In the shadow-haunted halls of Castle Ravenloft, where dread and despair cling to the ancient stones like the very mosses of the Svalich woods, our intrepid band of adventurers pressed on—undaunted in their quest to vanquish the malevolent vampire lord, Strahd von Zarovich. The castle, a labyrinthine edifice of gothic horror, seemed to mock them with its myriad secrets and dangers lurking in the dark.
The throne room, with its curiously misaligned throne, had yielded its secrets to them on a prior foray, revealing hidden doors and whispering statues that spoke in riddles of their quarry’s whereabouts. These enigmatic sentinels of stone alluded to the might of the Sunsword against Strahd, and to potential allies beyond the castle’s oppressive walls. Yet, the companions, driven by the relentless pursuit of their goal, continued to delve deeper into the heart of the vampire’s sanctum.
Maledurk, the brass dragonborn of bestial might, cradled the Sunsword—its radiant blade promising hope against the darkness. With the wisdom of his companions, he knew a period of quiet reflection was necessary to attune to the weapon’s power—an hour’s meditation to harness the sun’s wrath.
Their deliberations on the castle’s construction—a puzzle of stairwells, crypts, and lofty spires—were interrupted by the grim reminders of their perilous circumstance. The need for vigilance was paramount; to rest was to invite doom. Elora, the high elf druid once a student of the arcane, now a devotee of nature’s mysteries, pondered the nature of their foe with the aid of her learned intellect. That Strahd’s power would swell under the cloak of night was a grim certainty, and so they resolved to press on.
The study they next uncovered was a sanctuary of knowledge, a haven of lore amid the castle’s terrors. Tempest, the blue dragonborn sorceress whose bakery had once been her world, proposed the use of magic to locate their elusive nemesis. Spells of divination could seek out Strahd or the resting place of his undead form. Yet, in the face of uncertainty, the debate lingered—should they risk the spells now or preserve their arcane arsenal for battles yet to come?
The study, with its opulent trappings and a hearth ablaze with phantom flames, bore the visage of Irina Kolyana, a figure of significance in Strahd’s cursed narrative. Books of history, ancient and valuable, lined the shelves, and Elora’s fingers brushed the spines with reverence, uncovering treatises from lands as distant as Baldur’s Gate.
Yet, it was not tomes or portraits that unveiled the next secret, but a fireplace poker, gleaming with illusory fire, that, when disturbed, dissolved into an explosion of spectral flames. Behind the falsehood of the fireplace, a secret door awaited, leading them to a chamber of smoke and mystery—a skeleton’s final repose beside a chest of coins.
As the party contemplated the cryptic ring upon the finger of the woman in the portrait, they pondered the web of connections that tied Ireena to the vampire lord. A chest, unguarded yet treacherous, unleashed an enigmatic gas that ensnared all but Tempest in a magical slumber. The sorceress, chaos incarnate, found herself the lone sentinel against the castle’s machinations as the doors sealed shut of their own accord.
With her companions ensorcelled in dreamless sleep, Tempest was a beacon of wakefulness in the oppressive gloom. The weasel she had summoned from her Bag of Tricks proved an unexpected ally, strong enough to carry the slumbering elves as they wandered the castle’s corridors. They retraced their steps to the web-choked hallway, where Tempest’s tinderbox set the strands alight, revealing a hidden room and bronze doors that beckoned them onward.
Within, an elevator shaft loomed, its iron chains hinting at vertical paths untaken. But the companions, wary of solitude in such a place, opted instead for the bronze doors. There, amidst more threadbare webs, they found themselves beset by arachnid horrors—five giant spiders, inflamed by Tempest’s fiery retribution. In a swift and furious exchange, Tempest’s spells sang through the air, her magic laying waste to the creatures as the weasel, though unprepared for such conflict, leapt to her aid.
The battle’s end left them amidst a scene of death—five monstrous corpses and the still forms of their friends. The weasel, a creature of nature’s whimsy amidst the carnage, watched on. Their path forward remained shrouded in uncertainty, the resolution of their quest deferred until another moon’s rise.
The gathering concluded, as all such gatherings must, with laughter and farewells. Their spirits, though tested by the castle’s darkness, remained unbroken—a testament to the bonds forged in the crucible of their shared ordeal. The companions would meet again, not under the shadow of Strahd’s domain, but across the span of time and space that separated their realities. And so, the tale paused, awaiting the next chapter in the saga of the Nefarious Do-Gooders.
Notes
- The session begins with the players and the GM, Brian, greeting each other and discussing logistics about potentially driving to the airport.
- The players recap their last session, where they explored Castle Ravenloft, found a throne room with a throne facing the wrong way, discovered secret doors, and encountered a hall of statues that could answer questions about Strahd.
- The statues provided information about Strahd’s location within the castle, the usefulness of the Sunsword against him, and hinted at people outside the castle who might have more information.
- The players deliberate on whether to continue exploring the castle or to leave and investigate the town, with some concern about the efficiency of their search within the castle.
- The group discusses the need to check for hidden passageways and to investigate rooms more thoroughly.
- The GM reminds the players that the campaign is called “Curse of Strahd,” implying that defeating Strahd is the ultimate goal.
- Maledurk is reminded that he needs to attune to the Sunsword, which requires an hour of meditation during a short rest.
- The players discuss the layout of Castle Ravenloft, trying to understand which floors they have explored and which areas remain unexplored, including the crypts and the higher spires of the castle.
- The group tries to piece together a mental map of the castle, with the GM clarifying the layout and the levels they have been to, including the third floor and the crypt below the first floor.
- The players express a growing understanding of the castle’s layout but acknowledge there is still much to explore.
