Curse of InniStrahd

Tying up loose ends

Shane: Gleb
Keira: Alva
Megan: Anamortiva
Sarah Hood: Aleksandra
Jesse Hood: Valen

Having obtained a dress, the party decides to head back to Krezk. After a short internal debate, they decided to head back to the Abbey to further test to see if the Abbotess had truly good intentions. Valen used detect good and evil to determine she was evil. A fight ensued with the Abbotess and her creation. Aleksandra trapped her with a spell while the rest of the party hammered away, making quick work of the fallen angel. Her skaab bride was swiftly dealt with afterwards. Upon inspection, Valen finds the Sword of St. Traft, a powerful holy sword used by a famous fiend hunter.

With a new tool in tow, the crew decides to revisit the Old Bonegrinder. The find the three hags outside. Aleksandra trapped the mother while the party hacked away at her. Now stronger from their other encounters, they dodged and shrugged off the hags’ coven spells until the mother was defeated. The sisters, now unable to make use of their most potent spells, were no match for the powered up party and Valen’s new sword.

The PCs investigated their new base, finding two children who insist on staying with Ismark and Ireena.


Shane: Gleb
Keira: Alva
Deanna: Anastasia
Sarah Hood: Aleksandra
Jesse Hood: Valen

The players head for Lammas to find a wedding dress to appease the Abbotess, though there is still some hesitance in the group about the plan. They first make their way to the Blue Water Inn to find a room. They meet up with a mysterious man who calls himself Rictavio. After a back and forth conversation, he reveals himself to be the famous church inquisitor Rem Karolus. He Tells the PCs of his hidden stash of goods they can use. Hidden amidst the treasures is the Tome of Strahd, a personal memoir explaining the history of the Lord of the Land.

Afterwards, they asked around town about where to find a wedding dress. The villagers point them to the house of the burgomeister. They are led in by a maid who introduces them. The burgomeister requests their aid helping with a new festival this week. The PCs go off to consider the proposal and find the burgomeister’s wife to discuss the idea of getting the dress. Valen decides to detect good and evil, since he is suspicious of the people. Sure enough, the burgomeister was villainous. Thus, Valen, Gleb, and Alva attack the burgomeister and his henchmen, Izek. The PCs take down both men and the burgomeister’s mastiffs. Alva cuts of Izek’s cursed arm and takes it as a prize. Aleksandra and Tasia stayed behind to console the women before the party decided to investigate the house. On the second floor, Izek’s room was full of dolls from Blinsky’s toys that looked creepily similar to Ireena. Alva begins investigating the attic, finding a door and gathering the party. Upon trying to open the door, she activated a ward that shocked her. The PCs enter the room to find a number of skeletal cats and a magical circle. Aleksandra was able to determine that the circle was a teleportation circle, but one that was seriously flawed and dangerous. At the party’s suggestion, she lights it on fire with a spell. Out of the corner of the room, a sudden blast of ice shot out, hitting some of the party and the circle. The party immediately sees this as an act of aggression and quickly kills the young man. Tasia finds the local priest to see if there is anything he can do. He is able to heal the son, but the decapitated burgomeister is gone for good. The priest expresses his concern to her that the bones of St. Andral, which have been protecting the church and the people at night, are missing and need to be found.

Meanwhile, at the behest of Aleksandra, the others find Blinsky’s Toys. They interrogate the man, but discover that he is just a simple man who likes making toys and has a strange aesthetic sense.

The Abbey of Saint Traft

Bob: Sven
Bethany: Cucumber
Jesse: Valen
Sarah: Aleksandra
Shane: Gleb

The PCs returned to Krezk in the morning, delivery in tow. Dmitri welcomed them in but implored them to not cause trouble for these poor people who don’t have much defense.

