---
# System prepended metadata

title: Session Notes

---

## Session 3[](#)

### In the tavern

We engaged in a conversation with a grey-haired man who, as it turned out, was **<span style="background-color: #ff8080;">Ismark Kolyanovich</span>**. Ismark provided us with information about himself and his family. His father, **<span style="background-color: #ff8080;">Kolyan Indirovich</span>**, served as the burgomaster and passed away recently due to a heart attack. According to Ismark the funeral needs to happen on the third day. Ismark also has an adopted sister named **<span style="background-color: #ff8080;">Ireena Kolyana</span>**, who resides in their family manor. Ismark told us about **<span style="background-color: #ff8080;">Dmitri</span>**, a man living outside the village, is crafting a coffin for Ismarks father. Ismark asked us to get the coffin from the coffin maker. He also asked us to get a ==symbol of the Morning Lord for the burial ritual.==  Ismark disclosed that their house has been visited two times by **<span style="background-color: #ff8080;">Devil</span>** who desires to marry Ireena

- Ismark is familiar with <span style="background-color: #80ff80;">Durst Manor</span> through local folklore

Ismark invited our party to stay at their family manor during our time in the village. The manor is located in the southern part of the village. He mentioned leaving a candle in the window to mark the correct house.

In the tavern, three women **<span style="background-color: #ff8080;">Alenka</span>**, **<span style="background-color: #ff8080;">Mirabel</span>**, and <span style="background-color: #ff8080;">**Sorvia**</span> entered. They referred to Ismark as 'lesser.' They told us about **<span style="background-color: #ff8080;">Madame Eva</span>**, who had foreseen our arrival and resides in **<span style="background-color: #80ff80;">Tserpool</span>** to the west from the village.They told us to go see her. The women also mentioned **<span style="background-color: #ff8080;">the Count</span>** who lives in a castle and is the ruler of the country

### In the Kolyans Manor

We left the tavern and started to make our way to **<span style="background-color: #80ff80;">Kolyans Manor.</span>** We heard crying from one house that we passed by but we ignored it for it was already dark and it might be dangeorous

As our party approached the manor, we noticed claw marks on the exterior, revealing that something, or someone, had violently attacked it. We overheard an argument from inside the manor between Ismark and Ireena. It sounded like Ireena is not happy being kept in the house.

* The manor was in decent condition from the inside

In the manor our party talked with Ismark about barovia. Party showed the letter found from a dead man to Ismark. He told us following things:

- Inhabitants believe in **<span style="background-color: #ff8080;"> the Morning Lord and Mother Night </span>**
- Notable locations in Barovia
    - **<span style="background-color: #80ff80;">Vallaki</span>**
    - **<span style="background-color: #80ff80;">Kresk</span>**
    - **<span style="background-color: #80ff80;">Mary's house</span>**
        - Mary cries all the time
            - We passed by this house on our way to Kolyans Manor
            - ==Mary says a spirit has taken her daughter==
    - Merchant Bildrath's shop
    - Church of Father Tonovitz
        - Burial will take place in there
- Ismark mentioned
    - Undead
    - ==Story about Fallen paladin==
    - Vampyr dies from running water or Vooden stake through heart
    - Ireena has been bitten two times by **<span style="background-color: #ff8080;">The Devil</span>**. ==Third time will transform her into a vampyr==
    - **<span style="background-color: #ff8080;">The Devil </span>** lives in the castle upon a mountain

### At the Merchant
In the morning, the party set out towards the coffin maker's cottage. Once more, the distant cries emanated from **<span style="background-color: #80ff80;">Mary's house</span>**, yet the group opted to address that concern at a later time.

Outside the Merchants store they first encountered the simple but kind assistant. Upon venturing inside, they met the merchant. Despite the merchant's less-than-pleasant demeanor, Throk decided to trade crystal orb to a shovel, while Larry, swayed by the merchant's recommendation, bought a visa to Vallaki Village and a Map of Barovia.

### Journey to coffin makers cabin

**<span style="background-color: #ff8080;">Granny Morghanta</span>** Sold pastries near the exit of the village. Some of the party members took and ate pastry. Granny Morghanta mentioned that she had been in Vallaki and there's no visa requirement there.

After travelling for a while party crossed a bridge and encountered strategically advanced wolves that they beat easily

Upon arriving to the coffin maker's cottage, we found it seemingly empty and approached it stealthily. When we opened the cottage door we observed that the cottage was overwhelmed by vines, and the coffin maker was discovered dead on the cottage wall, strangled by them. Upon attempting to chop off the coffin maker's body, the dormant vines within the cottage came to life, initiating a battle. After overcoming the vine threat, the party took a short rest in the cottage.

**TL;DR:** In Session 3, the party meets Ismark Kolyanovich in a tavern in Barovia. Ismark's father, the burgomaster, has passed away, and the party is asked to procure a coffin and a Morning Lord symbol for the funeral. Ismark invites them to stay at their manor. Three women suggest visiting Madame Eva in Tserpool. The party explores the village, visits a merchant, and encounters wolves on the way to the coffin maker. They find the coffin maker dead, leading to a battle with animated vines. Throughout, they gather information about the village, Barovian beliefs, and the looming threat of a Devil's interest in Ismark's adopted sister Ireena, who has been bitten twice and risks becoming a vampyr.

