recursal/Fanatic-Fandom huggingface dataset:
Episode 4: Beneath The House on the Hill

## Episode Four: Beneath The House on the Hill

Bluffing the guards at the gates of Nicena, the team dragged their hapless Prisoner into town, placing him in the care of Ferrin Kastilar, the Druid on the outskirts of town. Sympathetic to their tales of illicit activity, Ferrin counselled that hard evidence would be needed to prove Primewater’s involvement. In exchange for eliminating the lumbering Mound terrorizing the forests outside the city, Ferrin agreed to hold the captive until the party can find hard evidence against the Primewater Gang. As a bonus, a victory dinner of rabbit stew and nettlewine awaited the weary crew upon their return.

Back at the house on the hill, the remaining areas of the main floor turned up only more creepy infestations before descending down to the basement. Senses on alert and aided by growing magical prowess, the ruins of the wine cellar below the house quickly revealed the smuggler’s secret barracks . But alerted by activity in the house above, the smugglers arranged for some surprises, and entering their living quarters released a series of traps culminating in breaking a warded door releasing a gang of skeletons. Emboldened by the growing strength and magical prowess, the skeletons were defeated and the party found correspondence and logs that began to shed more light on the smugglers operation.

Some artfully illustrated clues:

* A signaling system for ships off the coast.
* A letter from Gellan Primewater to someone named Sanbalet referencing trading with strange tribes, and a brief lexicon for a guttural language.
* A letter from an Osmund III, referencing trade and wards for undead in exchange for some form of sea passage.
Episode 34: Weird Sisters

After escorting Issek and Ireena to Vallaki, the party made their way back to the dilapidated windmill they passed on the road. Inside they found the interior of the windmill inhabited by a hag coven who frustrated the groups initial assault on their foul bakery. Freeing two Barovian children held captive in the tower, they learned their desperate parents sold them to the hags in exchange for baked goods.

Dropping off the children in Vallaki and regaining their strength, a fellow traveler in the Blue Water in cautioned them to be wary of the hags power, and gave them a safe place to camp near his wagon near the local Vistani camp.

Returning to the Windmill found The Weird Sisters well prepared for the visit, and ready to bargain. Chyrra’s urge to find passage to the Shadowfell prompted Morgantha to promise the covens’ help in exchange for a strand of red human hair.

Unable to agree on bargaining with hags, the party headed east towards the castle, only to be ambushed in the road by Father Donavich, now much worse than they left him, and his creepy son Doru.
Feralfens

The north shore of the Fell Zee is a sprawling area of dense jungle wetlands. Inhabitants of this area form a loose tribal system  culminating in the city of Saogh where the wetlands of the Feralfens meet the edge of the Barovian Steppes. The city is a center of trade with a shifting balance of power between competing tribal factions. No outside power has been able to maintain stable relations with the shifting population, and the city and region remain a wild outland. Barovian traders are the only groups that have had consistent relations in the region.
Vistania

Description:

The only large city of the Barovian people sits nestled in foothills where the headwaters of the Zora river gather from mountain streams descending the jagged Barovian Mountains.

Vistania is an ancient city, predating the great wars of the Northern Steppes. Barovians speak of the city with pride, though it’s heavy fortifications stand in apparent contradiction to the jaunty culture of the nomadic people. Today, it’s five gates are festooned with bright banners and welcome trade of it’s people who traverse to Artoverke in the North, Hatterwol to the South and even beyond where it’s boldest travelers venture Southwest towards The Kennefel. But each night the fortified gates seal the city as it has been for centuries against the forces of the darkness.

Blessed by the adjacent Zora river and Lake Martikova within the city walls, the city is supplied with ample freshwater even when the gates are sealed.

Life in Vistania is supported by hunting, fishing and foraging the nearby hill country as the Barovian people have never fully embraced agriculture. The public squares and markets are full of trade and song, and the rule of law seems upheld more by familial respect, than by militaristic enforcement. While there is no fortress or central militia, the towers of the gate are well fortified and maintained by the communal structures of familial obligations."

Vistania Map
Égé

Swamp halflings living in and around the Feralfens of the north shore of the Fell Zee. Nomads based in large sailing canoes\*, prowling the swamps at the margin of the Fell Zee for islands on which to temporarily camp and hunt, and lagoons in which to fish. Tribes usually group as 2-6 families in 2-3 canoes.

#### Conflict:

Inter-/intra-tribal friction is sport and pastime (mostly talking unbelievable amounts of shit), until they are attacked as a unit, whereupon they will usually retreat en masse, only to engage in retaliatory irregular, asymmetric warfare. The vast majority of their violence is conducted through duels, but they experience sufficient group conflict that part of growing up is training in small-unit tactics. Generally speaking, in groups of more than about 6, they can't fight for shit, but then again, they never actually surrender.

Égé live in dynamic equilibrium between idyllic sylvan bliss, and wretched poverty: they usually get enough to eat, but frequently lack clothes, tools, or shelter; Both dueling prowess (formal), and the ability to steal from each other (informal) are admired: Displaying something that one has stolen is regarded with the same respect as vanquishing an enemy; Being caught stealing has the same shame as being defeated in single (or much more rarely, in many-on-one) combat. One side-effect of this is a strong cultural inclination against owning very much. Owning so much that one spends all of one's time worrying about having it stolen is regarded as gauche.