The party looked for shops, but upon finding none, quickly go to the Abbey. They are greeted by two guards, the chatty but slow Otto and the more guarded Zygfrek. The two guards looked like monstrous fusions of human and animal. They led the PCs to the courtyard of the Abbey, which was in shambles. The two scurried off for a little bit. They hear the sounds of crying and screaming that concerns them. The PCs found another one of the creatures with wings and spider mandibles. She tried to escape, but the chains held her down. They send Ireena back to the burgomeister with the others to protect her, fearing the Abbey may not be the safe haven they originally thought it was. The PCs found another one in a well. Upon asking it about itself, it mentioned something insane and murderous, before beginning to climb up the walls. The PCs quickly took it out. Shortly after, the Abbotess arrived and explained that these poor creatures were one a very sick family that she healed, but they insisted on being made perfect by being combined with animal parts. She also explained that she believes that Strahd can be saved if he falls in love and gets married. To that end, she requests the PCs go and find a wedding dress for a bride she is preparing. The PCs agree hesitantly, though since the Abbotess refused to show them her bride, they feared she had plans for Ireena. Valen discovered that the Abbotess was actually an angel in disguise. The Abbotess dismisses herself.

Aleksandra then convinces Otto to show them more of the Belview family. He agrees, taking them to Clovin Belview, the head of the family, who had an additional shrunken head along with his normal one. He also had a large lobster claw on his left arm. He was clearly drunk and playing music on his viola when the PCs intrude. He is quick to guard the covered table in the room. However, after convincing him they were with the Abbotess, he uncovers the table. The player see their own body parts on the table! After a moment, though, they see that they were, in fact, the remains of recently deceased women. They concluded that the bride must be a flesh golem, but they don’t immediately discredit the Abbotess’s plan.

They make their way back to the burgomeister’s cottage. Upon describing a spring and a shrine, Ireena mentions she is thirsty. They go to the spring. Upon looking at the spring, a young handsome man appears in the pool. He says “Tatyana! It has been so long. Come, my love. Let us be together at last.” A ghostly form appears out of Ireena, appearing almost identical to the girl. She replied. “My beloved Sergei! In life, you were a prince and a man of faith. We were to be married long ago. Has this blessed pool called your spirit to me?” The geist enters the pool and the two fade happily into the Blessed Sleep. Immediately, a large bolt of lightning strikes the pool, knocking everyone but Cucumber (who had been repairing the shrine) down, while destroying the shrine to Avacyn. A deep voice is heard from the mountains. “SHE IS MINE!” Ireena explains that Tatyana and Sergei were to be wed, but Strahd in his jelousy killed Sergei and chased Tatyana off of a cliff. The PCs gather Ireena and her brother and decide that Krezk is no longer safe for them. As they are about to leave the town, they are met by a handsome, but pale, man who called himself Lord Vasili von Holtz, an ambassador for Strahd. He quickly begins to make work of the party, even draining
Valen of blood to the point of unconsciousness, then leaving an invitation the Castle Ravenloft. The PCs leave immediately and make their way to the town of Lammas to find a wedding dress.

Wined and Dined

Bob: Sven
Bethany: Cucumber
Sarah Hoover: Ricard
Trevor: Selena

The PC’s arrived at the fortified city of Krezk. They approach the guards, who then fetch the burgomeister, a stern man named Dmitri Krezkov. He refuses to let the party in, as adventurer’s lead to trouble. He only offers entrance if the party can discover why the delivery from the Wizards of the Wines Winery hasn’t arrived.

The party made it’s way to the winery. As they approached, a cloaked figure explains to the party that this is, in fact, his winery and that a group of evil druids had taken over, preventing the delivery of the wine. The PCs investigated the outside of the building but found that only the loading dock area was open, as the door hung ajar after being forced open. Before proceeding in, they loosen the horses in the stables in case they needed to escape.

As they proceeded in, they could hear harsh commands being spoken. Upon entering the room with the fermentation vats, they discovered one of the druids with a large number of twig blights. As they fought, a swarm of ravens helped them in their struggle. The party quickly dispatched the foe. They investigated the area and found a vial of poison the druid used on the wine. They investigated the rest of the first floor, but found nothing of note, only taking a few bottles of the poisoned wine in case it was needed later.

They decided to then ascend the stairs, Sven still in bear shape. They soon found a room with a strange machine being investigated by a druid and two vine blights. Though the quarters were tight, the PCs came out on top. they investigated the room, finding a key and discovered the machine was actually a printing press for the wine labels.