# Session 4

## Leaving the Cabin
The party left a cabin with a coffin, carried by Throk and Larry. They heard human-like noises nearby, prompting Ash to investigate. She found a foul creature in chains with the remains of human bodies in front of it (*has someone been feeding it?*) and called the whole party to come and see. 
- Larry recognized the creature as undead.

The party decapitated the zombie, buried its and others' remains, and continued their journey back to village.

## Back at the village
While passing Mary's house on their way to Ismark's Manor, the party noticed it was silent – the wailing had stopped. They then brought the coffin inside Ismark's Manor – by some miracle, it fit through the door. The party briefed Ismark on their journey to the coffin maker, 
- discussing encounters with wolves, zombies, and tree people. 
	- Ismark suspected them of being spies for the Devil
	-  He hadn't heard of tree people before.
- considered **<span style="background: #FF8080;">Father Donavich</span>** as a potential source of information,

  
 Ismark was very concerned about moving the coffin to the church, as he was almost certain that something bad would happen during the journey. Ismark paid the party 50 gold pieces for retrieving the coffin from the coffin maker. The party had some time before the ceremony that would take place at the church, so they decided to leave for Mary's house to investigate why it had suddenly become silent.

## At Mary's House
At Mary's house, no one responded to knocking or calling out.
-  Ash opened the door by kicking a hole in it and then operating the knob on the other side through the hole, revealing an untidy and seemingly empty house.

The party searched the first floor with no results, then proceeded upstairs where they found Mary unconscious on the floor. They woke her up by slapping her. Mary wasn't pleased to wake up and find these unknown people in her house, accusing them of being thieves.
- The party managed to convince her that they were there to help with the case of her missing daughter, **<span style="background: #FF8080;">Gertruda.</span>**

The party conducted an investigation upstairs and discovered
- a weird doll 
- a teleportation circle on floor planks.

Meanwhile, Throk noticed people gathering outside the house from a window. Mary then showed the party Gertruda's sketchbook, where they found a repeating face of a teenage boy.
- Party took a drawing of the boy.

 While the party was still upstairs, they heard the crowd yelling accusations of burglary. The party went outside to clarify the situation. They showed the teenager's picture to the crowd, received multiple identifications, and noted that the teenager's face was remarkably generic. With the help of Mary, the party managed to convince the crowd that they were not burglars. However, the crowd attempted to overcharge them for the repair costs of Mary's door. Ismark came to their rescue
 
- Larry paid 5 gold pieces for repairing the door.

## Journey to the Church
The party retyrbed to Ismarks Manor with Ismark. He once again expressed ominous feelings about the journey to the church and asked them to look after Ireena. Despite Ismark's warnings, the journey to the church was rather uneventful. The party had some time to chat with Ireena during the walk
-  Ireena said she had no recollection of receiving vampyr bites. 

The party arrived at the church, finding it in rough shape. Inside, they found Father Donavich. 
- The party heard that something hungry was below the church.
   - Father Donavich admitted that it is his son Doru.
   - He revealed that Doru has been in contact with the devil and now craves blood. 
  
Father Donavich provided information about the Morning Lord and Mother Night. He also explained details about the devil and the curse upon the land.
- The party inquired with Father Donavich about the Order of Fallen Paladins.
   -  He shared that they are rumored to be ancient undead holy men who fought against the devil.
   -   Father Donavich suggested seeking more information from the Abbey in Kresk or the people in Vallaki. 

- The party made a decision in secret to end Doru's suffering out of mercy.

While Father Donavich and Ismark were outside the church, the party sneaked into the basement. Vampyr Doru surprised them from the shadows, initiating a challenging and intense fight. Despite the initial struggle, they eventually managed to overcome the vampyr. Upon returning upstairs, they encountered shocked and angry Father Donavich. Ashe successfully persuaded him that their course of action was justified.

In the aftermath of defeating the vampyr, they learned that the process of staking through the heart should occur after the vampyr is incapacitated. Additionally, the party discovered that Larry and Alatar had developed an addiction to pastries. Party decided to take a long rest before burial ritual.

## At the Graveyard
Proceeding to the burial ritual of the late Burgomaster, the party walked through the graveyard. They noticed tombstones for Ismark and Ireena, dates on the tombstones revealed that they were in their 30s. It is said to be a tradition in Barovia to create tombstones beforehand. Additionally, the party noticed a tombstone for Larry with the date for the current year.

During the ritual, out of nowhere, a man appeared sitting on a tombstone with a great axe, demanding the girl (Ireena). The man turned out to be Godfrey, the dark paladin. Ismark initiated combat, and after a fierce battle, the party successfully defeated Godfrey.

As the confrontation concluded, the Burgomaster's burial ritual was completed.


# Session 5

## The aftermath of the battle:

Throk's eyes were fixed on the great axe that Godfrey was wielding. He picked it up and it turned out to be a Greate Axe +1

The party observed that the fog enveloping everything now appeared brighter?

Party had a brief conversation with Ismark. We must take Ireena away from the village because she's not safe here. Ismark explained that he cannot leave with us to Vallaki because the Devil would notice it and attack during the window of opportunity.

