Book I: Curse of Strahd

## Prologue - Into The Mists

"*In a camp not far from the town of Daggerford four strangers meet, each seeking shelter for the night, and each knowing there is safety in numbers. They are Ulfric Fenrir Grimmane, a dark and solemn monster hunter on the trail of a pack of werewolves. Mikaeus Avento, a gaunt and zealous cleric of The Silver Flame who has been excommunicated from Thrane for his heretical views. Erlking “Grindgear” Helglish, a maniacally brilliant goblin tinkerer who is on the run from justice for his war crimes, and Belri Far-Traveler, a stoic and resolute halfling monk of The Way who is on a long pilgrimage seeking enlightenment and redemption for past sins. Eventually finding rest for the evening, the strangers are each haunted by the same dream of a fortune teller. Introducing herself as Madam Eva, she tells them of a powerful enemy that they are now fate bound to face. In a tarot reading, she provides cryptic hints towards the tools needed to defeat this foe as well as allies who may join them. Upon awakening, the four find themselves surrounded by thick swirling mists. Only one path is visible before them cutting through the forest. As the four begin to move forward, the surrounding mists ripple with movement and echo with the sound of unseen creatures. The four of them, these Mistaken, with no other options press forward together into the mists*."

## Chapter 1 - A Gothic Façade

###### Character Level: *1st Level*

Journeying forwards, shepherded by the mists, The Mistaken walk through shrouded woods. As they walk the sounds and movements begin to cease as the forest begins to thin. Pushing forward, the group eventually enters a small village. Its streets are blanketed in a thick veil of white mist and its buildings are tall dark tombstones. Many of the houses and shops are boarded up, lifeless, and empty. Turning a corner, the sound of crying draws the group’s eye towards two children standing in the middle of an otherwise dead street. Before them is a weeping boy clutching a doll and a tall girl comforting him though scared herself. They say their names are Rose and Thorn Durst and tell the group that they are outside as their home is haunted by a monster. The fog lifts from the front of the old house, at that moment revealing a decrepit gothic façade. The group sense something is wrong but is conflicted, that is until Grindgear, without warning, produces a pistol and shoots the weeping boy in the head. Shocked and outraged, the others move to deal with this mad goblin but stop as they watch both the boy and the girl turn to mist. Now even more confused, the group looks for a way forwards, but the mists begin to close in pushing them towards the house, eventually, they concede and enter. As soon as they are all inside, the front doors slam and lock behind them. Now trapped, the group have no choice but to make their way through the house scouring every room for a means of escape and clues as to the whereabouts of this monster. Though rundown outside, the interior of the house appears well kept and is richly decorated with fine furniture and artwork. However, upon closer inspection the art appears to hide twisted imagery, woodland scenes with monstrous eyes in the bushes, and entire battlefields of soldiers with skulls beneath their helms. Worst of all are the portraits, whose unnerving stares seem to follow the group no matter where they stand. Overcoming their unease, the group search the lower floor finding a shield depicting a windmill on one of the walls, a few crossbows in a cabinet in the trophy room, and a dumbwaiter in the corner of the kitchen. After much convincing from Fenrir and Mikaeus, Grindgear agrees to squeeze into the tiny elevator, which is small even for a goblin. He is then lifted by Fenrir to the room above. The first room appears to only be some servants’ quarters so Grindgear calls to be lifted higher. Once at the top, Grindgear hops out into a master bedroom in which the bed, furniture, walls, and ceilings are coated in cobwebs. Expecting some giant arachnid, Grindgear only finds a jewellery box and after pocketing it calls to be lowered down, rejoining the group. After this the group ascend the main grand staircase in the entrance hall and enter a large library, pawing over the dust-covered tomes. Whilst searching, Belri pulls an odd book and with a satisfying click, reveals a secret chamber behind one of the bookcases. Inside she finds several occult black leather tomes and a large iron chest containing a skeleton riddled with darts. In its hand, she finds a letter from a mysterious man known as Strahd von Zarovich which is addressed to Gustav & Elisabeth Durst. In it, Strahd details his disdain for the couple's incessant “worship” of him. In addition, Belri finds some important looking documents and a few spell scrolls, which she takes. Library thoroughly pilfered; the group decides to check one last door which turns out to be a closet. Suddenly, a broom springs to life and attacks. Through sheer willpower, Fenrir manages to calm the sentient broomstick, dubbed Brumhilda, who is convinced to join the party. Reaching the attic the party split up; Fenrir and Belri search the storage room as Mikaeus and Grindgear make their way to the children’s bedroom and discover the skeletal remains of two children. They notice the smaller of the two skeletons is clutching the same doll that Thorn was. As they stop and inspect the room, the spirits of Rose and Thorn appear asking the two to play. Mikaeus tentatively agrees and as they play the children reveal that their parents locked them in their room but never returned. Inspecting a dollhouse in the room, Grindgear discovers it is an exact replica of the house they are in and the model includes a secret staircase accessible only from the storage room. Meanwhile, in the storage room, Fenrir and Belri discover the remains of the children’s nursemaid stabbed, bound, and locked in a trunk. From the remains, a spectre rises, calling out for its missing child and, in a mad panic, launches into a desperate attack. Responding to the commotion Grindgear and Mikaeus attempt to leave but the children won’t let them, they are terrified of being alone. The children take on horrific visages and attempt to possess the two, but they manage to resist. Mikaeus convinces the children that they must go to stop the monster. He lights a candle in their room as a symbol of hope as he leaves. Just as the battle is starting to go bad, Mikaeus and Grindgear arrive to turn the tides, and together with Fenrir and Belri, they defeat the spectre.

## Chapter 2 - One Must Die

###### Character Level: *2nd Level*

The spirit defeated, the group search the storage room, Grindgear finding the secret door right where it was in the dollhouse. As they open it, they see a narrow spiral staircase, descending down into darkness as a strange faint chanting rises out of the gloom to meet them. Descending beneath the house, they find themselves in a dark damp catacomb containing the unused crypts of the Durst family. The chanting is louder and clearer now, repeated again and again are the words, “He is the Ancient, He is the Land” echoing from deeper within the catacomb. As The Mistaken make their way through the tunnels they begin to find signs that there is more to this house than it originally seemed, and that a dark secret lurks beneath it. They find abandoned sleeping chambers, a grizzly dining room scattered with human bones and are periodically attacked by ghouls adorned in tattered hooded robes. Moving deeper into the catacomb, the group comes to a descending staircase. At its base is a dark shrine. Skeleton’s hang chained to the walls around a central black statue of a gaunt man with piercing eyes who is wrapped in a billowing cloak. The left hand of this statue rests on the head of a large wolf and in its right hand sits a swirling grey crystal. Everyone but Fenrir deduces that this catacomb is or was the site of a dark cannibalistic cult that once worshiped this dark figure depicted in the statue. It is also likely the “howls of the monster” that Rose and Thorn heard in life were in fact the screams and cries of the victims of this cult. Fenrir did not come to this conclusion as he was too busy staring at the swirling grey crystal, just as he is about to touch it Belri slaps his wrist, telling him it is a bad idea. From here the group continues on their way through a dark reliquary, every item of which Fenrir stuffs in his alchemy bag, and a prison containing the bones of victims as well as one cult member who seems to have gone against the cult. The chanting is at its loudest now as the group comes to a metal portcullis leading to a large, flooded chamber. Chains hang from the ceiling; a large pile of rotten vegetation and bones sits in a natural cave on the opposite side of the room and water laps at the rim of a large stone platform in the centre of the pool. Entering the chamber, the group make their way to the central dais, at this, the chanting stops, and shadowy figures appear on the balconies overlooking the chamber. In unison, the visions chant “one must die” over and over again. Some members briefly consider turning on each other but, in the end, they stand together and defy the apparitions. The chant once again changes, “Lorghoth the Decayer, we summon thee! The end comes, Death be praised!” At this, the large pile of decaying vegetation shifts and rises into a shambling mound of rot and death. It attacks the group relentlessly, with no care for itself beyond its violent hunger. In the middle of the battle, the mound grabs Mikaeus, swallowing him whole, only for Brumhilda the sentient broom to fly through the beast bursting out of the other side with Mikaeus in tow. After nearly falling to its strength the group work together to defeat the shambling mound, at this the apparitions cry out in pain and disappear, the chanting stops, and the room falls silent. Exhausted, the group collapse within the cave once inhabited by the shambling mound and attempt to catch their breath. Rising after a few hours of rest, the group begins to make their way out of the catacombs that lie beneath the Durst house. As they return to the shrine the group finds a ladder leading back up to the house itself. However, once back within the house, they find it is in a completely different state than they left it. Everything has begun to decay and at a rapid rate, the walls and windows have become bricked up and reinforced. The house itself seems to shift and bellow as if it had a will of its own as poisonous smoke pours from fireplaces, torches, and stoves, filling the rooms like the breath of a virulent dragon. Metal axes swing in doorways blocking passage and animated suits of armour begin hunting for the party. The group fights their way through the house, overcoming the obstacles, dodging the sentinels, and holding their breath for as long as possible, before finally smashing through one of the exterior walls and into the streets of the village, now free of mist. The house twists in shape roaring and bellowing at the loss of its prey, as it threatens to uproot itself and consume them. As one, the group begins attacking it with fire spells, flaming crossbow bolts, and gunshots until the dry wood ignites and the house burns, letting out one last mournful cry as the group watches its flames rise high into the sky.

## Chapter 3 - Last Rites

###### Character Level: *3rd Level*

The house destroyed, the spirits of Rose and Thorn appear, now aware of their demise. They thank the group but reveal that they aren’t sure they can move on. Mikaeus kneels with the two ghosts, lighting his candles and reads them their last rites, giving them permission to move on. Thankful, the two children hug Mikaeus as they fade away, finally able to rest. Following this, Belri tells Fenrir and Mikaeus that she can no longer travel with them as she feels she cannot trust Grindgear. She gives the group a few items then goes her own way. With little to go on the three remaining members do what any adventurers do when they don’t know what to do, head for the nearest tavern. Arriving at the Blood on the Vine tavern, the group order a few drinks then begin talking to a few of the patrons. Grindgear finds a drinking buddy in a young man named Ismark, Fenrir begins chatting to three young women, and Mikaeus, who is against the consumption of alcohol, stands and loudly condemns everyone. After the group learns some information, Grindgear comes over and insults one of the three women. This combined with the scene Mikaeus is creating causes the three women, who turn out to be the owners, to ask the group to leave. Once outside, Grindgear’s nose drops from his face from a curse placed on him by the women. He is held back from retaliation much to his chagrin and after an argument the group then part ways, Mikaeus heading to the church to pray and Fenrir dragging Grindgear to the local shop to resupply. Mikaeus makes his way to the church but is stopped on the way by a horrific sight, a skeletal warhorse and rider galloping towards him. Fenrir and Grindgear hear the galloping and his call for help and head to aid Mikaeus. As Grindgear arrives and begins to provide cover fire, a hulking black werewolf leaps from a nearby rooftop attacking the skeletal rider, savagely striking the bones until they turn to dust. The werewolf then leaps away back the way it came. As Mikaeus and Grindgear enter the church, Fenrir arrives entering with them. Making their way into the chapel the group hear the quiet muttering of prayer followed by a manic woeful scream. The pews are shattered and in ruin and candles light every corner in vainly trying to chase away the shadows. In the centre of the chapel kneeling in prayer is a stout balding man, the group demand answers from the figure who reveals himself to be Donavich, a cleric of The Morninglord. He responds very plainly that the screaming is his son who he had to lock away. At this moment, a young woman enters the church through a window and begins grabbing anything not nailed down. Snapped from his state by the appearance of the thief, Donavich finally looks up. Firstly he scolds the Effie the Thief, in the tone of someone who has had to repeat themselves to someone many times, but then he spots Mikaeus. His demeanour changes suddenly and Effie is forgotten as he very excitedly asks Mikaeus if he could help his son. Mikaeus agrees, Donavich excitedly begins to lead the group down into the cellar, Effie joins out of curiosity. Part way down the stairs Grindgear asks Fenrir for a few flasks of oil, Fenrir thinking nothing of it hands them over. The group finds the boy in the basement below and as they close in see red shining eyes staring back. The boy is a vampire. Mikaeus who was originally very eager to help immediately becomes enraged and calls for the boy’s destruction. Donavich pleads with Mikaeus, blocking his son from harm, begging him for mercy. Mikaeus asks Donavich to move several times but when he continues to refuse, Mikaeus strikes him down with sacred flames. Effie screams and Doru, Donavich’s son, roars with grief, breaking his manacles and flying into a raging attack on Mikaeus. Whilst this has been happening Grindgear has slinked back up the stairs pouring the oil in his wake, splashing it up curtains, pews, and wooden walls. Once outside Grindgear ignites the oil and the church goes up like a tinderbox. As he begins walking away, he notices Fenrir’s sword plunged into the ground near an alley and proceeds to begin dragging it towards the shop. Fenrir, Mikaeus, and Effie fight the vampire as the cellar begins to catch fire and the group notice Grindgear’s absence. Beams of sunlight now reach through the ceiling as the fire burns away the wood. Fenrir, inspired by this overpowers the vampire, grappling it and begins to drag him upstairs towards the open doors. Once outside the vampire ignites, its skin bubbles as it shrieks in pain. Having recognised the oil from the fire and seeing that Grindgear is dragging away his sword, Fenrir charges, lifting the flaming vampire above his head and slamming it down onto Grindgear, knocking him down as the vampire bursts into ash. The smoke from the church rises into the late-day sky mingling with the smoke of torches wielded by an angry mob. The rattle of pitchforks, sickles, and hammers fills the air as the mob approaches, marching towards the three Mistaken. The three turn looking for their new thief ally but Effie has slipped into the mob. Ismark, Grindgear’s drinking buddy from earlier, steps forth and tells the group that they must leave as they have broken many laws and have burnt two homes to the ground already. Grindgear does his best to persuade him to no avail. As the sun sets the group makes their way out of the village of Barovia.