They then rummaged through the bedrooms. In one child’s bedroom, they found a terrible looking rocking horse with the name “Beuccephalus” and the words “Is No Fun, Is No Blinsky” carved into it. In the master bedroom, they unlocked a chest containing a large sum of money and a secret compartment with a locket and some gems. The party only took the gems. They then found the key to the chest in the bed post, using it to lock the chest back up. They also found a manifest of deliveries going back over 100 years.

They snuck through the hallway into the loading winch where they heard a druid cackling in druidic. One comprehend language check later, the PCs discovered he was saying “Nature bows to my every whim, for I have the vampire’s staff!” The PCs busted into the area and made quick work of the foolish druid. However, his body fell down into the loading area. Cucumber and Rickard used the winch to get down, both seeking to find the staff for themselves, while the remainder of the party took the long way back. After a short struggle, Rickard came out on top.

The PCs finally descended into the basement cellar. They fought one final druid, who along with five needle blights, destroyed a number of the wine bottles. They defeated the last force standing in their way. They investigated one final secret room, containing brown mold to keep the bottles chilled. A few points of damage later, the party emerged from the winery, allowing the Martikov family to reclaim their home and business. Dmitri then opened up, explaining that he and his family were actually a secret group of druids known as the Keepers of the Feather and they often assume the form of ravens to help deal with Strahd. He also revealed that the only way he can grow his vineyard was with the help of three magical stones that are about the same size and shape as a pinecone. Three of them have been stolen and he urges the PCs to go to Berez and Yesterhill to recover two of them, though he doesn’t know what happened to the third. He offers room and board for the night and fetches the rest of the party and Ireena and her brother, allowing them to spend the night in safety.

Session Three: Daughters of Darkness


Bob: Svin
Bethany: Cucumber
Megan: Anamortiva
Shane: Gleb
Jesse: Valen

The PCs awoke the day after the Death House party returned, finding the fog had disappeared from the town. The party escorted Ireena to the town priest Donavich to perform the burial rights on the former burgomaster. However, the despondent priest refused to do anything until his son’s predicament was resolved. Gleb and Valen discovered his son, a vampiric convert, starving in the basement. Svin decided this was his place or battle and returned to the mansion. Anamortiva and Cucumber held back the priest, trying to hold the manic man back. They tried to explain that the curse was irreversible, but he refused to listen. Before he broke through though, Gleb and Valen ended the poor boy’s life. The priest wailed in despair, but realizing that this was the right thing, performed the rights. He suggested the players take Ireena to the Abbey of Saint Traft in Krezk.

He also informed the players of a strange occurrence where ghosts awoke every midnight and traveled up the mountain towards Castle Ravenloft. The four waited until dark and investigated. They saw the ghosts spawning near a green light. Upon further exploration, they found the light coming from a lantern near a strange girl. At first, she was coy and played with the PCs, but eventually got to her point: she wanted the deed to the Death House for unknown reasons. In trade, she offered her services later when she was ready. After some questions and vague questions, and Gleb bargaining for the green lantern, a deal was struck and Cassandra left to get to work.

The PCs awoke the next day and as they were leaving town, saw an old crone selling pies. Cucumber was able to detect her thoughts and discovered the woman was selling pies. She soon fled to the Windmill. The PCs followed her to the windmill and confronted her. They had the upper hand until her daughters showed up and the coven was able to access powerful spells. The PCs left and vowed vengeance. After some debate and a quick stop in Lammas to lick their wounds, the PCs headed westward to Krezk and the Abbey of St. Traft.

Session Two: Death Hose

Lane: Darrius
Shane: Gleb
Megan: Anamortiva
Trevor: Selena
Sarah: Rickard
Deanna: Tasia

PC’s are suspicious of the fog and the lack of people on the streets and only one path being available, however they follow the path that leads them to a building with two small children PC’s Approach the two children:

Child 1: There is a monster in the house!

Gleb: What kind of monster?

Child 1: I don’t know what kind of monster is in the house I only know that it howls. My parents locked it in the basement. I don’t know where my parents are.

Darrius: Can you walk us through what happened?

