Curse of Strahd

Session 2
Barovia Village

The party spent the night at the Vistani encampment near Tser Pool. In the morning, a Vistana came up to them, offering them a silver piece each for a lock of hair. He said it was for the great toymaker Gadof Blinsky’s magnum opus; as proof of the toymaker’s prowess, he showed off a doll of a noblewoman that was uncanny in its lifelikeness.

 

An Lao immediately realized that the Vistana had some ulterior motive, and stepped between him and Heskan. Kolmogorov examined the doll, but was startled when Tev made it stick out its tongue at him. Heskan liked the doll, and took it. Gnomie was suspicious of the doll, and turned into a mastiff. He tried to get the doll by first acting like a cute dog, which didn’t work, and then tackling Heskan, which also failed miserably.

 

When Heskan didn’t give up the doll, Tev used minor illusions to make the doll smell odd and make fun of Heskan. This only made her further enamoured of it; she named it “Lady Funnysmell”, and stuck it behind her shield so no one else could steal it.

 

Meanwhile, the Vistana realized he wasn’t getting anywhere when Kolmogorov told him the story about the corgi (which was almost 20 minutes long), and quickly made his exit, calling out “Remember friends, is no fun, is no Blinsky!”

 

They leave the camp, and 20 minutes down the road, they discover a small leather bundle, containing a drab Barovian outfit. The bundle itself was covered in raven feathers. After some investigation thanks to Gnomie’s mastiff form and everyone pooling their knowledge, they decide that it must have been left by a wereraven whose transformation was being triggered by the previous night’s full moon. They recalled although wereravens are secretive, unlike many other lycanthropes they try to be a force for good. After some discussion, they return the bundle to its place (though Gnomie says that they should take it, as he would leave his clothes during his lycanthrope days as a cry for help).

 

On the clothes, underneath the collar, they find an embroidered sigil of a feather. Kettle left a gold piece in the bundle.

 

After another hour of travel, the party crossed the River Ivlis on a stone bridge. On the other side, they saw a gallows with some unmarked graves nearby. Tev spent a few minutes cleaning the graves, and found they were never carved with names. As they walked away, a body appeared on the gallows. To most, it looked like a Barovian, but Heskan saw herself. When An Lao touched the body, it dissolved into mist.

 

The party entered Barovia Village, which had a few people walking around. Some stared openly, others ran inside and slammed the door. The house from the day before is ash and rubble.

 

They next stopped in Bildrath’s Mercantile. They quickly discovered that Bildrath is a jerk that only cares about money, and overcharges for everything (“If you want it, you’ll pay for it eventually.”). Heskan felt awkward about entering a shop and not buying something, but immediately changed her mind when a day’s rations was 5 gold. Tev left some sulfurous smells behind. Gnomie kept antagonizing Bildrath, to the point that he called his giant nephew Parriwimple out from the back, and told him to get them out. Heskan tried to pull Gnomie out, but he slipped away. Finally, seeing that Bildrath is a little rattled, Gnomie leaves.

 

Outside in the street, An Lao proceeds to excoriate the party for acting unheroically, drawing a crowd of Barovians staring at the strangers having an argument. Kettle tries to slide away from the party and pretend he doesn’t know them by hiding in the crowd, but the Barovians all step away from him as he does so.

 

They leave the town, heading back to where they found the body with the letter near the gates. However, they discover the body is lying in the middle of the road, rather than where they found it in the forest. They dig a shallow grave and bury him. Before they cover the body, Kolmogorov checks under the collar, and finds a crest of a shield with a raven in flight, which they recognize as the same sigil that sealed the letter to Gustav Durst from Strahd von Zarovich.