## Chapter 4 - A Bridge Too Far

###### Character Level: *3rd Level*

Leaving by the south road, the Mistaken look for a place to bed for the night, eventually deciding to stop at the side of a small stone bridge. As they begin to make camp they notice a dishevelled dark-haired man in tattered red clothes sat on the bridge, clutching a severe wound to his gut. Mikaeus and Grindgear are immediately wary, Fenrir however walks straight up to the man and offers him aid in the form of a healing potion. The man thanks Fenrir for his aid, marking him as an honourable man, he introduces himself as Sabei Iguchi and tells the group that he once hailed from the Far East before the mists brought him to this cursed land. Trusting the man, Fenrir divulges that they too were brought here by the mists and goes to aid the man further with his wounds. At this, Sabei grabs Fenrir’s wrist, looking Fenrir in the eyes Sabei’s form flickers, the wounds disappear, and his body begins to swell and contort into the shape of a demon, an oni. Fenrir tries to appeal to the oni, telling him how they have had no real rest since arriving in this land and that if the oni was honourable he would allow them to rest before they did battle. The oni seems to genuinely consider the request, but only for an instant, hunger drives him. With little left, the Mistaken do what they can to hold off the savage attacks, but it seems the end is at hand. Then suddenly from out of nowhere a volley of arrows strikes the oni. Seizing the opportunity, Fenrir tries to wrestle the great bladed glaive from his grasp accidentally knocking Grindgear off the bridge and into the river below. Gaining his bearings, Grindgear begins to make for the surface but spots two large chests on the riverbed. Opening them he finds they contain magic items, no doubt taken from Sabei’s previous victims. Unable to overpower the oni and succumbing to exhaustion, Fenrir with the last of his might drags the oni off the bridge into the icy waters below. Once below the water, Grindgear witnesses as Fenrir transforms into a hulking black werewolf and begins to savagely claw at the oni, who loses his grip on his glaive. Grindgear seeing an opportunity to take out Sabei and Fenrir at once opens a Scroll of Control Water he took from one of the chests and begins to read. Locked in a vicious struggle the werewolf and the oni claw and bite and in their primal rage do not notice the sudden torrent of water rushing towards them. Sabei unable to get purchase is quickly washed downriver by the raging torrent but Fenrir seizing the glaive and striking it into the ground holds on. The hatred Grindgear bears for Fenrir blazes as the massive wolf holds his ground unmoving. Grindgear redirects the water flow, trying to force it down Fenrir’s nose and throat, if he will not move then he will drown. Seizing the moment to strike due to the diminished current Fenrir launches the glaive towards the goblin with the last of his strength. Grindgear is nearly cleft in twain by the sheer force of the blade throw, the scroll dropping from his hand. Returning to human form Fenrir breaks the surface and collapses onto the bank with the body of Grindgear in tow. Mikaeus rushes up to help pull Fenrir and Grindgear from the water and he goes to work healing Fenrir. It is at this moment that they both notice a mysterious stranger move over the dead goblin Grindgear. Before Fenrir or Mikaeus can react, the stranger pulls a sharp knife from his belt and begins cutting the goblin’s head from his body. With one last sickening tug, the head is removed, and the stranger, a handsome half-elf, smiles an incredibly sad smile. Fenrir and Mikaeus are a little put off by this and ask for an explanation. The half-elf introduces himself as Grimlok Wargbane, he tells the story of how Grindgear once led an army of goblins that passed through his town, destroying his home, and killing his entire family. He explains he has been tracking down the leaders of that army for many years, some he had found and dealt with whereas others had been imprisoned or killed. Grindgear was the last name on the list, the chief amongst those goblins and he’d finally gotten to see the life leave his eyes. Grimlok then requested to join them, he said he was a crack shot with a bow and revealed he was also a victim of the mists. Fenrir and Mikaeus having had their own issues with the goblin accepted the offer. The three loot Grindgear’s corpse, splitting his gear between them before very unceremoniously kicking it into the river. Grimlok smiles watching it drift out into the middle of the river, then seemingly remembers something and whistles. At the whistle, a hawk with blood-red feathers glides over from a nearby tree onto his arm. Grimlok says his name is Gahri as he takes a scrap of goblin meat and feeds it to the bird. As the headless corpse of Grindgear sinks beneath the surface, the newly formed Mistaken turns, and heads back to their camp for a night of well-earned rest.

## Chapter 5 - Hands For Hands

###### Character Level: *4th Level*

Resting well into midday the group recover their strength before heading down the path that leads away from the village of Barovia, through an old and dark forest known as The Svalich Woods. The wood seems to almost have a will of its own, the great canopies block all but the strongest of light and gnarled roots and twisted vines strike out against the path. Deep into the woods, Fenrir notices blood dripping down from the branches above and as the group all look up, they are greeted by a grizzly sight. Severed hands hang from the branches and carved into the bark itself, a message “hands for hands that stole from Strahd.” Unnerved by the image the group continues. A few hours later the group reaches a crossroads in the middle of an open forest clearing. In the centre of the crossroads stands an old wooden gallows, the empty noose swaying gently in the breeze. The group ignores the old structure, choosing their path they turn away from the gallows and begin to walk out of the clearing. Suddenly, they all hear a sickening snap and the sound of wood on wood. Turning around, they are each greeted by a horrific vision of themselves, greyed, bloated, and reeking of death, hanging from the gallows. Before they can move, react, or even process what they are seeing, the corpse turns to mist as a sharp laugh echoes through the clearing. The group continues quickly down the path and as the sun sets, they begin to hear the sound of activity and voices and spot the light of campfires ahead. Moving closer to the camp, the group is met with the alluring smell of cooking meats and now recognise what they were hearing as singing and laughter. Before them atop a wagon sits a large olive-skinned man armed with a crossbow who asks them their business. The group explains they are looking for a place to rest, food, and perhaps to do some trading. The man’s stern demeanour changes instantly, he smiles broadly, welcoming the group to the camp. However, he does not put away his crossbow. The group is surprised when they are welcomed so warmly by the folk around the fire; they are invited to sit, to eat, to drink, and even are invited to join in the dancing and revelry. Grimlok and Fenrir accept wholeheartedly eating and drinking to their fill, Mikaeus however abstains, though he declines the offers much more politely than he had done in Barovia. As they sit, listen, and talk with the folk they learn that they are known as the Vistani, gypsy travellers, and merchants. They learn some of the history of the land, they learn of the apparently untrue rumours of the Vistani being in league with Strahd, and lastly, they learn that the Vistani are the only people capable of leaving and returning through the Mists of Barovia. By this point Fenrir and Grimlok are well into their cups, Grimlok doing noticeably worse for wear, and it is left to Mikaeus to press for information regarding travel through the mists. Before the man he asks can reply they are interrupted by a young woman who simply says, “Madam Eva has been expecting you.” Remembering the dream Mikaeus grabs Fenrir and follows after the woman, leaving Grimlok to drink. Entering a large tent, the two are met with the vision of the woman from their dreams sat at an ornate table, a deck of tarot cards before her. She invites them to sit down, reintroduces herself, and explains to them that they are trapped in this accursed land, that the mists will not allow them to leave until they have defeated the evil festering at Barovia’s heart. She tells them the story of Count Strahd von Zarovich, of his fall into evil and undeath, and of how the very land is bound to him and his fate. She says that defeating him will be no small task and three items will be needed to defeat him. The first is The Holy Symbol of Ravenkind, an ancient amulet delivered to a great saint of Barovia by an angel in the form of a giant raven long before Strahd’s reign. Next is The Sunsword, a great blade of pure sunlight that once belonged to Strahd’s brother Sergei, whom Strahd murdered. Lastly is The Tome of Strahd; an ancient first-hand account of Strahd’s life written by the vampire lord himself containing his darkest secrets and weaknesses. Pulling cards, she reveals their locations to be in the Argynvost Holt, at Yester Hill, and in the crypts of Strahd’s castle itself, Ravenloft. At this, she bids them farewell and good luck on their quest. Leaving the tent, Fenrir and Mikaeus search for Grimlok, eventually finding him very drunk and speaking to a fat balding man who stands in the doorway of a large wagon adorned with knickknacks and baubles. The man introduces himself as Gorek, a seller of bizarre and occasionally useful items, and invites them to peruse his wares. The group trade with the man for a few basic supplies before leaving, as Fenrir goes to leave, he turns back and asks how it is the Vistani can travel through the Mists. Gorek reveals it is due to a potion and reveals a swirling misty vial he dubs the Mistwalker’s Ward. Fenrir taking the bait buys the potion with glee before joining the others and retiring for the night.

## Chapter 6 - March Of The Dead

###### Character Level: *4th Level*

The Mistaken arise late in the afternoon to find the camp abandoned. Feint smoke rises from dying campfires, crooked empty tents line the edge of the forest and tracks lead away from the camp in multiple directions. As the group prepare to leave they find their packs to be a great deal lighter; gold and valuables had been taken including the head of Grindgear. Fenrir, now more suspicious in his sobriety inspects the potion he had invested a decent sum in the night before. He discovers it to be a flask of horse piss. Embarrassed, hungover, and enraged, the group pack up and set out on the road to Vallaki, a nearby town mentioned by the seer Madam Eva. Not long after setting off the group come to a derelict wooden bridge crossing a shallow boggy stream and are met with an odd sight. In the middle of the bridge, a pale dark-haired woman in figure-fitting clothes, an extravagantly dressed male tiefling, and an androgynous half-elf in apprentice mage’s attire wrestle over a piece of fabric. When the group intervenes, each of the three strangers stakes a claim to the fabric which they each claim is an enchanted cloak. However, before a verdict can be reached the sound of horrific moaning rises from the boggy stream beneath them. Dragging themselves out of the murk and up the banks come several waterlogged corpses, flesh dripping from the bone, riddled with aquatic worms. The dark-haired woman seizes this opportunity to snatch the cloak before adopting a defensive position with the other adventurers. The zombies attack the group who despite having just met fight well together. Mere moments later, the zombies lie dead, again, and attentions are returned to the cloak. As the dark-haired woman defends her claim, Fenrir has a chance to inspect her properly and realises that she is a dhampir, half vampire and half human. She then goes into an eloquent speech denoting how the cloak was her grandmothers, the group votes for her to keep the cloak. Fenrir decides to keep a close eye on her and to not make Mikaeus aware of her nature, lest the events that occurred beneath the church in Barovia Village repeat themselves. Tensions settled now the cloaks fate is decided, the three strangers introduce themselves as Marishka Alerona, Faust Hallwotton, and Vesperatia Var’Attre and explain that they are also victims of the mists, brought here from their homelands. Bound by circumstance and purpose, the six decide to work together to find a way home. They set off together and it is not too long until evening starts to creep in as the group spends their time on the road to Vallaki conversing. Fenrir and Mikaeus impart the knowledge learnt from Madam Eva regarding their mission to slay the vampire Strahd as a means to escape Barovia. They learn that Marishka is an assassin, Faust is a disowned noble turned entertainer and Ves is an ambassador’s son seeking to learn about their magic. Eventually, the group reaches the edge of The Svalich Woods and after several days of being trapped beneath the shadowed canopies, for the first time in a while they are met with the open sky. Wispy clouds glide across a midnight blue sky shining with the ethereal light of a full moon and thousands upon thousands of stars. Opposing the relative clearness of the skies, the land itself is covered in a thick shroud of fog that grips the edges of rocky cliffs and mountains like new snow. The group looked out over the land and were met first with wonder, but then with dread. High upon an impossibly tall and jagged cliff, they spot an imposing and ancient castle, its dark outline silhouetted against the full moon. Ravenloft, the home of Strahd, their fated foe, and marching up the winding stone path that leads to its gates is a procession of spirits. Fenrir and Mikaeus had learnt of these from the Vistani, they were the souls of those who died in the many wars against Strahd, forever doomed to repeat their last steps. As the group continues, they keep a wary eye on the castle, watching as the seemingly endless march of the dead climbs higher and as the path to Ravenloft grows closer. Soon they come to a crossroads, one path through a set of gothic black iron gates leading to Vallaki the other to Ravenloft. Worse still, in the centre of the crossroads waiting for them, is a huge black stagecoach tethered to two large black horses. The group could have assumed anything about this coach it could have been a villager in need, an illusion of some beast of the fog, but before they even inspected it, they knew it was empty, they knew it was for them, an invitation from Strahd. The group once again looks to the procession of spirits, finally finishing its journey to the gates of Ravenloft, they know to accept this invitation is to join that procession, they are not ready, but they will be. Fenrir slaps one of the horses on the rump sending it and the coach reeling up the opposite path, their decision made. Hastily, the group moves down the other path, the huge black gates opening on their own, stepping past them they begin their long march to Vallaki.

