recursal/Fanatic-Fandom huggingface dataset:
The Boys Session 6

## Session 6 - Thug Shakedown

Our adventurers wake up and head to the inn to grab Angelous and Sildar. When they find each other, Sildar states that one of his main reasons for being here in Phandalin was to find his associate Iarno Albreck, who was supposed to have brought stabilization to Phandalin, but reiterates that since he was supposed to be here 2 months ago he hasn’t received word. This prompted Sildar, as not only his close friend, as they went through the Lord's Alliance trials and training together, but an associate.

As they exit outside, they run into a few red brands shaking down some townsfolk. They end up engaging in a fight with them and capturing a few. Linene and the townsfolk round up the dead and unconscious bodies. The group venture to the Tresandor Manor on the east and head into the cellar.
Zombie

## Summary

Zombies are risen undead corpses who hunger for living flesh. Most of the time they’re rather unintelligent as when they’re brought back through undeath they’ve either been dead for quite a while and most of the organs have been rotted and decayed or not through a proper reanimation.

Link to Zombie Stat Sheet

## Strahd Zombie Variant Summary

A variant of the typical zombie, these zombies have a mechanic if you roll damage higher than 5 a random limb will be decapitated based on dm’s d20.

Link to Strahd Zombie Stat Sheet

## Story

Our group has encountered and fought off quite a few zombies, first encountering them in the basement of the Durst Manor. They were all dispatched fairly easily.

## Trivia

There have been a few encounters with zombies and Strahd zombies through the campaign, first appearing in Session 4. There have been a total of 5 deaths and 2 Zombies and 3 Strahd zombie deaths.
The Ether

Not much is known of the spirit realm known as the Ether, except that it can be sculpted as great as your imagination is. Equuleus visited this area being brought here by Grandmaster Kane, who was in spirit form. He formed Ado Vandor and took his precious physical appearance to make her visit more digestible.

Being alive still or haven’t matured her powers enough just yet, she wasn’t able to sculpt herself or manipulate the area and was bound to physical limitations she’s come to know. Whereas Kane was able to manipulate many things about himself and the area, though it was not known if that was also things he was able to do in life.
Adrian Martikov

Adrian Martikov

Stefania Tomescu (Sister)

Dag Tomescu (Brother-in-Law)

Nieces and nephews:

Claudiu Tomescu

Yolanda Tomescu

Vigo Tomescu

Martin Tomescu

Adrian is a good looking young man in his mid 20's, with long black hair usually kept in a ponytail. He dons a black cloak and leathers.

## Personality

Young and charismatic, Adrian is much too brave and willing for his own good. He's first to step into a leadership role and sacrifice himself, stepping up as acting lead of his family once they were invaded. He's got a seemingly good head on his shoulders, even though he may not be of much help.

## Story

Adrian and his family watched as the three adventurers fought and slew a few needle and twig blights that were searching for them. Deciding to put his trust in them, he stepped out of the tree line and flagged them down.

Adrian explained that some druids and their army of wood blights attacked their winery, the Wizards of Wine, a few days prior, and that their father, Davian, stayed behind so that they could escape. He pleaded for their help since they seem capable and are also headed that way.

He then escorted the group to an overlook to introduce the estate, as well as scout the threat. He gives a quick lay out of the land, stating that would there have been under different circumstances, he would have given them a grander tour of the land. He explains the exterior as best as he could, with his family pointing out the few guards standing around the perimeter.

Brig then decides to scout the rest of the house with his familiar, and eventually has to dismiss it before it's discovered, but not before alerting the druids to something. Dag speaks up, and comes up with a few plans. Namely that they should use a decoy to lure the guards away, either to ambush or to open a way for the group to sneak in. Adrian then goes back and forth bantering with his family on who should go, naming himself as volunteer, saying he's the step in leader and he should act the part.

Adrian's younger brother, Elvir, then volunteers after being convinced by Brig. Adrian goes with the group and Elvir to the treeline near the estate to help guide and give morale support to his brother. Before heading off, Adrian tells Elvir "Eyes of the Feather.", to which he then steadies himself and heads off.

Adrian helps ambush and hide the blights as they're lured by Elvir.

## Trivia

* First met in Session 9
* Killed 1 Twig Blight in Session 10
Davish

Davish the Hunter

## Appearance and Summary

Davish is a tall, thin man with slick back long hair that falls to his shoulders. He travels with a brown cloak and usually has a pelt or two slung over his shoulder.

## Personality

Davish is a mysterious man. Not much is known about the way he behaves, though he is friendly to the group and stays to himself.

## Story

Davish is first seen coming to the party through the mists upon their arrival in Barovia. Finding the trio lost in the Svalich Woods, he offers to escort them to a nearby settlement, which turns out to be Stanimir’s Vistani encampment.

He encounters them the very next day while he’s hunting and feasting on an animal he’s caught. Similar to the previous day, he gives them some words of advice and put them on the path towards civilization out from the woods.

He's next seen outside the Durst Manor, expressing astonishment as the adventurers escape it and it begins to go up in flames. He relies information that these three are special as not many have ever survived entering that house.