#### Conduct:

Insofar as the Égé have any ethnic cohesion at all, it is through a network of personal commitments:

* Obligations (culturally imperative acts):

> Share food with the canoe.
>
>

* Oaths (stated personal commitments to the group):

> "I will catch a fish today and share it with the canoe."
>
>

* Promises (stated personal commitments to persons):

> "I will catch a fish today and share it with you."
>
>

* Vows (stated personal commitments, usually concerning a goal):

> "I will catch the largest fish in this lagoon."
>
>

Keeping your promise is a very big deal to the Égé. As a result, they are very aware of their commitments, and sometimes reluctant to make them.

#### Referenced Égé canoes:

Umpanapana Canoe

Godua Canoe

Yoyona Canoe

Kemakema Canoe

Igungun Canoe

**"Canoe" in Égé has dozens of words, so the common translation can get weird. It can mean as a noun: family, any group of similar or related items, ancestors, real watercraft (having an entire additional lexicon), mythic watercraft (this is mostly related to ethnic origin stories). As a verb: an act performed for the good of one's group, traveling by canoe, traveling by any other means, the act of departure, the act of joining a group, the act of marriage.**
Episode 68: A Momentary Repose

Taking shelter in the ruins of Argynvolstholt, the party found that what was previous a stronghold of revenants from a time gone by was now largely deserted. Passing by the previous occupants now reduced to scattered piles of bone and old armor, they scaled the top of the ruined bell tower where the source of the great beacon of light emanated. The cold empty chamber pulsed with cold white light and they could feel the vague presence of the ancient dragon, but attempts to speak with the ancient spirit were only answered by silence, as if the spirits of the dead were behind a barrier that the common tongue could not pierce. Father Gus searched further through the ruins examining the carvings for further clues about the breast plate he found in the Amber Temple, and the strange depiction of a Njordian priestess depicted amongst the Argynvolst Knights, but answers lay beyond his reach, sealed away with the long dead Draconic Order. Despite having to rid the castle of some wild boars that had invaded the space, they enjoyed one of the best night’s rest since entering the cursed Svalich Valley.

Upon first light the group set back out to seek VIlnius’s contact in Vallaki hoping to stock up on supplies before confronting Bannoch in his castle. Yet still harried on the road, they found more restless dead laying in wait at the bridge into town. Not ones to be put off by the undead, the party rallied through the throng. But in the heat of battle Vin displayed shocking new powers, lashing out with arcane blasts of amber energy pushing away the shadows that surrounded them. Pressed by his friends on what happened, the bard bristled with denial even turning his charms on his friends to defend his honor. Tinged with concern and a note of distrust, the party followed as Vin lead a determined stride towards the gates of Vallaki...
The Dorwine Mountains

A rugged and inhospitable range of mountains runs across the northern borders of the Leddig Slatte. Barovian traders have brought exquisite metal and stone work from the Dwarven Kingdoms of the region and news of villages of Goliaths living in the highlands. The harsh winter seasons of the area prevent both settlements and regular contact with those that live in the area.
Sandbox

This is intended as an experiment. If you have a theory, or interpretation of current campaign events, and would like to expound thereupon, feel free to do so here. Kindly provide some brief orienting information, like a session date, as well as names of any relevant characters.

### Questions:

Who is Chyrra's Master?

Who is Fulgari and is he going to come back for us?
Episode 48: I Thought You Had the Getaway Car?

Efforts to gather the bones were soon interrupted by the return of old foes. Anastrasya, who led the attack on the Church of St. Andral and a worse-for-wear Father Donavich from Barovia set upon the hero’s, but were quickly sent back to their misty, if temporary graves. With a full load of bones split between Xarlamin’s floating disc, and Nestor’s strong back the party returned out the servants entrance to attempt their escape from the Lord Bannoch's Castle.

But their growing list of enemies turned up another obstacle as the revenant Vladimir had tracked them down. The ensuing battle pushed the party to their limits and forced them to resort to transforming Father Gus into a raging dinosaur. With the revenants dispatched, the party realized they failed to plot any hasty retreat options, and found the front gate of the castle approached by a gang of angry villagers under sway of Bannoch and another of his savage brides returning to the stronghold. Choosing to avoid a confrontation, the group ducked into the gatehouse and with some magical aide concealed themselves as Bannoch and his thralls entered the courtyard. As Cyrus appeared reporting Rahadin’s fate, Bannoch's anger dismissed his thralls to his bride’s bloodlust and disappeared into the castle as the savage vampiress slew the entire throng of helpless villagers.

Waiting patiently until she rode Van Richten’s tiger out into the moors, the party slunk out of the gatehouse to make a hasty and dinosaur-mounted path back to return the bones of Argynvolst to their rightful crypt. But the rage of Bannoch’s bride soon tracked them down on the road to Vallaki, and the party once again found themselves fighting for their lives. With brute force and powerful magic they not only felled the savage dark-skinned vampire, but discovered well timed sunlight knocked her retreating mist form to the ground and destroyed it with apparent permanence.