## Chapter 7 - Wolves At The Door

###### Character Level: *4th Level*

Having been on the road for many hours the night sky quickly gives way to the light of dawn. It is near midday before the group see their next sign of civilisation. They spot an old windmill poking through the top of the treeline up on a hill. Fenrir and Mikaeus recognise this windmill instantly as the one adorning the Durst crest back in Barovia Village and remember that Belri left the deed to this very windmill to them. Grimlok had been told tales of this windmill by the Vistani whilst Mikaeus and Fenrir had been with Madam Eva. It was known as “The Old Bonegrinder” and was the home of a powerful coven of witches and to the Vistani it was known as a place of certain death. They decide that they are in desperate need of rest before they could even consider investigating the windmill and will double back to the windmill after resting in Vallaki. Not long after this decision, a dishevelled man in a ripped blue tunic comes running out of the forest, frantic with fear, begging to be escorted to Vallaki. After calming down, he introduces himself as Valentin and claims to be a hunter from Vallaki and that he has just escaped a vicious pack of wolves who have killed his fellow hunters. The group is initially dubious but decide to believe his story. Fenrir, however, had caught his scent. Valentin and Fenrir lock eyes for the briefest of seconds before Valentin quickly tries to grab the wrist of Mikaeus, the nearest person to him, before beginning to change. Before Valentin could grab Mikaeus and even before he could finish his transformation, Fenrir was upon him, slashing him with his silver sword. Shifting into a werewolf, Valentin roars preparing to strike just as Ves unleashes a bolt of lightning that incinerates the werewolf’s head. As a side effect of this spell, Ves immediately goes ghostly white and begins vomiting rainbows much to the confusion of the rest of the group. Whilst they deal with Ves, Fenrir steps to the twitching corpse of the werewolf and plunges his hand into its chest, ripping out its still-beating heart. The rest of the journey to Vallaki is composed of Fenrir making excuses to how he knew the werewolf’s true nature, chalking it up to monster hunter training and Ves explaining that occasionally his magic had side effects that caused weird, wonderful, and dangerous things to happen that he liked to call “surges”. Finally arriving at Vallaki, the group is met with an old wooden gate decorated with wolves’ heads on pikes. Two heads pop over the wall on the gate's left side. The first belongs to a bald bearded man and the second to a long-haired man covered in scars. They ask the group their business in Vallaki, stating no one gets in without a valid reason. The group and the two guards argue back and forth for a while, Grimlok even offers a rather mouldy looking warg’s head for their collection, to no success. It seems they would not gain entry until Faust finally mentions the werewolf they killed, the guards are intrigued and ask if the werewolf gave his name, the group remembers his name was Valentin. Shocked, the guards reveal that Valentin had been a thorn in the town’s side for a long time and welcome the group in with open arms. They tell the group that they may even be able to collect a bounty for the werewolf and tell them that if they were heading to the Blue Water Inn that as soon as they finished their shift, the next round would be on them. Leaving the gate, the group walks into town seeing people preparing for some kind of festival and spots a colourful wagon within which paces a large tiger. Up ahead they spot a man in stockades in a donkey mask, his assless chaps revealing whip marks across his rear. Excited someone was actually talking to him he introduces himself as Lazlo and offers information regarding the town and the festival freely. Suddenly his demeanour shifts as he begins to beg the group to free him, saying he will die if he spends the night outside. Split on whether to free him, a patrol of guards coming around the corner makes the group's decision for them. Mikaeus quickly takes off Lazlo’s mask and gives him some food and water before, regretfully, leaving him to his fate. Arriving at the Bluewater Inn the group quickly settle in, purchasing their rooms for the night and many many drinks. They get talking to an older half-elf named Rictavio, who the group warm to incredibly quickly. He claims to be a travelling performer and regales the group with tales of far-off lands, the majority of which were too farcical to believe. Seeming openminded and resourceful the group tells Rictavio their story, including their mission to destroy Strahd. He takes it in his stride, labelling it a noble endeavour, far too noble an endeavour for him as he can’t even pay his bill. Despite this, the group continued conversing with Rictavio and are eventually joined by the two guards who true to their word, bought everyone drinks. For the first time in a while the group felt safe and when they finally retired to their rooms, after many restless nights, they each found sleep with ease.

## Chapter 8 - Outta' The Bag

###### Character Level: *4th Level*

The Mistaken had not slept like this for quite some time, a soft bed instead of the forest floor and strong walls instead of impending danger. The group wake lazily, enjoying a late breakfast, but after a few hours of being up the group notices Ves’ absence has gone on a little too long. They assume he could just be lying in, but decide it is wisest to make sure. Fenrir heads up to his room and after knocking is met with silence. Entering the room Fenrir sees the walls have been scorched and tucked up in Ves’s bed is a potted plant. Cautiously, he picks up the plant but then nearly drops it when the plant speaks to him. The plant explains that it is Ves, this was another of those “surge” thingys and that it has happened before, all he needs is roughly a day and he should change back. Still a little weirded out, Fenrir places the potted plant safely in his pack and heads back to the group trying his best to explain the situation. The gang spends the late afternoon shopping before Marishka and Fenrir split off to try to collect the bounty on Valentin. When they arrive, they are turned away quickly as the Burgomaster has decreed he would not take visitors until after the festival. On the way back, Fenrir decides to mention that he is aware that she is a dhampir. Marishka says it would be smart if he kept that to himself and that it’ll be their little secret. The group meets up in the town square, joining the crowd stood around the large wicker structure that was made for The Festival of the Blazing Sun. Ironically, night has come quicker than seems possible as dark foreboding storm clouds gather above Vallaki. The Burgomaster begins his long-winded speech, but it is soon interrupted by a rumbling flash as the heavens open. “*All will be well*.” he cries as undeterred he defiantly marches through the downpour towards the wicker ball, thrusting his flaming torch like a sword, and… Douses it on the wet wood. A stifled laugh from one of the guards breaks the silence as the crowd turns to him gasping. The Burgomaster furiously calls for the guards to arrest the man, but before anyone can move the sound of screams and panic begin to fill the air. The crowd quickly disperses as the Burgomaster calls his guards back to defend him before also making a hasty retreat. Bounding down the path towards the festival is the large tiger from the circus wagon. It roars and its sabre-like fangs gleam white as the lightning flashes. People run in all directions screaming, but the tiger attacks none of them, seeing the crowd, it turns and runs in the opposite direction. The group chase after the beast, cornering it near its wagon, which they see has been broken completely open. Fenrir looks into the tiger’s eyes and sees only fear and confusion. The group moves in to dispatch the beast, but Fenrir calls them off, sheathing his sword. He approaches the tiger slowly, hands outstretched, he looks back to the group and whispers to them to get the town gate open before the guards arrive. As he inches closer, he sees the tiger tense, preparing to attack. Fenrir’s hand softly touches the tiger’s muzzle and with his other hand calmly grabs the dangling strap around its neck. Fenrir then begins to pull the subdued tiger along with him to the now opened gate. Once there he releases his grip and slowly steps back. The tiger steps through the gate, taking one last look at the group, before bounding into the night. Arriving moments later, the guards are informed by the group of the tiger’s release. Most of them are simply glad they didn’t have to deal with it. An enormous man known as Izek commends them for dealing with the tiger and tasks them with finding the culprits. The group return to the wagon looking for clues, finding splintered wood, gnawed bones, a small doll made to look like a Vistana, and muddy boot prints that lead away to The Bluewater Inn. Surrounded by empty bottles, and caked in mud up to the knee, two well-dressed men snore loudly, passed out at their corner table. Slamming the table, the group wake up the two startled men, asking them their earlier whereabouts. After a long interrogation, both brothers crack and unrepentant say it was a dare gone wrong, one asked the other to rattle the cage and the tiger became enraged and broke free. At this moment, Rictavio enters the inn, having been looking for his tiger, the group quickly inform him that they managed to get his tiger out of town, and they had discovered the culprits. The brothers remain unrepentant even with the tiger’s owner right in front of them, that is until Rictavio threatens to tell their mother. The brother’s demeanours change instantly; they grow fearful begging to pay any price besides that. The group decides that as payment the boys have to pay Rictavio’s overdue bills. Once again thankful, Rictavio reveals he is in fact leaving Vallaki as the incident has drawn too much attention to him. Shaking the group’s hands he presses a small letter into Grimlok’s before departing. Tired from the eventful day the group treats themselves to a well-deserved meal and a few drinks before heading upstairs and retiring for the night.

## Chapter 9 - Food For Thought

###### Character Level: 5*th Level*

Upon leaving the inn at first light the group bump into Stoldar and Yevgeni the two guards they’d met at the gate and again at the inn later that day. The two guards ask the group their business. When they say they are heading to check out the windmill outside of the town, the guards offer to escort them there, for a fee. Coin agreed, the group set off and despite leaving the safety of Vallaki, the walk to the windmill was jovial. The group trade jokes, tell stories, even the two guards get involved telling a tale that Rictavio had spun one night long before the group came to Vallaki. The mention of Rictavio reminds Grimlok of the letter he had been given, he starts to slow down to keep its contents hidden and reads, “*meet me at the lake tower if you wish to talk more*.” Grimlok decides to inform the others but before he can, a shrill sound like an arrow in flight pierces the air. The sound grows louder as bright purple light begins emanating from Fenrir’s vibrating pack. Realizing what it is Fenrir reacts quickly, throwing the plant pot from his pack. Instead of the smash he expected, he instead hears a loud pop, and there sat on the road is Ves. Moments later, Brumhilda springs to life and flies from Fenrir’s back over to Ves swirling around him excitedly as Ves clambers to his feet. After expressing his annoyance, Ves explains that whilst confined to Fenrir’s pack he’d become fast friends with Brumhilda, communicating with her through the shared language of animated objects. Fenrir apologetic about forgetting about him decides to grant Brumhilda to Ves as a way of an apology. It wasn’t long until the group is laughing about the event, but that laughter dies when they come to the track that leads up to the windmill. There is a general sense of foreboding as they reach the old stone windmill. The windows are stained with dirt, offering no sight into the interior, and the windmill blades having fallen to pieces, hang high above unmoving. Fenrir knocks on the door, but the door creaks open revealing a dingy kitchen. Small bones litter the floor, chickens rattle in a soiled coop, and piles of children’s clothes lay folded in a corner. The smell was strangest of all, the sweet aroma of cooking pastries mixing with the foul smell of decay. Grimlok ate one of the cooking pastries and fell into a trance that he only woke from due to a small burn provided by Mikaeus. Proceeding upstairs, they come upon an old woman sweeping around the edge of a grindstone, she notices them, smiles warmly, introduces herself as Morgantha, and offers them some of her “dream pastries”. She tells them that eating one of these pastries will allow them to escape the hardships of Barovia, they will dream of paradise, their fondest memories and of futures they aspire towards. Grimlok immediately reaches for one, but Fenrir stops him, his nose detects what she is and in turn, she seems to pick up on their doubts. Two more women appear and before the group could react the three women transformed revealing thick twisted horns, midnight blue skin and blood-red robes adorned in skulls and bones, night hags. The battle goes bad quickly, in the confined room the hags have the advantage. The group retreats out of the windmill; the path now shrouded in fog. It seems the hags had remained inside until one of them suddenly appears out of thin air and with one swipe, disembowels Stoldar. A second appears hexing Mikaeus. As the hag moves to claw the hexed Mikaeus, Fenrir interposes himself and shifts, revealing his lycan form to the group for the first time. Mikaeus, his heart racing, breathing quick, turns and runs into the mists. The third hag shatters a high window and begins assailing the group with spells from above. Grimlok sneaks into the windmill, creeping behind her, and as she turns, puts an arrow between her eyes. With their coven broken, it is not long until the group fell a second hag as she is harried with spells, arrows, and knives whilst fighting claw to claw with Fenrir on the wooden posts above the door. Morgantha sees her battle is lost and consumed with rage swears bloody revenge before disappearing. Grimlok quickly gets to work cutting off the fallen hag’s heads and Marishka, heavily wounded, finds Yevgeni, knelt at Stoldar’s body weeping. She attacks him, drinking his blood to heal herself, then due to his woozy state, convinces him it was a large mosquito. Meanwhile, Fenrir races through the trees, through the fog, searching for Mikaeus. When he finds him, dark shapes hover around him ready to strike. In a heartbeat, Fenrir moves between Mikaeus and the shadows and bellows a mighty roar as the shadows retreat into the mists. Fenrir turns to Mikaeus, but he does not look at him, Mikaeus turns and begins walking away. By the time Fenrir and Mikaeus return to the path, the others have finished looting the hags. The group makes their way down the hill, but what they find at the bottom, on the main road, chills their blood to ice. In the middle of the road shrouded in fog, stands the black stagecoach they had seen once before, but this time stood atop it, cloak billowing, is Count Strahd von Zarovich himself. He smiles a cold but courteous smile as vampires begin to creep out of the mists, surrounding the group on all sides.