He then takes the group off the trail a bit to rest in a clearing and watches guard until morning, then departs once again.
Colin Bridgerton II

## Relationships

### Family

* Gregory Bridgerton (father)
* Lucy Abernathy (mother)
* Katharine Bridgerton (sister)
* Richard Bridgerton (brother)
* Hermione Bridgerton (sister)
* Daphne Bridgerton II (sister)
* Anthony Bridgerton II (brother)
* Benedict Bridgerton II (sister)
* Eloise Bridgerton II (sister)
* Francesca Bridgerton II (sister)
Twig Blights

## Summary

Twig blights were spotted on the way to the Wizards of Wine Winery shortly after being tasked by the guards at Krezk to check on their scouts and the shipments of wine.

They’re small, child sized creatures made out of twigs and branches and wood.

Link to character stat sheet

## Story

After being denied entry to Krezk, the party is sent to check on the winery, Wizards of Wine. Enroute, these twig blights and needle blights are spotted along the road. Engaging them in combat, they’re quickly dispatched. A few dozen of these blights are also spotted at the winery itself on the outside.

## Trivia

First seen in Session 9 on the way to Wizards of Wine winery
Swarm of Rats

## Summary

Swarm of rats are quite literally that, only with my variation is that as they take damage the pack is thinned, making the damage they deal less.

Link to stat page

## Story

Our heroes first encounter a swarm of rats during the escape of the Durst Manor. Brig blasted open a wall in an attempt to create an opening to pass through. This flock of rats would chase him downstairs and be a constant pestering until he is finally able to dispatch them.
Driftglobe

## Item Description

Official Item Description
[ Globe flottant ]

Wondrous item, uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the *light* or *daylight* spell. Once used, the *daylight* effect can't be used again until the next dawn.

You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

## Discovery and Obtaining

The Driftglobe was first found as a smokey grey orb in Session 5 in the Durst Manor basement in the room with the statue of a pale man and the Shadows.

Moving from there into the bigger more well kept room with the Ghast, they found a cracked open shell that was magnetically attracted to the smokey grey orb, and when combined it sealed shut and began to act as the Driftglobe.

It is currently in Reffins possession and is also the one to give it it's command words.

## Ability and Statistics

The Driftglobe is a floating mechanical orb that originates from the Air Genassi homeland, it has the ability on command to cast the Light spell and once a day cast the Daylight spell.

Command word for Light: Float

Command word for Daylight: Uhhhhhhh
Needle Blights

## Summary

A taller sized creature made of wood, these stand at around 6-8 feet tall. Their preferred method of attack is to throw out splinters from it’s body as a projectile.

Link to character stat sheet

## Story

A few of these taller wood creatures are spotted on the way to the Wizards of Wine winery by our trio and are engaged in combat, though they are quickly dealt with.

As the group venture to the winery itself, they spot a few more dozen blights like them as well as Twig blights and Vine Blights guarding the perimeter.

## Trivia

First seen in Session 9 on the way to Wizards of Wine Winery.
The Boys Session 0

## **Session 0 - The Tavern Meeting**

We start our adventure in a tavern, Katsanova Sly and Dan Wailin are seated at a table, minding an elf, Shawn Bolt, who keeps looking back at them, when a half-orc, Angelous, and a hideous rock gnome, Bafflegar the Blowhard, walk in, lock eyes with the two and come sit down. They introduce themselves, as Kats goes to the elf and with Dan’s help steal some of his items. Almost come to fight but the situation is defused when Kats relinquishes his stolen dagger, not the gold.

They each take their time to eat and haggle the room for money, when their friend, Gundren Rockseeker, steps through the door. He immediately recognizes the group and goes over to greet them. He grabs a round of beers, and being already drunk and overly excited, he accidentally toasts and smashes his beer on a man at the adjacent table. The man, clearly angered, Swings a fist at Gundren, clocking him in his face.

Not taking this lightly, Shawn, pulls out his short swords, stands on a chair, And leaps to stab at the man, digging deep through his shoulder and through his armpit with one. Seeing this, the rest of his crew unsheath their weapons and attack. Gundren attempts to diffuse the situation unsuccessfully and the rest of the adventurers unsheathe their weapons and attack as well. Shawn is incapacitated as Dan puts him and a few others to sleep, Dan is then sliced unconscious, but the others manage to take down the crew.

To end the encounter, Bafflegar casts burning hands on both the remaining crew and Shawn, killing two and almost Shawn. Gundren and the friends pick everyone up and heal those in the party, with Bafflegar managing the flames and then giving Shawn mouth to mouth cpr to bring him back to consciousness after burning him. Shawn wakes and pukes to the sight of him. The bar keep was extremely angry at the group, but was pacified when a coin purse was tossed to him by Gundren. The rest of the facility and commoners within evacuate the premises, as Gundren begins to pull up a chair and explain the job he has lined up for them.

He tells them that him and his brothers found something big and needed these guys to look after the wagon of provisions and to deliver them to Barthen’s Provisions in Phandalin. The cargo is not yet ready, and the oxen are slow, and he wants to leave in the morning to see his brothers. Angelous stays late and demands food from the Tavern Keep after destroying his establishment, to which he fetches horse shit and eventually after cooking it, manages to allow Angelous to eat it.

