, the heroes find what appears to be a large ritual chamber with a large area of 2 feet of water surrounding a dais. Senna and Ghrakis join them after finally waking up from their horrible nightmares. They ask where Sor’Rel is and explain that they never saw him upstairs nor was there any blood on the table they left him on (which thoroughly freaks the others out). While arguing about whether the gnome is dead or not, Deckard approaches the dais and all of a sudden 13 black robed figures appear above the chambers, their chanting is loud and angry as they say over and over, “One must die! One must die! One must die!”

Episode 301
The Curse of Strahd

Around a damp campfire next to old man Razzle Frazz’s tree home, the children of the village (in the year 1410) listen to one of the scariest stories he has ever told them. He says this story is what gave him the ability to live for so long and how necromancy (a forbidden magic to him) was not involved.

The date is First Collect 3:1209 (aka 7/3/1209, The beginning of Autumn in Erryes). The countries have reset to their old ways; for instance, Midia and Urartu have divided into separate nations once again. As the Heroes of the Portal finished their quest only 2 months ago in denying access to the gods onto this plane there is a sense of calm and peace throughout the land. The calm is here even though many don’t believe in the tall tales of gods coming down to the world from their lofty heavens. Regardless, what is true, is that many teleportation portals known in the lands have become chaotic or outright inert due to these heroes’ actions. For example, Valin Ironfist and his family suffer as the Mines of Phandelver’s magic has receded. This is just one case of many throughout the world.

Other worldly news of note: The Temple of Hand, Foot, and Mind is now led by the great disciple of Master Ryosuke, Delad, due to the old man’s disappearance within the past year.

For Shep, Breath of Wind, Deckard, Senna Loot’sko, Ghrakis, and Sor’rel Stormcloak, life seems simple and boring for these adventurers as they sit in the “Goral Hostel.” The bar and inn is a small establishment that sits on the crossroads between the two large cities of Loacidian and Tyrus in the reestablished country of Midia; it holds no sway with either city as it’s a midway point between the two. Owned by Miss Liora, a bright and cheerful human lady who welcomes any newcomers in from the road, often giving free room to them.

The adventurers are given a letter from a traveler from an unknown land called Barovia. The letter reads that his Burgomaster of Barovia (Kolyan Indirovich) needs help from the adventurers. The group decides the next day to travel west through the Svalich woods to find Barovia and accept the call but Shep is very hesitant saying that only death awaits them there. Deckard insists as money seems to be no issue to pay for their troubles to help Ireena who is hurt there. The group decides to drop Shep at an orphanage on their way to Barovia. Two ravens follow the group as they begin their travels west; it must be an omen.

But before reaching the orphanage the group travels much farther than they were supposed to in the woods and, even with the guidance of two rangers, they somehow get lost in the foggy woods. Shep knows where they are as the gates of Barovia eventually loom in front of our heroes. Magic pervades from the fog as Deckard experiences that the fog can hurt you tremendously if you stay in it for too long. A raven (different from the original two) meets with Shep at the gates and begins to give him sight once again through the eyes of the raven. The raven begins to give him warlock magic as the Raven Queen has chosen this boy to pay his previous “debt” and return to the lands of his birth (as Shep describes it).

As they travel through the woods towards the village of Barovia they come across a dead body with a similar letter on the corpse. This letter is of a different insignia and handwriting yet comes from Kolyan Indirovich as well warning any travelers that come to the gate to turn back and never enter Barovia as it is cursed by a vampire for the past 400 years and that his adopted daughter, Ireena, has been bitten and suffers by the hands of this monster.

Once arriving in Barovia the mists lead them through the village streets. To two children on the street, Rose and Thorn, meet them and say there is a monster in their house and their parents tried to keep it in the basement but it got loose. The heroes search the creepy house and are attacked by animated armors and brooms that seem to be possessed by the house. Creepy books and letters are found as the owners of the house were a part of some kind of cult. While in the nursery of the third child, Walter, they are almost killed by a female specter. With wounds mounting and spells dried up for the group, they try to find sleep in the master bedroom on the third floor yet nightmares fill their heads for the rest of the night.


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