## Chapter 10 - A Night To Remember

###### Character Level: 5*th Level*

“*My friends, seeing as you so rudely rejected my invitation last time, I thought this time I would offer it in person*.” The vampires take another step towards the group, “*I, Strahd von Zarovich, do humbly invite you all to dine at my home, to drink of my wine and to spend the night in my halls, should you choose to.*” The vampires seem to tense, claws splayed, as if awaiting a command. The group steel themselves for a fight, but they are exhausted from their encounter with the hags and they know Strahd knows this. The group ask for a moment to confer and Strahd allows them this, the group weighs their options. They do not think that they could defeat the vampires coming from the mists, they don’t even know how many there are, plus they are still woefully unprepared for a fight with Strahd. They know Ravenloft is where the Symbol of Ravenkind is located but at the same time Castle Ravenloft is Strahd’s domain, where he is most powerful, and they all know in their gut that this is a trap. The party is split. Strahd senses their indecision even before they had turned to speak to him and even more powerfully, he senses Mikaeus’ doubt and fear. All it takes is a look, a moment where their eyes meet and Mikaeus is under Strahd’s spell, the die is cast, the majority rules that they go to Castle Ravenloft, they accept Strahd’s invitation. “*I am so glad you’ve reconsidered, I promise it will be a night to remember, though he can’t come.*” Strahd gestures to Yevgeni before fading into mist. The vampires surrounding them creep back into the gloom. Marishka complying with Strahd’s command falls upon Yevgeni again but this time drinks until his veins run dry and he rises as an undead servant of her will. The group enters the carriage, and it begins to make its way up the steep rocky path towards the castle, the reanimated Yevgeni following behind. The largest objector to accepting was Faust and it comes as no surprise when he dives from the carriage, down the side of the cliff, and out of sight. Maybe he had the right idea they thought, they briefly consider going after him, but all agreed, they never really liked that guy anyway. The carriage comes to a stop in the stone courtyard of the immense Castle Ravenloft, warm inviting light pouring out from the open main doors, having little choice, the group enters. Inside, they are quickly met by a grey-skinned elf descending a large staircase, he introduces himself as Rahadin and beckons the group to follow him, as they do, the group notices the sound of screams emanating from the elf, seemingly a sound he wasn’t aware of. He leads the group through an ornate set of doors into an immense dining hall and closes the doors behind them. The chamber is awash with light, beautiful crystal chandeliers hang from the ceiling and a long dining table sits in the centre of the room covered in fine food and drinks and at which a place is set for each member of the party. Haunting but beautiful music echoes down the hall from an immense organ sat at which is Strahd von Zarovich himself, enraptured in his playing. Suddenly he stops, turning to face the group and welcomes them all to his home, inviting them to sit and to eat. Strahd explains he seldom has such interesting company, he asks the group questions about their lives, with the group answering carefully as not to give away too much. Despite this he seems enthralled, offering his own stories, even making jokes, and the group despite themselves can’t help but be taken in by his charm and graciousness. He invites the group to eat their fill and gives them the freedom to explore the castle once they are done. Not long into the meal, Mikaeus excuses himself saying he needs some fresh air, Strahd offers to give Mikaeus a tour of the gardens which he accepts. Whilst Strahd is gone the group discusses their need to find and get into the crypts. They decide that to find the crypts unimpeded one of them had to cause a distraction. When Strahd returns, Grimlok asks him if he will take him on a tour of the castle, Strahd says he would be delighted to do this. Strahd leads Grimlok through his castle as the two talk about Grimlok's life and his thoughts on Barovia. The two enter a beautiful but obviously seldom used chapel, all illusion of Grimlok hiding his nerves fades when he notices a corpse by the altar. Strahd quickly explains that the man was an enemy of his and this is what happened to his enemies, he invites Grimlok to the dead man’s possessions which include an exquisite black mace. Grimlok picks up the mace and tests its weight as Strahd falls upon him. Meanwhile, Marishka, Fenrir, and Ves having found a way beneath the castle meet a strange, hunched creature with qualities of both man and beast, a servant of Strahd. The creature reveals its name as Cyrus Belview and protests that this area is forbidden, but the group assures him they have Strahd’s permission. Seemingly reassured, Cyrus offers to lead them through the dungeons and then back to their rooms afterward. Their way lit by his oil lamp, the group follow behind the slow hobbling creature, descending deeper beneath Castle Ravenloft, inching ever closer to their goal of stopping Strahd.

## Chapter 11 - A Secret Bottom

###### Character Level: 5*th Level*

Whilst following behind Cyrus, the group converse with him learning very little, it is obvious the creature is as mad as he is loyal. The conversation eventually turns to the key that Cyrus wears around his neck and to its purpose, but Cyrus is very guarded and after that line of questioning his pace quickens. Cyrus beckons the group, asking them to head down a side corridor, saying he would follow after, but the nervous way in which he says it raises suspicions. Inspecting the corridor, the group see that the middle section seems to not be connected to the rest, why this was they are unsure of, but they suspect a trap. The group ask him to lead and say that they will follow behind him, thinking that any trap would subdue the creature and then they could take the key. A brief moment of tension follows before Cyrus agrees, he slowly hobbles into the centre of the corridor, as suddenly, the centre of the corridor rockets up, revealing an elevator shaft. Reacting quickly, Fenrir throws his handaxe at the chain connected to the counterweight, severing it, the elevator comes crashing down. Fenrir only narrowly avoids being crushed and as the group inspects the wreckage, they find no signs of Cyrus. Attracted by the crashing sound, Grimlok finds the group, telling them that being here would upset Strahd and that they should leave. They note how odd a thing to say that is but now having even less time, the group had to press on. The next room they come to is littered with bones from men, beasts, and monsters, a great dragon skull hanging on the far wall. Amidst the bones they hear a voice, “*Don’t be frightened, we are on the same side*” a female form then appears in front of them, a beautiful Vistana, armed with an axe and rapier. She reveals her name is Ezmerelda and that she is here to destroy Strahd. When the group says they are here to do the same, she offers the party her allegiance. The group knows they need all the help they can get and gladly accept. Suddenly, the bones around them begin to rattle, as skeletons rise from the piles of decay. The group steel themselves for a fight but Grimlok acts first, raising the black mace he found in the chapel high as a pulse of malevolent energy bursts from the jagged head. The skeletons clatter to move as far from Grimlok as possible, allowing the party to make quick work of them. Whilst finishing off the skeletons one of Ves’ spells backfires, and a beard of purple feathers sprouts out of his face, much to the group’s amusement. The group continues down a long corridor, during this walk they learn that Ezmerelda is an apprentice to Rudolph van Richten, the great vampire hunter, but that she is here alone. Rudolph had refused to act saying they had only narrowly escaped their first encounter with Strahd and needed more time, but in her eyes, they had been watching and waiting for far too long. The conversation quieted as the group cautiously open a dark wooden door at the end of the corridor finding themselves in a well-kept office. Turning around, the group only see a blur of movement as Rahadin the dark-skinned elf rises from his desk to attack the group, yelling curses and slashing wildly with a huge, curved scimitar. As Rahadin closes the distance the group can once again hear the screams that emanate from the strange elf, but this close, they were maddening. The group retreat as Marishka turns and tethers a cloud of darkness to Rahadin’s head blocking his sight, but the screams prove too much as she collapses to the ground unconscious. Fenrir darts back into the room resisting the screams and dodging the wild blade strikes to pull her out, allowing her to feed on his blood to recover her strength. The group hide as the elf, shrouded in shadow, begins hunting for them. As he approaches where they are hidden, calling out for them, Marishka having regripped consciousness casts an illusion, the sound of a yell coming from down the opposite corridor, Rahadin pauses, then, follows the sound, allowing the group to re-enter the office. Knowing they do not have much time the group scours the office, Fenrir and Grimlok searching the bookcase, and Marishka and Ves searching the desk finding that one of the drawers had a secret bottom. Ironically, inside it are several erotic novels all under the name “A Secret Bottom” and a number of letters of correspondence between Rahadin and the author. Fenrir and Grimlok discover a secret passage behind the bookcase leading downwards into black, the group hurry to move down but the dust from the passage causes Ves to sneeze, his feather beard exploding all over the room. The sounds of footsteps outside the door spur the group into action, they quickly enter as Brumhilda sweeps the feathers into the passage before it closes it behind them. As they descend stone steps there is a flash as Strahd appears before them. The group thought they were finished but they quickly realise it is an illusion. The illusion tells them they have worn out their welcome and nothing could save now, then disappears. Grimlok becomes inconsolable, yelling how they had angered Strahd, the group is forced to restrain him, binding his hands and legs. Fenrir lifts the yelling and wriggling bound Grimlok and they continue down the stairs.

## Chapter 12 - Consorting With Devils

###### Character Level: 5*th Level*

As the others dined and planned, Mikaeus walked with Strahd through his gardens. The two talked of religion, justice, and of power. Saying they were of similar minds, Strahd made Mikaeus an offer, an offer to join him and to one day inherit all from him. He would have the power to ensure the wicked met justice and the devout were rewarded. Already under his spell, Mikaeus genuinely considered this request telling Strahd he would sleep on it. After wandering the halls, unaware of the danger he was in, Mikaeus eventually reached the bedroom Strahd had given to him. Opening an ornate door, Mikaeus enters an open and inviting lounge, a fire burning in the hearth between bookcases laden with books. Reclining on one of the long lounge chairs is a handsome young man, hair the colour of dark gold and skin as pale as snow. Mikaeus immediately recognizes him to be a vampire though in his charmed state isn’t bothered. Introducing himself as Escher, consort to Strahd, the man invites Mikaeus to sit and drink. Mikaeus can see the man is well into his cups and shows no signs of stopping. Despite Escher’s hospitality and wit, Mikaeus could sense a great deal of sadness from him. Abstaining from drink, Mikaeus sits and speaks with the vampire and the two despite their differences get on well. Though Escher’s flirting does make Mikaeus uncomfortable at times. When Strahd’s offer is mentioned, Escher scoffs, saying he had been given similar promises but now he rotted away in his lavish tower, a prisoner in silks instead of rags. Soon after, Mikaeus retires for the night, Escher giving assurances that no harm would come to him whilst he slept. Despite his dangerous surroundings rest came easily to Mikaeus, no doubt due to the strength of Strahd’s charming spell. A few hours later he awakes suddenly in the night, fear gripping him. He looks to the lounge and seeing Escher passed out on the lounge chair, begins to relax. Perhaps he had been dreaming and had a nightmare, he rolls over as pain digs deep into his flesh. Leaning out from the shadows is a hideous woman, who assaults Mikaeus with horrific claws. He does his best to defend himself, but the witch has the element of surprise. Then new claws enter the fray as Escher attacks the witch to defend Mikaeus, climbing upon her back and striking as quietly as the witch had done. Her advantage lost the witch grips a bloody claw mark across her face and creeps back into the shadows, disappearing. As pain grips Mikaeus, his senses return and he is free from Strahd’s spell. Escher also comes to a realisation, in fear and panic he had attacked one of Strahd’s own and in doing so betrayed his master. Mikaeus manages to convince Escher that his best chance now is to try and escape with him and his friends, but first, they have to find them. The two make their way down the long corridors in search of a passage to the lower levels, as they pass a large portrait of Strahd the two hear stone grinding upon stone as a small bestial creature emerges from a hidden hatch in the floor. The creature spots them and immediately begins to flee but Escher is upon him in a heartbeat. The two interrogate the creature who reveals Mikaeus’ friends are down below. As they ready to dispatch the creature an earth-quaking crash rocks the corridor, the creature breaks free in the confusion darting down a corridor and out of sight. Knowing time is of the essence the two move to the hatch flinging it open, revealing an enormous elevator shaft, the ruins of a fallen elevator at its bottom. Escher convinces Mikaeus to climb upon his back as he crawls down the shaft like a spider. After a long and careful descent, the two reach the bottom and can hear conflict coming from deeper within. Sneaking past a flailing man engulfed in shadow the two enter an office, glimpsing a closing door within. But before they can move to follow, a demonic creature forged from shadow springs to life and attacks. The creature, though quick and fierce is defeated quickly due to its susceptibility to Mikaeus’ radiant powers. Spotting a feather trapped beneath the bookcase, Escher finds the secret door and he and Mikaeus make their way down the stairs. At their bottom, Mikaeus is finally reunited with his allies. He apologises for leaving, explaining he was under Strahd’s influence, and introduces Escher who is met with a cold reception from Ezmerelda and the bound Grimlok and a very warm reception from Ves and Marishka. Back together, the group press on through the dungeons of Ravenloft, ignoring pleas for help coming down dark corridors, narrowly avoiding insidious traps, and walking through a strange brazier room with a suspended dwarf-sized hourglass with a cryptic poem on its base. Exiting the brazier room, the group find themselves within the catacombs, crypts sprawl out in long lines within this enormous chamber. Mikaeus uses his divine powers to attempt to locate the item they had come here for and feels a pull of divine energy from one of the crypts. As Fenrir pulls back the stone door, the inside appears empty shrouded in darkness, that is until three pairs of gleaming red eyes flick open and low bestial growls echo out from within.