- The session ends with the players deciding to continue exploring the current level of the castle and considering visiting the higher spires and the areas below the crypt.
- Tempest discusses the possibility of using a spell like “Locate Person” to track Strahd.
- Elora offers Tempest a “tension disc” but is unsure of its purpose.
- The group considers using “Locate Object” to find Strahd’s coffin, which Tempest confirms is a second-level spell.
- Tempest also has “Locate Creature” at the fourth level, which can locate anything alive that is not an object.
- Tempest has one fourth-level spell slot remaining and considers using “Locate Creature” to find Strahd.
- The group debates whether to take a rest to prepare spells and recover, noting they’ve only been awake for an hour and are in a dangerous location.
- It’s suggested they could use a “safe hut” for rest, but they must wait 12 hours before they can benefit from another rest.
- The group discusses the risks of resting during the day versus night, considering Strahd’s ability to move in overcast conditions.
- Elora makes an intelligence check, followed by a history check, to deduce that Strahd is likely more powerful at night.
- The group decides not to rest immediately, as they won’t gain the benefits of a long rest until the next day.
- They consider exploring the castle further instead of resting.
- The group debates the logistics of taking shifts for a long rest, with the understanding that hit points and spell slots are restored, and rages for non-magical characters like Grestkrendreghk Elassayl Thorn.
- The concept of exhaustion from lack of rest is explained, and the group discusses the possibility of some characters resting while others continue to explore.
- The group decides to explore a new area of the castle instead of resting.
- They find a short hallway leading to an unexplored door, which opens into a study with a burning fireplace, luxurious furnishings, and a vast collection of well-preserved books.
- A portrait of Irina Kolyana hangs over the mantelpiece, prompting a discussion about her significance to Strahd and whether she resides in the castle.
- Elora inspects the books, finding a history of the city of Baldur’s Gate, and is asked to make a history check.
- Elora is examining a book that details the history of Baldur’s Gate, which ends 300 years ago, suggesting the book is that old.
- The party discusses the political structure of the town, with the burgomaster being the mayor, and connections between Ismark, Ireena, and their father, who was the previous mayor.
- The players are asked to make perception or investigation checks, with the option to choose which skill to use.
- Tempest and Maledurk are drawn to a room of books, while Thorn notices something off about a painting that resembles Ireena but with slight differences, such as possibly being taller.
- Elora also senses something strange about the painting and a fireplace poker that is unusually clean and gleaming.
- The party confirms they have met Ireena before and debate whether the portrait could be of her mother, sister, or a twin.
- Elora grabs the poker, causing an illusory fire to explode and reveal a secret door behind the fireplace.
- The party discovers a smoke-filled room with a chest surrounded by coins and a skeleton holding a torch, which matches an empty sconce on the wall.
- The party discusses the significance of a ring on the finger of the woman in the portrait, suggesting she might be married, and whether Ireena could be related to her.
- They place the torch back in its sconce, opening another door and revealing a hallway with spider webs and large bronze doors at the end.
- The party revisits the crypts, discussing the names they found, including “Ireena Kolyana wife,” which was clean and empty.
- They speculate about the relationships between the characters, the crypts, and the portrait, considering whether Ireena is a descendant or related to Strahd’s bride or wife.
- The party decides to open a chest in the study, which is not locked but releases a cloud of gas that puts everyone except Tempest to sleep.
- Tempest tries to rouse her companions without success, realizing they are magically asleep, and the chest is empty.
- The doors to the room close after an hour, but Tempest finds that she can open them again using the torches.
- Tempest contemplates the purpose of the trap and the skeleton in the corner, considering whether the trap was meant to alert someone or trigger another event.
- The party discusses the possibility of dispelling the magic or waiting for it to wear off, and the implications of the trap not being fully triggered due to Tempest remaining awake.
- They consider how the skeleton might have died, with a humorous suggestion of “pancreatic cancer.”
- The party encounters a skeleton that has been in the room for a long time.
- Maledurk considers using the spell “Sending” to get out of the room but realizes he can’t cast spells without speaking.
- The group has been in the room for about an hour.
- Tempest uses a Bag of Tricks to summon a giant weasel, which she plans to use to carry the unconscious bodies of her companions.
- The weasel is strong enough to carry the three elves, who are not heavy.
- The party is unsure of where to go and starts wandering, hitting a pan to make noise.
- They decide to go back to the fireplace and through a hallway filled with webs.
- The group discusses burning the webs, which are highly flammable.
- Tempest uses a tinderbox to light the webs on fire, clearing the room quickly without causing additional damage.
- A secret door is discovered in the room, along with bronze doors at the end of the hallway.
- The secret door leads to a 10-foot room overlooking a vertical shaft with iron chains, suggesting an elevator mechanism.
- The weasel pulls a lever, bringing up an elevator platform to a level 20 feet below the party.
- The party decides not to explore the elevator shaft alone and returns to the hallway.
- They open the bronze doors to another room filled with spider webs and a dangling rope.
- Tempest sets the webs on fire, causing five giant spiders to emerge, on fire and angry.
- In a quick combat, Tempest uses a spell to kill three spiders and injures two others.
- One of the remaining spiders bites Tempest, dealing five points of damage.
- Tempest and the weasel manage to kill the last two spiders.
- The weasel is not prepared for combat but assists in the fight.
- The session ended with the characters surrounded by five corpses and three friends; it is unclear if “friend” refers to living allies or additional corpses.
- There is an active weasel present in the scene, though its significance or alignment is not specified.
- The session concluded at this point, with the implication that the next steps or actions will be determined in a future session.