With that he goes to sleep, and the rest of the party go to their rooms except for Shawn who goes to rest outside.
The Charlatan Card

## Summary

This card was the ***first card*** revealed during Madam Eva's Tarokka Card reading.

She read it saying:

> ***“This card tells of history. Knowledge of an ancient will. This item will help you understand your enemy."***
>
>

> ***"I see a lonely mill on a precipice”***
>
>

During the Mists of Barovia Campaign - it was given to our party in general.

During the Boys Mists of Barovia Campaign - it was revealed from Shalfall Aeschylus's possession.
The Wizard Card

Madam Eva flips this **card fourth** as part of the third set. She mentioned:

“The second of two wholes, I see a **Wizard's Tower on a lake. Let the wizard's name and servant guide you to that which you seek."**

During the Boys Mists of Barovia Campaign - This card was the second revealed from the possession of Juliette Valentine.
Troll

T

T the Troll

## Appearance and Summary

T the Troll is a typical looking green troll, who stands about 8 feet tall and is comfortable being perpetually slouched. He wears a thin loincloth on light green skin and has unkempt long shaggy black hair.

## Personality

T is a very arrogant, selfish, and manipulative troll. Being born with great power, he longed for treatment like a king.

## Story

T is a very selfish and arrogant troll, who left his home and comfort of his troll den to seek a den for himself. Being one of the stronger of the clan but not strong enough to usurp the currently clan leader, he left out of jealousy, wanting a lax life of being treated like a king.

Traveling down the mountain, he finds a goblin cave and decides they would be fine minions to treat one such as himself a king.

Quickly overpowering them, he and the local human villages Mayor strike a bargain to divvy up their food or face the clan and the trolls wrath.

This worked for quite some time, until Reffins, Equuleus, Brig, and the rebellious goblins formed a pact to overthrow him. Though he puts up a fight, T is eventually slain, leaving his aspirations fulfilled for a short time.
Durst Manor

## Summary

A seemingly normal house located along the road, it has two adjacent buildings in ruins and dilapidated conditions, though this house itself is pristine looking.

## Story

Reffins, Brig, and Equuleus find two children outside this house, begging the trio to help their parents with a monster inside. They spend a bigger portion of the beginning of their journey in Barovia here.

It’s in here the group find further information on Strahd's origins and how his arrival effected the people of Barovia. They also find information on items of importance that may use to exploit some weaknesses of Strahd, as well as obtain many items of great use to them on their adventure.

Through adventuring inside, they uncover a devious plot from Elizabeth Durst, the mother of the house, the fate of the children, nursemaid Anya, and the father of the house, Gustav Durst.

Revealing secret passages, they continue to investigate the basement of the house which turns into a monstrous dungeon full of danger.

Laying to rest the children's spirits as well as the baby Walter turned fleshmound, they bring peace to the innocent residents of the household as well as make a daring escape through the treacherous death trap.

## Monsters Inside

* Animated Armor
* Grick
* Zombies
* Ghouls
* Ghast
* Shadows
* Fleshmound
* Swarm of Rats

## Items Obtained

### Scrolls

* Scroll of Remove Curse
* Scroll of Purify Food and Drink
* Scroll of Spiritual Weapon
* Scroll of Bless

### Usable Items

* Silvered Shortsword
* Whispering Cloak
* Driftglobe
* Potions of Healing

### Sellable Items

* Moss Agates x3 (10gp each)
* Carnelian (50gp)
* Grick Beak (25gp)
* Ivory Hairbrush (25gp)
* Gold Ring (25gp)

## Trivia

* The adventurers go through this manor during Sessions 2-8.
Sistine Chapel Angelous

## Summary & Background

Played by Paula, Angelous is a Half-Orc Life Domain Cleric.

Link to Angelous's D&D Beyond Character Sheet.

Angelous comes from

## Key Events

* Helped place Klarg in power as Bugbear and Goblin Chieftain
* Helped rescue Gundren Rockseeker
* Helped clear the Redbrand Ruffian menace from Phandalin
* Partook in the killing of the Black Spider, and liberated the Lost Mines of Phandelvar within the Wave Echo Cave to Gundren and his further expeditions, granting prosperity to Phandalin
* Got lost within the Mists east of Phandalin whilst chasing after Pip, Phandalin's tavernkeeper's son

## Notable Feats

* Angelous skewered a Giant Spider into The Black Spider with a spear during Session 14

## Notable Kills

* 1x Thug in the meeting place Tavern during Session 0
* 1x Skeleton during Session 7
* 1x Redbrand Ruffian during Session 9
* 1x Giant Spider via Guiding Bolt critical strike during Session 14
The Boys Session 10

## Session 10 - Glasstaff the Red

With a wave of Iarno’s staff, the zombies and skeletons breach the dirt as the group is quickly surrounded by undead.

The adventurers aim quickly for Iarno who dodges and deflects most of the attacks, save for Kats and Bafflegar, who seem to find purchase through his thinly veiled blue or yellow magic barrier. The group also call out to the Nothic in an unsuccessful attempt to bargain, offering Sildar as collateral. The zombies take down Bo Jackson and begin to assail the group from behind as the continue to rush to take down Iarno. Almost succumbing to their wounds, Kats manages to land a decisive blow that forces Iarno to surrender. He dismisses the zombies and heals the group. Shawn goes and hurriedly tends to his wolf who’s on deaths door with its guts hanging out.