## Chapter 13 - Deus Ex Batina

###### Character Level: 5*th Level*

As the dripping maws of hounds wreathed in flame begin to emerge from the crypt, Ves lets loose a lightning bolt in a blind panic. The hounds yelp as the bolt lights up the inside of the crypt revealing a dark figure behind them. Grimlok still bound by rope begins yelling and screaming, calling for his allies to halt their attack on Strahd’s servants. A sea of bats startled by the howls and shouts detach from the ceiling and begin darting in between the crypts searching for an escape from the cavern. The dark figure emerges from the tomb, clad in icy armour, wielding blade and bow. The wight begins barking commands to the hounds in a foul tongue as they launch forward in a savage attack. The battle quickly grows bloody as both sides take hits, but an ear-splitting screech halts the fight for a moment, as an enormous bat the size of a horse swoops into the fray, grasps the bound Grimlok in its claws and soars off into the gloom of the crypt, out of sight. Unable to react, the group battle on and as they work together to defeat the hounds and their master, silence once again takes the catacombs. The group search for Grimlok as Mikaeus searches the crypt finding charred bones, a shattered spear and hidden in a secret compartment, the Holy Symbol of Ravenkind, the first of the three items needed to defeat Strahd. Despite their best efforts the group find no sign of Grimlok. Marishka takes the time to start plundering the surrounding crypts finding a powerful magic sword that can grant wishes, an exploding bell, a strange picture frame, and some rare wines. Treasures collected, the group with heavy hearts now begin to plan their way out of the catacombs without Grimlok. As they walk Mikaeus takes the time to attune to attempt to attune to the Symbol of Ravenkind, but it seems to have no effect. The group arrive at the brazier room, a bone-white flame burning in a large central brazier, the hanging hourglass, and several pedestals each holding a bowl of small coloured spheres. Ves realizes that these colours correspond to the riddle on the bottom of the hourglass. If his theory was right, the brazier room allowed Strahd to teleport to locations throughout Barovia, locations that corresponded to the rhyme above. All the group would have to do is pick a coloured sphere and activate the brazier. As the group ponders, trying to discern the destinations from the riddle, they are caught off guard as Rahadin, now free of shadows, marches towards them blade drawn. Reacting quickly, Marishka grabs the closest orb and tosses it into the fire as it begins to burn with orange flame. One by one they jump into the brazier to escape their pursuer. Ves at the last second lingers to grab the other orbs, tossing them in the air as he jumps into the flames. This split-second gives Rahadin his opening and as Ves jumps into the brazier his thrown scimitar whirls end over end, striking Ves in the chest. Though injured, he disappears into the flames, and the remaining orbs land in the fire, blocking Rahadin from his prey. In a flash of light, the group finds themselves on top of the tallest tower of Ravenloft looking down upon a near-infinite chasm, rain lashing the slick roof, flashes of lightning filling the sky. The clouds coalesce into a hideous face which lets out a terrifying moan as a swarm of bats emerge from its open mouth. Quickly aiding Ves, the group move as one into the hatch of the tower, down the stairs, and onto the castle ramparts. As he descends for the briefest of moments Fenrir swears he can see a giant bat carrying a humanoid figure in the far distance. As the sound of alarm rings throughout the castle the group runs along the ramparts heading towards the drawbridge. Animated suits of armour attempt to stop them but are smashed off the sides by Fenrir and Ezmerelda who lead the charge. The creak of wood and clink of chain sounds as the drawbridge begins to slowly rise as the group pass over the courtyard they arrived in. Ves takes to the skies on Brumhilda crossing the chasm and tying off a rope to a tower across the drop. As the clank of armour and howls of dark creatures draw nearer the group crosses the chasm one by one via the rope. Fenrir yells for the group to go and shifts into his lycan form, hanging back to keep their pursuers from cutting the rope. As Strahd's enemies overwhelm him, Fenrir can hold on no longer and retreats, spring-boarding off the rising drawbridge and narrowly crashing down on the other side of the chasm. The rope is cut and those crossing begin to plummet, Mikaeus loses his grip and begins to fall from the rope. Ezmerelda quickly grabs him throwing him onto the rope as she loses grip herself. Fenrir attempts to catch her as she falls but fails and she disappears into the black of the chasm. Those on the rope crash down on the other side and begin to run into the surrounding forests. Dark laughter fills the night air, glancing back the group see Strahd stood upon the battlements and as the drawbridge slams closed, he turns and disappears.

## Chapter 14 - Break The Glass

###### Character Level: *6th Level*

Fear takes the groups feet far from Ravenloft before they collapse with exhaustion, it is only now the group realise the price they have paid for freedom and how narrowly they succeeded. Nestled within a forest clearing the group makes camp as the dawn begins to break, each contemplating the events that had occurred before they find sleep. It is Marishka who awakes first, roused by a strange tapping sound, tracking the sound to her bag she takes out the picture frame she had recovered from the crypts. When she had picked it up, she had noted how odd it was that it showed a drawing she had made as a child but now, the image moved. Tapping upon the glass and waving at her, she waves back, the image moves closer and breathing mist upon the glass writes, “*Break the glass*?” By now the others begin to stir from their slumber with Escher pressing his back hard against a tree to avoid the midday sunlight. Marishka stands, taking the frame, and throws it hard against the ground, the loud smash and bright shards catching the group’s attention. A strange form rises from the image, tall and thin, with blue hairless skin and writhing tentacles in place of a mouth. Startled the group prepares to defend themselves but from within their minds they each hear a voice, “*I am Nebuchadnezzar, crown prince of the 9th fleet, where is your home?*” Though all hear, the creature’s eyes are locked upon Marishka. She tells him her home is called Greygate and once again the voice invades their minds, “*Then Greygate shall be spared in the war to come*” after which he vanishes in a flash of psionic energy. Adding a cosmic war to their growing list of problems, the group realise they had collapsed near to the town of Vallaki and set off for the safety of its walls. The group split up once inside with Marishka and Fenrir heading for the Burgomaster’s home to collect the bounty they had been promised for Valentin and with Mikaeus heading for the church, having a lot to think about following the events of the last few days. Upon arriving at the manor and being escorted inside by guards, Marishka and Fenrir meet the Burgomaster and his wife and are given the bounty with little complaint. Additionally, after the two reveal they were responsible for the tiger being released from the city they are told that they have done a great service for the city, not only in saving the smallfolk from the tiger but for releasing the beast upon the gypsy camp rife with criminals and dusk elves just outside of town. The Burgomaster invites them to join his service and to appear as guests of honour at the next festival to which Marishka and Fenrir accept. Meanwhile, Mikaeus heads for the church meeting Father Lucian Petrovich overseeing midday prayer. Mikaeus confides in him all his doubts, which had been brewing within him for some time. How he travels with people he would have once deemed evil but now deemed friends. Is he being corrupted? Or are the values and tenets he holds so dear wrong? Lucian tries his best to console Mikaeus but to little effect as he is in the middle of his own turmoil. He reveals that the ancient bones that once made the church hallowed ground had been stolen and now, he is terrified that one of the last lights of good in this cursed land was soon to be snuffed out. Later in the day, the group meets back up in The Bluewater Inn as planned, informing each other of the events of their days, however, their requests for drinks are met with regret as Urwin the barkeep reveals that they are almost out of wine having had no shipments and no word for months from their family vineyard to the west. The group says that they are due to go west very soon and would check out what had gone on. Urwin is very thankful, offering them a few rare wines that he had saved as a reward. The party then proceeds to the church at the behest of Mikaeus to help Father Lucian with the search for the missing bones. Entering the church, they find Father Lucian, who tells them that the bones are a closely guarded secret and that no one except him and his assistant Yeska should know of them. Seeking Yeska out the group manages to console the timid boy, who reveals that he had told Milivoj the Gravekeeper out of fear when he had asked. As the sun sets, they find the young man Milivoj digging graves behind the church and intimidate him into revealing he had indeed stolen the bones but at the behest of the local coffin maker, only doing so for the coin to feed his sister. The group, feeling sympathetic, decide to let the boy go and that in the morning they would head to the coffin shop to confront the coffin maker. Lucian asks if the group would stay within the church, with the bones gone it was undefended from the creatures of the night and he had not slept well in days. The group agrees to stay the night. Around a burning brazier, the group and Lucian ate, drank, and talked into the night, with Escher and Ves sitting awfully close having a conversation of their own. Eventually, the group retires for the evening, preparing to face whatever dangers await them with the new dawn.

## Chapter 15 - Nail In The Coffin

###### Character Level: *6th Level*

The night passes by uneventfully within the stone walls of the church and in the morning the group sets off to face the coffin maker. Following the directions given by Milivoj the group quickly arrive to the uninviting structure, the windows all appear boarded up and there is a deathly silence that is only interrupted by the metallic creak of the sign above the door shaped to look like a coffin. Fenrir knocks upon the door to which there is no answer, eventually after knocking for long enough a hoarse croaky voice yells from inside, “*go away, we are closed.*” Mikaeus asks the voice as to the whereabouts of the missing bones to which the voice replies the same answer, though this time in a much more fearful tone. With little warning to the group and the coffin maker, Fenrir smashes the door off its hinges and down onto the old frail man who had been on the other side. Manic with fright, the coffin maker pleads to be released and proclaims his innocence but when Fenrir begins to press down on the door with his foot, he soon reveals all. A nobleman had visited the coffin maker and promised him good business in exchange for his help. The next month, several strange boxes packed with dirt began appearing in his shop the nature of which frightened and appalled him. Soon after, the dark room in which the boxes appeared began to whisper to him in the night and asked him to remove the bones from the church, which he had done and then hidden within a secret compartment in his bedroom. The group enters the squalid building and leaves the coffin maker pinned beneath the door to deal with later. Making their way up the stairs to the dark room they find six strange crates, moving stealthily, the group spread out and position themselves by each crate and begin to open them. Springing forth from the packed dirt inside come ghastly pale figures with gleaming red eyes, these undead former adventurers immediately begin to attack the group. Two of the vampire spawn appear to lead the others, a large bald man outfitted with rusted plate armour and a greatsword and a dark-haired woman adorned in a ragged dress who wields dark magics. The battle was hard fought with Mikaeus and Fenrir both being knocked unconscious. Finally with a blast of wildfire Ves manages to destroy the last of the vampire spawns and the room falls silent. Reviving their fallen allies, the group uncovers the bones as well as a large bag of silver from the coffin maker’s bedroom and begin to make their way downstairs. Once again, the group is met by the enormous guard known as Izek and a number of his men who had been summoned due to the commotion caused by the fight with the vampires. The group explain all that had happened; that the coffin maker had harboured vampires in preparation for an attack on the city, the only thing they leave out is the bones which they plan to inter within the church. Izek once again thanks the group for their diligent work and he and his guards take the coffin maker away. One guard falls behind and subtly passes on a message, “*Lady Wachter wishes to speak with you*” before departing. The group then returns the bones to the church for which Lucian is very thankful offering them several vials of holy oil and holy water as thanks. The group decides to follow up on the message given by the guard and make their way to the Wachterhaus. Once they arrive the guards let them straight in as they were expected. They find Lady Wachter just finishing a meeting with her book club in the dining room. As the men and women leave, each seemingly trying to go unnoticed, the group enter the room and ask why they were summoned. Lady Wachter invites them to sit and as they do platters of wonderful food and goblets of wine are brought to the dining table by several servants. Lady Wachter reveals that she is sick and tired of the Burgomaster, his incessant festivals, use of extreme punishment, and his ineffective running of the town. She tells the group that she wishes to wrest control from him and his wife and to do so would be easy, if not for the Burgomaster’s captain of the guard, Izek Strazini. She says that Izek is a brute and his demonic nature shows upon his body in the form of the enormous, clawed arm he keeps hidden and if a group of like-minded individuals was to dispose of him then she could begin to wrest control of the town. The group and Lady Wachter discuss plans, rewards, and possible consequences for a few hours but eventually, the group decides they would need time to think. Lady Wachter, though visibly annoyed, grants them leave and the group returns to The Blue Water Inn. Once there they discuss the pros and cons of aiding Lady Wachter or turning her in to the Burgomaster. In the end, the group decides that the best course of action would be to help neither of them and instead focus on defeating Strahd as this was their goal and doing so would solve the problem anyway. So, after a few hours of drinking the group retire for the night with plans to leave Vallaki and to continue on through the lands of Barovia in the morning.