Battered and exhausted, the party reached Argynvolstholt and interred the dragon’s bones in the crypt before seeking shelter and a rest. Entering the old mansion, they saw the bell tower flash with silver light that shot up into the dark stormy skies illuminating the area with brilliant light. Taking comfort in their short term success, they bedded down in their magical shelter for a well earned rest.
Episode 75: New Strategies

No longer convinced that the strategic advantage of sneaking into the castle from the crypt level outweighed the risk of aerial assault, the party returned to the valley floor to re-plan their next steps. While the village of Barovia seemed to still be shaking off the devastation visited upon it by the Hags, the roads and country sides leading through the valley were teaming with the dead. Hunting parties composed of zombie hordes lead by sharpshooting wights plagued the party’s every turn.

Fighting their way across the Ivlis River and into the highlands surrounding the castle, they made camp one last night to gather their strength before storming the keep to face down Bannoch. Knowing the dark lord waits for them in the chapel, they still pondered how they could simultaneously defeat him and prevent him from returning to to his grave only to rise again.
Episode 17: Reaching Aellyn Rynass

Xarlamin’s mind-rending experimentation with the crown revealed that the artifact opens a connection to a strange plane filled with terrifying shadows. Before being overcome by the power of the crown, the daring elf heard the shadows whispering to him about someone named Neferon.

In the morning another failed attempt at Eggs Woodhouse over the camp fire was interrupted by Atosk’s dramatic return racing through the jungles just ahead of a massive predatory lizard crashing through the canopy. Defeating the beast and returning to the top of Suriel Falls, Pickles summoned a mighty storm that destroyed the dam and drained the pool back to normal size. Protruding out of the muck that remained, the former victims of the Grung Pool delivered a clutch of valuable items, and a nasty case of jungle-mites. Forging on through the steamy jungles, the party stumbled into a dangerous trap of man-eating plants that nearly bested their efforts.

Finally tired and worn and mind-weary from enchantments in the wood that seemed designed to lead them astray, they came upon a white marble pavilion in a rocky tree lined grotto. After dispelling an ominous ward smeared across the pavilion in dried blood, they were left with a complex elven riddle that was the final challenge standing between them and the fabled stronghold. After battling through enchanted trees and dangerous magics of the ward, Bamya had a flash of brilliance and realized the answer, that which is once in sight, and twice in eternity is the rune for “T”.
Torholds

Peninsular region

S of Hatterwol

Eastern shore of The Fell Zee

East of Il'Foetide, the land rises stretch of hills and plateaus known as the Torholds. The area is overrun with warring clans of orcs, gnolls and hill giants. The city of Mamat Tor is the only known settlement. While it is a center of trade, it holds no political value as control of the region shifts between the humanoid clans that reside there. Hatterwol defends the narrow strip of land between Rastenfeld and the Northern Torholds to prevent incursions from aggressive tribes.

See:

Northeastern Mantea Map
Episode 7: To Abbey Island

With Primewater and Captain Sigurd awaiting a Caliphate Tribunal, the party ties up some loose ends at the Nicena Docks. The Sea Ghost is purged of its past, renamed The Chainbreaker and the party even finds a tenuous friendship with the ships strange shapeshifting stowaway.

In port, the abandoned Primewater warehouse turns up more evidence of the slavery ring with cases of native artifacts labelled for shipping to one Isaiah Dru in Rastenfeld.

Angered by the exploitation of his people, Bamya urges the group to action and Nestor suggests investigating the Abbey Island noted in the letters and maps taken from the Pirates. Eliander warns that a recent survey crew of dwarven engineers sent by the caliphate to explore building a lighthouse on the island never returned.

Sailing West from Nicena, the party comes upon the small desert island and makes landfall at the southern tip where a break in the surrounding reefs allowed the dinghy to shore. Venturing inland through the windswept dunes, the party soon found themselves overrun with wave after wave of undead warriors rising up from the sands. Pushing bravely forward, the hero’s progress through the dunes ultimately triggered a massive horde swarming down upon the party and assembling itself into a colossal and unstable assemblage of bone. Using wit and newfound sense of teamwork, the party leveled the army, but the ultimate defeat of the undead masses resulted in an avalanche of skeletons that battered the party beyond its endurance, forcing them back to the safety of The Chainbreaker to recover.
Episode 5: Sanbalet’s Last Stand

Pushing beyond the basement barracks, a network of caves proved to be the last stand of Sanbalet’s gang. The exchange of magic and metal ended badly for the smugglers, the last of whom surrendered a full explanation of the Primewater’s operation supporting a pirate ship named The Sea Ghost in exchange for his life.

Within the caves, crates of stolen goods ranging from fine brandy and silk, to foreign trade goods and evidence of slaving were found. Triggered by the cultural treasures from his homeland, Bamya and Nestor paddled the modest rowboat out beyond the mouth of the cave and sunk a case of manacles and chains into the Fell Zee.

Returning to Nicena, an emergency meeting of the city council was called and the party parlayed their evidence into a nice reward as Gellan Primewater was sent to jail. The remaining members of the city council asked the party to help capture the Sea Ghost when it returns to the waters near Nicena.