Gleb: When did this monster come about?

Rickard: Has this ever happened before?

Selena: Have you ever seen your parents at the same time of the monster?

Child 1: No I have never seen the monster?

PC’s: (Assume it is a Werewolf and they enter the house)

Gleb: (Does insight check and finds that the children are being genuine.)

PC’S enter the house those that do not have dark vision are unable to see:

Rickard: Casts Light on his shirt, and checks for traps; does not find any traps.

Selena: Examines the portraits on the wall but does not recognize the family.

PC’s listen closely to see if they can hear anything:
All that is able to be heard is a slight breeze outside the house.

Darrius recommends splitting up to scout. Gleb ignores Darrius and walks through the front door, the rest of the group follows.

PC’s begin to search the first floor of the house:
Anamortiva: Looks around the room for any signs of a struggle, but doesn’t see anything. She does notice that there are skulls and snakes inter woven in the wall tapestry.

Selena: Lights the fire place

Darrius: Yells “Is there anyone here?” (There is no response)

Gleb: Starts to open every door in the house. Enter one of the rooms and finds a top hat that he then puts on and leaves the room.

Darrius: sneaks into one of the rooms (dining room) and begins to search it, he sees that there are wolves and twisted faces carved into the wood of the table. The table is set as if people were getting ready to eat.

Selena: Examines the silverware and takes 2 knives and 2 forks.

Rickard: Examines the room for strange architecture but doesn’t find anything.

Darrius: “Gleb there is food behind that wall!”

Gleb: Attacks wall (Fails) however he then enters into the kitchen and starts to eat the food, (he does not like the taste).
Gleb: (Opens another set of doors to find a dumbwaiter) Notices that it does not go down any further. He then goes into the pantry and eats more food (he does not like it).

Tasia: Enters into another room, it is a hunters den, the rest of the PC’s follow.

Darrius and Gleb: Destroy the stuffed wolves in the room for good measure, the wolves were indeed stuffed.
Selena: searches a cabinet and finds a desk of cards and takes it. She then check the other cabinet and finds that it is locked. She looks at Gleb and asks him to smash it.

Gleb: smashes the cabinet, they find several crossbows and bolts. Gleb take a heavy crossbow and Selena takes a hand crossbow, they leave the light crossbow.

PC’s Go up the stairs:
Gleb: (Lights the oil lamps to illuminate the hallway. As well as lights the fireplace) Gleb then opens a closed door and enters the room, (It is the library).

Rickard: Examines the room, however he does not notice anything interesting about the books.

Anamortiva: Examines the desk and finds several items including a key in the door.

Selena: Takes the windmill insignia.

Rickard: starts pulling out books and finds a secret door.

PC’s enter through the secret door after propping it open with a chair. They find a room full of cult stuff however Rickard finds that they are not legit.

PC’s notice a skeleton wearing leather armor next to a chest that seems to have been killed by a poison dart. Gelb approaches the skeleton and takes a note out of its hand written by Strad.

PC’s find deed to house, deed to windmill, 3 spell scrolls (bless, protect from poison, spiritual weapon) , a will, 3 books value 25 gold each.

Rickard: Takes the 3 spell scrolls and 3 books

Anamortiva: Takes the Deeds and the will

Tasia: Enters another room further down the hall while the other PC’s are in the secret room. (This room contains several musical instruments and chairs. (Tasia lights the fireplace and then plays notes on a harpsicord.)

Gleb: enters another room and finds what looks to be a servant quarters, as well as, the other dumbwaiter.

PC’s the leave the second floor and continues to the third floor.

PC’s notice that the first two floors are quite a bit different from the third floor. The first two floor were very well kept and decorative whereas this floor is very worn down and in disrepair.

Anamortiva: Speaks to a spider to get information, (this was not successful).

Gleb: continues past Anamortiva and opens a door. (This room seems to be a master bedroom)

Rickard: examines the Jewelry box and takes its contents. (Box 75 gold piece, 3 gold rings 25 gold piece each, platinum necklace with topaz 750 gold piece)

PC’s continue to look through the rooms on the third floor and find the entrance to balcony, storage closets and the dumbwaiter.