 

The party heads back to town. There they find a strange old woman in a carriage full of picnic baskets.  They are horrified when she goes up to a house and trades a basket for a small boy, who she stuffs in a sack and throws into her carriage. Heskan confronts her, while An Lao frees the child. In the interrogation that follows, they discover the following information:

  • The basket contains “dream pastry”, a special pastry that lets the user hallucinate their happiest place. Most of the residents of Barovia village are her customers, though she only occasionally takes children.
  • There are three involved in the creation of the dream pastries: Morgantha (the one speaking), Bella, and Ophalia.
  • She agrees under pain of smiting not to use children anymore.
  • They produce the pastries at the Old Bonegrinder, about halfway between Vallaki and Barovia.

 

Kettle eats part of a dream pastry, and immediately passes out hallucinating. Heskan has to carry him around for the next couple of hours.

 

The party next heads to the church. There they discover the priest of the Morninglord, Father Donavich, his voice hoarse from long hours of prayer. The church itself is a wreck, the walls clawed and the pews smashed. Donavich is unsure of how the beasts were able to enter the building, as usually the children of the night cannot enter a building without invitation. There are cries from underneath the church of a young man claiming he’s starving.

 

Donavich tells the party that his son Doru stormed the castle a year ago with 10 others and an outsider wizard. When the party speaks to Doru after Heskan offers some of her blood, he says that Strahd tore the villagers apart, drinking Doru dry while slaughtering his friends. For Doru, it was over so quickly that he doesn’t know what happened to the wizard. Doru is much calmer once given blood, and despite his desire to die rather than starve, he believes Heskan’s promise to return every few days to feed him until they find a way to save him. As they leaves, An Lao praises Heskan for his promise to Doru “You’re a good dragonborn”.

 

The party decides to investigate the Burgomaster’s mansion. Heskan knocks at the door, only to have the door kicked open and someone wearing armor stick a longsword in his face, threatening to take his head if he steps over the threshold. The misunderstanding is quickly sorted out, and Ireena Kolyana removes her helmet. She tells them she’s been bitten twice by Strahd, and the mansion has been under siege ever since. Her father, Kolyan Indirovich, died two days previously from a heart attack due to the stress and fear. She tells them to go fetch her brother Ismark from the tavern, as he has some ideas for how to escape Strahd.

 

Ismark is very depressed, with his father dead and his sister under threat, and now discovering that his father’s letter didn’t make it out of Barovia.  Ismark returns and presents the options as he sees them.

  • We stay in the mansion until we die. Ireena whacks him upside the head for that. She reminds him that eventually Strahd will tempt one of the villagers to betray them. Staying isn’t an option.
  • The party takes Ireena to the fortified city of Vallaki to stay in the church there. Rumor has it that hallowed ground is one of the few places the devil and his minions will not attack directly.
  • The party journeys past Vallaki to Krezk and the Abbey of Saint Markovia. The saint’s protection may keep Ireena safe there.

 

The party also mentions wanting to deal with the dream pastries at the windmill. Ireena wants to help smite, as she doesn’t like them either. Ismark reminds her that the whole point of this is to keep her safe, but the party points out that they can’t make it to Vallaki in one day and will need somewhere to hide out, and hey we probably own that windmill see this deed? Ismark reluctantly agrees.

 

With the few hours of daylight left, Ireena and Ismark ask for the party’s help to bury Kolyan. They carry his coffin up to the church, where Donavich is shocked to see Ireena out of the house. She tells him to get it together, we don’t have much time to do this. With Donavich’s help, Kolyan is buried with the rites of the Morninglord, and everyone feels like they accomplished something good…

 

However, the sun seems to have set far faster than you thought it would.

    The last rays of sunlight fade from the sky, and a great howl of many wolves rises from the forest beyond. You hear a thunderous rattling of wheels, and look towards the gate. A large black carriage tears up the cobblestones, the two massive draft horses snorting puffs of steamy air into the night. It turns and rattles to a stop; the doors face you with its ruby red crest, a depiction of a shield behind a raven in flight. 

    The doors swing open silently on well-oiled hinges, and a tall man unfolds from within the carriage. His noble visage is betrayed by the piercing, predatory eyes that look upon you with disdain. Ismark falls to his knees, and Ireena’s hand grips the hilt of her sword. Father Donavich simply closes his eyes and whispers “Morninglord grant me strength, for the devil walks before me”.