Unresolved questions:

* Who is the Kennefels advisor pushing the young Anders Solmar’s agenda on the Nicena City Council?
* Why is the Primewater gang trading with savage tribes of the Torholds?
* How will the parties newly gained experience manifest itself in the tale of their growing prowess?
* What about all this alchemy stuff?
* Will Nestor’s Orcish heritage crack through his patient monk exterior in the heat of battle?
* Will the party establish a foothold in the peace of the Annex, or continue to endure Meeples Gen Pop?
* How much longer can the DM maintain gainful employment spending so much time working on the campaign?
Episode 36: A Standoff at St. Andral’s

Fortified in the Church of St. Andral’s, the party set to defend the now vulnerable holy ground. After midnight, the town guard and a local woman appeared at the doors begging for shelter from attackers at the gates. With the locals safely inside, the dead set upon the church breaking windows and flooding the building with bats.

Battering through their defenses, the dead clawed their way into the church only to face the divine power of Father Gus. Channeling the power of Njord, he turned most of the horde and revealed that the local woman was disguised a vampire leading the forces. With the crowd thinned, the party gained the upper hand and braced themselves for the return of the dead. As they finished off the threat, they learned the female vampire’s name. Anastraya scoffed at the party’s suggestion that she served Bannoch. “I do not serve” she snarled “I simply run his errands”.

In the morning, the battle had drawn the attention of the half-elf Rictavio, but soon discerned that he was also under disguise. Taking the party back to the Blue Water Tavern, he introduced himself as Rudolf Van Richten, an adventurer who came to Barovia to hunt Bannoch, but upon discovering the depth of the resident evils in Barovia, has now paused to study his foes before acting.

On their way out of town, they managed to run afoul of the burgomeister and his hulking bodyguard Iszek. Leaving the city gates with Van Richten, they are no longer welcome in Valakai.
Episode 76: Into the Heart of Darkness

Descending from their Highland perch at first light, the team made a last strategic ploy to distract Bannoch’s forces. Counting on his continued eavesdropping on their magic, Father Gus sent a message to the Martikovs suggesting they would make a play on Lady Wachter back in Vallaki. Unsure of their results, they made their way to the castle gates only to find Cyrus, the castle’s deformed and solitary butler making his way down the dark rainy road complaining to himself over his latest task. Deploying a little mind altering magic they relieved Cyrus of his key ring and sent him on his way none the wiser.

In the courtyard of the castle, they found a grisly welcome. Six maypoles erected in the empty courtyard. Five empty and the sixth festooned with the grisly remains of Van Richten. At the foot of his pole, presumably his fingerbones spelt out “Welcome” as the castle doors stood open beyond.

Steeling themselves for the worst, the party entered the castle only to find Bannoch himself waiting for them in the grand entry. The doors slammed shut behind them and as the Vampire Lord moved up the stairs out of range, the carved dragon guardians of the entry chamber roared to life to provide Von Drovis’ “warmest welcome”. While the party defended themselves against the onslaught, Nestor and Xarlamin gave chase hoping to confront Bannoch, instead finding he was but an illusion designed to draw them into the clutches of more of his undead vampire spawn. But this time, Father Gus’ Magical Dawn ensured that these vampires would not be returning to fight another day.

Pressing on, they moved into the ceremonial hall leading to the chapel castle. As they moved towards their goal, the doors slammed shut as the stone ceiling over their heads liquified dropping several tons of mud onto their heads. As if this were not enough the long dead denizens of the castle appeared, and the wraiths harried the party within a margin of their lives before being vanquished.

Bruised and battered the party caught their breath and thought carefully about their next move.

Pere Ubu discussed this.
Mantea Wiki

**Next Session: 2021.07.12.1730**
Most Recent Episode

This is a repository of information, received or deduced, concerning Mantea, aspects thereof, and events therein occurring. Information provided:

* Relates to the subjective campaign only;
* Does not include external D&D content as defined in the PHB, DMG, or other official sources.

### Table of Contents

1. Gazetteer and Maps - Campaign subjective geography
2. Episode Summaries - DM's gameplay synopses
3. Received Documents - Handouts from sessions
4. Dramatis Personæ - PCs
5. NPCs - Notable people and things. Not exhaustive.
6. Mantean Calendar
7. Sandbox - Campaign content discussion
8. Wishlist - Things to be added

## Helpful Links

Provided for convenience:

Roll20

Slack

D&D Beyond
Argynvolst's Diaries

>
> The Auguries have foretold this day, and of all their prophecies this is the one I should give anything to prevent. My knights have fallen, and the land lies ravaged by this cursed recruit of the Fangs. The foolish Leddig Child knows not what he serves, or the horrors he will unleash, least not upon his own house.
>
>
> Today he will come here to Argynvolstholt and I will reveal to him my true nature so that he may know what it is to face true power and honor. Regardless of the outcome fate will claim, Bannoch shall feel the sting of winter by claw and by spells.
>
>
> Yet I feel the old Savran Soothsayer may be right, as every other prophecy has fallen upon this valley. I may fall from the skies as the old blind man claims, and my bones scattered across this land, but I will take pride in knowing my calling has not failed. The decades spent here guarding the evil that has taken root in Mount Ghakis has slowed its growth and stymied the plans of these Fang Wizards. I pray only Savras and his Good Council arrive with haste, and whatever pact they make with Fey Queen of Secrets brings seals this valley before more evil seeps from that forsaken Amber Temple.
>
>
> The Fangs may claim this victory as The Order of the Silver Dragon no longer impedes their evil schemes. The filthy tendrils will scramble out of that accursed temple and take root in this once beloved valley, but no further. Though I may die, I bind my spirit here. So long as my remains lie in state, may my spirit shine a light of hope across a darkened land until the day the source of evil can be rooted out and bled dry.
>
>
> Argynvolst
>
>
>
>
Episode 43: Another Spidery Ruin