Rickard: Examines the closed off wall to find that it is indeed closed off.

Selena: Examines the mirror and likes the way she looks in it.

PC’s enter the nursery and begin to search the room

Gleb: Examines the crib and causes a ghost to appear. (First encounter)
Spectral Woman Appears:

Gleb: “Death from Above” Alerts other PC’s of the danger. They begin to attack the ghost.

Selena shoots an arrow which passes through the ghost and almost hits Gleb however with an amazing feat of athleticism Gleb catches the arrow. Selena attempts to throw a silver knife at the ghost and critically fails cutting herself in the process.

Spectral Woman Defeated

PC’s begin to search the room, they start by having Selena light the fire in the fireplace. Then they find a secret passageway behind the mirror that Selena previously “overlooked”. PC’s go through secret door and start trying to open doors that are locked. Anamortiva unlocked the door with the key she found the door earlier. Upon entering the room the find the corpse of two small children, one of which that is clutching a doll that seems “very familiar”.

Selena: Opens the toy chest causing the spectral images of the two children to appear.

Child 1: “What are you doing, why are you here?”

Selena: “We are here to help you, you asked us to be the monster.”

Rose: “There is a monster in the basement, if you look at my doll house you will find the way there. Our parents locked us in here to protect us however they never came back and we starved to death.”

PC’s continue to speak with the ghost of the children, they are trying to leave the room without making the ghost of the child angry. As they try to leave the child begins to insist that the PC’s cannot leave them alone in the room.

Gleb: attempts to leave the room, he barely avoids being possessed.

Darrius: Sneaks out of the room.

Selena: Leaves the room in a hurry before the ghost can react.

Tasia: Leaves the room and narrowly avoids being possessed.

Rickard: Leaves the room and avoids being possessed.

Anamortiva: Stays behind in the room.

PC’s (with the exception of Anamortiva) enter into a room with furniture draped in cloth and a trunk, upon inspection the PC’s find that the trunk has the body of a woman wrapped in a sheet. Upon inspection you find that the woman was stabbed by multiple people.

PC’s (with the exception of Anamortiva) head to the secret door and enter through it. After going down several staircases the PC’s end up in the basement. Upon entering the basement the PC’s are able to vaguely make out chanting coming from somewhere in the basement.

Rickard: attempts to discern what the chanting is but is unable to make out what is being said or where it is coming from.

Darrius: Leads the way through the basement, sneaking as to not be heard with the rest of the group following a few feet behind. Darrius finds a stone slab door that he is unable to open.

Gleb: Advances to the stone door and pushes it open.

As the PC’s enter the room they notice another set of stone doors, above the door they see a sign the reads Walter durst. Entering the room the group examines a table, after thoroughly looking at the table they take note that it is nice.

Darrius: Moves further down the hallway, trying to be as stealthy as possible. Coming to a split in the hallway Darrius decides to move north, coming to another set of stone doors.

Selena, Darrius and Tasia all work together to push open the door, to find an empty coffin laying on a stone slab.

After looking at both room Darrius determines that these are the coffins of the children and leaves the group to return back to the room were Anamortiva is watching the children and informs here that they need to get the bodies of the children back to their coffin.

Rose: “what are you doing, why are you wrapping up our bodies, where are you planning on taking us. You want us to go to bed, we don’t want to go to bed.”

Anamortiva: As Anamortiva attempt to leave the room she is possessed by Rose, causing her to become very independent and bossy.

Darrius and Anamortiva then make their way back to the basement. They take Roses bone to the coffin and place her bones into the crypt and close the top of the coffin. As the lid closes Anamortiva feels Roses spirit leaving her body indicating that Rose has moved on to Blessed Sleep. The PC’s then move Thorns body to his crypt to allow his spirit to rest as well.

The PC’s then continue to search room in the basement, avoiding opening the crypts of the parents for the time being. Entering the next room they notice a large number of bones laying across the ground, after investigating the bodies Anamortiva notices that it seems like there are human teeth marks on the bones.

The PC’s move further into the basement and enter a room with a well in the center of it. Anamortiva casts light on the bucket of the well and drops into the water, everything seems normal.