The party made acquaintance with **<span style="background: #FF8080;">Vasili von Holtz</span>** , an acquaintance of Father Donavich.
Vasili informed us that he works in Vallaki, assisting the local Burgomaster **<span style="background: #FF8080;">Vargas Vallakovich</span>** and owning a shop. He occasionally makes supply runs to the Village of Barovia.
* Vasili is heading back to the village of vallaki
    * He is going to spend night at **<span style="background: #80FF80">Tser Inn in Tser Falls</span>**
    * He informed us that it's 2 days travel to **<span style="background: #80FF80">Vallaki</span>** on horseback

The adventurers devoted most of the day to practicing new skills.

Party had a discussion with Father Donavich. He told us that in Vallaki we can find the **<span style="background: #80FF80">Church of the Morning Lord</span>** where we might get help. There is also the **<span style="background: #80FF80"> Saint Andral's church </span>** where hs colleague **<span style="background: #FF8080;"> Father Lucian</span>** is. 


## The Next Morning:
Ireena has prepared to leave by dying her hair black to stay anonymous
Ismark gave us a deed to an empty house in Village of Barovia.

Party was told that there are two roads to Vallaki: one leads to the top of Tser Falls, where the inn is, and the other to Tser Pool
Ismark and Ireena had packed the equipment on horses and the party embarks on a journey towards Vallaki.

Ireena shared a folk tale that the **<span style="background: #80FF80"> River Ivlis</span>**, which we must cross, is believed to carry lost souls away from Barovia.

## Encounter at the River Ivlis Bridge
As the party approached the bridge over River Ivlis, two men confronted them, demanding outrageous toll. Despite the party's attempts to intimidate and deceive, the situation escalated into a battle with two additional bandits surprising them from behind. The bandits threatened to sell our gear to Bildradth, the merchant in the Village of Barovia - is he working with these bandits?

The battle was a literal bloodpath and party was victorious. Party took a short rest and chose to take the route towards Tser Falls and Tser Inn

## Stranger things:

Following the road. Party noticed a hanged corpse with hood on its head on a tree. They shot the rope where corpse was hangin from and removed the hood. Everyone recognized the corpse as a different person. Then the corpse melted from existence. The journey remained surreal, yet nothing significant occurred.

Later on the road Party encountered a group of eleves looking for a missing child, **<span style="background: #FF8080;">Arabel</span>**. Arabel had gone missing from their camp nearby Vallaki. Should we find her we could say that her father **<span  style="background: #FF8080;">Kasimir</span>** has sent us to coinvince her of our friendliness.

Eleves confirm that Tser Falls Inn should be in okay condition.

## Arrival at Tser Falls Inn:

Owner **<span style="background: #FF8080;">Elan kastraniova</span>** welcomed us to the inn. He apologized that there is no wine to serve at the moment. Their wine supplements from Blue Inn in Vallaki never arrived. If people don't get wine it will be a big problem according to him. Elan also told us about reports of vine people on the road. Throk paid 2 gold pieces for room and food.

The inn door swings open, and a visibly terrified person bursts in, shouting, **"THE WOLVES! THE WOLVES ARE COMING!"**


# Session 6


## The Inn:
The tranquility of the inn was shattered by the sudden attack of a werewolf, setting off a chaotic battle that ended with the stables ablaze and more werewolves joining the fray. Faced with insurmountable odds, the party reluctantly opted to flee.

## The Escape:
Their escape was fraught with peril, marked by injuries sustained during a tumble down a hill and Larry struggling under the weight of a wolf. The sight of distant lights at the hill's base offered a brief reprieve. As they drew closer, an unusual scent seemed to sway the pursuing wolves, eventually allowing the party entry into the camp after demonstrating they are not infected with lycantrophy.

## In the Camp:
Despite <span style="background: #FF8080;">Ireena</span>'s reservations, the party sought guidance within <span style="background: #FF8080;">Madam Eva</span>'s tent. Divining the future through cards, they unveiled cryptic messages:
- The first card, the Five of Glyphs - the Druid, spoke of an evil tree atop a hill of graves, guarded by ravens. There, they would find the treasure.
- The second card, the One of Glyphs - the Monk, hinted at the treasure hidden behind the sun, in the house of a saint.
- The third card, the Eight of Glyphs - the Bishop, revealed that their sought-after treasure lay beyond a set of amber doors, amidst a pile of riches.
- The fourth card, the Tempter, urged haste in finding a child—a Vistana—whose fate hung in the balance at the lake.
- The fifth card, the Darklord, pointed ominously to their enemy lurking in the depths of darkness, the one to whom they must ultimately confront.

The acquisition of wolfsbane branches provided a potential defense against werewolves. At campfire party learned that <span style="background: #FF8080;">Kiril Stolyanovich</span> is the pack leader of werewolves. There is also a possibility that a holy man could cure a werewolf. <span style="background: #FF8080;">Radavan</span> told a story about wizard who arrived a year ago and fought against Stradh.

## Road to Vallaki
In the morning after a long rest, party continued their journey towards Vallaki.
As the party journeyed uphill, their path was fraught with anticipation. Upon reaching a crossroads, the sound of multiple horses echoed through the air, prompting caution. Acting on <span style="background: #FF8080;">Ireena</span>'s warning of impending danger from black carriages, the party concealed themselves, evading detection as a carriage passed by, heading from Vallaki towards Castle Ravenloft.