Before departing Vallaki, Bamya went on a small mission to “encourage the donation of diamonds” to Father Gus’ ongoing Njordic Ambition Tour. Upon recommendation of the Urwin Martikov, he stopped by the manor house of the Wachter Family, local nobility where Isek Kolyanovich had taken temporary residence. Received with some trepidation into the Wachterhaus, Bamya soon found his limitations in the Barovian language quickly frustrated his efforts. But Xarlamin, waiting nearby and within earsssssshhhhot of the ssserpent earcuffsss was able to join the faltering discussion and parlay a tentative deal with Lady Wachter. Her goals to restore her family to local prominence in Vallaki revolve around unseating Burgomeister Vallokovich. In exchange for diminishing his hold over the town, she promised a pair of diamond earrings to the party. Though the party remained tight lipped on their plans to deal with Bannoch, upon departing the Wachterhaus they caught a glimpse of an invisible winged being spying upon them before it disappeared into the rainy night.

Back at the Blue Water Inn for one more night before venturing out, Father Gus retrieved Van Richten's Journal from the room currently held by Rictavio.

Departing the town the next morning, they made their way up the foothills of Mount Ghakis to the ruins of Argynvolstholt where a legion of dragon knights once held order. Upon arrival, they found the once grand manor house dilapidated and partially collapsed. Skirting the ominous dragon sculpture in the forecourt and the magical warding Xarlamin detected near the front doors, the party chose the more difficult entry through the collapsed south wing of the manor where now Giant Spiders held court. Pushing past the initial threat, they soon found themselves in the Manor’s Chapel, where three Revenant knights stood vigil. The tide of the battle eventually turned to favor the party, but as with the previous challenges from these fallen knights, the spirits that departed the fallen corpses seemed fated to return...
Episode 18: Why Did It Have to be Snakes?

Overnight, recovering from solving the elven wards, the trio of residents at the top of the canyon revealed more context about Uhlahu that have invaded the stronghold. The small oily being named Urx has a relationship with someone named Llestra who is lost in the chambers below and is apparently “lost, beyond saving...”

Venturing down the grand stairway into Aellyn Rynass, they found that despite the corruption of the snake people, elven wards remain in place. Battling past guardian statues, the party alerted the Uhlahu below who readied an ambush. Fighting their way into a strange temple, the party was soon over their head facing a hoard of snakes and a huge flying metallic serpent living in the chambers below the temple. Making matters worse, the very fabric of reality around them seemed to buckle around them causing strange side effects whenever magic was used.

Even after defeating the Uhlahu attendants, the giant beast proved more powerful than the heroes expected, and snatched Pickles before retreating into it’s lair.
Burmuth

Knowledge of the lands beyond the Outersea is thin, but occasional trade ships from the distant ports have brought glimpses into the wealthy Eastern kingdom. Travelers and immigrants from Burmuth share tales of mystics, warriors and vast libraries of knowledge that have become fairy tale settings for children. Conflicting opinions about Burmuth are common - some refer it as the edge of civilization while others describe it as a gateway to  other countries beyond the sea. The long crossing of the Burmuth Sea has rarely been made from Hatterwol due to both the expanse of open water and the treacherous coast line of the Sinking Lands.

See:

Northeastern Mantea Map
Gazetteer

### Locations (regions, areas):

Alados Mountains

Argynvolstholt

Artoverke

Barovian Steppes

Burmuth

Chelhuwood‏‎

Feralfens

The Forsaken Strand‏‎

Gaih D'Heal

Haphan Plains‏‎

Hatterwol

Il'Foetide

Inghan Isles

Kennefels

The Outer Seas‏‎

Parasa

Ra'Onitia & Leddig Slatte

Svalich Valley

The Dorwine Mountains

The Fell Zee

The Sinking Lands

Torholds

### Cities, towns:

Ambehgris

Áringfell

Bahvold

Barovia

Deloga

Etthin Pass

Krezk

Mamat Tor

Naben

Nicena

Obat Tor

Pfildeberg‏‎

Rastenfeld

Vallaki

Vistania

### Sites (castles, ruins):

Abbey Island

Aellyn Rynass

Bannoch's Castle

Suriel Falls‏‎

The Abbey of St. Morkovia
Episode 23: The Corrupted Garden

Pushing to the bottom level of Aellyn Rynass our heroes found themselves face to face with Llestra. The once beautiful elf, was deep into a corrupted transformation into a horrific spider form, and whatever magical skills she had accumulated in life were also warped by intra-dimensional forces. Summoning wave after wave of arachnoid minions, she tested the parties meddle attempting to snare them into her dark garden.

Despite the threats, and the unstable magical weave of the stronghold, the party prevailed. Finally beneath the open sky, Pickles brought down divine wrath as his comrades bravely weathered fire and fang, exterminating the infestation that choked the former garden level of the stronghold.

