In the heart of Castle Ravenloft, amidst the shadows and secrets, the Nefarious Do-Gooders found themselves ensnared in a web far more complex than any they had encountered before. The ancient halls whispered tales of sorrow, power, and a love lost to the ages. It was here, in these private chambers that seemed to throb with the heartbeat of the castle itself, that they discovered the unsettling sight of a bathtub filled with what appeared to be blood. A creature, shrieking in terror or perhaps madness, fled from their presence, a harbinger of the darkness that lay within these stone walls.

Their journey through the castle led them to a spiral staircase, winding upwards like the spine of some great beast. At its summit, the portrait of a young Strahd von Zarovich gazed upon them with eyes that seemed to pierce through the veil of time. Despite their efforts, the portrait revealed no secrets, securely bolted to the wall as if to keep the past firmly in place.

It was in a lounge, draped in the faded opulence of a bygone era, that they encountered Escher. A young man with a tale as tragic as the land itself, he revealed his existence as a vampire spawn, a plaything for the vampire lord, bound by blood but not wholly consumed by the darkness. Escher spoke of Strahd with a complexity that hinted at both reverence and sorrow, painting a portrait of a being consumed by melancholy and an obsession with a love that had transcended death itself.

Through Escher’s words, the Nefarious Do-Gooders learned of Ireena, a woman ensnared in Strahd’s relentless pursuit of a reincarnation of his late wife. The tale of a failed wedding, decorations gathering dust and untouched for decades, spoke volumes of Strahd’s inability to move on, his heart anchored to a moment frozen in time.

Escher, once a simple farmer, now existed in a twilight between life and death, a testament to Strahd’s capricious will. He warned them of the dangers that lurked in the castle, particularly the catacombs, where the undead roamed and Strahd himself might be encountered. The catacombs, a labyrinth of death and secrets, held the potential key to confronting Strahd, but also untold dangers.

As the Nefarious Do-Gooders contemplated their next move, the history of Castle Ravenloft and the land of Barovia unfolded before them like a dark tapestry. Strahd, a figure of immense power and sorrow, had named the castle after his mother and the land after his father, King Barov. His transformation into a vampire, the master of Barovia for centuries, was a tale of loss and darkness. The deaths of his parents, while he was away on a military campaign, had shattered him, and upon his return, Barovia was forever changed.

The party pondered the peculiar state of Barovia, where some were completely under Strahd’s sway, while others, like themselves, seemed free to move without interference. The Vistani, a nomadic group not bound by Strahd’s will, emerged as potential allies, their fortune-telling abilities perhaps holding insights into Strahd’s history and weaknesses.

Debating the reality of their experiences, whether they were mere pawns in Strahd’s cruel game or if genuine hope for liberation existed, the Nefarious Do-Gooders resolved to delve deeper into the catacombs. Their path led them through dark, partially submerged hallways, a grim echo of previous encounters with the undead that lurked in these waters.

A voice calling for help pierced the oppressive silence of the catacombs, a plea from the darkness that tugged at their resolve. Behind an iron gate, a dungeon submerged in water revealed cells to the north and south. An arm reached out from one of the cells, a silent cry for rescue that left the party at a crossroads.

Choosing to rest on the staircase within Castle Ravenloft, they established a watch rotation, the weight of their decisions heavy upon their shoulders. During one of the watches, a voice reached out to them, its owner feeling abandoned in their darkest hour. The party reassured the voice, promising to return, a vow that lingered in the air as they completed their rest and prepared to face what lay ahead.

Castle Ravenloft stood silent, a testament to a story of love, loss, and the quest for redemption. The Nefarious Do-Gooders, bound by fate and friendship, ventured deeper into its shadows, their resolve unbroken, their spirits undeterred. The tale of their journey through the darkness, a beacon of hope in a land shrouded in despair, was yet to reach its conclusion.