They find out that Iarno and a few other groups collaborated with the Black Spider, including the Orcs, the Goblins, the Bugbears, and the Redbrands. Being interrogated by Sildar, he reveals that he did it for the resources to cure his mothers illness, whereas to procure them through the Lord's Alliance would take too long and Black Spiders finances sped up his research by years.

The group agree to free Iarno and have him atone for his crimes by helping the party to which he agrees. He also marks the Cragmaw Castle on a map that Kats has, exclaiming this is the location they were to send Gundren if they should capture him.

While leaving the manor, they notice the dead bodies of the redbrands and bugbears and goblins have been cleared of their flesh down to the bone as the Nothic speaks to them again. It proposes a deal: it knows of their past cause it can read their minds (including Bafflegars), and wants to follow the group but to be left alone so it can feast on the remains of the inevitable deaths that follow the group. Trading a food source for the Nothic for getting rid of the evidence, to which the party agrees.

Back outside, the woman and 2 children from earlier in the stockade greet the group and begin to pet Kats. Iarno tells the group that the deadman from under the bridge was the sheriff, the man of their household. Bafflegar convinces the girls they found the pin belonging to him in a hay barrel and that he’s missing. Hoping for one day that their beloved will return, they head into town.

Linene has assumed a leadership position in town and has begun to assimilate the remaining redbrands into their society as townsfolk.
Our Plot

## Lost Mines of Phandelvar Session Summary

* The Boys Session 0 - The Tavern Meeting
* The Boys Session 1 - The Departure
* The Boys Session 2 - The Goblin Ambush!
* The Boys Session 3 - Rescuing Sildar
* The Boys Session 4 - Taking Over
* The Boys Session 5 - Arriving to Phandalin
* The Boys Session 6 - Thug Shakedown
* The Boys Session 7 - Into the Tresendar Manor
* The Boys Session 8 - Deals with the Dark
* The Boys Session 9 - Bugbear Murder Mystery
* The Boys Session 10 - Glasstaff the Red
* The Boys Session 11 - Assault on Cragmaw Castle
* The Boys Session 12 - An Unexpected Savior
* The Boys Session 13 - The Final Descent
* The Boys Session 14 -
* The Boys Session 15 -
* The Boys Session 16 -

## Mists of Barovia Session Summary

* Mists of Barovia 0 - Into the Mists
* Mists of Barovia 1 -
* Mists of Barovia 2 -
* Mists of Barovia 3 -
* Mists of Barovia 4 -
* Mists of Barovia 5 -
* Mists of Barovia 6 -
* Mists of Barovia 7 -
The Boys Session 4

## Session 4 - Taking Over

Taking a rest, the group wake up relatively undisturbed, Kats and Shawn who are relatively uninjured take watch. Last to stir is the old human, who introduces himself as Sildar Hallwinter, of the Lord’s Alliance, an organization that Dan recognizes as one that seeks to help towns and civilizations prosper. He tells the group a few important things, he was escorting Gundren to Phandalin, and during their travels Gundren revealed to Sildar that he had the map of the secret location to the Wave Echo Caves, and within it the Lost Mines of Phandelvar. Dan, hearing this part in particular piqued his curiosity, as he had known about the Mines of Phandelvar as a once very famous place where people made magical items. Sildar continues, that during their travels, they were ambushed enroute to Phandalin. While kidnapped and bound, he overheard Klarg, the bugbear boss, was speaking to another about a "Black Spider". He heard Gundren taken away and also overheard that they would be taking him to the Cragmaw Castle, though Sildar doesn't know the location of it.

After this, Sildar arms himself with a sword and shield, and they go eastward in the cave to confront Klarg, splitting the party with Angelous, Bafflegar, and Shawn to the wolf kennel to flank. Sildar, Dan, and Kats to the north to run interference. Kats is spotted by a goblin enroute, and thus he and Sildar take action to dispatch it, alerting the rest of the room. Sildar takes the brunt of their force as the rest of the party join in, the west side team taking longer than expected to flank while the north team holds the brunt of the damage down. Eventually they manage to quell the monsters and capture Klarg, the bugbear. Dan then bribes the goblin Greeb to work for them.
Radka

Stanimir's Son

## Appearance and Summary

A extremely handsome Vistani man, found at the Tser River Vistani encampment. The son of Stanimir, the patriarch of the tribe, he’s often seen as the right hand man. He doesn’t sleep often and is seen over watching his people due to his deep sense of leadership.

He sports loose colorful garb often recognizable as Vistani attire. He has long black hair and a short well kept beard, and piercing green eyes.

## Personality

Radka is a neutral good aligned character. He has a strong sense of responsibility and leadership due to being the son of the tribe’s patriarch, and will often put the tribe before himself.

Though he bears a lot on his shoulders, he still has a love for his mischievous childish behaviors and immature actions.

He’s skilled with a sword though he doesn’t practice.

## Story

Prior to meeting the party, Radka was alive and active during the events of nursing and protecting Strahd. Witnessing his rise to power and tyranny, he holds a secret shame for his part in the dominion over Barovia.