Soon after, they encountered a mysterious gate structure, familiar to <span style="background: #FF8080;">Ireena</span> from her dreams. Following her intuition, they sought out a lightning-struck oak behind the gates. Examination revealed a hidden key to Vallaki concealed within the ancient tree. It was claimed by Throk.

Continuing their journey, they stumbled upon a gruesome sight: the bloody carcass of an elk, surrounded by multiple humanoid tracks, hinting at recent violence. Pressing on, they were suddenly assailed by a ray of frost, its source unknown but surely ominous. With unease settling upon them, the party moved forward. After another attack with ray of frost party noticed a witch flying in the air. Witch also seemed to drive a horde of zombies towards the party. Party continued their escape and the road led them to the sight of a looming windmill on the horizon. Party approached the windmill and knocked on the door. After a while, the door was opened by the friendly pastry lady from Village of Barovia, Morgantha. She greeted you on the door “Oh dear, you look positively famished. Do come in.."


# Session 7

## In the Windmill:
Upon arrival at the windmill, Ash noticed a flock of ravens trailing the party, almost as if they were spying their every move. Alatar knocked on the door, and to their surprise, <span style="background: #FF8080;">Granny Morgantha</span> answered. Inviting the party inside, despite the untidy state, the aroma from the oven made their mouths water. Conversations about <span style="background: #FF8080;">Granny Morgantha</span>'s pastries emerged among the group, prompting questions about the source of fresh ingredients in this desolate land.

Larry and Alatar couldn't resist indulging in <span style="background: #FF8080;">Morgantha</span>'s pastries. <span style="background: #FF8080;">Granny Morghanta</span> informed the party that her daughters, <span style="background: #FF8080;">Ofelia</span> and <span style="background: #FF8080;">Bella</span>, were asleep on the second floor, and she left to wake them up.

During <span style="background: #FF8080;">Granny</span>'s absence, the party explored their surroundings. They discovered a barrel of an unidentified tar-like substance, suspecting it might be flammable. Through the northside windows, a vague glimpse of a large stone structure stirred curiosity among the adventurers.

Rummaging through a closet, the party found two potions—one of healing and one of poison. Unable to discern which was which, Throk took them into his possession.

Upon <span style="background: #FF8080;">Granny Morgantha</span>'s return, she led the party upstairs to meet her daughters. On the second floor, amidst cluttered boxes and dirty windows, Larry and Throk discovered a grim scene: a single filthy bed, a moldy mattress, and <span style="background: #FF8080;">Ofelia</span> sitting on the floor.

Throk's ears detected whimpering behind a sheet covering a pile of boxes. To their horror, lifting the sheet revealed a cage containing two imprisoned children. Negotiations with <span style="background: #FF8080;">Granny Morgantha</span> quickly escalated into a confrontation. After a lengthy and intense struggle, the party realized that <span style="background: #FF8080;">Granny</span> and her daughters were formidable adversaries, compelling them to resort to diplomacy to ensure their survival and secure the children's freedom.

Compromises were made; Alatar agreed to ensure the mayor of Vallaki would eat a pastry, Throk traded his eye with <span style="background: #FF8080;">Morgantha</span> so she could monitor their progress with her tasks, Larry offered his youth, and Ash accepted the task of "delivering a letter, standing aside, and casting the first stone". In return, the children were released from captivity.

Further exploration of the attic yielded valuable gear, including a spellcasting skull claimed by Alatar, a magical sword (berserker axe) taken by Larry, and arcane scrolls, including Hypnotic Pattern, Water Breathing, and Polymorph, claimed by Alatar.

## On the Road Again:
Leaving the windmill, Ash ignited the mysterious tar, resulting in a spectacular explosion reminiscent of scenes from Michael Bay movies. With the windmill reduced to rubble, the party resumed their journey toward Vallaki. Later, they were interrupted by a rattling noise from a nearby bush. Approaching cautiously, they encountered a stranger full of anger seeking revenge, as his friend had been killed by a group of adventurers. However, Throk's unusual appearance revealed that they were the very group of adventurers he had been seeking, leading to a skirmish.

With the help of unexpected allies,<span style="background: #FF8080;"> Szoldar and Yevgeni</span>, wolf hunters on the trail of <span style="background: #FF8080;">Rudolf van Richten</span>, a vampire slayer with a bounty on his head, the party defeated werewolves lurking in the area. As they neared the gates of Vallaki, the session drew to a close, leaving the party poised for their next adventure.

# Session 8
## At the gates of Vallaki

- My werewolf bite in the leg seems to be festering, and I asked <span style="background: #FF8080;">Ash</span> about how does it work. Seems like if the condition is not cured before the next full moon, I might become a werewolf myself.
- We reached the gate of <span style="background: #80FF80;">Vallaki</span> in the evening and there were two guards questioning us.
- We were let in when <span style="background: #FF8080;">Ireena</span> revealed that she is a noble and we are escorting her.
- They told us the laws of the city, and wrote down all our info (names, weapons, magic)
    - Strahd cannot be mentioned, it must be called the devil.
    - It is mandatory to attend to the festival every week, the next one is in three days.
- The guards mentioned that there is another elf in the city.
- The guards mentioned that we can talk to the priest to find a place for the orphan kids.