View
Session 1
The Death House

After having rescued Duchess Morwena of Daggerford's corgi Tyrion, you are invited to dinner with her. She tells you of a strange group of travelers that have camped near the entrance to the city, but her guards have failed to evict them.  However, when you interview the guards, you discover they were charmed.

You arrive at the camp, and are welcomed warmly by their leader Stanimir. He tells you a story of a lord who was saved by his people, and ended their wandering by welcoming them to his lands. He confesses that their lord has fallen under a curse, and asks you to come free him from its grip. Heskin agrees immediately.

After three days of travel, they all awake to a dense fog. They hear Stanimir calling to them, warning them not to enter the fog and that he'll find a way to them. It quickly becomes clear he's heading the wrong way, and the sound of his wagons fade into the mist. A path opens through the mist, leading to a set of massive gates that swing open as the party approaches, and close after they all pass through.

The party makes their way down the road, pausing when An Lao catches the scent of death on the air. The smell leads off the road to a corpse, bearing a letter from Burgomaster Kolyan Indirovich. The howls of wolves rapidly approaching cause the party to get back on the road quickly, as the wolves don't appear to want to get on the road.

The road leads to a village, all closed up for the night. Two children are standing in front of a house, claiming there's a monster in the basement. The party enters the house. The first floor appears to be a well kept home of a wealthy family, though some of the wall carvings are disturbing at a second glance.

The second floor appears to be much of the same, and the party continues climbing up.  On the third floor landing, they are attacked by a suit of armor. The sounds of crying lead to a room with a crib, and a ghost leaning through the shroud overtop it, reaching for a child-shaped bundle. An Lao takes the bundle and steps away from the crib, enraging the spectre. The bundle turns out to be only blankets.

On further exploration, Gnomie is ambushed by an animated broom. He snaps it in half. No one believes him.

The party returns to the second floor, discovering a secret room in the library. It contains a letter to the owner of the house from Strahd von Zarovich, taunting him for his pathetic desire to worship him, along with a will and a deed to a windmilll west of the village.

With a key found in the library, the party discovers the ghosts of the children they met outside. Heskin, with a firm parental voice, convinces them to go to bed, and lays them to rest.

In the attic they discover the secret passage to the dungeon, the lair of the cult. They spend some time exploring the dungeon, discovering a statue holding a crystal ball. Tev takes it, summoning the guardian shadows which set upon him. Tev is killed, but a strange vision of a dark room and climbing onto his own funeral pyre returns him to the living, with the disturbing tendency to cough smoke.

Further exploration leads to the ritual chamber of the cult. The House demands a sacrifice, which it is denied, and wakes Lorghoth the Decayer. The party slays Lorgoth, enraging the House. They scramble up another secret passage to the first floor, discovering that all of the doors are filled with blades. An Lao nimbly passes through one, but is nearly cut to death on another. Heskin and Komogorov break through the wall (releasing a swarm of rats), and the party flees the house, with Kettle lighting a fire before they escape and watch it burn to the ground.

As they run out into the road with the moon high in the sky, Stanimir's wagon rolls up. He urges them in, shouting "The March of the Dead" is upon us. The cemetary fills with ghosts that begin swarming down the road, but Stanimir's wagon outruns them. A short time later, the party arrives at a Vistani camp. Stanimir expresses his happiness that they weren't lost to the mists, and insists they speak with Madam Eva. She performs a Tarokka reading for the party, while making predictions for each character.

  • Heskin: “Your family will never acknowledge your nobility”
  • Kolmogorov: "Who are you?"
  • Kettle: “She will never learn your name”
  • Gnomie: "You are only running from your own form in fear of what you did."
  • An Lao: "Will you ever see your home again?"
  • Tev: "You have been beyond the veil once, but it is not your last visit."
View
Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.