In the aftermath of the long battle, they realized they were still none-the-wiser of how the Elven stronghold fell victim to such dark designs. And Chyrra grew more impatient in her search for the lost library she hoped would fulfill her own quest.
Kennefels

An opportunistic and expansionist merchant oligarchy. Their homelands are Southwest of the swamps and jungles surrounding the Fell Zee, but they have established Urah and Ambehgris as colony cities stretching their influence Eastwards to support their trade ambitions. Trade ships and delegations to Hatterwol have increased in recent years as the Kennefel Empire seeks to increase trade and improve diplomatic relations. Kennefel Culture is inquisitive, ingratiating, and somewhat materialistic, which occassionaly chaffes against the more composed culture of Hatterwol.
Bamya Recipes

2 big'un fists full of creeper vine had a go to eat us

A goblet's worth of blood from a giant snake had a go to eat us

about a yard of jerky made from the whiptail things had a go to eat us

A dash of acid slime from the big barfing caterpillar thing had a go to eat us

A handful of mushrooms that did not try to kill us

Half goblet of (stole) cognac

Salt to taste

Pulverized hardtack
Episode 32: Trouble at the Monastery

Leaving Vistania, the party following an old map left behind with Vasha Loraphil from her Rynassi Ancestor. Deep in a mountain pass, they found a makeshift rope elevator that provided access to the Phodra Monastary built into the cliffs above. Fighting off resident manticores and a wyvern, they soon found themselves in the abandoned courtyard of the ancient monastery.

But they soon found they were not alone. Strange arachnoid creatures scuttled across the courtyard apparently depositing eggs in the dilapidated monastery fountain. Even worse, within the sanctum of the temple, they discovered a planar rift being held open by a terrible being who seemed only intent on ripping it’s way through the rift to gain foothold in this world.

After defeating this incursion of unknowable power, a ghost in the monastery crypt explained he had been sent to defend the region from beings that sought to exploit the planar disturbance in the area, but sadly the temple had become overrun.

Combining some research in the scriptorium and Father Gus’s divine visions, the party learned of the dark history that befell the Phodra Monks, and of a pact of deities that came together in the final days of the Great War.
Episode 8: Into the Abbey

Returning to shore after a rest on the Chainbreaker , the party returned to eerily silent dunes. Venturing further inland, they discovered a small temple and abbey where an exiled cult of Myrkul had made their home. After a tense initial greeting with a zealous priest and hulking guard, Father Osmund, the Abbot emerged from the temple calming the confrontation and inviting the party inside for more civilized discussions.

Father Osmund explained the abbey’s relationship with Captain Sigurd’s turned a blind eye to piracy, exchanging their services for supplies and transport across the Fell Zee. describing their faith as a Funerary Devotion offering sacred rights to believers who have been scattered by the Caliphate, Osmund asked the party to consider transporting Father Orelous and a visiting Barovian named Mr. Bebry north to Deloga on a mission to find a lost temple of their faith.

But the party’s suspicions were piqued by a furtive warning by Mr. Bebry and an aged priest named Odium, who warned that the priests had drifted from their faith and were not to be trusted. Devising a plan to accept the commission for travel, the party ambushed Father Orelous at the shore, eliminating him away from the support of his peers.

Despite prodigious magical power and a formidable bone whip, the party defeated the dark priest, and secured a newfound ally in one Mr. Thamas Bebry.

Returning the Abbey, the party made short work of the remaining cultists in the barracks below the temple, and moved to confront Father Osmund in the main temple. Breaking in to the chamber found the space distorted by dark magical forces and as the battle sprung up with Osmund and his Captain of the guard, demonic forces materialized from the darkness aiding the dark priest. The battle turned as the parties felled both Osmund and his guard. Sensing the power of the characters, the demons fled disappearing into the darkness of the temple.
Episode 9: Return to Abbey Island

Note: This session summary didn't include a title, so this is a provisional handle...

After rounding up some loose ends and errant party members back in Nicena, the party began to connect some threads of the story unravelling around them. Thamas Bebry revealed that Osmund’s search for a lost temple was actually after a lost stronghold of elves in the Chelhuwood on the edge of the Feralfens. The details of Osmunds descent into the worship of the Demon Lord Ocrus from his personal journals added an ominous shadow over the Barovian’s story.

The return of Nestor and Xarlamin from their missions to the north revealed that activity surrounding the Expansion of the Rastenfeld Lagoon is reaching a high point, as the dig site has begun to flood, pressures from Kennefel Traders have increased and monumental building supplies are en route from the Dromir peaks. Tensions flare between the local Church of Njord and the presence of Father Odium, revealing rumored plans of increased Caliphate presence in the sleepy town of Nicena. Plans that Pickles’ friend the kindly Monsignor would see stalled.

But the call of adventure beckoned, and the Chainbreaker set sail back to Abbey Island. Despite ominous warning and a gift of Barovian Weapon Oil in a parting note from Mr. Bebry, the party ventured into the crypts of the Abbey to confront undead forces that stretched them to their limit. In only two battles, the crew was forced back to the surface to regroup and steel themselves for whatever still remained below.
Episode 41: The Ruins of Berez

Leaving the Martikov’s Winery behind the party headed east towards the Luna River where Davian Martikov marked their maps for the ruins of Berez. Warning them that the river valley was now a thick swamp land, the old vintner bid them good luck on their mission to confront the swamp witch responsible for tormenting the winery.

