In the shadow-draped halls of Castle Ravenloft, where silence was a companion as constant as the ever-present dread, the Nefarious Do-Gooders bore witness to a spectacle of gothic horror that would chill the blood of any mortal man. The air within the crypts hung heavy, a fog of ancient secrets and unspoken whispers of the dead. Here, in this macabre abode of Strahd von Zarovich, the vampire lord of Barovia, Elora, Maledurk, Thorn, and Tempest sought the end of their grim quest.

The crypts, a labyrinthine maze of death and decay, had revealed a chilling omen—a crypt with Thorn’s name engraved upon its stone door. As the elf’s body within the crypt melted into nothingness and his name vanished from the doorway, the party’s resolve was shaken but not shattered. A barrier of light stood before them, a sentinel of arcane energy. Thorn, with a gesture as fluid as the wind through the trees, conjured a wall of force that allowed safe passage. Elora, in her curiosity, attempted to traverse the barrier without protection and found herself teleported to the foot of the stairs, her journey mysteriously undone.

The crypts of King Barov and Queen Ravenovia beckoned, and within the Queen’s solemn resting place, they uncovered a magic sword. Its crystal blade gleamed with a light that seemed to pierce the very essence of darkness. The Sun Sword, as it was known, sentient and yearning for the defeat of the monstrous Strahd, offered its aid.

The adventurers, with the Sun Sword’s radiant glow, found themselves able to bypass yet another magical barrier that blocked their path. Before them, a brick wall, out of place amidst the stone austerity, drew their attention. Spells were considered, and the memory of a past excursion to a distant land of fantasy and wonder, where crowds thronged beneath festive decorations, filled their minds. But the present demanded action, and soon, “pass wall” revealed a hidden alcove leading to a chamber adorned with knightly statues.

The ancient chapel, once hallowed ground now forsaken, lay before them. Stained glass windows fractured the light into a mosaic of color, dusty benches sat in silent vigil, and an altar, crowned with a silver statuette and a black mace, awaited. They approached with caution, noting a cloaked figure slumped by the altar—a cadaver, not skeletal but cold, embraced by death’s timeless grip.

The party, ever meticulous, searched for clues upon the body. The mace, though fallen at the deceased’s feet, was not the instrument of demise. The corpse’s hand rested upon a black statue, and the party pondered the potential dangers of magic that might linger there. Without the spell Detect Magic at their disposal, Tempest employed her Mage Hand to lift the statue, a silver piece of twelve inches in height, confirming it was safe to handle—the party decided to keep it for further examination.

In the chapel, they discussed the history of the castle, the vampire’s human life before his cursed transformation. No plaques or successful history checks illuminated the past, but their journey was not yet done. They resolved to continue their exploration, ascending from the depths of the chapel into the unknown.

The party, now in a long, dusty hallway, adorned with statues that seemed to pay silent homage to the game of kings, noted a bronze sun symbol—an enigma that defied their understanding. They ventured forth, opening a door to a great hall of faded grandeur, with torches burning low and stone gargoyles standing sentinel.

Strahd von Zarovich, the lord of the land and master of the castle, revealed himself in a dining hall, seated at an organ from which haunting melodies flowed. The confrontation was brief; Strahd vanished, the opulence around them dissipating like a mirage.

As the session drew to a close, the Nefarious Do-Gooders, weary yet undeterred, planned to rest and prepare spells to locate the elusive vampire. Their camaraderie was punctuated by light-hearted jests and a plan to animate the silver statue, perhaps turning it into a weapon against their foe.

The echoes of their voices, exchanging holiday greetings, lingered in the cold air as they contemplated a brief respite from their grim crusade. They would reconvene in the new year, hearts fortified by the warmth of the season, ready to face the darkness of Barovia once again.