## On the Streets of Vallaki

- The town is a bit worn out, and lot of trash from decorations. People don’t want to talk to strangers. We tried to ask directions from the people on the streets, but they didn’t want to help us. We also saw that some people are being punished by having to wear donkey heads at the town square.
- Eventually we found out that the <span style="background: #80FF80;">Blue Water Inn</span> is towards the north (a good place to stay for visitors). The church is towards the west.
- We split up: Me and <span style="background: #FF8080;">Ash</span> went to the <span style="background: #80FF80;">Blue Water Inn</span> to get us a room and the others continued to the church with the kids.

## In the Blue Water Inn

- We went to the Inn and met **<span style="background: #FF8080;">Danika Martikov</span>** who seemed to be the owner of the Inn, she has two young boys. The atmosphere in the Inn seems a lot happier than on the streets.
    - We rented a room for 3 nights (1 GP/night)
- We heard that the last shipment of wine did not arrive to the Inn and they are soon running out of wine.
- We talked about the legendary monster hunter Rudolf. The devil is apparently looking for Rudolf personally, so the Baron set a bounty on him, in the hopes that it makes sure that the devil doesn’t pay attention to <span style="background: #80FF80;">Vallaki</span>.

## At the Church

- The rest of the group (Throk, Larry, <span style="background: #FF8080;">Ireena</span>, the kids) met the **<span style="background: #FF8080;">Father Lucian</span>** at the church. He premised to take the kids to the nearby orphanage to headmaster Claudia. She can make sure that the kids will be taken care of.
- The father told the group that there was another elf who is working in a circus (circus of wonders). He is staying in <span style="background: #80FF80;">Blue Water Inn</span>.
- <span style="background: #FF8080;">Ireena</span> asked sanctuary from the church, and was accepted. She will try to learn some healing when she is there.
- They also learned that old grey elves could tell us about ancient history, who might remember the times before the mists. They are living in a vistani camp SW of the city.
- The city is ruled by **<span style="background: #FF8080;">Baron Vargas</span>**, wife: **<span style="background: #FF8080;">Lydia Petrovna</span>**.

## Again at the Blue Water Inn

- Me and <span style="background: #FF8080;">Ash</span> went to meet up the other at the church, but we found them halfway when they were already coming back. We decided to go back to the <span style="background: #80FF80;">Blue Water Inn</span> as it was late.
- <span style="background: #FF8080;">Ash</span> noticed that someone has been following us, and the guy ran away when we looked back.
- We got into the Inn and met **<span style="background: #FF8080;">Erbin Martikov</span>**, the owner of the Inn, the woman earlier is his wife. He wanted to hear our adventure stories.
- We heard about Lake Zarovich in the North, **<span style="background: #FF8080;">Pluto Grokarov</span>** has been fishing at the lake, but he has been missing. We will get free lodgings at the Inn if we can find him.
- Some guards have gone missing and the baron might have been investigating it.
- The area has issues with wine, especially at the east of the country. He will help us if we can get us his shipment of wine. The vineyard is in the west side of Barovia. One shipment is missing, and that has supposed to arrive a long time ago. The vineyard is owned by the Martikov family (the same as the people owning the Inn). The Inn people have had a falling out with the vineyard people.
- More and more wolves around the Lake Zarovich.

- **<span style="background: #FF8080;">Rictavio</span>**, the elf staying at the Inn, arrived a few months ago.
- Larry went to meet with the elf, the owner of the circus of wonders. He took us to his room, and explained that he is actually spying in the city for someone (did not tell us who). He warned us that it’s very dangerous to discuss our plans in the open.
- He told us briefly about **<span style="background: #FF8080;">Lady Fiona Vakhter</span>** who has gained political power against the baron.

- Later our group discussed our plans, and decided to go to the lake, maybe we can capture a werewolf there and interrogate him to find out where their leader is. I need to get rid of this curse. One of the prophecies also mentioned a lake, so we should see if it is this one.

- During the night, <span style="background: #FF8080;">Ash</span> woke up and had an urge to take the hag’s letter outside. There was a guy at the door of the Inn to receive it Ash gave the letter to him and he ran away. Seems like he was compelled to go there as well.
- I had a talk with the patron, and he said that he I have to get rid of the werewolf curse before the next full moon. After the talk I noticed <span style="background: #FF8080;">Ash</span> getting back into the room.

# Session 9

## Morning at the Inn

The party awoke at the inn — some members had slept better than others. They gathered downstairs and initiated a conversation with the innkeeper. The conversation centered on the village's recent troubles—empty wine barrels (last barrel had been opened), a barren lake, challenges with food posed by the destroyed windmill and prowling wolves—they learned of Irvin's absence. Irvin was rumoured to be outside of the village, most likely at the lake doing business.

## Arasek's Stockyard

The party decided to replenish their supplies before embarking on their next adventure to the lake. They made their way to Arasek's stockyard. There, amidst the hustle and bustle, they saw an enigmatic "Rictavio's Carnival of Wonders" wagon with a heavy padlock locking the door. Upon entering the shop, the party was greeted by Yelena Arasek. Her husband descended from upstairs, and negotiations commenced, resulting in the party trading a golden ring and amulet for 400 gold pieces and a silvery chandelier. Noticing that the gold coins bore Strahd's face, the party learned that the shop owner considered Strahd their landlord, to whom they paid taxes.