When the party arrives, Stanimir has Radka come over and dance with Equuleus. Smitten by his looks, Equuleus eagerly indulges. Being distracted by his looks, she loses concentration and steps on his feet a few times, despite being adept with her martial skills.

After meeting with Madam Eva, the party return to see him at the bonfire leaning against a wagon overlooking the camp.

Reffins also being smitten, goes to flirt with him unsuccessfully. His opening line “So, lean here often?” Followed by “I haven’t done this in awhile.” Then proceeds to laugh hysterically in his face.

A mix of horrified and disgusted, Radka tells Reffins he’s married and asks Brig to take what he thinks is his drunk friend to sleep.
Hinkvovor: Staten Island

Hinkvovor: Staten Island is the first season of Hinkvovor. It features 8 contestants lost in the jungles of Staten Island, New York.

## Twists/Changes

* **Hidden Immunity Idols**: A hidden immunity idol is hidden at each camp.
* **Opening Individual Immunity**: At the marooning, an individual immunity is available for one person to gain. It will be used during the first Tribal Council that the castaway attends.
* **Extra Player**: Before the Crazy Rails challenge started, Maddox was introduced to the game.
* **Final 3 Reward**: A Reward Challenge was held during the final 3. The winner earned an advantage to add a juror to the game, but this sadly went unused.
Tuxedo Cat0

**Jonathan** is a contestant on Hinkvovor: Staten Island.

## **Staten Island**

Jonathan came into the game playing strong. He found a clue to the hidden immunity idol during the opening challenge, which he later put to use. Unfortunately during the challenge, Jonathan disqualified himself, and when his tribe lost, he was a prime target for the other 3 as they did not like him. Unfortunately, Jonathan was sent packing in a 3-1 vote with an idol in his pocket

### **Voting History**

Vote
 1
Trolls

## Summary

Trolls are tall, relatively unintelligent creatures that use their height advantage and toughness to bully their way to get what they want. Typically run solo or in groups up to 3.

They have innate regenerative abilities that are halted by fire.

Link to Troll Stat Sheet

## Story

Our adventures have only encountered one troll from Vorgshire. This one was a little more conniving and ambitious than typical trolls.

## Trivia

* The troll was never named, so people called him T. They met T during Session 0.
Stanimir's Caravan

## Summary

Tser Lake is a lake in the south of Barovia. About 200ft across and wide, it rests between the village of Barovia and the crossroads towards Vallakki and Castle Ravenloft. The south side of this area is the frequent camping grounds of Stanimir's Vistani tribe. His encampment includes 4 wagons and a handful of tents, including Madam Eva’s.

## Story

Brig, Reffins, and Equuleus stop here on their way through their journey to meet Strahd. They become acquaintances with Stanimir and Radka, and have their fortune revealed via Tarokka Reading with Madam Eva.
Svalich Woods

## Summary

The Svalich woods surround the entire outskirts of the land of Barovia on every side of its border. Damp dark trees interlock their wooden arms and tower high and, in conjunction with the mist, block out the sun. This makes it extremely easy to lose track of oneself and wander these woods for an extended amount of time.

Many creatures inhabit these woods, most not friendly.

## Story

Reffins, Brig, and Equuleus get lost here several times in upon arrival (Session 1) but receive help from Davish and navigate their way out.
Session 11

## Summary

Elvir asks for any assistance before he goes off, Brig and Reffins offer some words they feel are encouraging. As Reffins does, he notices Elvir is visibly weary of the whispering cloak. When Reffins presses the issue, he notices that Elvir is hiding some information but is stopped when Adrian interjects.

Adrian speaks a few words to his brother, ("Eyes of the Feather.") and Elvir heads off, successfully bringing back small group after small group of blights just like he was instructed, to which our party dispatch with relative ease. They then go to hide the bodies as Elvir and the group begin to pick apart the sentries. They take down a total of 16 Twig Blights and 4 Needle Blights during these ambushes, in 3 groups.
Grick

## Summary

A Grick is a serpent like creature with a beak and tentacles surrounding it. Typically they are defensive and passive creatures, but are dangerous if threatened.

Link to Grick Stat Sheet

## Story

Our adventurers encountered a Grick in the basement of the Durst Manor, Brig casting levitate and caused it to float harmlessly until it was dispatched.

## Trivia

Only 1 Grick was seen in the campaign so far, which they met during Session 4.
Vorgshire Map

## Location Summary

This is the mountain town of Vorgshire, located in the northern hills of Daggoroth in Tauriel.

It's a small town that is one of a few settlements in the hills that give a little respite for weary travelers heading through the hills.

Here is where our adventurers have their Session 0.

## Notable Events

Our Adventurers are traveling town to town in search of riches, fame, and adventure. They end up in this small mountain town and uncover a devious plot, and work to set about delivering justice.

***\*\* Spoilers Ahead \*\****

### **Aftermath**

In the aftermath of the events leading to the slaying of the Troll and the subsequent arrest of Former Mayor Harvey, the town of Vorgshire end up in a very symbiotic relationship with the goblin tribe. Learning each other's culture, they both prosper and enjoy a unusual but peaceful time together.
Gustav's Suicide Note

## Summary

This note was a suicide note found clutched in Gustav's hanging corpse's hand in the master bedroom of Durst Manor.

