In the shadow-shrouded halls of Castle Ravenloft, where time itself seemed to stand as still and cold as the grave, Elora, Maledurk, Grestkrendreghk Elassayl Thorn—known to all as Thorn—and Tempest gathered in the depths of a crypt, their voices hushed yet urgent. They had unearthed a Sun Sword, a relic of radiant hope in this benighted land, its discovery a glimmer of light in the darkness that enshrouded them.

Memories of their recent travails flickered through their minds like ghostly lanterns: the crypt they had left behind; a wall, bricked and unyielding, that succumbed to their spellcraft; the chapel with its silent sentinel, an armored figure in repose. Tempest, with her arcane touch, had drawn forth a talisman from the figure, wary of its dormant secrets.

The dining hall had been a masquerade of decadence, Strahd von Zarovich himself presiding over the phantom feast, his fingers dancing upon the organ keys with a maestro’s grace. A conversation, brief as a candle’s flame in a tempest, then the vampire lord vanished, and the grandeur with him, leaving only decay behind.

In the aftermath, the party stood divided on the wisdom of a short rest. Their vitality waned, yet the Sun’s respite lay beyond reach. With grim determination, they pressed onward to a grand staircase, its ascent shadowed by frescoes and armored sentinels, their names erased as though by fearful hands.

They probed the enigma of the names, but the answer eluded them. Tempest, in her boldness, stirred one of the armors to life, narrowly evading its mace. They wisely chose to spare the other armor their curiosity.

Their path led them to a trip plate, cunningly hidden, and a suit of armor ensnared in the machinations of a nonmagical trap. Elora, rapier in hand, sought secrets in the stones behind it, while the others pondered the possible treasures such devious guardians might protect.

The armor was a relic of a bygone era, untouched by time’s passage, yet they hesitated to employ levitation, wary of the castle’s unknowable will. They triggered the trap, a test of its lethality, and found a rod anchoring the armor to the floor, a mundane but deadly contrivance.

Ascending the stairs, the party emerged into a grand chamber, its broken window a testament to the relentless siege of the elements. A throne faced a blank wall, its purpose obscured and enigmatic. A secret passage revealed itself to their searching hands, leading to a corridor with arrow slits and a guard tower.

They pondered the throne’s odd placement, the stained glass a canvas of destruction wrought by time. A spiral staircase beckoned, but first, they turned their attention to a pair of unassuming doors.

The doors yielded to their touch, revealing a hallway and another set of doors. A skeleton in rusty armor hung like a grim ornament, a warning or a decoration, its true purpose unknown. Behind it, they found a passage swept clean of the castle’s pervasive dust, its oil lamps unlit, a wooden door, and another staircase ascendant.

They climbed the staircase, drawn to the statues of humans with faces twisted in terror, their expressions shifting with the storm’s lightning. With a torch’s light, they wove a spell of shadows, and the statues spoke to them, Strahd’s presence a riddle, both absent and yet within the castle walls.

The statues’ words were a labyrinth of contradiction. The party, ever cunning, sought to unravel the truth with careful queries, but intelligence alone could not discern the statues’ fealty to truth.

They weighed their options, debating whether to summon the elusive vampire lord or to scour the castle’s countless shadows for him. The day, bright above, held little sway over the nocturnal predator they hunted.

A penultimate statue spoke of Strahd’s sovereignty over his domain, his will unbreakable. They considered seeking the Vistani’s lore or rallying the villagers to their cause. They stood at a crossroad, the castle’s secrets vast and labyrinthine, its spires reaching to the heavens, unexplored.

A crypt awaited their return, its secrets tantalizingly close, a whispered promise of a hidden tunnel, a presence lurking in the depths. The party’s course remained undecided as the session drew to a close, their goodbyes a chorus of resolve and anticipation.

Castle Ravenloft loomed around them, a mausoleum of puzzles and perils, its first floor a familiar territory, the second a mystery, the third a gallery of horrors yet unseen. Their next meeting would see them venture once more into the crypts, seeking the heart of the darkness that held Barovia in its thrall.