Selena: (Pulls the bucket back up and examines the water)
PC’s then examine the bedrooms and notice that each room is securely locked with padlocks.

Gleb: (attempts to open a lock and fails)

Tasia: forces open a lock and find a silver short sword worth 110 gp.

Darrius: Lock picks another door to find an ivory hair brush with silver bristles. Value ??

Rickard: smashes up a lock, finds an eyepatch and gives it to Gleb (Value 50 gp.)

Selena: opens a lock and find 3 moss agates worth 50 gp each.

Anamortiva: smashes up a lock and finds 11 gp, 60 sliver pieces in a pouch make of human skin.

As the PC’s move further into the basement they hear the chanting louder and are able to discern where it is coming from, they go the other way. Entering a room to be ambushed by ghouls.

Battles against the Ghouls

After a hard fought battle with Gleb acting as meat shield the damage the PC’s come out on top and defeat the ghouls.

The PC’s continue on their path and enter a room that seems very ritualistic

Gleb: (Approaches a statue and proceeds to knock it over, resulting in another ambush of dark figures.)

Battle with Shadow Figures

After a long fought battle the PC’s narrowly defeat the enemy and decide to take a short rest to recover their strength and health. After their rest the PC’s investigate the room that they defeated the shadowy figures in. Gleb takes the Crystal ball that was in the statue hands. Anamortiva finds a hidden stairway, Darrius ascends the stairs and finds a trap door that comes out in the Hunting Den. The PC’s then continue to search more rooms in the basement and find 15 candles and torches. In a footlocker they find the following: 1 Folded Cloak of Protection, A small wooden coffer (Unlocked) containing four potions of healing, a chain shirt, a mess kit, a flask of alchemist’s fire, a bullseye lantern, a set of thieves tools, and a spell book with a yellow leather cover containing the following wizard spells: 1st Level; disguise self, identify, mage armor, magic missile, protection from evil and good. 2nd Level; dark vision, hold person, invisibility, magic weapon.

Upon reaching into the chest two zombies that appear to be the lord and lady of the house appear and attack the party.

Battle with the Dursts

After a long battle the PC’s defeat the zombies of the lord and lady and continue to loot the chest:
Gleb: Takes 4 potion, Cloak of Protection
Darrius: Chain Shirt
Rickard: Mess Kit
Tasia: Bullseye Lantern, Thieves Tools
Anamortiva: Alchemist’s Fire

PC’s place Durst corpses in grave
With top hat lit, the PCs head downstairs toward the chanting.

They enter a room full of 13 niches in the wall. Rickard checks for traps and doesn’t detect any

Gleb begins to investigate niches:
1. Small shriveled finger: nobody
2. A knife carved from human bone: Selena
3. Dagger with rat skull pommel: Gleb
4.Eye orb: Rickard
5. A bone aspergillum: Rickard
6. Ghoul skin cloak: Selena
7.Desiccated frog on stick: nobody
8. Bag of bat guano: nobody
9. Hag’s severed finger: nobody
10. Mummy figure: Animortiva
11. Iron devil pendant: Trevor
12. Shrunken head: nobody
13. Coffer with dire wolf tongue: nobody

The PCs enter a series of rooms with shackles. Darius and Selena fail to find anything, but Rickard discovers a secret door and a skeleton. Fails medicine check.

Selena passes medicine check to discover the skeleton was stabbed to death. She takes gold ring.

Gleb smashes skull to be safe.

Gleb walks through secret door. As he does, chanting stops.

Rickard and Tasia check water, find nothing.

Darius jumps 10 feet to land on the dias. Shadows appear and chant “One must die!” repeatedly. Alter in the center has ghouls carved in it.

Selena jumps, misses, falls in water.

PCs phase through chanters.

Selena is unable to find an animal to sacrifice.

Rickard casts guidance and searches alter, fails to find anything new.

Rickard uses Turn Undead on shadows, nothing happens. He then searches refuse pile and finds nothing.

Selena checks the dias, then opens the portcullis

Group discernes it must sacrifice a living creature, not an illusion or a dead creature.