## Contents

“This anguish is more than I can bear. I should have known better. Elizabeth sent me to fetch some food for the children, only for me to come home and find her morphed into this monstrosity. My dear wife having perverted her self into this…this creature, I feel as though it’s the just desserts for our evil deeds caught up to us. That damned altar she so fervently prayed and offered up all those poor innocent people for sacrifices, oh why would she take dear baby Walter. His life had only just begun. Cold, dead, Mutilated. In my fear for the worst I rush upstairs only to find Anya my love, bloodied, cold, and lifeless on the floor. I was a fool to think I could be happy again. If only we had all perished when the famine came. Why did we go through all that struggle? All those lives we murdered, the humanity we gave to survive, just for this? I check not on Rose and Thorn, my heart cannot handle any more grief. And so I leave this world behind. I curse you Strahd and what you have brought to Barovia. One day I hope someone will see to your eternal damnation.”
Shadow

## Summary

Shadows are monsters that linger in the afterlife, having been either brought back by or linger for some unfinished business to be completed.

Being shadows, they tend to stick to the darkness and are very stealthy, usually they are attached to something they were or were with in life.

Link to Stat Sheet

## Story

The party encounter their first shadow while exploring the Durst Manor basement. In the statue room as Equuleus attempts to touch the smokey grey crystal orb in it’s hands, one emerges from a skeleton in the corner, then two more from other skeletons. Reffins and Brig pick up quickly on this concept and deduce that destroying the skeletal remains cancel their summoning effect.

## Trivia

* 3 were slain conventionally and 2 were pre-emptively stopped from materializing by Reffins and Brig in Session 5.
Mists of Barovia

## Story of Mists of Barovia

Here are a list of the events and the sessions in which these events take place in during the campaign 'Mists of Barovia'

* Session 1 - Into the Mists
* Session 2 - A Curious House
* Session 3 - The Horrible Truth
* Session 4 - Down We Go
* Session 5 - Shadows and Dust
* Session 6 - Whispers in the Dark
* Session 7 - One Must Die
* Session 8 - The Escape
* Session 8.5 - Leveling to 3
* Session 9 - Krezk and the Blights
* Session 10 - Plotting the Approach
* Session 11 - The Ambush
* Session 12 -
Ghast

## Summary

Ghasts are typically a smarter, stronger, and more malevolent version of a ghoul. They exude a toxic, foul stench for those near it and cause those near it to be paralyzed.

Out of game terms, players make saving throws on their turn if they’re within 5ft of the ghast, and if they fail they’re paralyzed from the stench.

https://www.dndbeyond.com/monsters/ghast

## Story

A ghast having emerged from the north dirt wall in the higher ranking cultist room. It took down an injured Equuleus with a bite and it’s stench before being decapitated by Reffins.

## Trivia

* So far there’s only been a single ghast in the story so far. She was encountered in Session 5 and slain in Session 6.
* She was identified as Elizabeth Durst.
Selvidge's Session 2

## Session 2

As our party approached, they find and dispatch a small group of goblins before heading inside. Tossing the newly dubbed goblin as StupidSlave, they enter and see a kennel of wolves and make short work of them as they are chained up against the stagamites.

Going to climb the stalagmites, they hear someone speaking in the room above, deciding to take another route and hide. Hiding in the adjacent passageway, they decide to venture further up as goblins are approaching their direction. Finding themselves face to face with another group of goblins, they attack until the leader of the pack threatens to injure the hostage, Sildar Hallwinter.

After having his forces decimated, the goblin leader negotiates with the party to a truce, as the patrolling goblins are approaching. Jarnas accidentally makes noise when the dust makes him sneeze, the goblin leader manages to cover for him and convince the patrol to return saying nothing is out of the ordinary.

He then goes on to explain that there's a bugbear named Klarg, on the opposite side of the cavern that has control over the other half of his tribe.
Dag Tomescu

## Summary and Appearance

A member of the Martikov family and worker at the Wizards of Wine Winery.

Dag is a meek, shy, soft spoken man. He’s very reserved, but is willing to sacrifice himself for family. He, like the rest of the Martikovs, were seen sporting black leathers and a dark cloak.

## Story

Our group first meet Dag after dispatching a handful of twig and needle blights in a clearing on the way from Krezk to the Wizards of Wine Winery. He was among the Martikov family that broke from the treelike and revealed themselves after Adrian flagged the adventurers over.

He helped point out the blights guarding the perimeter of the winery along with his family, and after Brig scouted the interior with his familiar, he suggested a couple plans to the group, stating that if they should die then surely Davian would too, so it would be in everyone’s best interest for then to stay alive. His plans consisted of using a decoy to lure the blights away, making the approach easier. He then volunteered himself as tribute to which Adrian stepped forward and argued that he should be decoy.
The Abjurer Card

## Summary

This card was the ***third card*** revealed to the party during Madam Eva's Tarokka Card reading.