As the old road along the Luna continued to degrade, they noticed lights in the dark forest near the water’s edge. Hearing female voices just beyond the edge of the wood, Bamya investigated but quickly found the party surrounded by a pack of soggy corpses accompanying a pallid undead knight in tattered chain mail emblazoned with a dragon crest. The battle that ensued tested resolve, and as Xarlamin finally dispatched the grim specter of a knight, his soul left the corpse and hovered in the mist long enough to whisper ***“You are marked!”*** at the bold elf. Suffering and drained from the encounter, the party rested momentarily to bind their wounds before heading further into the swampy interior.

Approaching the ruins of the village, the party found one of the Martikov scouts signalling them. She warned that the old witch was in a hut in the center of the ruins, and had captured a raiding party of her family a few days prior. Hatching a bold plan, Bamya snuck through the fetid swamp towards the witch’s ramshackle home while Nestor created a diversion freeing the old hag’s small pen of goats. Triggering the old woman’s warning spells, the party soon found themselves beset by the witch’s scarecrow guardians and the old hag herself riding a hollowed out giant skull. While the party held the scarecrows at bay and challenged the old witch directly, Bamya snuck into her hut to find a crib and a strange dark haired golem baby inside. Boldly using the creature as bait, Bamya rushed back to the battle to demand the witch’s surrender. Infuriated, Baba Lysaga stopped the hobbit in his tracks with a singular powerful spell and sped to retrieve the infant. But Vin’s mystical music proved strong enough to harry the old hag long enough for the rest of the party to intervene and end her damp and moldy existence.

Within the hut, the party uncovered the Martikov’s stolen gems as well as the old witch’s journal, which revealed further background on the strange land they found themselves in, and the inadvertent enemy they have made of its ruler.

### Loot from this session:

1,300 GP

1 x 500 gp diamond

2 x 500 gp emeralds

1 x 500 gp ruby

1 x 500 gp sapphire

Scroll: Mass Cure Wounds

Scroll: Revivify

Vial of strange oily liquid

Set of strange pipes

Stone shaped like a cat's head with a glittering green eye

Baba Lysaga's Diaries

Other books
Episode 37: Krezk and Strange Events at The Abbey of St. Morkovia

Joining Van Richten on a visit to his tiger at the Vistani Camp, the party learned a few more puzzle pieces from the seasoned hunter. Explaining his past as a bounty hunter of the monstrous, he shared his insights on hunting vampires and hags and the dangers of each. Vampires, must be destroyed either in sunlight, running water or in their own crypts. As for hags, their power increases while they are together in their coven, and he counseled that they will likely seek a new home base from which to torment the group.

As for Bannoch, he shared what he knew of the Van Drovis royal line, and their final days in the war. He explained that while his research here in the valley has turned up vague reference to The Fangs of The Veil, their presence seems to have faded. The last known reference he had found was of a court mage of Bannoch’s who learned the secrets of becoming a lich from the lost temple of The Fangs somewhere nearby. This wizard sought to challenge Bannoch’s rule over the land, but failed. He also shared that he believes Bannoch to suffer from a romanticized version of his own destiny, and subject to his own sweeping sense of false grandure.

The group agreed to part ways on the road outside of Vallaki, Van Richten heading south to investigate the vineyards on behalf of the Martikovs, and the party seeking the abbey in Krezk as a potential safe haven for Ireena. But in Krezk, they found the abbey overrun by inbred locals in service to a deranged abbot. Through some clever investigation and subterfuge, they revealed the abbot was not human at all, but some strange extraplanar entity, who was in the process of creating a female golem. It didn’t end well for the Abbot, and the party left the mongrel-folk of the Abbey to their own devices.

### Loot from this session:

Manual of Flesh Golems

Platinum amulet of the Morning Lord
Gaih D'Heal

The mountainous terrain to the Northeast of the Feralfens is a wild country known as the Gaih D’heal. The jungle and wetland shores of the Fell Zee are sparse in this area resulting in trade routes for Barovian caravans that wind between the foothills and rough shoreline. No permanent settlements have been established in the area. The Barovian Gypsies tell tales of dangerous monsters living within the Gaih D’heal, but some believe the Barovians’ tall tales serve mainly to protect their trade routes from interlopers.
Episode 63: Lich Me Baby One More Time

The shard holding open the dark portal of the temple now in dust, the party faced the returning anger of the Fangs of the Veil. Exethanter and Uralath found their way into new corpses in the catacombs and now burst into the temple commanding a small army of the dead. While Chyrra and Father Gus held the mob of rotting flesh at bay with divine fire, the rest of the party engaged the liches with the full force of all they could muster.

Nestor bravely taunted Exethanter with his former staff drawing the high priest of the cult to chase him across the temple. But his plan backfired on him as he donned the lich’s crown only to be overpowered by it and knocked unconscious. Xarlamin chased down the lich and dealt a death blow before he could reclaim his artifacts while Bamya and Father Gus brought down Uralath under cover of Vin’s inspiring support and clever negation of the lich’s powerful magics.