The party then planned to take the silver chandelier to the blacksmith to see if they could forge some silver arrows and other equipment from it.

## Town Square

Leaving Arasek's Stockyard and venturing back into the town square, the party's attention was drawn to the presence of Ireena and Vasili engaged in conversation. Vasili, amidst their interaction, cautioned the party about the local nobility, particularly Baron and Lady Vachter, describing them as unpleasant individuals. He advised against approaching them unannounced and suggested discussing any interactions with Gillie and Lotti first. Additionally, Vasili informed them that Ireena would explore the possibility of arranging a meeting with the burgomaster, which the party decided to prioritize.

During their exchange, Vasili also shared information about Pluto's recent troubles with the city guard, prompting the party to consider seeking further details in local taverns. Moreover, Vasili revealed that a delivery of equipment had gone missing, detailing its intended destination at Luna River Crossroads and its contents, which included weapons, equipment, and valuables.

## Blacksmith

The party arrived at the blacksmith's shop. The blacksmith promised to craft 40 silver arrows and a silvered short sword from the chandelier. They negotiated a cost of 50 gold pieces, along with whatever remained of the chandelier.

## Adventure to the lake

The party arrived at the lake, greeted by the vast expanse of its waters. A lone fisherman's silhouette dotted the tranquil surface, his boat gently bobbing in the waves. Suddenly, their attention was seized as the fisherman cast a sack so big that it could fit a man, into the depths. Reacting swiftly, Ash attempted to halt the fisherman's actions with a warning shot, but tragically, the shot proved fatal, setting off a chain of unforeseen events.

Ash and Throk took a boat and swiftly rowed towards Pluto's. With a determined leap, Ash plunged into the water and caught the sinking sack. As she grasped it, her gaze was met by glowing eyes peering from the depths—a banshee lurking in the shadows. A fierce battle ensued, with the banshee morphing Pluto's body into another spectral form. Despite challenges, the party emerged victorious.

Upon defeating the banshee, the party cautiously opened the sack, revealing an unconscious girl, her body motionless and her breath absent. Acting swiftly, they administered aid, managing to resuscitate her and bring her back from the brink. 

Arabella, the girl found in the sack, had been playing in the forest when Pluto captured her. Pluto mentioned something about returning fish to the lake, claiming it was cursed. The party speculated whether the banshee they encountered was Pluto's wife. Regardless, they decided to return Arabella to her father, Luvash. Arabella revealed that she had unclear visions. To protect Ash from aftermath of the accidental fatal warning shot, the party concocted a story about Pluto being captured by the banshee from the boat

Session ended by party arriving at a meadow, seeing a Vistani camp in the distance.


# Session 10

The party entered the encampment and made their way to **<span style="background: #FF8080;">Arabella's father's (Luvash) tent</span>**. As they approached the tent, angry voices could be heard from inside. Arabella entered the tent, with the party following close behind. Inside, a joyous reunion unfolded between Arabella and her father, **<span style="background: #FF8080;">Luvash</span>**. After the initial happiness subsided, the party told about their recent adventures at the **<span style="background-color: #80ff80;">lake</span>**. **<span style="background: #FF8080;">Luvash</span>** thanked them sincerely for bringing his daughter back safely.

To celebrate, the party shared a drink of wine with **<span style="background: #FF8080;">Luvash</span>**. During their conversation, they inquired about ways to cure a werewolf bite. This line of questioning made **<span style="background: #FF8080;">Luvash</span>** suspicious, prompting him to test the party by asking them to cut themselves. Using Alatar’s illusion magic and Throk’s impressive performance with a wine carafe, the party managed to trick their way through the werewolf check. Satisfied, **<span style="background: #FF8080;">Luvash</span>** revealed a couple of locations where werewolf dens might be found.

**<span style="background: #FF8080;">Luvash</span>** also revealed that Strahd sometimes brings people from outside the mist into Barovia for his amusement. He suggested they speak to **<span style="background: #FF8080;">Kasimir</span>** for more information. Additionally, the party was granted permission to ask Arabella three questions.

## The Questions

1. **Sword of Sunlight**: Arabella’s vision revealed an entrance high up in the mountains. She saw a bridge and a long path leading to this place, which appeared to be quite cold.
   
2. **Rudolf van Richten**: Arabella could not see him, but tells that the party had already met him.

3. **Kiril Stolyanovich**: Arabella saw a cave on a hill and a **<span style="background-color: #80ff80;">lake</span>** nearby, accompanied by the sound of children screaming.

## The Reward

As a reward, the party was directed to a treasure cart. Throk chose a wooden chest, which turned out to be filled with golden coins, the total amount still remains a mystery.