She read it saying:

> ***“This is a card of power and strength. It tells of a weapon of vengeance: a sword of sunlight."***
> ***"I see a fallen house guarded by a great stone dragon. Look to the highest peak.”***
>
>

During the Boys Mists of Barovia Campaign - It stated:

> **“This is a card that tells of an immense weapon of power and strength. But it is halved. The first piece, It tells of a weapon of vengeance: a Sword of Sunlight. I see a fallen house guarded by a great stone dragon. Look to the highest peak.”**
>
>

It was revealed from Juliette Valentine's possesssion.
Elvir Martikov

Elvir Martikov

Dag Tomescu (Brother-in-Law)

Stefania Tomescu (Sister)

## Summary and Appearance

A member of the Martikov family and worker at the Wizards of Wine Winery.

He’s a slender young man just barely into adulthood, Elvir looks to his older brother for example. Very naive and impressionable, he means well but is often taken advantage of. He sports typical attire of his family, leathers and a black cloak, though he has greenish tan clothing to compliment it.

## Story

Elvir first appeared with Adrian as our adventurers were heading towards the Wizards of Wine Winery after the latter dispatched of a group of Twig and Needle Blights.

Adrian emerged from the tree line, leaving his hiding spot and ushered the party over after witnessing their combat abilities. He explained that those blights were hunting him and his family after they escaped an invasion of them at their winery. He further explained that their father, Davian, stayed behind so they could escape. After this, Elvir and the rest of the family also stepped forward, before taking the party to an overlook overseeing the occupation of the winery.

Here Elvir helps spot the blights standing guard around the perimeter. After the party decide they want to approach the estate, Dag comes forward with another suggestion, they use a decoy and lure the blights away to allow an easier approach. After Dag and Adrian go back and forth on volunteering themselves as decoy, but Brig convinces Elvir to do it. Unsure of himself but readily hoping to prove himself, he, with Adrian and the party head off, finding a clearing to set and ambush on the way to the winery.

Before he heads off, he asks for any tips or help they could provide, and is offered Reffins cloak once again. He appears visibly apprehensive, almost unreasonably so, to the point that is concerning. He's pressed on the issue but Adrian interjects to change the subject back to the task at hand. Before he heads off, Adrian tells him, "Eyes of the Feather." to which Elvir then steels himself and heads off.

Successfully bringing back small groups as instructed, he helps ambush and hide the blights as they come back.

## Trivia

* First met in Session 10
* Slayed 1 Twig Blight in Session 11
* His rolls for the ambush were decided by the players rolling instead of the DM
Mayor Harvey

Mayor Harvey

## Appearance and Summary

Mayor Harvey is a portly man, who often sports a tan and red vest and attire. He has a thick mustache and is commonly seen with a top hat.

## Personality

Harvey is a stout, personable man from a rich family. Being from a rich family, he was quite popular at school, using his guile and education to learn how to talk his way in and out of many situations.

## Story

Prior to the events in Vorgshire, Harvey wooed and wed Catherine, bringing her north to the hills of Vorgshire. Here they made a new quiet life together.

All was well until the food storages in Vorgshire started getting raided. Being pretty clever, he hid on a vantage point above one storage unit and found it to be goblins pillaging the towns food.

Finding a pattern in their pilfering, he manages to corner off a single goblin, who happens to be their boss Bongo. Thinking of how he could benefit from the situation, he makes a deal with Bongo to speak with their new leader.

Meeting T, he quickly learns he’s in way over his head, though he uses his devious wit to come to an agreement: he would keep the town from moving and continue their farms, thus supplying T with food, and they would not attack the town.

Back in Vorgshire, he starts keeping logs of exact supplies taken and forges the remaining so none are the wiser. He tells the townsfolk that it must be ghosts and manages to convince the majority, though the towns guard are undeterred.

Life goes on like this as normal until he finds out the towns newest visitors are in the goblin den. Rounding up the towns guard under the guise that he found the culprits behind the food shortage, blaming the new travelers working in cahoots with the goblins.

Surrounding the front of the cave, they await any approaching parties, hoping for any outcome:

If the party came out he would convince the towns guard they’re at fault.

If the troll came out he would assist the troll in defeating the guards.

If the goblins came out he would blame them as the culprits.

Thinking he has every possible outcome to be successful, they awaited, to be greeted by the adventurers.

Reffins steps forward to speak and they go back and forth, each one putting forward a solid argument blaming and defending. Brig comes forth with written evidence of Harvey’s involvement but he still makes a great case for himself. It’s only when the goblins and Bongo step forward and reveal the truth, that Reffins is finally able to convince the guards to take their side.

Being restrained, Harvey is taken to the stockades until further punishment can be decided.
The Boys Session 2

## Session 2 - The Goblin Ambush!

Leaving Neverwinter behind in shambles, the group heads south along the High Road and tend to their wounds along the way. After a few days, they head east along the TriBoar Trail, and after half a day they come to a pass that narrows with two slain horses pelted with arrows blocking the road.

Bafflegar and Shawn go to investigate and notice some goblins in the bushes to the sides of the road and work with the team to defend themselves. The crew manage to down some and attempt to interrogate one but Shawn is bloodthirsty and they’re slain save one after Bafflegar convinces them to let one live when he finds tracks and the marks of two dragged bodies.

Using a captive goblin as a guide, they navigate the paths heading north east to a cave with a strong stream next to the path. They notice two lazy goblins sitting nearby and kill them before they can sound alarm. Heading in, they’re met with the loud sound of rushing water, as well as almost complete darkness. The room immediately to their right upon entry has 3 wolves to which Shawn starts to feed and spends the next couple minutes attempting to tame.