## Chapter 16 - Watch Your Back

###### Character Level: *6th Level*

Early the next day the group restock their supplies and leave the city of Vallaki behind. They once again find themselves traversing underneath the dark canopies of the Svalich Woods and it is not long before they come to a crossroads with paths branching in two directions. Finding a destroyed signpost, Mikaeus, Escher, and Ves begin working on finding the pieces and reconstructing the sign. However, Fenrir and Marishka suddenly become aware of a humanoid figure hidden within the treeline that is following them. As the dhampir and the lycan lock their eyes on the figure it breaks into a run back towards Vallaki, however not quick enough. Using blood magic, Fenrir manages to lock the pursuer’s body in place and then like a puppet, walks the spy towards them. Once restrained, the group begin to interrogate the spy who they now recognise as the young guard who gave them the message from Lady Wachter back in Vallaki. In his fear he turns on his masters and reveals that Wachter is a servant of Strahd and had him track the group, telling him to take them out if the opportunity arose. The group discuss what to do and eventually decide killing him to be the best course of action but in their hubris, they decide to turn it into a message. Marishka falls upon the spy and drains him of his blood and moments after his death he rises as her zombified servant. Fenrir grabs his neck and twists it around and Mikaeus hands the fallen spy a fragment of the broken signpost upon which he had scrawled, “watch your back.” With that, Marishka commands her servant to march towards Ravenloft and the group sets off in the opposite direction taking the north path. After a few hours of walking, the group arrives at the shores of a lake from the bank of which sprouts an enormous tower of crumbling stone. Upon approaching the group are surprised to see the sabre-toothed tiger they had freed from Vallaki laying just outside the door. The tiger, who is now adorned in armour, lifts its head towards the party and after a moment of tension appears to recognize them and then returns its attention to the large bone it was gnawing upon. As they carefully approach the door to the tower it suddenly swings open and there stood in the doorway is Rictavio. Though clearly him, his image is vastly different, gone are the gaudy bright clothes, replaced by a dark practical outfit. His brown hair is now snow white and he now wears a short stubbly beard. However, his eyes still twinkle with the same alertness, and the same warm smile beams out to the group. Rictavio invites the group inside his tower, leading them up a winding staircase to a dining room of sorts, and asks them to sit. Sharing a meagre meal, the group discloses the events that had occurred since they had last met. Rictavio listens with great interest, but as soon as the group mention Ezmerelda, his smile fades. Thanking the group for their trust in him, he says that they deserve the truth in return. He reveals that he is in fact Rudolph van Richten, the famed vampire hunter and mentor to Ezmerelda. Rictavio was a character he had assumed to learn more about Strahd’s influence over the land. He talks about his relationship with Ezmerelda and that when she left the note saying she had gone to Ravenloft, he feared the worst and now the group had confirmed those fears. Though he hides it well, the group is aware of how the news regarding Ezmerelda has cut Rudolph deeply. In as hospitable a manner as possible he invites the group to recuperate in his tower for as long as they need. What had been planned as a one night stop soon developed into a few days as the fortified and magically warded tower combined with Rudolph’s fully stocked laboratory and library gave the group the protection and resources they needed to create and prepare things that they otherwise would not be able to. Fenrir spent his time creating potions from monster parts. Ves turned his hand towards enchanting but in truth spent most of his time with Escher. Mikaeus spent almost all of his time in quiet prayer. The group also spoke with Rudolph often, learning all they could of vampires and the means to defeat them. It was in one of these conversations Fenrir revealed he had been carrying a weapon schematic that Rudolph had lost and he at once got to work constructing the strange device. One night, Marishka couldn’t sleep and dwelt on the idea of power. On her fear of death and her love of causing it. Focusing on the powerful blade taken from the crypts of Ravenloft, she wishes for a legendary magical weapon to secretly be hers. At this, a portal opens revealing an ancient reliquary. Encased in glass before her are a pair of dark clawed gauntlets, carefully she reaches through the glass and lifts them. Suddenly she becomes aware of a ghastly figure clad in torn yellow. Seeing her in return, the figure screeches an inhuman screech, its gnarled finger outstretched towards her. Pulling back, she finds herself in her room once more, the portal closed, not knowing what the unspeakable horror she saw was or if it was aware of who had taken its prize.

## Chapter 17 - Through The Grapevine

###### Character Level: *6th Level*

When Marishka awoke the following morning, for the briefest moment she believed all that had transpired the night before to be a dream until she felt the cold metal against her fingers and looked down to see the clawed gauntlets upon her hands. Already she could feel the new powers of this dark artefact swell within her. When she went downstairs to find everyone awake, she made efforts to hide her newly acquired prize but soon learnt it was unnecessary. It appeared that her wish to possess the item secretly extended to everyone and the group paid no attention to the gloves as if she had always had them. Pleased with her own clever wording she joined the others in preparing for their journey. Just as the group are about to leave a knock at the door causes everyone to stop in their tracks. The group ready themselves for the worst as Rudolph opens the door, revealing a battered and bloody Grimlok. The party rush to the half elf’s aid as he collapses in the doorway from a combination of agony and exhaustion. They bring him inside and lay him on the table. Rudolph inspects his wounds and realising what they are, quickly begins trying to rouse Grimlok. His eyes shoot open as he screams, batting the air around him in a moment of sheer terror. Rudolph tells the group to not let him sleep as he disappears up the stairs. To keep him awake the group tells him of the events that had occurred since his departure and tries to get him to reveal what had happened to him. Grimlok reveals he can remember little of what had happened; he remembers being carried off by the bat, he vaguely remembers a wedding ceremony but most of all remembers horrific nightmares and waking each night screaming and covered in wounds. Rudolph returns clutching two large bags asking if the group had encountered any night hags in their travels. Upon learning of the encounter at The Old Bonegrinder and the escape of the third hag, Rudolph nods his head in understanding. He reveals that when Morgantha disappeared she did not merely turn invisible or teleport, she actually entered The Ethereal Plane, The Realm of Dreams. Here she was safe and powerful and could see into other planes but could not affect them or the creatures within unless they were asleep. Rudolph opens the bags, and the group sees rock salt in one and iron filings in the other. Rudolph instructs Grimlok to make a ring of salt and iron around himself when he sleeps, that way Morgantha cannot harm him unless she returns to this plane. Reassured and on the road to recovery thanks to the healing magics of Mikaeus, Grimlok seems well enough to travel after a few hours, and the group heads off as planned. They are not traveling long before the group becomes aware of movement ahead, leaving the path and taking shelter in the trees the group cautiously continue. Not far down the path, animated scarecrows with deadly rusted claws patrol the edge of a desiccated vineyard seemingly searching for something. As the group attempt to sneak past they soon see what the scarecrows are after as one grabs a raven and opening its own chest attempts to force the bird within itself. Inside captured ravens wriggle and cry attempting to gain freedom before the chest closes and then all are covered by cloth once more. Avoiding the scarecrows, the group carries on, eventually reaching a large ivy-covered manor in the centre of the vineyard. Approaching the front door, the group suddenly turns at the sound of a snapping twig and then another and another. Crawling from the vineyard comes a horde of small twig creatures, squealing, and clambering towards them, the group draw their arms and charge to meet them. Battling blight after blight, their numbers seem endless, made worse by more of them emerging from the building followed by a human figure in tattered brown robes that seemed to be controlling them. The battle turned bloody quickly with some members having to run for cover to heal themselves, Marishka doing so by taking cover in an outhouse and drinking the blood of rats. Eventually, the druid falls, and the remaining blights are put to the torch. After a short rest, the group enters the manor. Inside, amidst wine barrels and fermentation vats, the group finds more blights and druids attempting to destroy and poison the wine. Limited by space, the blights cannot swarm the group and so are picked off quickly, the druids however put up a formidable fight. Marishka using the newfound power of her gauntlets manages to charm one of the druids into handing over an enchanted staff which she then beats him to death with. The threat dealt with the group hunt through the brewery eliminating any stragglers with Fenrir knocking on barrels to lure out any hiding blights. Satisfied that the brewery has been cleared the group begins to scour through the building, searching for any sign of the previous inhabitants and any clues as to why the winery had been attacked.

## Chapter 18 - Root Of All Evil

###### Character Level: *6th Level*

The party’s search for the owners of the winery proves fruitless beyond a few bottles of wine and a handful of coins. As the party regroup near the main entryway a figure is waiting for them, a one-eyed old man looks over the group suspiciously. He introduces himself as Davian Martikov, owner of the Wizards of the Wines and thanks the party for their assistance in riding his family’s home of the blights that had taken it. He reveals he and his family had taken cover in a nearby grove and had seen the group fight off the blights. At this the other members of his family return, all of which having jet black hair and slender frames. The party reveal that they were on a quest to find an artefact at Yester Hill that would help them to destroy Strahd but had also been sent by Urwin of the Bluewater Inn to learn why the wine delivery had stopped and to see if his family was ok. Knowing that the group were enemies of Strahd and were here at his son’s behest was the final piece needed for Davian to trust the party and share their secrets with them. Davian tells the party that his family is an ancient one and it has been their duty to try and protect the people of Barovia. In plain view, they were winemakers and brought wine to the people of Barovia, so they may escape and experience joy in a joyless land, but this was only a part of what they did. They were also wereravens and ancient protectors of the people of Barovia, acting in the shadows, gathering information, and protecting the people directly where they could and were all members of a secret guild known as The Keepers of the Feather. He tells the group that the soil of this vineyard was once enhanced with magic, three gems that allowed the soil to grow the vines needed for the wine. The first was taken long ago and the soil became less fertile, but the winery survived. Recently blights had begun attacking the winery and during these attacks, the second gem was stolen and taken to Yester Hill, he hints that their interests are aligned and offers to guide the party to Yester Hill. Adopting the form of a flock of ravens, Davian, and several members of the Martikov family guide The Mistaken through The Svalich Woods avoiding the roving patrols of scarecrows. The misty day gives way to the growing cold of night as the party makes their way following the flock of ravens deeper into the woods. At the very edge of the forest, the group catches up to the ravens perched in the branches of a dying tree, at its base Davian, now in human form, is waiting for them. He tells the party that they now stand at the base of Yester Hill and that he and his kin will go no further. He tells them that he and his kin shall remain close and will happily escort them back to the winery should they succeed. The party wearily begin to ascend the hill passing dark stone cairns as ominous clouds gather overhead. Reaching the top the group pass through a wide ring of black boulders and smaller rocks that collectively form a makeshift wall enclosing a field of dead grass. Suddenly a lightning bolt strikes the top of the tallest boulder, illuminating a ghastly, fifty-foot-tall statue made of woven twigs and packed with black earth resembling a cloaked man. Strange black roots erupting from the ground tangle around the base of the statue that seems to travel from a grove of dead trees at the hill's highest point with an enormous dark gnarled tree, oozing blood like sap in its centre. In the statue’s chest, dully glowing, is the missing gem but as they move to take it the group now also notice figures moving from behind cairns and boulders dressed in hides, adorned with black twigs and covered in blue-grey mud that are starting to approach the central circle. In an instant the tribal peoples move as one and begin to attack the group pushing them from the statue towards the grove, from which a horde of blights appears from the undergrowth, closing the circle. Fenrir having learnt of blights during his training knows they have a central point and seeing a huge snarling blood oozing tree turns from the enemies to attack it. Finding an axe buried within the tree Fenrir frees it and begins to hack away. The blights scream out as Fenrir assaults the tree and they turn to chase Fenrir giving the rest of the group the chance to cut them down as they turn. The tribesman with their blight allies lost are pushed back towards the statue, falling one by one until only one remains. Marishka grabs this barbarian and in her bloodlust uses her gauntlets power to suggest this barbarian return to its village and hunt down and kill every member of their tribe, revelling in the thought of slaughter. The battle over, the party take a short rest as Fenrir continues to hack at the tree until it is felled, it’s stump uprooted, and is put to the torch. In his digging, Fenrir finds a bundle of wrapped cloth between two of the largest roots, unwrapping it he sees the prize they came for, an exquisite blade hilt that seems to radiate with holy power, The Sunsword. The gem is recovered from the dark effigy, which is also added to the bonfire, and together The Mistaken watch its flames rise into the night.