Notes
  • The session begins with a casual conversation among players about a camera’s mirroring effect, leading to confusion about left and right hands.
  • Discussion shifts to a player named Shannon, who is currently in Las Vegas, and speculation about whether she will participate in the game session.
  • The group talks about a new event in Las Vegas, mentioning a huge dome called “The Sphere” that offers an immersive experience but is expensive to attend.
  • The conversation veers into discussing Las Vegas as a family destination, mentioning gambling and family-friendly activities.
  • The players joke about the session recap starting with their off-topic discussion about Las Vegas, leading to a playful reference to the “Rat Pack” being called the “Bat Pack” in their game world.
  • Transitioning into the game, the players find themselves exploring Castle Ravenloft, specifically having just escaped an encounter with a magical rug known as a “Rug of Smothering.”
  • They are in a part of the castle that seems to be private chambers, presumed to belong to Strahd, the vampire lord. They encounter a bathtub filled with what appears to be blood and a creature that screamed and ran off.
  • The group decides to explore further, finding a spiral staircase leading up to a landing with a portrait of a young Strahd von Zarovich.
  • Upon investigating the portrait, they discover it is securely bolted to the wall and does not conceal anything.
  • Opening a door, they enter a lounge with faded furnishings and meet a young man named Escher, who reveals he is a vampire spawn, bound to Strahd but not fully turned into a vampire.
  • Escher shares that he was bitten by Strahd and now resides in the tower as a sort of plaything for the vampire lord, indicating a complex relationship.
  • The conversation with Escher reveals insights into Strahd’s character, including his melancholy and obsession with finding a reincarnation of his late wife.
  • Escher mentions a failed wedding, presumably Strahd’s, with decorations left untouched for decades or centuries, hinting at Strahd’s inability to move on from his past.
  • The group learns about Ireena, a woman in the town who resembles Strahd’s deceased wife and has caught his interest, leading to Strahd’s plans to make her his next wife.
  • Escher explains that Strahd has been searching for the reincarnation of his late wife for a long time, and Ireena is the latest candidate.
  • The players discuss the timeline and the peculiarities of the wedding room’s state, trying to piece together the events and Strahd’s actions.
  • Escher shares his own backstory, revealing he was a simple farmer before being turned into a vampire spawn by Strahd.
  • The group inquires about other dangers in the castle, particularly in the catacombs, with Escher warning about the undead and the inherent danger of encountering Strahd himself.
  • The session ends with the players contemplating their next move, considering the risks of venturing into the catacombs to confront Strahd.
  • The party discusses the possibility of stabbing Strahd while he sleeps, but the consensus is that many have tried and failed.
  • It’s revealed that Strahd named Castle Ravenloft after his mother and the land of Barovia after his father, King Barov.
  • Strahd became a vampire long before the current time, presumably bitten by another vampire. He has been the master of Barovia for centuries.
  • Strahd’s parents died while he was away on a military campaign. Upon learning of their deaths, he was broken and eventually returned as a vampire.
  • The party speculates that Strahd might be the only vampire in Barovia, but there could be others elsewhere. The land and its inhabitants might be held together by Strahd’s will.
  • Some people in Barovia are completely under Strahd’s sway without prior interactions, while others, like the party, seem free to move without interference.
  • The party considers leaving the castle to rest and gather more information, possibly finding allies to help confront Strahd.
  • The party learns about the Vistani, a nomadic group not under Strahd’s control, known for their fortune-telling abilities. They might have insights into Strahd’s history and weaknesses.
  • The party debates whether their experiences in Barovia are real or part of an illusion created by Strahd for his amusement.
  • The group discusses strategies for confronting Strahd, including finding his crypt in the catacombs beneath the castle and possibly stealing his coffin to prevent him from resting.
  • The party decides to explore the catacombs further, looking for Strahd’s crypt and any other useful information or items.
  • The group navigates through Castle Ravenloft, recalling previous explorations and making their way toward the catacombs.
  • The session ends with the party preparing to descend into the catacombs via a staircase, bypassing an elevator shaft that appears to be a long drop without a ladder.
  • The party is navigating Castle Ravenloft, specifically moving down a staircase labeled K21, which leads to a dark, partially submerged hallway.
  • The bottom of the staircase and the hallway ahead are underwater, reminiscent of a previous encounter where the party used a boat to navigate a similar area.
  • The hallway is identified as part of the catacombs, with a closed door at the far end. The party speculates about what might be behind the door based on their knowledge of the castle’s layout.
  • The water in the hallway is about three feet deep, allowing for the possibility of wading through it. There are also openings along the hallway that lead north.
  • The party discusses various options for exploration, including using the boat again or finding alternative routes around the submerged area.
  • A previous encounter in room K76 with zombies rising from the water is mentioned, highlighting the dangers of the castle.
  • The party debates the location of Strahd’s lair, considering areas with the most protection and least accessibility, such as the K73 area.
  • A voice calling for help is heard from down the hallway, prompting a discussion about whether to investigate. The voice seems to be coming from around a corner in the submerged area.
  • The party jokes about Starfleet regulations and the prime directive, indicating a playful tone despite the tense situation.
  • The party considers various methods to reach the source of the voice, including flying or using the boat.
  • An exploration reveals an iron gate leading to a dungeon with cells, both to the north and south. The dungeon appears to be submerged, with water levels indicating about five feet of depth.
  • The session ends with a cliffhanger as an arm is seen reaching out from one of the cells, and a voice calls out for help. The party is left to decide how to respond.
  • The party discusses taking a rest, considering the safety of resting in the boat or setting up a tiny hut on the staircase for protection. They acknowledge the risks of staying in one place for too long in the castle.
  • The party decided to rest on the stairs within Castle Ravenloft.
  • They established a watch rotation during their rest, with two party members resting while the other two kept watch.
  • During one of the watches, a party member heard a voice asking if they were still there, mentioning that they could hear snoring and felt abandoned.
  • The party acknowledged the voice but decided to leave the individual behind, promising to return in a week.
  • The individual they were leaving behind seemed to be in distress, but the party reassured them to hang on until they could return.
  • The session concluded with the party completing their rest and the GM indicating the end of the game session, with plans to continue next time.