In the aftermath of this second confrontation with the profane wizards, Father Gus took their phylacteries into the catacombs and unleashed the power of Njord upon them. Whatever vile magics protected them from previous efforts were blistered away, and the foul tokens on the liches’ everlasting life was reduced to ash along with the remaining corpses of the cult in the catacombs.

Determined now to leave the Amber Temple, the crew hatched a plan to deal with T’sabthen who would surely be waiting for them outside. Using a bottle of continuous smoke found in the temple treasury they set up a ruse to convince the strange wizard that parts of the party had fallen in battle within the temple, and would seek to ambush him as they sought his aide.

Before leaving, the party divided and compiled the Treasure from various rooms in the Temple.
Uralath

Elven sorcerer. Senile, was living sorrowful undead life in the Temple of Amber.

Status: DEACTIVATED

"Uralath, Scourge of the Steppes, Enforcer of the Faithful, Commander of the Lifeless. Flayer of flesh, he who reduced all resistance to the quivering flesh that accepts all orders. Stripped of intransigence, and hardened in the cold golden light his armies carry the yellow sigil across the lands that fall to the fang."

Member of The Fangs of The Veil.
Exethanter

Rynassi Elven sorcerer.

"Exethanter, The Vessel, Chosen Internunciate, Opener of the Way. He who first beheld the promise of Ctha’Feemal, first to see through the veil and nurturer of this passage to the sacred halls. The foundations he builds here will see the tendrils of The Tendrils of the Yellow King take root in the bones of ancient Barovia. He crowns the New Prince of Mortal Suffering to oversee the worldly ways of this new empire without borders, to steward the empire of New Carcosa, and to never know the sting of death."

Member of The Fangs of The Veil.

Source of The Crown of Exethanter.

Status: Deactivated.
Hatterwol

Standing between the Low Countries of central Mantea, the Barovian Steppes and the Outer Seas, Hatterwol is a Caliphate governed by an aristocratic lineage of Priest Kings. Known for peace, order and careful composure, Hatterwol holds itself as a bastion of civilization balanced between the more dangerous surrounding lands. As the most civilized area on the Eastern Coast of the continent, Hatterwol welcomes infrequent sea trade from the distant Kingdom of Burmuth, and provides safe harbor to travelers daring passage from North around the The Forsaken Strand or the treacherous seas to the South along The Sinking Lands.

Lying within the tropics north of the equatorial region of the Fell Zee, the sweltering temperatures of the inland areas are tempered by a maritime climate creating more ideal conditions. The sheltered waters immediately south are generally calm, but the open seas immediately to the East can bring volatile seasonal weather to the eastern coast.

The region is largely self sufficient in resources with fertile farm lands, and mining and lumber camps in the mountains and forests bordering the Barovian Steppes. In addition to the capital city of Pfildeberg, large cities have been established both along the coast and in the central highlands. The only threats to the security of the country are the humanoid tribes in the Torholds, and the dangerous lands of the Forsaken Strand to the East known to be plagued with undead.

The religious practice in the country is both diverse and very secretive. The ruling Caliphate is devoted to the worship of Lugh, “The Shining One.” However, devotion to several other deities are openly practiced throughout the country alongside foreign cults brought to Hatterwol from sea trade. While temples abound in the major cities, ceremonies and religious ceremonies are conducted behind closed doors. The ruling Caliphate promotes the religious harmony as the mystical strength that protects the land.

Interaction with Kennefel traders has prompted the Caliphate has invested heavily in recent years in the port city of Rastenfeld where excavation of a massive harbor and canal system will connect the waters of the Fell Zee to shipping routes of the Outer Seas.

Humanoid races are common in Hatterwol. The foot hills and mountainous regions are home to minor tribes of dwarves, gnomes and halflings, and occasional delegates from the distant Ghai D’Heal venture east representing the major kingdoms of the underdark. The forested regions are homes to small groups of wood elves, but most other fey races left the region long ago during the legendary fall of neighboring kingdoms. The most common language across the country is Letonish, however Barovian is commonly heard through interactions with their neighbors to the North.

Hatterwol Map
Hotakyn

Elven sorcerer.

"Hotakyn, The Whispered Promise, the Revelator of Silence, Emissary of Darkness. He who walks in darkness fears not the underdark. Paramour of all the darkness holds, he bends the ravenous heart and leads the ravenous to slavery, to the surface to claim their retribution. The proudest caliphs of the Drow bent to his will, will lend their poisoned blade to shred the tawdry fabric of the lands of men."

Member of The Fangs of The Veil.
Episode 31: Deadly Steppes II

Joining forces with Vahsa Loraphil, the half-elf granddaughter of the Rynassi Expedition Leader, the party set off from Vistania into the open steppes to the west. In search of a rumored collossal undead creature, they soon ran afoul of roving bands of the walking dead.

While the initial threats proved a simple challenge, they soon found themselves faced with an enormous construct digging through an open war grave collecting corpses. While Xarlamin effectively banished it to it’s home realm, the parties pride and ambition nearly ended badly. Allowing the creature to return to their dimension, they soon realized the power of this constructed horror and narrowly defeated it.

Before returning to Vistania, they earned the reward from a strange ghoul like creature who was desperate to defend his “larder” of corpses that apparently nourished him both physically and mentally.