## Meeting **<span style="background: #FF8080;">Kasimir</span>**

The party then met with **<span style="background: #FF8080;">Kasimir</span>**, who warned them that Strahd had spies everywhere. He revealed that he had been in Barovia for 700 years. Strahd had come to Barovia as a human and conquered the lands, eventually making a deal for immortality and becoming the dark lord. **<span style="background: #FF8080;">Kasimir</span>** mentioned he had met Strahd before his transformation but not after. He also shared the tragic tale of Strahd's great love, a woman whose lookalikes were continually born and died, always eluding Strahd's grasp. **<span style="background: #FF8080;">Kasimir</span>** expressed concern about Lady Vachter, who seemed mad, and warned that Strahd could shapeshift into different forms, including an eagle, bat, or any creature.

## Return to Vallaki**

With their new information and rewards, the party headed back to **<span style="background-color: #80ff80;">Vallaki</span>**, with Throk carrying a wine barrel given as a reward. As they approached **<span style="background-color: #80ff80;">Vallaki</span>**, they were apprehended by seven guards who demanded they surrender their weapons. The party complied, but Larry's sword resisted, demanding blood before it would leave his hands. Larry cut himself, causing the sword to declare him unworthy. Throk managed to kick the sword into a nearby bush, de-escalating the situation.

However, the guards then announced that the party was under arrest for plotting a murder. As the guards began to escort them to prison, Throk decided he wasn't going willingly and punched the nearest guard, initiating a fight. The party quickly gained the upper hand. Throk retrieved Larry’s sword from the bush and began wielding it. They managed to persuade and intimidate some of the guards into fleeing, insisting they didn’t want to kill them. But then Larry had an idea that required the deaths of all the guards. Reluctantly, the party killed all the guards.

The session ended with the party standing in the aftermath of their bloody battle. Larry’s sword had transformed into a great axe, now bonded with Throk.

# Session 11 - The Disguises and the Foggy Mansion

**Summary**:

The party navigates through <span style="background: #80FF80;">Vallaki</span> under magical disguises, investigates strange happenings, and faces threats from vampires while uncovering troubling information about <span style="background: #FF8080;">Father Petrovich</span>, missing sacred bones, and an impending threat to <span style="background: #80FF80;">Vallaki</span>.

---

## Key Events:

### Disguised Entry into Vallaki

The witches cast a **Seeming** spell on the party, altering their appearances.

The party creates a backstory for their illusory identities:
- They're travelers from <span style="background: #80FF80;">Krezk</span>.
- Claim to have been victims of "werewolf attacks" to earn sympathy and gain access to important figures, possibly the mayor.

They enter the town through the <span style="background: #80FF80;">Sunset Gate</span>, the same gate where a previous fight had occurred. 

The guards are convinced by their story and let them enter <span style="background: #80FF80;">Vallaki</span>.

### Investigation at the Church

The party hears that <span style="background: #FF8080;">Franklin</span> might be at the town square for work. They decide to first visit the <span style="background: #80FF80;">church</span>.

They speak to the gardener to inquire about <span style="background: #FF8080;">Father Petrovich</span> and <span style="background: #FF8080;">Ireena</span>. The gardener demands one gold coin for information. He reveals that <span style="background: #FF8080;">Baron Vallakovich</span>'s men took <span style="background: #FF8080;">Father Petrovich</span> and <span style="background: #FF8080;">Ireena</span> the previous day.

### Searching for Franklin

The party heads to the <span style="background: #80FF80;">town square</span>, where they see people mourning for the deceased guards. Prisoners are being humiliated, tied to the **jalkapuu**, as townsfolk throw tomatoes at them.

They find <span style="background: #FF8080;">Franklin</span>, who tells them about <span style="background: #80FF80;">Burgomaster's Mansion</span> needing a window replacement, and that the blacksmith has the window. <span style="background: #FF8080;">Franklin</span> also informs them about the upcoming <span style="background: #80FF80;">Sunset Festival</span>. <span style="background: #FF8080;">Baron Vallakovich</span> claims there will be an actual sunset.

The party goes to the blacksmith to get the window and mallet. They then head towards <span style="background: #80FF80;">Burgomaster's Mansion</span> to replace the window.

### Encounter with Rictavio

On the way, <span style="background: #FF8080;">Rictavio</span>'s wagon passes by. The party engages in a brief conversation with the rider. The wagon is leaving town but might return for the festival, though <span style="background: #FF8080;">Rictavio</span> hints they might not meet during the festival.

<span style="background: #FF8080;">Rictavio</span> seems to see through their disguises or is at least well-informed.

### The Burgomaster's Mansion

The party arrives at the mansion and knocks, but there's no response. They try to look through the windows but a strange fog obscures their view. They move to the back where the broken window is. 

The party removes the broken window and climbs into the mansion, causing their illusion spells to fade. <span style="background: #FF8080;">Throk</span> notices a sickly scent in the fog inside and advises against breathing too deeply. 

They see two doors; <span style="background: #FF8080;">Alatar</span> uses **Mage Hand** to open the left one, revealing stairs leading up. <span style="background: #FF8080;">Alatar</span> and <span style="background: #FF8080;">Ashe</span> attempt to go upstairs invisibly, but the fog proves too overwhelming.

### Splitting Up in the Mansion

The party splits up:
- <span style="background: #FF8080;">Throk</span> and <span style="background: #FF8080;">Larry</span> head through one door, while <span style="background: #FF8080;">Alatar</span> and <span style="background: #FF8080;">Ashe</span> take the other.
- <span style="background: #FF8080;">Throk</span> and <span style="background: #FF8080;">Larry</span> find a door leading downstairs. <span style="background: #FF8080;">Throk</span> lifts the door off its hinges to proceed.
- <span style="background: #FF8080;">Alatar</span> and <span style="background: #FF8080;">Ashe</span> go downstairs invisibly, discovering some prison cells.