## Chapter 19 - A Mikaeus Carol

###### Character Level: *6th Level*

As the embers from the bonfire rise up, snowflakes fall down to meet them from the dark clouds above. What starts as a light snowfall quickly turns heavy as the group decide to leave the hill. At its base they meet up with the wereravens and as great drifts of snow begin to fall, they suggest the group spend the night in a nearby abandoned chapel and guide them there. The chapel is old, it's interior scorched by fire charring all that once was, but its walls are still strong. Content, the group bed down for the night. Deep into the night, Mikaeus wakes at the sound of crying, he looks around and is shocked to see his friends have disappeared. The ruined chapel is now as it was in life, blue and silver tapestries adorn the walls and braziers burn with silver flame. Mikaeus realises this was a chapel of his faith. As he stands he hears the sound of rattling chains which begin to draw closer to the cleric. A figure floats from the shadows bathed in a dull silver light dragging heavy chains. Mikaeus is confused at first but then recognises the figure as one he grew up with in the church, Caroline Humberg. Mikaeus asks what is going on and she explains that she has returned to help save Mikaeus' soul and that he will be visited by three spirits this night. She explains that each chain she drags indicates an innocent killed or harmed in her zealous pursuit of justice, that the contemplation of the grave has allowed her to realise this and now she can never truly rest. She tells Mikaeus she wishes for him to avoid this fate, then touches his cheek. Mikaeus awakens in a dark place, though he recognises it immediately having spent so long within its walls as his old dormitory within The Silver Cathedral. A candle by his bed flickers, giving off warm light as its form grows into the vague form of a woman. Though she has no mouth, Mikaeus knows she is smiling warmly at him. She offers a hand, without thinking Mikaeus takes it as she pulls him through the window over the streets of Flamekeep. Mikaeus is shocked as he soars above the streets he once knew, as the night turns to day, then to night, over and over. She pulls Mikaeus towards an enormous tower, fearing the sudden impact he closes his eyes but when they open, he is stood on the ground within the tower amongst his young peers including his sister Lilith and Caroline Humberg. Mikaeus recognises this moment as his final exam as his old mentor, Cardinal Massimo, reads from a scroll. As he does a portal opens and a spined devil glides through on bat-like wings. Mikaeus and his peers do battle with the spined devil using their combined divine powers and martial prowess to defeat the beast in record time, earning Massimo’s congratulations, as he reveals there is but one test remaining. Two paladins drag in a female tiefling, her face stained with tears, Massimo tells Mikaeus to step forward and end this sinner’s life. She pleads with him, telling Mikaeus she is innocent and has children, he cannot bring himself to do it. The woman smiles warmly at him and offers him a hand, Mikaeus takes it without thinking. Disappointed, Massimo gestures to Caroline who steps forwards and raises her mace. In a blink, Mikaeus is elsewhere, he still feels the hand within his but now it belongs to the spirit once more. Looking around he sees himself on trial for speaking against The Keeper of the Flame and spreading doctrines she had banned. She gives him a chance to prostrate himself but Mikaeus chooses his pride and his faith and so loses everything. The vision melts away until all there is, is Mikaeus and the spirit. As the world fades her light becomes easier to see and before him stands the tiefling woman he had spared. She thanks him for his kindness and tells him that mercy lives within him still. Another blink, Mikaeus believes he is back in the chapel, that is until he realises the room is made of wood rather than stone. Turning, he looks down the length of a familiar church, remembering he once watched it burn down as he sees motes of fire running up wooden walls frozen in time. Between the frozen fire, knelt in prayer at the altar is Father Donavich. He stands, turns to Mikaeus, and asks if he has come for confession. Stubborn at first Mikaeus refuses to acknowledge what he speaks of but Donavich reminds him of his actions in Barovia when he struck him down with sacred flames for defending his son. Mikaeus refuses to confess. Donavich then reminds him of all his ill deeds, his words with Strahd, his thoughts of suicide, how he walks with two vampires, turning a blind eye to their crimes, even though he once slaughtered him for the crime of protecting his own afflicted son. Mikaeus breaks, he confesses his regret and guilt, acknowledging he is not good. Donavich smiles, telling Mikaeus there is good in him, he need only to find the light. There is a sudden flash and Mikaeus is now sat in a place he had hoped to never see again, Strahd’s dining room, and to his left and right are Strahd and Madam Eva themselves. Each begins trying to tempt Mikaeus down a certain path. Strahd speaks of power and wealth and desire and as he does a gold goblet of blood red wine appears before Mikaeus, Eva talks of the righteous path and destiny and as she does a silver goblet of blessed white wine appears before him. Then lastly a simple wooden cup of water appears in the centre, a fuck you to both of them, which Mikaeus drinks. Enraged, Strahd and Eva both launch at Mikaeus, claws find his flesh as fire burns it away, and then there is nothing but black. Mikaeus awakes on a lounge chair, opposite a handsome blonde man with mismatched eyes, sat at a desk. He introduces himself as Samael and tells Mikaeus that he is dead, but for the measly price of the faith that had abandoned him and a single favour, Samael can reward him with new life and incredible powers. Mikaeus is suspicious, but Samael reminds him the alternative is the judgement of the grave, extending his hand out across the desk, Samael’s eyes burn white-hot with light as he speaks, “do we have a deal?"

## Chapter 20 - Light And Dark

###### Character Level: *7th Level*

Mikaeus awakens in the chapel, the howling winds and strong snows seeming to have died down as he sees his group already awake and preparing for the day. Dappled sunlight breaks through the dirtied windows and Mikaeus breathes out a sigh having made it through that awful nightmare. In that moment, Mikaeus notices a pain within his right hand as if he had tried to snatch something from flames and looks down upon his hand to see a brand, a sun enclosed in a circle, the Brand of Samael. As he gazes at it, his fears are confirmed, all that he had dreamt was true, staring at the brand it starts to glow, brighter and brighter. At this moment Fenrir enters through the front door, startled, Mikaeus plunges his hand into a bucket of water to cover the brand from sight. Fenrir, carrying a large dead goose he had shot looks at him strangely but says nothing. The group finishes preparing and heads back to the winery guided by the wereravens who remained with the party at the chapel. Upon arrival, the group is surprised to see Rudolph van Richten waiting there with Shiva at his side conversing with Davian Martikov. Rudolph explains that with the loss of Ezmerelda, he has now realised the time for waiting and watching is over and now is the time for action, Davian nods his agreement. After the returning the gem they recovered from Yester Hill to the soil, the party, Rudolph van Richten, and The Keepers of the Feather enter the winery together to speak of the coming battle. All together sat at a large table, Rudolph and The Keepers impart all they know of Strahd and his home from their years of spying and fighting against him in the shadows. With this, the group learns much they didn’t know of Strahd’s history as well as the legend of The Heart of Sorrow, said to be an object deep within Ravenloft itself which makes Strahd truly immortal and must be found and destroyed before they can hope to defeat him. In return, the group reveals what they have learnt from their encounters with Strahd, his minions, and from walking the halls of Ravenloft, including blueprints of the castle itself which Marishka found in Rahadin’s office. Using their combined knowledge and the blueprints they begin to craft a plan of action and as the light of day turns to the dark of night, the plan is agreed upon. Rudolph is to head to Vallaki and appeal to any of those wishing to fight, he is to band them together into an army and march on the front gates of Ravenloft, though this is a distraction for the true plan. The Mistaken will enter another way, secretly, through a stain-glass window they saw whilst walking the crypts, from there they will use the brazier they once jumped through to ascend to the tallest tower of Ravenloft and work their way down to the area they believe contains this Heart of Sorrow. The first step, however, is to trick Rahadin into leaving Ravenloft, and for this Marishka writes a letter. Using her skills of forgery, she perfectly duplicates the handwriting of the author of “A Secret Bottom” that they had seen he had written to and seemed to be obsessed with. The letter asked him to come to Berez, far from Ravenloft, so they could finally meet in person, with the letter written Davian called down a raven and sent it as soon as it was done. Rudolph set off as soon as the meet was concluded not wanting to waste time, but The Mistaken, invited by Davian and his kin to spend the night as guests, retired for the evening once all was said and prepared. Though anxious, most of the group found rest quickly, Marishka however lies awake, a hunger within her. Her claws whisper of power over the darkness, ecstasy beyond compare, the price? The death of the wereravens. Marishka gives into the claws, what little good in her dying as she creeps through the house going room to room, slaughtering the men, women, and children of The Martikov family. After it is done, she crawls atop Davian and his wife’s corpses in their bed, bathed with innocent blood, revelling in a new power, she sleeps like a baby. Marishka rises early, working to hide the evidence of her activities. As the others wake, she works to usher them out of the house quickly, telling them that Davian had said they may take his coach and horses. Knowing time is of the essence the group left in a hurry but not before Fenrir decides to wish Davian farewell and looking into their room sees the carnage that had taken place. In truth, for a moment he was glad to see them dead, his hatred for lycanthropes had flared as soon as he learnt they were wereravens. But now looking at them and after learning of all the good they had done, he felt only sadness. Closing the door and returning to the group, he told them that Davian wished them farewell. Fenrir thought he caught a look in Marishka’s eye at his words, but wasn’t sure and didn’t press it, to break apart the group now would only serve Strahd. Taking the carriage, the group make good pace and soon come to a crossroads, one road to Vallaki the other to Argynvostholt, where the Tome of Strahd was said to lie. Confident in their plan and strength, the group pressed on to Vallaki after deciding that no book, even one penned by Strahd himself, would change their odds now.

## Chapter 21 - Heroes Of Vallaki

###### Character Level: *7th Level*

Though making a good pace, it takes the group a few nights before they reach Vallaki. On one of the mornings during the journey whilst taking down camp, the group had awoken to a mysterious burlap sack just outside their camp. Carefully checking inside the group were horrified to discover the skulls of a halfling, a tiefling and a human and written across their foreheads “watch, your, back.” A reply from Strahd. This macabre act only spurred them on however and arriving in Vallaki in the early afternoon they saw they were not the only ones spurred to action. Rudolph had gathered a sizable force of people who were ready to rid themselves of Strahd’s control once and for all. He reveals that it was the group who had served as inspiration for most having saved their town, time and time again. The only real objectors had been The Baron and Lady Wachter, but with most of his guard and her servants stood amongst the crowd, their objections meant little. The group recognised many of the people, Father Lucian, and his followers, Urwin Martikov and his sons, and towering above them all Izek Strazini, The Baron’s hulking captain, now stood with Rudolph, acting as his captain. Together on the platform the Baron had once stood upon during the Festival of the Blazing Sun, the group made their speech to rally the peoples and inform them of their plan. They promised them freedom from the oppression of Vallaki and its leaders, from Strahd and his tyrannical grip upon their lives, and even from Barovia itself. They were met with cheers as they spoke to the crowd. They revealed the attack would occur in two days and they would strike at first light when Strahd and his minions were weakest but would prepare and train until then as they must all be prepared for the fight ahead. Over the next two days and nights, The Mistaken, Rudolph, Izek, and his men helped to train as many villagers as they could, outfitting them from The Baron’s own armoury, teaching them the ways of the sword, bow, mace, and axe. Despite this, many still favoured clubs, pitchforks, and torches but this did not worry Fenrir and Mikaeus, they had seen the strength of an angry mob all too closely in Barovia Village. Father Lucian, Mikaeus and his acolytes set to work making as much holy water and holy oil as they could as Urwin and his family prepared a great feast each night, so the people would not fight hungry. On the first night, the feast evolved into a festival of sorts to celebrate the hope that the people felt for the first time in decades. In a quiet corner of the tavern, as the rest of the town revelled it was discussed in private who would lead the march on Vallaki. Though the matter was serious many were distracted watching Mikaeus down drink after drink, a behaviour incredibly out of character for him and downright hypocritical given the lectures they had all received from him. To cut the air, Rudolph volunteered himself, but the group told him they needed him and his ability to wield the Symbol of Ravenkind. Fenrir volunteered too but again was ignored. Lastly, Izek put himself forward, surprising the group. Seeing this gargantuan demon handed man be willing to put himself in harm’s way for the people was inspiring and made them feel they had made the right choice to reject Lady Wachter’s mission just a few days before. During a lull in the conversation and having built up courage, Ves and Escher announce that they are officially a couple now, the group were not surprised, but cheered them all the same. Though they drank the night away the group did not see the sunrise in Vallaki, or the people arm and prepare themselves to march. They needed to be in position for sunrise and so leaving Izek in charge they made their way out of Vallaki towards Ravenloft. Choosing to travel off the path through the woods the group reached a clearing near the base of Ravenloft and set up camp for the night as the heavens opened. Just before he retires, Mikaeus after much coercion from the group offers the Symbol of Ravenkind to Rudolph and is somewhat disheartened as he watches it immediately light up in his hands. In the morning, the group begins to climb the rain-sodden muddy bank, slipping many times but eventually reaching the top seeing the familiar chasm they once crossed and the imposing walls and spires of Ravenloft. After finding the right spot, one by one they cross, and climb towards the stained-glass window they had once seen, smashing through it. After taking a few moments to chip off some gold tiles from the frescos of the crypt, they head down to the brazier room. Their distraction seeming to have worked, no threats block their path, they just had to hope the letter to lure Rahadin away had been as successful. Reaching the familiar brazier they cast in their sphere and jump through finding themselves atop Ravenloft’s tallest tower, but where once they stood here filled with horror they now stand with hope as they watch the united peoples of Vallaki assaulting the front gates of Ravenloft.