Rickard grabs spider, but the other PCs stop him.

Darius leaves dias. As he does chanting changes to “Lorgoth the Decayer, we awaken thee!”.

Lorgoth, a shambling mound, rises from the refuse.

Selena hits with hunter’s mark.

Rickard sacrifices spider, chanting stops.

Animortiva hits with Sacred Flames finally.

Lorgoth attacks Gleb, misses both times and hits itself.

Gleb and Selena attack, Rickard banes. Tasia hits once, Darius uses multiple Ensaring Strikes (failing to ensare on each attack), Animortiva hits with Sacred Flames again.

Lorgoth attacks again, missing Gleb a second time.

Gleb uses Reckless Attack, dealing a strong blow while Selena hits with arrows.

Rickard and Animortiva connect with Sacred Flames while Darius hits with more arrows.

Lorgoth aims at Tasia and misses.

Gleb, in an epic maneuver, decapitates Lorogth.

Selena takes silverware. Rickard looks through library for books and finds a couple.

Upon leaving the house, all silverware tarnishes and all paper-based objects age and yellow significantly.

The night ends with the party discussing what to do with deeds. Tasia doesn’t want to keep deeds, but to try and find the closest kin. Rest of the party want to sell the dee

Session One: Introduction to Darkness

Players: Lane, Jesse and Sarah Hood, Bob and Bethany, Trevor and Sarah Hoover, Megan, Deanna, Shane

The PCs arrive at Wollenbank and are warmly welcomed by Mayor Deigenhard and Lady Morwen to celebrate the acceptance of their son, Falkelin, into the Elgaud Grounds. However, it is apparent that Lady Morwen is concerned about something. Upon investigating, she reveals that a group of travelers who have been reported to be harassing villagers, demanding money and wine, and hexing people. She requests the PCs eliminate the problem before she is required to use extreme force. The PCs find the Bitterhearts outside of the camp, the group is led by the old man Stanimir, along with his daughter Damia and his son Ratka. Stanimir explains a brief history of a fallen warrior his people helped in the past. Stanimir plans on leaving anyway, but he implored the PCs to join him and talk to Madam Eva. The PCs join the Bitterheart caravan, being led through the Somberwald forest and the town of Barovia, eventually making into Madam Eva’s Camp. The PCs can listen to a Bitterheart, Paturess, at the campfire explain the story of a wizard who recently fought Strahd and lost. Madam Eve, an old crone, reads the PCs fortune, giving them hints of things to come. Their fortune was:

The Illusionist- This card tells of history. Knowledge of the ancient will help you better understand your enemy. A man is not what he seems. He comes in acarnival wagon. Therin lies what you seek.

The Dictator:This card tells of a powerful force for good and protection, a holy symbol of great hope. I see a throne fit for a king.

The Hooded One: This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight. I see a faceless god. He awaits you at the end of a long and winding road, deep in the mountains.

The Ghost: This card sheds light on one who will help you greatly in the battle against darkness. A wanderer who guides lost souls to a dark purpose. Find them where the restless sleep.

The Artifact: Your enemy is a creature of darkness, whose powers are beyond mortality. This card will lead you to him! He lurks in the darkness where the morning light once shown- a sacred place.

The Bitterhearts lead the PCs back to Barovia, to the Blood of the Vine Tavern, which is owned by three Bitterheart sisters: Alenka, Mirabel, and Sorvia. Since they arrive with other Bitterhearts, the sisters are amicable with the PCs provided they pay their tabs. Arik the barkeep mindlessly cleans glasses and only talks to the PCs about orders. Gleb smashed a cup and wouldn’t pay for it. The sisters will remember that. The most important NPC the PCs meet at the tavern is Ismark the Lesser. He is the son of the burgomeister and is concerned for the safety of his sister. He offers to escort the PCs to the house to meet his sister. The PCs arrive at the Burgomeister’s home. Ireena is reluctant to let the PCs in, but will eagerly let them in upon learning her brother is with them. She shows them her father and informs them that she isn’t leaving until he is properly buried. She offers them the extra rooms in the home to stay in until they get everything sorted out.
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.


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