Notes
  • The party discusses the Sun Sword, which was found in a crypt.
  • The party recalls they did not take a long rest, which would have allowed them to recover hit points and other resources.
  • The group discusses the consequences of resting in dangerous locations like Castle Ravenloft.
  • The party recounts their previous actions: leaving the crypt, encountering a bricked-up wall, using a spell to get through, and entering a chapel with a dead figure in armor.
  • Tempest used Mage Hand to retrieve a talisman from the figure, which they were hesitant to touch directly.
  • The party left the chapel and entered a dining hall with a feast set up, where they encountered Strahd playing the organ. After a brief conversation, Strahd vanished, and the feast disappeared, revealing the room’s true dilapidated state.
  • The party debates whether to take a short rest due to their low hit points, especially since they cannot benefit from another long rest so soon.
  • The group decides to explore further, heading towards a grand staircase.
  • They encounter a landing with frescoes and two suits of armor with names scratched out above them.
  • The party attempts to decipher the scratched-out names but is unable to.
  • Tempest inspects one of the suits of armor, triggering a trap but manages to avoid being hit by the animated armor’s mace.
  • The party decides not to investigate the other suit of armor and considers continuing upstairs.
  • The party notices a trip plate in front of a suit of armor and successfully avoids it.
  • Upon investigation, they determine the suit of armor is part of a mechanical trap, not magical, designed to swing a mace when triggered.
  • The group speculates on the purpose of the trap, suggesting it guards something important.
  • Elora uses her rapier to probe the walls behind the armor, searching for hidden doors or mechanisms.
  • The party discusses the possibility of other traps on the stairs but decides to focus on the armor and alcove.
  • They observe that the armor is dusty and cobwebbed, indicating it hasn’t moved recently.
  • The group considers using a levitation spell to move the armor but decides against it due to the weight limit and potential attachment to the castle.
  • They trigger the trap intentionally, noting that the armor’s attack is not lethal and that it has a reset timer of about one minute.
  • A metal rod connecting the armor to the floor is discovered, likely the mechanical component of the trap.
  • The party decides to ascend the stairs, avoiding further interaction with the statues.
  • Upon reaching the top of the staircase, they enter a large room with a broken stained glass window, empty iron sconces, and a throne facing a wall.
  • The group finds a secret door by pushing on a wall, revealing a hallway with arrow slits and a guard tower.
  • They speculate on the function of the room and the oddly positioned throne.
  • The broken stained glass window suggests long-term weathering rather than recent damage.
  • The party considers exploring the arrow turret and the spiral staircase leading up.
  • They decide to check the double doors in the room before ascending the staircase.
  • The doors are old, wooden, and appear to push open from their side, not latched or locked.
  • The party opens the doors to see what lies beyond.
  • The party pushes open a set of doors and enters a hallway approximately 10 feet wide, immediately noticing another set of closed double doors.
  • To the left, there is a short hallway with a human skeleton in rusty armor, resembling a castle guard, hanging at the end.
  • Initially, the skeleton appears to be floating, but upon closer inspection, it is discovered to be suspended by strong threads attached to pegs on the wall.
  • The party discusses the skeleton, noting it is not a full set of armor like other knights they’ve seen, and it does not appear to have been killed by being hung up.
  • The skeleton is speculated to be a decoration or warning sign, and the party finds it odd.
  • Upon further investigation, a secret door is discovered behind the skeleton, which the party opens and enters an arched corridor that has been swept clean.
  • The corridor features oak paneling and unlit oil lamps mounted on the right wall above the paneling, a plain wooden door, and a staircase leading up with another secret door visible at the far end.
  • The party decides to ascend the staircase, calling the others to follow.
  • The staircase leads to a hallway with dark alcoves and statues of humans with faces frozen in terror, which change expression when illuminated by lightning.
  • The party experiments with a torch to replicate the effect, and one of the statues’ eyes open and speaks, indicating Strahd is not within the castle.
  • The party engages in a series of questions with the statues, learning that Strahd can be destroyed by magic or force, is not outside the castle, exists both in reality and as a figment of his own imagination, and is within the castle.
  • The statues provide contradictory information about Strahd’s location, leading to confusion among the party members.
  • The party debates how to phrase their questions to get more precise information, considering the possibility that Strahd might exist in a different dimension or be a projection.
  • Intelligence checks suggest that the party has no reason to believe the statues are bound by any rules in answering questions truthfully or specifically.
  • The party is advised to ask a variety of questions to gather information they can piece together.
  • The party asks if continuing to search the castle will lead them to Strahd, and a statue responds that Strahd never hides and will be found if searched for.
  • The party discusses strategies to confront Strahd, considering summoning him or finding him in the castle.
  • They acknowledge it is daytime and vampires typically avoid sunlight, speculating on Strahd’s behavior during the day.
  • A statue referred to as the “penultimate statue” informs them that Strahd answers summons he wishes to and cannot be compelled in his own domain.
  • The group debates asking for help on their quest and whether the statues or other entities in the castle could provide aid.
  • Maledurk holds the Sun Sword, which is identified as a weapon against Strahd, and the party realizes its significance in relation to sunlight and vampires.
  • The Vistani, described as gypsies, are mentioned as potential sources of information about Strahd’s weaknesses.
  • The party considers leaving the castle to recruit help from the villagers or the Vistani.
  • The GM reveals that they were rolling randomly to determine the truthfulness of the statues’ statements, with a 20% chance of lying.
  • The group tries to deduce which statues were lying based on the information given about Strahd’s location inside or outside the castle.
  • They discuss the possibility that Strahd’s body could be in the castle while his spirit roams outside.
  • The party acknowledges they have not thoroughly explored the castle and considers whether to continue searching or seek information in the village.
  • The GM hints that the castle may react to the presence of the adventurers.
  • The group jokes about the castle being a 1950s diner and the presence of an ATM.
  • They decide whether to stay and explore the castle or to split up, with some going to the village for more information.
  • The party discusses the use of a sending spell to communicate if they split up.
  • They realize they are on a familiar level of the castle and consider returning to the crypts to explore further.
  • The group recalls a room with zombies in the water and a trap door they have not yet investigated.
  • The session ends with the party contemplating their next move, whether to delve deeper into the castle’s crypts or seek external assistance.
  • The party has explored most of the first floor of Castle Ravenloft.
  • The second floor has been largely untouched by the party.
  • There are still many areas on the third floor that the party has not explored.
  • The castle contains multiple spires that extend upward, indicating additional unexplored areas.
  • The GM notes that there are still many places for the party to look around in the castle.
  • The party plans to revisit the crypt room when they resume their next session.
  • There is a discussion about the likelihood of having found the only crypt with a secret tunnel by chance, suggesting that there may be more to discover.
  • The party seems to have found something significant in one of the crypts, possibly a secret tunnel.
  • The GM hints at the presence of someone or something at the bottom of the crypt, prompting the party to prepare for a potential encounter.