Notes
  • A player’s mother is not feeling well due to an LDI treatment for gluten intolerance, which has caused her to have a stomach ache.
  • The GM recaps the last session, where the party explored the catacombs and encountered undead monsters after opening coffins.
  • The party found a crypt with Thorne’s name on it, which spooked them when Thorne’s body inside melted away and his name disappeared from the door.
  • They encountered a light barrier between two statues, which Thorne blocked with a wall of force to allow the party to pass.
  • Elora attempted to walk through the barrier without protection and was teleported back to the start of the stairs.
  • The party discovered the crypts of King Barov and Queen Ravenovia of Ravenloft and found a magic sword on top of the Queen’s coffin, which they retrieved.
  • The session ended with the party walking back through the barrier before Thorne’s spell ended to avoid being trapped.
  • The session began with a discussion about a time limit that was filled in minutes.
  • The players discussed the Sun Sword, which was added to a character sheet.
  • The Sun Sword is a magical weapon that provides a +2 bonus to attacks and emits light sufficient to see in the darkness. It also deals bonus damage.
  • The sword has a crystal blade and is sentient, offering to help defeat “the monster.”
  • The party had explored the crypts in Castle Ravenloft, reading the names but not finding any they recognized.
  • They encountered a magical barrier, which was bypassed using the Sun Sword.
  • The group discussed whether to explore further down the stairs or to investigate a brick wall that seemed out of place.
  • The party considered using Elora’s teleportation ability, but it required line of sight.
  • A spell called “pass wall” was suggested to bypass the brick wall.
  • The group reminisced about a trip to Disney, discussing the crowds and the Christmas decorations.
  • The conversation shifted to travel logistics and personal anecdotes about past trips, including a geology field trip to Las Vegas.
  • The party cast “pass wall” and discovered an alcove leading to a larger room with statues of knights.
  • They entered an ancient chapel with stained glass windows, a balcony with slumped shapes, dusty benches, and an altar with a silver statuette and a black mace.
  • The party speculated about the identity of the cloaked figure by the altar and the state of the chapel, noting its disuse.
  • The party discusses the possibility of a skirmish or the presence of large rats due to the state of the area.
  • Upon inspection, they find a dead body slumped over an altar, not skeletal but cold and deceased for some time.
  • The body is investigated for forensic evidence; it is determined that the mace nearby was not the cause of death.
  • The deceased was holding the mace when he died, and it fell to his feet post-mortem.
  • The other hand of the corpse is touching a black statue, which prompts the party to consider checking for magic before touching it.
  • The party notes another set of alcoves and a doorway as potential points of entry or exit.
  • The identity of the deceased is unknown; he does not match any portraits or known figures.
  • The deceased is wearing a fur-lined black cloak with gold embroidery over chain mail, but no coat of arms or recognizable symbols.
  • A Medicine check by Lauren suggests the man has been dead for days with no external signs of what caused his death.
  • The party speculates that the man might have been an ally and was possibly investigating the castle with similar intentions to their own.
  • The party plans to investigate the doors and the balcony before leaving the room.
  • The black statue is examined; it appears religious but not ominous, prompting further investigation.
  • The party discusses the possibility that the statue is magical and could have killed the man.
  • The party lacks the spell Detect Magic but considers using a force field or other means to handle the statue safely.
  • The party jokes about the tradition of absent players’ characters being the ones to interact with potentially dangerous objects.
  • Tempest uses Mage Hand to levitate the statue away from the corpse, revealing it to be about 12 inches tall and possibly made of pure silver.
  • The party teases each other with the levitated statue, confirming it does not immediately harm anyone upon contact.
  • The party decides to keep the statue until they can properly detect its magic.
  • The party explores the chapel further, noting the main entrance and statues with swords that are part of the statues themselves.
  • The party discusses the history of the castle and the possibility that it belonged to the vampire before his transformation.
  • The party fails to find any historical plaques or succeed in History checks to learn more about the castle’s past.
  • The party concludes that the vampire likely lived a human life in the castle before becoming undead.
  • The session ends with the party deciding to explore further, moving up and out of the area they were in.
  • The party discusses the possibility of speaking with the dead, but concludes they do not have the necessary spell prepared.
  • They examine a body, finding a cloak, armor, and a mace, but no other weapons.
  • The party debates carrying the body with them to someone who can speak with the dead, such as a monk.
  • They decide to explore further, opening a door to a long, dusty hallway lined with statues resembling knights and chess pieces.
  • The party notices a bronze symbol above the doorway resembling a sun, possibly rising or setting, but cannot identify its religious significance despite making checks.
  • They recall the layout of Castle Ravenloft, noting that the floor labeled K20 is on the same level as K14 and K15.
  • Upon opening another door, they find a great hall with a vaulted ceiling, dimly lit by torches, and adorned with stone gargoyles and faded frescoes.
  • The party notes that the lit torches and a fresh corpse suggest that someone is using the castle.
  • They hear organ music and decide to investigate, suspecting someone is playing the instrument.
  • Entering a dining hall, they see a figure at an organ, which turns out to be Strahd von Zarovich, who they have been seeking.
  • Strahd engages in conversation, revealing his agelessness and claiming to be the master of Barovia.
  • The party attempts to intimidate Strahd, but he vanishes, revealing the room’s opulence to be an illusion.
  • The group plans to take a rest so that a spell to find Strahd can be prepared.
  • The session ends with the party considering using Animate Object on a silver statue to create a weapon against Strahd, and they plan to meet again after the holidays.