Once downstairs, they see two more doors and split again:
- <span style="background: #FF8080;">Throk</span> and <span style="background: #FF8080;">Larry</span> go through one door and find a corridor lined with cells. They begin to investigate the cells. They open one and are greeted with the words, "Hello there".

The scene shifts to <span style="background: #FF8080;">Alatar</span> and <span style="background: #FF8080;">Ashe</span>.

### Encountering Father Petrovich

<span style="background: #FF8080;">Ashe</span> and <span style="background: #FF8080;">Alatar</span> enter through their door, hearing coughing—it is <span style="background: #FF8080;">Father Petrovich</span>. The father reveals that <span style="background: #FF8080;">Vasili</span> took <span style="background: #FF8080;">Ireena</span>.

<span style="background: #FF8080;">Father Petrovich</span> has two bite marks on his neck. He speaks about **Saint Andral**:
- **Saint Andral** wasn't a follower of the **Morning Lord**, but fought evil and earned the title of saint.
- His bones were buried below the church, keeping the ground sacred, but they were stolen a few days ago.
- Someone alerted <span style="background: #FF8080;">Henrik the Gravedigger</span> that the bones might be stolen.

### Vampire Attack and Petrovich's Transformation

Back to <span style="background: #FF8080;">Throk</span> and <span style="background: #FF8080;">Larry</span>: 

They are suddenly attacked by vampires. The vampires talk about an upcoming "sunset" for <span style="background: #80FF80;">Vallaki</span> and mention their plan to burn down the village. <span style="background: #FF8080;">Throk</span> goes berserk and begins to fight back ferociously.

Meanwhile, <span style="background: #FF8080;">Father Petrovich</span> is struggling against his vampiric desires. He tells <span style="background: #FF8080;">Ashe</span> and <span style="background: #FF8080;">Alatar</span> they must stop the wedding. With heavy hearts, the party must put <span style="background: #FF8080;">Father Petrovich</span> to rest, preventing him from becoming fully vampiric.

### Leaving the Mansion

The party leaves the mansion through the window. As they leave, they hear commotion from both the <span style="background: #80FF80;">town square</span> and the <span style="background: #80FF80;">church</span>. A choice looms: where will they go next?

# Session 12 Summary

The party decided to attend the wedding first, making their way through the troubled streets of Vallaki. As they traveled, they saw buildings ablaze, with people trapped inside, and noticed two figures in the distance. Attempting to pass unnoticed, the party failed to stay stealthy.

One of the figures turned out to be a city guard in distress. Upon recognizing the party as outlaws, the guard bolted away in fear. The other figure was a city guard lying on the ground—dead. The party recognized him as Eric, the guard who often patrolled atop the gate. They noted bite marks on his neck.

The fleeing guard soon returned with two others, leading to a confrontation. The party tried to escape using Alatar's hypnotize spell. However, as the guards were hypnotized, creatures on the rooftops attacked them. With the guards' screams echoing behind, the party pressed on towards the church.

The bells of the town began to ring, though not in a celebratory way—they were a warning. The party saw a glow of light around the corner, accompanied by the clanking of metal. They attempted to cross the square quickly, hoping not to attract attention, but some members stumbled, causing corpses littered on the ground to rise. A battle against the undead ensued, and after dealing with them, the party continued towards the church.

A bit further along, they saw a crowd of 25-30 people moving through the street, led by an older woman in noble attire, with the group wielding pitchforks and torches. The crowd was muttering, "We need to catch the impostor, along with the baron—there is no sun."

Arriving at the church, the party debated their approach. Throk suggested using the front door, but eventually, they decided to enter through the back and act as Ireena's guests if necessary. Bursting through the back door, they found Ireena inside, along with Vasili and several others. The party delivered the sad news about Father Petrovich.

Suddenly, the Seeming spell wore off from Vasili—revealing him to be the Dark Lord!

---

## Epic Battle with the Dark Lord

The battle against the Dark Lord began. He possessed an absorption shield, rendering the party's attacks useless at first. The party managed to break through the shield, landing a few blows, but the Dark Lord transformed into a massive wolf and summoned a pack of smaller wolves to fight alongside him. After sustaining enough damage, the Dark Lord reverted to his original form.

In a desperate move, the Dark Lord polymorphed Throk into a ferocious green bunny. Larry swiftly struck Throk, breaking the polymorph spell. As the battle raged on, the Dark Lord, with his remaining strength, cast a fireball that took out both Larry and Ash. In a final moment of fury, Throk delivered a devastating blow, decapitating the Dark Lord, and quipped, "Feel the God."

Though the Dark Lord was defeated, he could not be killed entirely, as the party was not in his lair. Using his last ounce of power, the Dark Lord offered a way out of Vallaki as a gift.

---

## Aftermath

Throk and Larry chose to leave Vallaki behind, while Alatar and Ash decided to stay and continue their adventure. Throk and Larry went on to live happily ever after, while Alatar and Ash set out on new challenges, their story far from over.