## Chapter 22 - Heart Of Sorrow

###### Character Level: *7th Level*

Climbing down the trapdoor the group make to head down the stairs but Ves notices a sound coming from a cupboard. The group approach, arming themselves as Marishka opens the cupboard, revealing a cowering dwarf in gold armour. Ves senses his fear is not his own but a curse and reaches out to try and remove it, the magic takes hold and the dwarf regains his senses. He introduces himself as Radovik Goldbeard, saying he was in that cupboard for a long time but before that he and his party had been invited to Ravenloft by Strahd, not long after the mists brought them to Barovia. The group asks if he wishes to join them in facing Strahd to which Radovik agrees on the condition that they keep an eye out for his friends. The group begins to descend the large spiral stair and in its centre see an enormous heart floating in thin air, pulsating with bright red magic, the blueprints and the legend of The Heart of Sorrow ringing true. The group position themselves on the stair around the heart and as one, unleash everything they have against it. The tower rumbles as the heart is harried by spell and steel and as if in answer to the heart, vampire spawn clad in armour charge from below and flying heads descend from the rafters. The battle is hard fought as the heart repairs itself, Radovik is stunned for a moment recognising some of these vampires as his former companions and Marishka is nearly killed by a vargouille but at the last second uses a scroll to teleport away. However, as the battle reaches its peak and the heart is destroyed, Rudolph’s throat is torn out by one of the vampires. Enraged the party fight on but more vampires and winged heads join the fight, and they are forced to retreat, Fenrir grabbing Rudolph’s body and dragging it with him. Reaching the top of the tower they slam the door shut, Radovik pushing his cupboard in the way of the door. The vampires slam, but with no success as the party try to recover. The group looks over to the fallen form of Rudolph, their greatest ally here in Barovia now slain, and are overwhelmed with fear and anger at the loss of their friend. Fenrir closes Rudolph’s eyes and takes from him the Symbol of Ravenkind handing it to Radovik after noting he was a paladin during the fight and also takes Rudolph’s firearm, the one Fenrir had carried the plans for since the very start of his journey in Barovia. After a while, the group almost feels ready to face the spawn again but before they can make a move the trapdoor above flies open, revealing a raging storm as Strahd von Zarovich drops into the room. Marishka finds herself in a dark lab, ingredient bottles lining the shelves and noxious concoctions bubbling in cauldrons. She has only a few moments to take this in however as she is immediately attacked by a shrivelled old woman. Meanwhile, with only a moment taken to flash a grizzly smile at the surprised party, Strahd attacks, his claws rending through flesh. The party strike back dealing powerful blows in return and are filled with joy and hope to see their strikes doing damage to the vampire lord. In moments, the tables have turned and Strahd is on the backfoot and seems to know it. To their surprise, he begins to flee, pushing the cupboard aside and sprinting out of the door. Without a moment’s hesitation, the group gives chase, Fenrir and Radovik leading, pushing the vampire spawn off the stairs as Grimlok, Mikaeus and Ves shoot the vargouilles out of the air. As the group reaches the bottom of the stairs hot on Strahd’s tail, Marishka arrives her mouth covered in blood, carrying an assortment of jars containing strange ingredients. Before she can explain where she was or what she has the party charge past, yelling for her to join, she stows her jars and joins the chase. Charging through the winding halls of Ravenloft the group follows Strahd into a storeroom of sorts losing sight of their charge. Suddenly, swarms of rats begin to pour from the walls and crates attacking the group. Momentarily overrun by the tide of vermin, Radovik yells a divine challenge to the rats who all begin to swarm him, their teeth harmlessly pinging off his gold plate, giving the group a chance to escape the room. After this, they head through a room full of stacks of papers piled to the ceiling as a malnourished man attempts to protect them, with Fenrir jumping straight through the largest stack, much to the man’s dismay. Coming out in a corridor the group catches a glimpse of a cloak darting down a narrow spiralling staircase, they descend, hearing panicked footfall coming from below. As they charge downwards towards their foe, Radovik’s foot sinks into a horrific spiked trap hidden beneath a step, the group attempts to help him but in vain as Radovik tells them to keep going and he will catch up. Reaching the bottom, the group slam through an enormous set of double doors and find themselves within a grand throne room, stone gargoyles perch around the room atop large pillars framing stain glass windows and sat on his throne flanked by two stone dragons, uninjured and calm, is Strahd. He leans back in his throne, opening his arms wide in a mocking gesture of welcome as a dark smile washes over his pale face.

## Chapter 23 - Curse Of Strahd

###### Character Level: *7th Level*

In this dark throne room the group stand confused and horrified, every wound they dealt, blow that they struck seems to have completely disappeared as has the expression of fear that was upon Strahd’s face. “*A great likeness don’t you think? though the chin is a little off*.” Strahd gestures to a darkened corner of the chamber as stepping from the shadows comes a second Strahd, clutching the wounds dealt to him by the group now smiling that same grizzly smile as when it dropped from the trapdoor. Its form begins to bubble and shift as the guise melts away into a featureless grey humanoid, a doppelganger. They realise they have been tricked and lured into a trap, flies in the spider’s web. Strahd gestures and the doppelganger slips into the shadows disappearing, Strahd mocks them at first, every word a knife as he displays his cool confidence but after this commends them on all they had done. He makes them an offer; the same one he had made to Grimlok and Mikaeus within the halls of Ravenloft not but a few weeks before. He would give them their lives and great power in exchange for their service, all they must do is bend the knee. The Mistaken, exchange no words, each assured in their mission and each other, united they refuse to kneel. With that, Strahd’s form shifts into a horrific twisted version of his once handsome self, darkly laughing, revelling in the idea of the battle to come. His hands outstretch towards the dragon statues flanking his throne and with a crack of stone and gouts of fire, the statues explode revealing two unpetrified red dragon wyrmlings. As they spread their wings and snarl, Strahd rises from his throne as a swarm of bats descend from the shadowed ceiling swirling about his form. In response, Grimlok ignites the Sunsword, it’s radiant light brighter than ever cursing back the shadows in the presence of its fated foe. The coy confident smile of Strahd now twisted grows even darker as he glimpses the blade and hears the sounds of battle slowly rising from the lower halls of Ravenloft. Moments that feel like lifetimes pass as The Mistaken and Strahd von Zarovich standoff across the throne room and as a flash of lightning illuminates the chamber, the tension breaks as The Mistaken and Count Strahd von Zarovich launch at each other, doing battle to decide the fate of Barovia. Strahd ascends into the air his cloak of bats swirling about him. As Marishka charges, she suddenly feels the dark power of her gauntlets surge, she focuses on that energy, and the dark whispers that she heard in the night promising power seem to answer her call. Her senses begin to sharpen, her claws grow, and two great bat-like wings grow from her back as she leaps into the air towards him, fighting claw to claw with the Lord of Barovia. With Strahd out of the Sunsword’s reach, the rest of the band fight to hold off the dragons. The Sunsword doing little against the dragon’s hide, Grimlok is soon in trouble and pinned down. Holding off it’s burning maw, he notices his ring is beginning to glow, brighter and brighter. Just as the dragon’s flaming jaws go for his throat the ring’s light becomes blinding as the stain glass window above him explodes as a huge bat, the same one which carried Grimlok away in the crypts, swoops down, throwing the dragon off of him. Using the opportunity to launch forward Fenrir savages the two dragons, tearing them to shreds in his lycan form. The battle rages on, the party and Strahd trading terrible blows but Strahd’s regenerative powers allow him to recover from the most lethal of strikes, the fight seems to be turning against them as bursting through the doors comes Radovik. He lifts his hand over his head and activates the Symbol of Ravenkind, bright radiant light bursts from the symbol bathing the room in holy light. Strahd and Marishka are both affected, burnt by the radiant light, both forced to land but still tearing into each other. Grounded, weakened, and vulnerable the party see for the first time a look of fear and regret on Strahd’s face as the group rush towards him and attack. In a last-ditch effort Strahd channels all his power into a dark and vile spell which Ves counterspells in a surge of chaotic magic and in the end, it is Marishka who tears Strahd apart with her claws. As Strahd’s form is sundered the group watch as he begins to turn to mist, his cries of pain turning to laughter. Before the vampire can escape Grimlok rushes forward picking up the Sunsword that he had lost in his clash with the dragon and strikes, slicing into the vampire’s partially misted form as the chamber echoes with one final mournful scream. There is a brief moment of silence, then suddenly Rahadin enters the chamber in a panic, just in time to see his master’s destroyed form falling to the ground. Rahadin yells with anguish, calling for his fallen master. The group can see bundles of papers under his arm, unsigned and crumpled, their distraction having worked perfectly. His anguish then turns to pure rage as the group begins to hear the familiar aura of anguish emanating from Rahadin, louder than ever.

## Epilogue - Laid To Rest

###### Character Level: 7*th Level*

With not a moment to react Rahadin flies into a rage savagely striking with his scimitar with the ferocity of a man whose whole world had ended, but worse still, the aura of anguish wracked the minds of the party, louder and more horrific than ever before. Already weakened from the fight with Strahd, the party were immediately on the back foot made worse by the arrival of a horde of zombies at Rahadin’s heels. Things went bad very quickly with Grimlok and Ves taken down by the zombie swarm, only being saved by Radovik at the last second, throwing his hammer at a stone gargoyle high on a pillar above exploding it in a shower of stone, burying the zombies in heavy masonry. As the fight presses on, overwhelmed by the aura the giant bat makes one final attack against Rahadin, but before the blow is struck, Rahadin catches her, wrenching her jaws apart until they snap, as she falls lifeless to the ground. All seems lost. Enduring hit after hit, Fenrir digs in his alchemy bag to find a healing potion but pulls out a potion he had forgotten about instead, one he had made whilst in Rudolph’s tower. Concocting a plan he downs the potion, to all else in the throne room it appears that Fenrir had turned invisible or disappeared but in truth, he had entered the Ethereal Plane. Moving through the battlefield watching his friends fighting for their lives, Fenrir charges for Rahadin though it feels like a lifetime through the warped landscape of the Ethereal Plane. Fenrir finally reaches Rahadin and pulls from his bag a grenade and in his ethereal state holds it inside Rahadin’s head, ending the spell. In a flash of searing pain, Fenrir is shunted back and is once again material, his hand wracked in agony, barely gripping to consciousness. As everyone looks upon Rahadin, they now see his head is significantly larger, the fierce look in his eye has gone blank and the aura has gone. A second later his head explodes, and Fenrir is knocked to the ground by the blast. Sensing an easy meal the remaining zombies move in for the kill, as they fall upon him, tearing into his flesh Fenrir sees a bright light and feels a familiar warmth, and in that moment accepts his end. That light however was no call to the afterlife but in fact, the zombies being immolated in radiant silver flames, burnt to ash as Mikaeus arrives, saving Fenrir’s life and pulling him from death’s door. The room once again goes silent, the sounds of battle ringing in their ears fades and as they fall to the floor exhausted, they hear it. Cheers, yells, shouts of victory and joy ringing out from deep below in the castle, the army of Vallaki had won their fight, as they had finally won theirs. Once the army had fully secured the castle, the party turned their attention to deciding what was next. Though they briefly considered taking the power for themselves, the call of home was much stronger. They decided to send word for the remaining leaders of Barovia to meet them at Ravenloft so the future of this land and its people could be decided. Whilst waiting for them to arrive the party’s attentions were split, Mikaeus, Grimlok and Fenrir set about helping the armies gather their dead that had fallen in the fight, Mikaeus recovering Rudolph from the tower and Fenrir making a long trip down into the chasm surrounding Ravenloft to recover Ezmerelda’s remains. As the funeral pyres burned in the courtyard of the castle, Rudolph and Ezmerelda were finally reunited after being parted for so long before both were given to the flames. The others set about looking for treasure, starting by talking to Strahd’s bookkeeper, the man was inconsolable due to the mess that had been made of his stacks after Fenrir had jumped through them but Marishka reminded him he was free now and it wasn’t his problem anymore. Taking the information he gave them, they made their way through the crypts, where Radovik uncovered a magical shortsword before they arrived at the hidden vault. After opening the vault with the bookkeeper's password, they found a wealth of treasure taking as much as they could as well as finding a few magical artefacts such as a crown inlaid with many jewels and an enchanted shield. The party later regathered, not long after the leaders of Barovia arrived. Amongst them were Baron Vargas of Vallaki, Ismark of Barovia Village, Dmitri and Anna of Krezk, as well as Madam Eva of the Vistani. The Mistaken and the leaders of Barovia talked at length about the future that could now exist thanks to their defeat of Strahd. Turning down the offer of ruling, the group decided that each of the peoples would hold their own sovereignty, and together they would rule as a council, each being free to leave or stay in Barovia at their own choice. Ismark and Eva elected to stay as they both felt that this tale had not come to its end, Eva warned the group, she feared that despite being defeated, Strahd would one day return and she would need to be here to guide new Mistaken to take up arms against him. A few days after, alongside many others and guided by the Vistani, The Mistaken make their way through the mists at the edge of this land to cross back over into their own world, wondering what lies ahead and what adventures the future will bring.