As they explore in, they’re not trying to be stealthy, as Dan sends in his dancing lights to illuminate their approach, as well as sauntering in without stealth. Bafflegar jumps into the flowing water as Kats and Angelous round the corner to the northeast, and they spot and alert a goblin who runs off.

They soon hear rushing water, as a flood descends upon them, Bafflegar attempts to hide and the rest of the crew think he’s a rock, while everyone makes it out of the way of the cascading water, Bafflegar is swept out and hits rocks and such at the bottom of the stream as he is carried out.

He makes his way back in after being healed and the party splits, Angelous and Kats taking the path to the east, Dan and Bafflegar taking the west, and Shawn staying with the wolves.
Fleshmound

## Summary

Flesh mounds are a variant of shambling mounds. In this case they’re an amalgamation of dead rotting bodies who have formed to create this monstrous moving pile of corpses almost invisibly tied to it’s core.

## Story

The only flesh mound our heroes have seen so far was in the ritual chamber in the basement of the Durst Manor.

It was summoned by the apparitions surrounding the room when the adventurers stepped off the middle platform without sacrificing anything.

It engulfed Brig and Equuleus, to which Equuleus spotted baby Walter inside and directed Brig towards it. Having a target, Brig blasted a way open for Equuleus. At first she meant to strike a fatal blow to it, but stayed her hand and instead held and hummed an old lullaby, causing the flesh mound to dissolve and bodies to un-animate, leaving the bones of baby Walter as the only remains.
Nursemaid Anya

## Summary and Appearance

Nursemaid Anya

Anya was born a poor girl from a poor family of many children. Being the eldest of seven, she fostered great maternal instincts at a young age. Having to drop out of school to help her mother tend to their family needs, Anya he came well-versed in household upkeep and motherly chores.

Anya is a slender woman with a gentle face. She, being a nurse maid, often seen in a nurse maids outfit.

## Personality

Anja grew up as the eldest of seven children, and as such developed strong maternal instincts. Having to drop out of school to help her mother with household chores, she further strengthened her motherly skills. She adores children as it’s much of all she knows, children and housework are her world.

She is a gentle woman with a soft voice. Even when she is tired or having a bad day, she is always seen with a gentle look on her face.

## Story

Anya moved to the village of Barovia long ago to work for a small family as their caretaker. When they eventually didn’t require her services any longer, she was referred to another family to work as a nursemaid for a minor noble family, the Dursts.

She fit right in, and lived a happy comfortable life until the famine hit. The Dursts did well to shelter her from it, though she knew it took a toll on them. She just didn’t know the extent. Out of respect, she never asked or pried.

Years came and went with the famine, and eventually she started noticing Gustav and Elizabeth changing. Elizabeth became more cold and distant, Gustav became more soft spoken and quiet. His unusual quietness was a stark contrast to his usual jovial self. She was so curious and full of pity for him, which one day ended in an affair. Though their union was brief, it lead to Anya becoming pregnant. Elizabeth found out, but was kind and reassuring, allowing Anya to stay.

When it came to giving birth, Anya had a healthy baby boy, Walter. The day after, while nursing her baby, Elizabeth brutally murdered Anya, and as she lay dying she could see Elizabeth take Walter away from her. This lead to Anya becoming a specter, being stuck between anger and confusion when Elizabeth tucked her body away in a trunk in the storage room.

When the the adventurers find her and return her bones to her, she finally remembers all the events that transpired and asks the group to bring her baby back to her.

Disturbed by a feeling of unease from the bottom-most basement level, she descends the attic staircase and meets the party at the base of the staircase expressing concern for them. As she meets them, she notices they have bones of a baby, to which she recognizes as her own baby Walter. Being handed the baby bones, Walter slowly gains his ethereal form and as she rocks and sings to the baby, it coos and giggles as they fade.

She is seen once more when the trio are making their escape from the Durst Manor, as she pushes Laila and Reffins out of the way of a scything blade, narrowly saving both of their lives.
Anne Wynter

**Annelise Sophronia "Anne" Smythe-Smith** (née **Shawcross**; formerly **Wynter**) is the wife of Daniel Smythe-Smith.

## Biography

When she was sixteen years old, she had a sexual encounter with a man named, George Chervil, whom she had romantic interest in, and thought she'd marry. During one of his parents' ball, he attempted to force himself on her, and admitted to already being engaged, and was only using her for sex. After this, she was disowned by her family, and was forced to flee to keep a steady job for a place to live.

## Physical appearance

Described as naturally stunning, with raven-dark hair and dark ocean-blue eyes.

## Personality

Described as a "kind-hearted beauty", being as beautiful on the inside as on the outside. She is also extremely intelligent.
The Conjurer Card

## Summary

This card was the ***second card*** revealed to the party during Madam Eva's Tarokka Card reading.

She read it saying:

> ***“This card tells of a powerful force for good and protection, a holy symbol of great hope."***
>
>

> ***"I see a dead village, drowned by a river, ruled by one who has brought great evil into the world.”***
>
>

During the Mists of Barovia Campaign - it was revealed to the party in general

During the Boys Mists of Barovia Campaign - it was revealed from Dan's possession.